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  1. 5 points
    Hello friends, and welcome to the 10th DevDiary for “Knights of Honor II: Sovereign”! Last time we talked about character skills and in this diary we will take a look at traditions, which are very interlinked to them and can even be abstractly considered as “kingdom skills”. We will explain how these two features are connected, how traditions are gained, and how they affect the game. First of all, in KoH2:S the player does not take the role of any of the knights, nor really the king or his dynasty – knights, kings and dynasties rise and fall, and with their death their skills are also gone, but the game continues. Introducing this new feature for the series, the traditions, we wanted to offer an additional way for players to strategically shape the strengths of their main avatar in the game – the kingdom itself – and also to create long-term progression players are motivated to make. As almost everything else players do is more or less temporary, we felt that such a permanent component of their progression is much needed in our game. Yes, we already had the knights’ skills and province development, but knights perish, dynasties fall, and thriving provinces can get overtaken or separated from the kingdom one way or another. The second important thing we wanted to consider and represent well is that KoH2:S is not a civilization game. We want to capture a specific and rather short moment of time, the High and Late Middle Ages, and, debatably, we think that technological / development tree wouldn’t be very fitting for that goal. We’d like this feature to allow the players to boost their kingdoms in all possible aspects and how believable would it be to let you invent things like agriculture, stock farming, literacy and so on in that period, when they were all invented thousands of years before that? That’s why we crossed out this type of “inventions” and technological tree off our list. Kingdom traditions represent the knowledge of nations, built over the ages and are less of a “invention” and more of a “focus”. Unlike provinces or knights, they cannot be forcefully taken or destroyed by enemies. Once adopted, they endure even in the harshest crise and are only lost if a player prefers to replace one of them with another. An additional advantage they have is that their effects spread kingdom-wide and can provide bonuses to all provinces and knights. Thus, they are harder to acquire than skills. To each skill there is a corresponding tradition and, similarly, adopting them requires spending some gold and books, but this is the easier part. In order to gain a tradition, a kingdom must additionally have at least one knight that has mastered the corresponding skill (at level 3). In that regard, the kings are the quickest “gateways” to traditions, since each skill they learn is directly acquired at the maximum level. As a final requirement, there is a limitation to the number of traditions that can be acquired – in game terms, tradition “slots” become available with the progression of a kingdoms’ prestige, a statistic that represents the overall progression and stance of a kingdom and that we will probably discuss in more details in another DevDiary. A kingdom right now can adopt up to eight traditions, though we are still experimenting with that number and at what point and cost each slot will be available. Similar to skills, traditions can provide a wide range of effects and can be improved on through a cost of gold and books – their maximum level is 3, too. Some of them can provide statistical boosts, others – access to new actions, plots, or even more specific abilities like what kind of siege equipment can be constructed within a kingdom. They also boost knights’ abilities and some of these bonuses are restricted either to classes, governors, kings, etc. There is one very specific and powerful combination – traditions boost knights that have mastered the corresponding skill. Once again, we will illustrate this with the “Cavalry tactics”, since we gave it as a skill example in the previous diary. When this tradition is adopted, it makes the cavalry squads larger, which is a bonus, that applies to all cavalry squads in the kingdom – those led by knights, regardless of their classes and skills and even those stationed in garrisons. However, if the tradition is improved to level 2, marshals that have mastered the skill will gain an additional combat tactic from this tradition – “Chase and kill”, useful in pursuing retreating enemy troops. At level 3 of the tradition, these marshals will get another new tactic – “Shock charge”, especially valuable for those of them that lead considerable number of heavy cavalry units. Such combinations can be done in many aspects of the game and provide significant benefits in a chosen directions. What makes this strategy even stronger is that once a tradition is adopted, it is always available for learning by knights of that kingdom, so in this way players can ensure that they will be able to make the desired “combo” and no longer rely on random affinities of knights to learn that skill. In result, by choosing their traditions, players can define the biggest strengths of their kingdoms and build a long-term strategy, regarding what skills they want always available and boosted. To summarize it, we are trying to make that systems as something unique in KoH2:S and offer the players interesting choice and many possible strategies to explore. Skills are the path to traditions, and traditions, the path to skills; they work both as a boosting mechanic, shaping the strengths of a kingdom, and give an opportunity for interesting combinations as well. We will talk more about Traditions in our DevStream on Thursday, September 3rd, @ 4:00 PM GMT / 12:00 AM EST. The Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic and we’ll be grabbing responses from this post as well as answering questions live during the stream. As always, we would love to hear your thoughts on that topic and always read and look into your feedback. Does the tradition system sound interesting to you? Do you think it would be too challenging for you to choose a favorite tactic and achieve it, or maybe it is just the opposite – do you think that even more complex system and tech-tree is more suitable for such game? Next time we will look into another class of knights. We’ve already talked about marshal and it is time to share more about the strategical benefits and gameplay possibilities of merchants.
  2. 4 points
    Completely reasonable to request and discuss language support (and we love the excitement), but agree the multiple topics have become spammy. Let's limit our discussion to one thread, please 🙂
  3. 3 points
    Thank you so much, Dear Devs! You are amazing!!! Congrats, Sir Ivory Knight! I've already written in the DevDiary thread, but I had to write here too!
  4. 2 points
    So how about the AI recognizing an emerging threat? Currently, I am roll stomping kingdom after kingdom. You'd think the other countries would realize that I have half the world and am eventually coming for them. Maybe they might want to think about banding together for their own protection?
  5. 2 points
    Hello there, dear Devs, I don’t have any questions. I just wanted to wish you best of luck on your project at hand! I sure hope that we will get to experience the game until the end of 2020! Stay healthy, stay safe! And congrats, Ivory Knight! 🙂 Best Regards!
  6. 2 points
    I'm really in the middle about this. It would certainly require a change in strategy, but historically generals (marshals) could come from anywhere. Again, a different strategy. You know what? Okay, I'll go along with both of these IF they were selectable options rather than the only way to play.
  7. 1 point
    I think that is part of what rebellions are for. And I don't mind giving up a bit of realism for more interesting game play.
  8. 1 point
    - Hello dear developers, I have a question. Could you tell us a little bit of system requirements to play KoH? - Nah, you're not allowed to know that yet! - *writes bskinti cheat to raise the influence quick* - what the hell, still no - bsswitch - Alright, we could tell some info. but on serious note, I searched forums for it, the search didn't give anything. So here is a question. I know that at current moment you couldn't know for sure and specify exact requirements, but it can be said vaguely? Minumum ones for now, would be need more than 4gb of RAM, 4-thread processors starting from i-5/ryzen or Quad Cores/old AMDs can make it. Will we need an GTX more than >7** and etc. Because I liked Knights of Honor a lot, were playing it a long time from 2005. It's been my favorite disk, a friend wanted to trade it in my childhood for 10 another games on disks, but I didn't accept it 😄 and I been playing ever since. Even in army I found old PC to play at nights xd So I want to buy KoH2, but suppose i'll need to upgrade a bit my PC, that's why question appeared. with best regards, Zoantrophy.
  9. 1 point
    As much as this would be convenient for us players, for the Devs it would be a nightmare to implement all of our suggestions. However, I agree that stances/army formations, and all the details, could be clicked and chosen straight on the strategic map, before any battles. (I thought that I expressed that in my original post). I also think that an alert for your marhal to retreat if he is losing is quite appropriate, so you wouldn't have to do it manually. I just hope that the Devs are having a good time, making this game and it is not such an unbearable workload, as thoght it was for them. Besides, I made this autoresolve suggestion, as I believe that If the beta launches before Christmas, then the only option would be to autoresolve everything, as the Devs mentioned that they are not ready with the actual tactical battles, and these will need a lot more work. I believe that the manual battles will be disabled at lauch and will come at a later update. I wish them luck and good tidings in that! I'm also ok with delays. As usual, good to hear from you, Sir Ivory Knight! (fistbump between two Sirs 😉 ) By the way, Ivory, you and Shoppo made a great stream! It was a pleasure watching it, and I also gained some insights, as well. Thank you!
  10. 1 point
    On the topic of rebels, it would be pretty interesting if the first born prince of a kingdom automatically becomes a famous rebel with a full army upon the king’s death, if either the second born or third born prince was selected to become king over the first born, rightful heir. I’ve often wondered why the first born prince in KoH1 is so peaceful when I select the second born prince to become king upon their “father’s” death. Possibly even one or two of the Court’s marshals could also turn rebel in support of the first born prince’s rebellion for being stepped over in succession. Basically, it would be a mini civil war to deal with.
  11. 1 point
    I absolutely agree! Will work on my profile pic from my part! Thank you, btw, I promise I to be a good spy and I won't doublecross your kingdom! (crosses fingers) 🙂
  12. 1 point
    I want to have a spy with Sir Yavor's portrait. Sir Ivory on the other hand looks much more honorable. You guys should update your profile pictures.
  13. 1 point
    For the prestige: Will you tell us a little more about that in the DevStream? No details but just the basic idea of how prestige is being acquired, reduced and calculated? Or maybe what your general ideas are that you discuss and try out? Are there any other effects on the gameplay, for example on diplomacy? I am very intrigued about that feature and was a little worried that it may get too complex and complicated but it sounds really smooth and relaxed. So great idea there!
  14. 1 point
    Dear Devs, The Kingdom Traditions indeed sound like a cool mechanic with many ingame implementations! I would only wish to see these buffs, skills and tactics in use in an actual tactical battle. Do you think that we would soon have a devdiary about battles? If so I would be thrilled to learn all about it, as battles were my favorite part of KoH 1! Thank you, as always, and stay healthy and safe! Regards!
  15. 1 point
    Nah, I do not think we need a new class. It is not something really important, just nice feature and add on (like general having a skill). Having a new class would not be practical, since i doubt there are many skills for admiral and it would just be a waste of royal slot
  16. 1 point
    That's different. It's not necessary countries to be friends or allies. They can be rivals or enemies to each other but still to form a coalition against you or other too aggressive nation. This is EU4 feature to battle against the aggressive expansion.
  17. 1 point
    If there are only 30 skills available in total I think that having 8 traditions is too much. Off the top of my head I would say that maybe around 10-15% of the skills should be atainable at the same moment as tradition. So if there are 30 skills in total, only 3-5 should be possible to hold as tradition at the same time. The system itself looks fine at first glance, I can already imagine myself specializing in all the economic skills as Venice. It feels like it would help with replayability for the same kingdom where you just choose different traditions each time you play it.
  18. 1 point
    I really enjoy this concept. If you entirely conquer a kingdom, are you able to absorb any of the traditions that they had acquired during their reign? Also, can the tradition advantages of one nation be shared with vassal kingdoms? Or does each kingdom have to earn their own traditions and skills. On the topic of vassalage, will vassalage be different at all from the first KoH?
  19. 1 point
    Do traditions relate to a nations culture and religion at all? For example are some tradition types more expensive to purchase if your nation is Islamic or Catholic, French vs English? Or do all traditions have the same base cost and are simply large boosts to skills? If you did not choose to include this can you comment on why not?
  20. 1 point
    Yeah to attack the ports or coastal villages and even some towns positioned closer to the sea. Port blockades probably wouldn’t cripple someone’s economy cause I agree with you that there’s inland trade, etc., but any weakening is better than no weakening. I just really like the concept of ships playing a larger role in the game. Even if it was a pirate or raider ship that can generate like a famous rebel and attack ports and steal the income it produces. Just something to give the naval aspect of the game more intrigue.
  21. 1 point
    So been playing KoH again after a break. What I have found, and I think others have noted this as well, is that there is precious little need to make any kind of agreements. Every request for a trade agreement, break relations, attack a country, or even go on a crusade is automatically denied by me with little consequence. Sure, maybe the other guy may think a little less of me, or maybe even the Pope excommunicates me. But I don't care. It really doesn't seem to affect anything. I just go merrily on my way. It's come to the point where I even start ignoring the messages they send me. Just right click on them and gone. Just take my two armies and roll stomp every other country. Of course, if I want to make things interesting, I attack the Papacy. That tends to get on everyone's bad side. Then I have armies coming from everywhere like ants. Other than that, though... Definitely looking forward to KoH2. It will fill a hole that Total War has left since they abandoned the medieval period. But decidedly want more depth in KoH2.
  22. 1 point
    If Black Sea games and Thq add Turkish language to the game, we would be very pleased and Turkish players will be more interested in this game. We hope koh2: s will have Turkish language support 🙂
  23. 1 point
    I had a Marshal in prison who managed to become the new king. What a man!!! And he even got married! Boy, talk about those women who love prisoners!
  24. 1 point
    We see all topics on steam, no worries. But yea keep it to one post and avoid spam/flooding either forums thank you!
  25. 1 point
    Do we need yet ANOTHER Turkish language thread? This is starting to look like spam.
  26. 1 point
  27. 1 point
    Why? It sounds too centralized and restrictive to me. I'm not sure about that either, I think if you have enough money/resources then you should be able to hire marshals anytime you want without any waiting. I agree with that as in KoH I you could do that and reinforce a city with a king/prince for free in no time, altough it might hurt OPMs (one province minors).
  28. 1 point
    I think this is the worst strategy in modern game. Back in the old days a game was released and it was fully playable and an enjoyment to buy and play. Now in days alpha betas and even rushed games are riddled with bugs that leave a sour taste for the people whom play the games. Chill man. Let the devs take all the time in the world to make a good game which has depth, accessibility, and balance. I hate big company developers for this reason and many others that they pump out rushed/trash games, and I suspect that Black Sea Games agrees with me.
  29. 1 point
    I hope you get Turkish language in KoH2! We value you as a community. Btw Bannerlord is popular all over the world, inclding here in Bulgaria. 🙂
  30. 1 point
    I agree totally!!! It looks very basic. I think royal look court should not be changed too much. Also, kingdom power bar and treasury bar should be kept as in the KOH1. Court members should look much more brighter just like in KOH1. I would also increase number of characters i.e. pictures of court members. Would you be able to choose picture of your court member or they would be assigned randomly as in KOH1. Option to choose would be nice... 🙂
  31. 1 point
    I'm rather sure you did actually have the same username in the sunflowers forum. ... I spent way too much time there... Angryminer 😀
  32. 1 point
    Hello friends, and welcome to the sixth entry of the “Knights of Honor II: Sovereign” DevDiaries! Today’s topic is all about the cultures in KoH2:S and how we weaved their historical representation into the gameplay and visuals of the game. When we talk about cultures, there is one really important thing to keep in mind. Diversity. We live in a world with a rich variety of cultures, every one of which has its own specific histories, songs, food and even mannerisms. All this is valid for the Middle ages as well and thus it became the foundation of how cultures work in KoH2:S. We dived deep into historical sources so that the various regions of our map reflected the cultures that thrived there during the Middle ages. We didn’t just stop with the big cultures like Arabic, or Nordic and the state of “there were Berbers in Northern Africa,” but were aiming to include unique tribes of certain regions too – the Sanhaja, Zenata, Tuareg – the “small” cultures the compose the big, widely known, cultural groups. Same goes for the European cultures – yes, there are the French, but also the Occitans, the Normans, and other cultures that are classified in the Latin group. Mirroring this rich cultural landscape in KoH2:S naturally adds another layer of gameplay depth in the game. Just as in the original, it’s not enough to conquer territories to “paint the map”. Your army might physically occupy a territory, but the people may not be loyal to you yet. They could riot, they could resist. One occupied province might bleed your kingdom dry in the wrong circumstances – from your armies, to your economy. Here our cultural spread system comes into play. It’s based on how civilization’s culture evolves, diversifies and disappears throughout history. This was mostly a slow and continuous process, but sometimes it could’ve been forceful – with one culture assimilating another with stark change in the population’s lifestyle (like religious conversion). In KoH2:S, this process works like this: the culture of one province or kingdom is constantly affecting its neighbouring provinces. More provinces with the same culture all bordering one province with different culture have a greater conversion influence, meaning this province could be ripe for conquering by providing less problems when assimilating it into your kingdom. There are some ground rules to that, of course. Cultures from the same group influence each other easier, while those from different ones have a hard time taking over one another. For example, you can play through the historical cultural tensions on the Iberian Peninsula – both before and after the Reconquista, depending on which period you choose at start. If a Catalan king decides to conquer a Castilian province, the closely related cultures will allow for smoother conquest in that aspect. Matters would be even easier if the player made an effort to expand his kingdom’s influence to those particular neighbors by taking advantage of the other tools we prepared for faster cultural conversion (more on that in a future DevDiary), but the Andalusians will have a hard time spreading their influence over the Catalans, and vice versa, even if the territories held by them are bigger, better, stronger. Cultures play a noticeable role when it comes to visuals as well. Castles, cities, clothes – we’re trying our best to have each rooted in the respective culture of their region. There is a delicate balance when creating these elements though, one between the rich cultural diversity of the Medieval World and the amount of historical visual data available for the different cultures we’re exploring, some of which is quite limited. We often felt pulled between two choices: choice A, to fully capture the visual nuance of all well documented cultures, leaving a number of cultures with less than ideal visualization, bordering on Narnia, and not history, or choice B, to compile known elements from cultures in a major cultural group in order to achieve combined a visual style that would be most appropriate. We choose the latter. In KoH2:S, you can see the iconic castles of Western Europe and also the traditional wooden Stave Churches of the freshly Christianized Nordic lands. The European queens are admiring their tiaras, while the Arabic malikas are putting on their beautiful hijabs. We aimed for equal representation for each culture as much as possible, keeping in mind what the player actually sees most of the time. There is less emphasis on the so called “ambient life” (villagers, region specific animals, flying fish), although there are some unique aspects there as well, and more on what’s really important, like the armies. We wanted each cultural group to field distinctive units when possible – both from a visual and a gameplay standpoint - to ensure the lasting feeling of “Yes, I am a Nordic king and this is my fearsome Nordic army”. The Europeans have their heavier armors, while the Steppe armies are relying on equipment that doesn’t hinder their superior swiftness. The real sight to behold, however, are the special units like the Mongol heavy lancers riding against the Novgorodian Boyars, or Camel riders walking the sands of North Africa, side by side with the Mamluk cavalry. Riding at the front of each army is the Marshal, whose model we’re pushing to be the most iconic of them all. Another crucial piece of visual information we wanted to get just right was accurate names and nobility titles for each cultural group, so the Royal court had a genuine feel to it. For each culture we filled pools with names, sometimes numbering in the thousands, and the majority of which belonged to real medieval people. Naturally, we wanted to emphasize this even further and what better way to do that than to include starting real-life dynasties. We went over mountains of data in order to put the rightful king, queen and their offspring on their respective thrones as best we could for each of the game periods. We even tried to find how Dobrotitsa’s wife was called, and where historical sources failed us (like in the case of Dobrotitsa), we left it to chance and those huge pools of names. We are pretty sure that the Doge of Venice won’t ever be called Tvrtko, as long as the republic keeps its original culture. All this work is really oriented towards one goal - to immerse you in the medieval setting of KoH2 through the unique cultures of that time. We hope you enjoy it, and have a great time playing in this unique era the way you want to, in a backdrop that is immersive and engaging. We will talk more on this topic in our DevStream on Thursday, May 7th, @ 3:00 PM GMT / 11:00 AM EST. The Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic and we’ll be grabbing responses from this post as well as answering questions live during the stream. We really want to hear your thoughts, as cultures are a defining element of the KoH2:S’s experience and we want to make them the best they can be. Jump right into the discussion and share your thoughts in this thread, or join our Facebook and Discord channels and talk there too. Would you take your time to strategically influence provinces with your kingdom’s culture before conquering them, or would you crush the resistance with brute force? Would you accept a different culture overtaking your own just to get its unique special units? Would you pick a starting kingdom based on its culture because of the special visuals and cultural perks that come with it, or do these aspects not really factor into your decisions? Your feedback is critically important, as you never know what comments may help us build the best KoH2:S Culture feature set we can!
  33. 1 point
    Hi @zooid (and others), thank you a lot! You are already supporting us a lot by being such a great community. You can't imagine how people in the office are smiling each time we post something on Facebook (for example), and they see the 'love' of KoH fans ... this is extremely motivating feeling! Of course, at some point we will start involving more and more people from the community in tests, etc,, to help us finish the game and give it the needed "punch" 🙂 ...
  34. 1 point
    Welcome to the new home for the Knights of Honor community! We've been hard at working setting up this community hub where we can come together and chat about all things Knights of Honor. This is where we'll be posting regular DevDiaries about the game, giving you insights into the development process and exclusive first looks into the specifics of Knights of Honor II: Sovereign. We also want this to be YOUR community, a place where you can discuss everything from games to history. We know that KoH fans are a passionate group of people and we're eager to join in on the conversation. So settle in and get to know each other. Be good to one another, engage in enlightening conversation, and help us create the best game we possibly can. Gaming communities are special, and we can't wait to see how this one comes together!
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