Knights Province – Alpha 12 release (and 10 year anniversary!)

October is a special month in Knights Province history – the game was conceived almost exactly 10 years ago back in October of 2013.

It has been three years since the last big release of Alpha 11. There was a lot of work done to make the game look and play better than ever. Here are the major improvements and features:

  • 4-way buildings placement – buildings can be placed facing each of 4 main directions. This makes town planning more interesting and strategic.
  • New water rendering engine with waterfalls and water levels for better looks.
  • PBR and Screen-space reflections, normal maps and parallax maps – these are new rendering techniques that allow for a nicer picture, especially for metallic surfaces (like armored units warfare and water bodies), buildings roofs and roads.
  • Lots of new house models, textures and improved unit animations
  • Brand new in-house work animations – covered in detail in previous post. They make the towns look more lively.
  • Sheepyards, Sheep, Wool, Gambesons – new production chain with new buildings and wares, that is more historically accurate and more challenging and interesting to manage.
  • Reworking HUD UI/UX – new and better GUI items and a whole new reworked minimap supporting the free in-game camera.
  • Reworked object picking UI/UX for more accurate control over the town and combat.
  • Improved terrain render, roads and building footprints – terrain got better lighting and nice decals for house and roads.
  • Launcher will help to keep the game up to date.
  • Improved AI city building and army training.
  • New campaign “The True King of D” by Kinghts Dzapan (first 9 missions) featuring lots of new dynamic script features (such as popup dialogs, trading, etc.).
  • New text localizations (Brazilian Portuguese, French, German, Spanish, Polish, Turkish).

There are many more smaller changes and improvements, they all can be seen in the lengthy game changelog (available on game start and from Options menu).

There are still several areas where the game needs more research and development which will be addressed in following Alpha 13, before it can go into the Beta stage:

  • Horses and farm animals breeding, should it be handled in the same way as sheep?
  • Walls
  • Siege machines
  • Trade (market, wagons)
  • Multiplayer
  • Assets and content (building models, unit models, animations, etc.)

The game is free to play yet, but if you like it please consider supporting its creation on Patreon. Steam page where you can add the game to your wishlist. Main community hub for discussion, support and ideas is on Discord. Feedback and word of mouth would also be greatly appreciated.

Download links:
Installer
7z package

FAQ has been updated

FAQ has been updated with new questions and answers. Check it out – FAQ.

Knights Province – Alpha 11

I’m happy to announce that Knights Province Alpha 11 is getting released today and is available for download from the games site – knightsprovince.com

New features are described in more detail there too. In short: manned towers, buildable fences, real fog of war, mission highscores, return of wares on house demolish, new music and graphics assets and much more!

Knights Tavern news

Knights Province Alpha 11 is going to be ready soon and it’s time to talk about one more unique feature that it is going to have: Knights Tavern!
[Tavern Scene, 1658, by David Teniers II]
Knights Tavern (KT for short) is a codename for the accounts server we have been developing since 2019. Accounts were one of the more often requested features in KaM Remake, but we never had expertise or bravery to actually implement it (well, for numerous reasons). Attempts were made for the KP, but they did not succeed until recently, when a lucky chance has arrived (in form of an article (https://habr.com/ru/post/491272/) and a code repository (https://github.com/Cooler2/ApusEngineExamples)). Now, knowing that the backend server can be developed in the same language as the game, KT is finally taking its chance to come true. Neat thing about KT, is that it can be used for both KaM Remake and Knights Province. Both games are very much alike in terms of accounts info they provide and can benefit from. So we can safely build KT in such a way that it allows for a single account for both Knights Province and KaM Remake. Register once and play twice. KP is our testground for the KT. Once it is sufficiently tested, KaM Remake can be upgraded and start using it too. You can help with KT playtesting right now, but more on that later. Basic auth functionality is mostly covered: KT has player accounts that can be registered, activated, logged in to and logged out of, forgotten passwords can be reset. For a proof of concept, KT can report how many player accounts it has and how many players were active within the last hour. The first useful feature in KT are mission highscores. If a single-player mission was prepared by the mapmaker in a specific way (2 lines of script, one dynamic and one static), the game can submit the mission’s winning score to KT and later on show the player his ranking in that mission.
Highscores for the mission
Word of caution, KT is still in beta and might have bugs in all different areas. We hope to iron them out over time. That’s why we start testing with simple functionality, so flaws in the authentication (which there must be) can be fixed. So, since there might be bugs and weak spots, do not use your everyday life passwords for KT. KT future allows for many interesting things:
  • Friends, instant messaging, lobby invites, clans, etc
  • Player ratings and reputation, ELO scoring, etc.
KT poses new challenges to us:
  • It needs to be coded in an asynchronous way, so that data requests do not slow down or freeze the game.
  • Player data needs to be passed and stored securely (we already use salts and hashes)
  • We will need to preserve the players data on upgrades and between game versions
Best of all – you can already try out KT and help us improve it! See the latest KP wip builds (available on Discord https://discord.gg/cEwJFSY). Please report any bugs or flaws. We are also open for suggestions on KT functionality. It can steer it into many directions and it would be best to pick ones that are more wanted.

Knights Province announcement

So this is it – the big announcement of the secret project.

kp_logo_2

We discussed what kind of new game we could make, development, style, balance, new ideas. Ever since I was busy prototyping (remember those April Fools 3D renders), programming new 3D terrain and rendering engines, planning unit rigging and animations, 3D modelling, drawing sketches. I’ve had to hire freelance people to help with it too.

Here it is in all its current glory:

2016-02-15 another ai town

Official Knights Province devblog is now located at: https://www.knightsprovince.com/
It was private for the past year, visible to only a few people. Now it’s public! You will find plenty of info about the project there, that I was posting during past year and a half. Check out the Media to see screens and artwork.

Alpha versions are available for download and play!

Preempting questions about KaM Remake’s fate – Knights Province has been in progress for the past 1,5 years, co-existing with KaM Remake development side-by-side. Some of the changes went from KMR to KP, some in other direction. Knowing that, that should give you good sense of how further KaM Remake development is going to co-exist with Knights Province.