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  1. Today
  2. Hi! Marshals (and the sea): Please make it possible that a marshal find himself the shortest way to the next harbor and than across the sea to the destination you give him. I mean that I only click on the target City and the General does everything alone. At KoH it's like this: Klick on the marshal and select next harbor for him, wait until he reaches the harbor, than give him destination to a coast near the city u want him to go, when he's landed klick on marshal again and send him to the city! That is laborious in KoH! So please implement chain commands in KoH2. Other example: Send marshal X to eliminate a rebel army, and after it he goes to the nearest city as you told him in the chain command. (Maybe there he also heals the troops and restock food if the command was given)
  3. Yesterday
  4. Is there going to be a Jukebox option available? So we can hear music that we might otherwise miss because the way we play the game doesn't lead to its use?
  5. Last week
  6. Bora

    Suggestion

    Another suggestion I would like to make: Ina Dev Diary it was said that building will not change if you change a cities/regions culture. I would suggest that at least SOME building would change. Let's say that you play as an oriental "Kingdom" and you change the culture of a oxidental town. And maybe you want to build a mosque there. So that building shpuld be displayed accordingly. So some "flawor" of that change that makes sense. I don't expect that the whole town will change it's look because of a cultural change. IDk if this makes sense to you?
  7. The second music reminds of The Mummy
  8. 1000% agree on that. Same, I like my idea better 😛
  9. No, I don't like that. Breaks immersion. Otherwise my army marches across half of Europe in under 5 minutes.
  10. I hope it'll be number 2. The real time fights in KoH always bored me. If someone said that KoH1 was not suited for "world map" multiplayer, I'd agree, but it's the thing I wished for the most playing it.
  11. @DoVlaLegend You don't really need a time counter in days/months/years (or sth in it) and I'm sure game has time in it (how would anything move then without it? 😆) The way truce timeouts could work is simply time in minutes/seconds going down to 0 and maybe represented with classic sandclock (⌛) next to it, now this time would be a time in minutes/seconds of playing the game at speed 1 (and scales accordingly to changed game speed ofc).
  12. There really should be seasons. I think they are missing an opportunity there. That is an interesting idea. Or at the very least until the king advances in age. So there is actually some marking of time in game already.
  13. P.S. I would very much like to hear some of the Pagan tracks! :) :) ... as a fan! Your work so far is amazing, Yannick and Robin! :)
  14. Great stuff, the first game had a fantastic, memorable soundtrack so it's good to see the team is looking at it when developing the music for the sequel. One thing KoH1 didn't get so right was the lack of musical variety for different cultures (there was some, but very limited) so I'm glad this is being improved in KoH2. I have some questions regarding some of the implementation details for the adaptive sound. The post seems to use religion and culture interchangably, so I'm a bit confused about how the different musical styles are going to be split. For example, are Italy, Spain and England going to have the different styles to the soundtrack, or will the soundtrack mainly focus on religious differences such as the given examples of Muslim, Pagan and Christian? Also wondering how the game determines what style of music to play - is it based on where you're looking at on the map, or where you're doing something actively or what? Finally - does this change in music also apply to the RTS-style battles? If so, how does this work? As an example, if I am an Arabic army fighting a European army and the battle is happening in the middle of some Pagan territory, which style of music would the game pick? As a final note, the post talks about players picking their playlist. In my opinion, both options could be available to players in the Settings, as I can see different people having different preferences in that regard. What could be cool though - since the game is also doing Multiplayer - would be to let players pick a theme or a dominant instrument etc. that other players in that MP session hear when they're in their territory. Thanks for all your hard work, guys! Looking forward to hearing/seeing more of the game and finally getting my hands on it when it's ready!
  15. I love this idea, but since KoH2 does not have time (meaning there is no indication of passing time, like a year or seasons) this would be hard. How long does it last etc... But maybe it could last until one of the nations king die, it would give some incentive to send your spy and kill that king so you can again attack that kingdom or someting... but again like I said, this would be kinda hard to implement without visible passage of time. 🤷‍♂️
  16. I realy like where this is going and what You guys are making here. The samples are great and I can't wait to hear full orchestral versions. I'm totally with Yavor and his post about voice acting and Supporters' Edition for Koh 2 with Soundtrack, concept arts and so on. When we enter the tactical screen, will music change according to the type of battle or will use the same overworld music score?
  17. Albanien is a Good Island because there are to Religions and the people live in freedom and its a small Country too. The strategy of this cobination is a Good idea because I read in the Dev Diarys 6 i Think about the differnt coulturs and than we caputre maybe as Christian a Islam Kingdom there could be more rebelions as maybe in Albania only a idea what was in my mind my community wish to see like in crusaider please make it possible in Love Albania in Year 1300 --> klick the link https://en.m.wikipedia.org/wiki/Albania_in_the_Middle_Ages Master Seb
  18. Everybody knows the ottomans era and nobody couldt stop them all balkan Islands were captured by the ottomans only Albania and the King of Albania Gjerjg Kastrioti Skenderbeg stoped the ottomans about many times with an Half troops or less as the ottomans came at least with 100K troops and the Albanians only had 20K troops and won the battle about more than 50K ottomans were killed in the battles and only 10K Albaniens that is awesome and very important for the history of balkan there somebody was to suround and bring Freedom to Balkan. Please there are more about than 15Mil Albaniens around the world and they would love too see this and become a Part of this Game like me I Jones new and wish to be a Part here.
  19. Great work 👌 I also like ending music in Trailer and i hope you guys will use it somewhere 😁 By the way... Did i saw Prague with Bohemian symbol? Many thanks from Czech Republic🥰
  20. Darn beaten again...... I am liking what I am hearing from this post, that the music changes with game action and setting. One thing not really mentioned is how the transitions are made? I have always wanted a game to explore the idea of making the sound track feel as if it was one long piece to give the illusion that the song never changes. Are the tranitions simply fade in and fade out transitions? Or do you musically connect the transitions to make the music feel more fluid and connected giving the illusion that no transition has taken place? Also how many hours of songs are we looking at the present moment? For sure the more the better, as long gaming hours really make any soundtrack boring after enough time.
  21. Hello there Dear Devs, I have two simple questions about the music and sound in KoH 2, and here goes: Will you consider adding a Soundtrack DLC to the assets of the game, which will allow us to download and listen to the awesome music of the game? Perhaps in a Supporters' Edition of KoH 2? I would love to listen to the music of KoH 2 while I am at work. Listening to game music always motivates me to play more and more and to give my best in each game. It is a must have for me, as it also is a proven way to combat burnout. My second question is not about the music, but rather to the sound and voice acting: Will there be voice acting in the main menu and in-game, similar to the previous game, where the Narrator says lines like "The medieval world of Kinghts of Honor awaits you" or "You are leaving so soon?", when I press exit game. These lines were very special to me, as the voice actor was really good and indeed made me feel like a virtual Sovereign. For instance lines like "The king is dead, long live the king", or perhaps "Behold, the splendour of our army!" were really good for the immersion in the game. And of course, my favorite one, when I press exit game - "I shall await your return". I kinda really loved that guy! :) Those are my questions. I would really love to hear about the Soundtrack DLS, as I would love to support the musicians and to feel free to listen to their work. My favorite track from Knights of Honor was "Echo in Eternity". Thank you and keep up the good work! And stay healthy! Kind Regards!
  22. Hello friends, and welcome to our 8th DevDiary for “Knights of Honor II: Sovereign”! This time we’re having our first deep dive into the music and audio of our game, a topic we’ve heard many of you are excited about. The composers of “Knights of Honor II: Sovereign” bid thee welcome! Yannick and Robin are from Audinity and, after having worked on many strategy video game titles in the past, are having a blast working on the sequel to one of their favorite childhood video games. In fact, the hours Robin spent in the medieval world of “Knights of Honor” exceed the 1000-hour mark and both still have the game installed in their Steam library to this day. So, with all this in mind, there has been a lot of discussion and eagerness on how to approach a game that is near and dear to both! First, after playing the development build, it was clear that a game of this scope and style would need some brainstorming on how to approach the soundtrack. Everyone sat down and brainstormed, working collaboratively from both the composer and developer side to form a concept and approach that everyone could get behind. This wasn’t just about finding the right tone, but also figuring out how to technically approach how we’d leverage music in the game. It may seem like an easy thing, but we assure you, there’s a lot of little details that make it quite complex. As you probably know from the previous DevDiaries, KoH2:S features various cultures. One of our primary goals is to write unique music for a variety of these cultures in the game. After all, playing as a Western European faction should feel and sound different than playing as an Arabian faction. We also wanted to find a tone that would feel very much like “Knights of Honor”, too, and spent lots of time listening to the old soundtrack and discussing with some of the original KoH team members how the music was developed back then. This led us down the route of devising different playlists for the major, unique cultures. These playlists feature authentic short tracks – which we call “snippets” – for creating the appropriate cultural mood as well as big orchestral signature tracks as musical accents. We want the players to feel the impact of their decisions to medieval Europe through the music, but we do not just want a plain ambient underscore, we also want the music to give direct feedback to certain gameplay elements. Just like the cultural direction of a region can change (think about the Reconquista of the Iberian Peninsula), the music can change as well in order to create a more adaptive music system that reflects some of these changes. So, if for example the Iberian Peninsula is partly Muslim and partly Christian, you might be able to hear music from both the Christian/European and the Muslim/Arabian playlists when you are in that region for a longer time. The musical changes will be quite subtle first and depending on how significant the cultural changes, the level of musical adaptation increases. If a European/Christian region gets conquered by Pagans, you might first hear one Pagan music track here and there. If the region remains Pagan for a while, more Pagan tracks can be added. This means that over time, the amount of “Christian/European” music in the playlist can decrease, just like the actual Christian/European influence in that region. We think this could be a cool way to have the music and culture work together and reflect how your decisions are impacting the world. In addition, we’re also experimenting with short tracks that can trigger based on certain impactful gameplay events to add musical feedback and support the mood. For example, if the Pope calls for a crusade, there may be a specific musical flourish to help build the atmosphere. Also, we want the music to react to the political situation and stability in your realm. If your people are rioting heavily or if several other nations declare war on you, you might be able to notice a change of music towards more tension tracks that indicate “woops, something is happening!” As most of you know, the game’s setting reflects the real world during the medieval era, where you create an alternative path forward based on your actions and decisions. You are the Sovereign, the medieval leader, and we want the music to support that mood as well. That’s why we want to feature many authentic traditional instruments in our score. In European/Christian tracks you can often hear the lute, viola da gamba, recorders and many more. We also plan to record an old zither that Yannick inherited from his grandmother! Arabian/Muslim regions will feature traditional instruments as well, like the Ney flute or Darbuka. To give the music a true historical vibe that fits the setting, we also plan to incorporate the famous “L’Homme Armé” (“The Armed Man”) melody, which is an actual authentic medieval tune fitting perfectly to the game’s theme. All the music samples you’re hearing in these clips are both works-in-progress and digital versions made with our computers. We’re excited to use both orchestra and featured traditional instruments in our music, and we’re planning to record with live musicians for the game, including some authentic soloists, which should be a real treat. That said, we didn’t want to wait until our recording sessions to give our fans a taste of the music, so hope you enjoy this preview, and can keep in mind that the final tracks will sound much much better! We will talk more on this topic in our DevStream on Thursday, July 9th, @ 3:00 PM GMT / 11:00 AM EST. The Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic. Not only will we be grabbing responses from this post, we’ll also be showing off more music, with some new footage, during the stream, so you won’t want to miss it! Of course, we want to produce the best soundtrack possible, both as music composers and as die-hard fans of “Knights of Honor.” We hope you’ve enjoyed this first sample of what we’ve been cooking up and would love to hear your opinions on how things are starting. Do you like the idea of music reflecting the culture of an area, or do you prefer having more direct control of the tracks that play? What are your thoughts on the first tracks? Do you have a specific track or melody from the first Knights of Honor that is really memorable to you, and why? We can’t wait to hear your feedback and write even more great music for you to enjoy. Until then, we bid thee farewell. Go forth and conquer! View full article
  23. Hello friends, and welcome to our 8th DevDiary for “Knights of Honor II: Sovereign”! This time we’re having our first deep dive into the music and audio of our game, a topic we’ve heard many of you are excited about. The composers of “Knights of Honor II: Sovereign” bid thee welcome! Yannick and Robin are from Audinity and, after having worked on many strategy video game titles in the past, are having a blast working on the sequel to one of their favorite childhood video games. In fact, the hours Robin spent in the medieval world of “Knights of Honor” exceed the 1000-hour mark and both still have the game installed in their Steam library to this day. So, with all this in mind, there has been a lot of discussion and eagerness on how to approach a game that is near and dear to both! First, after playing the development build, it was clear that a game of this scope and style would need some brainstorming on how to approach the soundtrack. Everyone sat down and brainstormed, working collaboratively from both the composer and developer side to form a concept and approach that everyone could get behind. This wasn’t just about finding the right tone, but also figuring out how to technically approach how we’d leverage music in the game. It may seem like an easy thing, but we assure you, there’s a lot of little details that make it quite complex. As you probably know from the previous DevDiaries, KoH2:S features various cultures. One of our primary goals is to write unique music for a variety of these cultures in the game. After all, playing as a Western European faction should feel and sound different than playing as an Arabian faction. We also wanted to find a tone that would feel very much like “Knights of Honor”, too, and spent lots of time listening to the old soundtrack and discussing with some of the original KoH team members how the music was developed back then. This led us down the route of devising different playlists for the major, unique cultures. These playlists feature authentic short tracks – which we call “snippets” – for creating the appropriate cultural mood as well as big orchestral signature tracks as musical accents. We want the players to feel the impact of their decisions to medieval Europe through the music, but we do not just want a plain ambient underscore, we also want the music to give direct feedback to certain gameplay elements. Just like the cultural direction of a region can change (think about the Reconquista of the Iberian Peninsula), the music can change as well in order to create a more adaptive music system that reflects some of these changes. So, if for example the Iberian Peninsula is partly Muslim and partly Christian, you might be able to hear music from both the Christian/European and the Muslim/Arabian playlists when you are in that region for a longer time. The musical changes will be quite subtle first and depending on how significant the cultural changes, the level of musical adaptation increases. If a European/Christian region gets conquered by Pagans, you might first hear one Pagan music track here and there. If the region remains Pagan for a while, more Pagan tracks can be added. This means that over time, the amount of “Christian/European” music in the playlist can decrease, just like the actual Christian/European influence in that region. We think this could be a cool way to have the music and culture work together and reflect how your decisions are impacting the world. In addition, we’re also experimenting with short tracks that can trigger based on certain impactful gameplay events to add musical feedback and support the mood. For example, if the Pope calls for a crusade, there may be a specific musical flourish to help build the atmosphere. Also, we want the music to react to the political situation and stability in your realm. If your people are rioting heavily or if several other nations declare war on you, you might be able to notice a change of music towards more tension tracks that indicate “woops, something is happening!” As most of you know, the game’s setting reflects the real world during the medieval era, where you create an alternative path forward based on your actions and decisions. You are the Sovereign, the medieval leader, and we want the music to support that mood as well. That’s why we want to feature many authentic traditional instruments in our score. In European/Christian tracks you can often hear the lute, viola da gamba, recorders and many more. We also plan to record an old zither that Yannick inherited from his grandmother! Arabian/Muslim regions will feature traditional instruments as well, like the Ney flute or Darbuka. To give the music a true historical vibe that fits the setting, we also plan to incorporate the famous “L’Homme Armé” (“The Armed Man”) melody, which is an actual authentic medieval tune fitting perfectly to the game’s theme. All the music samples you’re hearing in these clips are both works-in-progress and digital versions made with our computers. We’re excited to use both orchestra and featured traditional instruments in our music, and we’re planning to record with live musicians for the game, including some authentic soloists, which should be a real treat. That said, we didn’t want to wait until our recording sessions to give our fans a taste of the music, so hope you enjoy this preview, and can keep in mind that the final tracks will sound much much better! We will talk more on this topic in our DevStream on Thursday, July 9th, @ 3:00 PM GMT / 11:00 AM EST. The Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic. Not only will we be grabbing responses from this post, we’ll also be showing off more music, with some new footage, during the stream, so you won’t want to miss it! Of course, we want to produce the best soundtrack possible, both as music composers and as die-hard fans of “Knights of Honor.” We hope you’ve enjoyed this first sample of what we’ve been cooking up and would love to hear your opinions on how things are starting. Do you like the idea of music reflecting the culture of an area, or do you prefer having more direct control of the tracks that play? What are your thoughts on the first tracks? Do you have a specific track or melody from the first Knights of Honor that is really memorable to you, and why? We can’t wait to hear your feedback and write even more great music for you to enjoy. Until then, we bid thee farewell. Go forth and conquer!
  24. Additionally this could work even without forcing autoresolve on every battle. Manual battles could be shared by the co-op players, or even made such that the co-op player takes control of the enemy units. There are multiple ways to skin a cat.
  25. Earlier
  26. Bora

    Suggestion

    Hello dear developers! Which thread do you read first, or at all this one or that?
  27. My 2nd suggestions is rather long. So Thank you in advance,t to the devs, if you read it! First of all, sorry if the suggestion I writ about was already mentioned in some way. I try to get as much info as possible, but it can happen that something slipped trough. So this suggestion is about to represent how ruleing an empire actualy worked in the medieval. Because normaly, regardless how high up the ladder a monarch was, he never ruled over everthying directly. He had Vasals! In KOH 1 as in KOH 2 you have your (game name giving) Knights, which represent the council ("Your governments inner circle") But back then you had people with minor titles who took care of your regions. So let give me one example what I mean: Let's say there is a region with (of course a town) and a harbor to it. So you could leave it as it is, it would generate whatever resources it generates with the numbers you see. Or you could put in one of your knights and give a boost on something like taxation, production or food prouduction. And normaly your knight was good at it. But shouldn't it be possible, as the member of your council, to give him a better position? So with my idea that could also work like this: You hire a Bailiff for the town who costs upkeep, but gives you a boost on the things I mentioned earlier. And with the harbor, you could also hire a "Master of he Harbor" who gives you a boost on they money ou make with the treats, by the harbo, and the fishing (Food production, generated by it) Your Knight now could become something like the Governor (Count, Duke, whatever) of that region who boost the Bailiff's and the Master of Harbor skills. So now this could be that you do it without specialisation, means you boost everything a little bit, or you specialize. Like taxiatoiton or the production (build faster) Don't get me wrong, that Bailiff and thet Master of Harbor are NO Knights! They can't be called back to the Royal Court. They get hired or fired, and do the Job they got hired for. But I say this gives the players good way and play arround on how to govern their realms, and ass something to the idea how a kingdom or empire was really ruled at that time. If the people you can currently hire (who applies should change, every "cycle") have bad stats, or you don't have the money for the upkeep, you don't have to do it, but you can undo it, by firing those guys and let your Knight do something else. I would even take this further by giving those people with a "minor title" traits like: Loyalty and something I would call a hidden agenda. So what does that do? Every now and then there should be text based events, that depending on their outcome can change the persons skill level, and it's loyalty. In the best case everything improves, in the worst case it gets downhill, and it also can be that nothing changes. In other words: Success, major success, failure, critcal failure, or a neutral result (If you ask now how text based events can happen in a game that alway runs in real time? Well, those Pradox RTS games also do and it works there and yes, they also have a multiplayer mode! 😉 ) I would go that far that it can happen that you can promoto such a person to Knight. And there is where the loyalty and the "hidden agenda" comes into play. Loyalty is an indicator how much you can trust that guy. BUT as there is a hidden agenda, you don't know how much it is worth. Let's say this guy has 75% Loyalty (just to give you an idea) But his hidden agenda is that he just cares about himself and thinks his jobs are better used for a rules of a different country. That could mean the moment you promote him to Knight, he might offer his service to another leader and become a double agent. If he might have had a loyalty of 85% he might not have turned against you. Therefore the "Hidden Agenda" should always stay hidden, so there is always that doubt and you can't just refer to that loyalty nu,bers if that guy turns on you, or not. That said such a system could also be used on the cleric level. Let's say you have some reagions with churches and even a Kathedral. So you could use your cleric Knight to boost some of those buildings, or hire some guys and make them priests and bishops, and you can make your Knight Arch Bishop or even a Cardinal to boost a global "output" (of whatever their produce), IF the skills they bring and the upkeep are worth it!! It also let me think if promoting your Knight to something like an Arch Bishop or a Cardinal needs the OK from the Pope. Here it could matter how much the Pop likes you. Have you build churches and went to crusades, even achived the Cruased goal? If so, he might more lean to a yes, then if you didn't (maybe a bribe can help then? ;-)) To Adapt this to the other religions, then you need the aporval of thise spiritual leaders, of couse. If we talk about Espionage and the Marshals, then this idea gets limited, of course. But long things show: I would appreciate if KOH 2 would show mor realistic how beeing a Kind and ruling a Kingdom, really worked.
  28. I'd also like to give some suggestions or at least opinions. In this case it's about the siege topic. In the first KOH there was something that I did not like and I really hope you don't go for that in KOH 2. And that was the fact, that if you had brough 0 Siege equipment with you, you could still conquer a town, by breaking their gates with about any close combat unit you have. As in theory even a dagger can destroy wood, so even a thick city gate, it is nonsense, Because you really think the defenfers would not do everything possible to not let the gate break? So PLEASE make it a rule that the attackers at least need to have laddersor a small ram, to get inside the city, if they don't have a Katapult, a Trebuchet, or anything like that, in their equipment! Because unless that Gate is nothing more than a door it feels awkward, if your swordsmen just stand there and smash on it with any siege equipment, what so ever!
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