[Knights of Honor] Nachfolger angekündigt!

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Laudan
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Re: [Knights of Honor] Nachfolger für 2020 angekündigt!

Beitragvon Laudan » 10. Juni 2021 17:25

Ich habe mir mal die Mühe gemacht die Strategische Karte von Knights of Honor 2 in meine Mod Karte von Orient and Occident einzufügen.Bild Wie es so aussieht verwendet das neue Knights of Honor die gleiche File Größe von 1792x1792 wie in Knights of Honor. Desweiteren sind alle Sprachsounds übernommen worden. Ich denke das Knights of Honor 2 eine neue Engine bekommen hat aber im Grunde alle Strukturen beibehalten worden sind. Für mich als Modder ist dies nur zum Vorteil.

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 22. Juni 2021 17:39

DevDiary 19 - Multiplayer Part 1 -> https://community.knightsofhonor.com/in ... art-1-r27/

DevDiary 19 - Multiplayer Part 1

Hello friends and welcome to the 19th DevDiary for “Knights of Honor II: Sovereign”! The time has finally come for us to talk about the multiplayer features in our game, and we can say that we’ve been waiting for this moment with a mounting anticipation ever since DevDiary 1. There we mentioned that “multiplayer” is one of the pillars of KoH2:S and indeed, it nearly doubled the game design and programming efforts, but we still think it is worth it.

Maybe you wonder why is it so much more difficult for such a game to support multiplayer. Well, the technical reasons are more straightforward – every simple logic must be well synchronized between the host and clients and split to request and responses. Permission levels and cheating protection are also important and there is really a lot of work on lobbies, connections and reconnections between players, chats, saving multiplayer games and so on. What is a bit less obvious is that many mechanics are way more difficult to be balanced and fun simultaneously in multiplayer and singleplayer modes – especially diplomacy, battles, espionage, but many others as well. Let us focus on the major questions first, though.

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KoH2:S will be playable with up to 6 players in a game. That number might be increased later on, but for now, we find it suitable. All of the 3 popular variants of team formations are available – cooperative play, team games and free-for-all. When playing in teams, the players’ efforts and results towards a common goal are united and there are some additional benefits and rules, e.g. no force in the game can drive teammates into war, including espionage, pacts and others.

The second major setting is the game mode, which defines the victory condition. As these are very different between each other, they require vastly different strategies from the players in order to win.

For example, in “Peasants’ rush” the players (teams) are tasked with expanding their kingdoms to a selected size, so they have to find a way to make a rapid expansion and usually overtake their weakest neighbors, but also to defend their starting and newly taken lands. In “Greedy kings” the goal is collecting a large amount of gold as fast as possible, so here trading and economy are crucial, but waging war for that purpose is also a viable strategy. In “War for goods”, players have to find an efficient way to produce many different resources and thus they would be wise to carefully choose which territories provide the province features which they need to unlock and develop production chains. This mode requires especially good planning in team games, as long-term expansion, trading and development strategies for the kingdoms in a team must be well synchronized to avoid producing the same resources.

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There are already a few other modes implemented, but we are still iterating and have yet to decide how many and which will be included. This is one of those things we can continue to work on even after the release of the game, too.

Beside modes, there are many other game settings available that are useful in shaping up the experience the way players like it, but also provide more variety. Some non-default settings can result in substantial differences in the gameplay rules, which players must take into consideration and adapt their strategies accordingly if they want to maximize their chances of success. As there are many such settings, we shall talk about them in part 2 of the Multiplayer DevDiaries. For now, let’s take a look just on those, which tie especially well with game modes.

Time limit is an option, that can be set in several ways – it can be strictly specified, it can be specified with some random (and hidden to the players) extended time, and it can be set to “generations”. One “generation” is counted when the last of the players’ kings dies and is replaced by a new one. So, this limit can vary greatly depending on how protective the players are towards their kings, as well as some other settings like aging speed and espionage restrictions.

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The combination between game modes and time limit allows the players to setup their sessions the way they want – it is easy to configure a blitz game by defining low targets for the modes, e.g. only 10 resources produced for “War for goods” and a 1-hour limit to do it. Of course, if players want a long game, they can increase the target resources to 60 and not set any time limit at all. The balance between the goal and time limit defines how challenging the game shall be, of course.

Finally, for players that dislike games resulting in draws, there is an option to set one or two tiebreakers for when early end (usually time limit) triggers. Tiebreakers are set separately from victory condition, so they can be configured to “complement” it, or to be completely different. For example, in “War for goods” setting the first tiebreaker to be “number of unique goods” will make the players race towards that goal no matter what, but setting it as “most gold” or “most provinces” will allow some players to focus on completely different strategies if and when they assume no one would reach the main goal in time.

It is important for us to hear about the preferences of our most devoted audience – the people, that follow us here and in our other social channels throughout the development process – you. Do you prefer playing such games alone, or do you love the concept of playing them together with friends or allies and enemies unknown from all around the world? Are you more eager to join forces with other players and rule over the evil AI kingdoms, or are you looking forward to some merciless campaigns where you will face the unmatched cunningness and creativity that only real players can offer? Do you find the pressure of time as a fun element, or do you prefer to take your time and calmly make your way towards the final goal you’ve chosen?

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If you have some cool ideas for game modes and victory conditions, or for some special settings that you think that would be important, it is now a great time to share them with us!

We’ll talk more about Multiplayer in our DevStream on Thursday, June 24th, @ 3:00 PM GMT / 11:00 AM EST and we’ll be happy if you can join in our conversation – we will surely mention more game modes, settings and details about them. 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.

Next time we will talk about Clerics and Christianity – since the religion topic is vast and Christianity, Islam and Paganism are very different in KoH2:S, we decided that it is simply impossible to talk about all of them in a single entry. Until then, we bid thee farewell. Go forth and conquer!
Zuletzt geändert von Galien am 26. Juli 2021 10:07, insgesamt 1-mal geändert.
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England in HoI III: For Crown And Country!
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Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 26. Juli 2021 10:06

DevDiary 20 - Religion -> https://community.knightsofhonor.com/in ... igion-r28/

DevDiary 20 - Religion

Hello friends and welcome to the 20th DevDiary for “Knights of Honor II: Sovereign”! Today we will start talking about religion, going through all key points of the feature and the common gameplay options it presents to all kingdoms. Though this is not one of the central elements of the game, it still plays a big importance and different religions offer quite a few unique elements, thus leading to unique strengths and strategies the players can explore.

So, starting with the basics, we have 3 different religious “families” – Christianity, Islam and Paganism. Christianity has a subdivision to Orthodoxy and Catholicism and Islam – to Sunnism and Shiism. Indeed, we have considered Coptic Christianity, Ibadi Islam, Bogomilism and many others, as well as simply adding “heresy,” but we wanted to keep this feature simple enough, so we didn’t branch the religions any further. Things were getting way too burdening for the average player and the gameplay differences we would introduce were too insignificant compared to all the confusion. Paganism is the “religion” we made the biggest “historical” simplification to, as we unified all religions that are not Christian and Islamic in that category. As a result, this turned Pagans into more of a sandbox, which led to some really cool gameplay options for players. In another two or three DevDiaries we will have a deeper look on the specifics of each religion and sub-religion, but right now, we will focus on the common stuff.

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For starters, religion plays a role in kingdom-to-kingdom relations. This means that kingdoms from one and the same religion are more eager to sign trade agreements, non-aggression pacts, marriages and others. In the same vein, kingdoms from different religions are more aggressive towards each other, especially if a “heathen” (in their eyes) takes hold of a holy city.

Depending on the religion, kingdoms also have slightly different building possibilities – the Christians have Churches, Cathedrals and Universities, the Muslims have Mosques, Grand mosques and Madrasahs, while the Pagans only have Temples. Within those (and within other buildings), there are some different upgrades, effects and requirements, so some resources are more valuable to kingdoms following specific religions. Certain types of units may also require a specific religion – for example, only Catholic kingdoms may recruit Templar Knights.

Within a kingdom, religion plays a significant role, as provinces that preach religions different than the official one of the kingdom have some religious tension. Ruling over a Shia province within a Sunni kingdom leads to a smaller hit to the local stability, for example, but if it was within a Catholic kingdom – well, that could be trouble. On top of that, religious settlements such as Shrines and Monasteries aren’t so beneficial to a Muslim kingdom and pre-built (from the previous owner) buildings like Cathedrals or Temples also have very limited bonuses.

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And here comes one very important role of each Cleric/Scholar/Shaman (called differently depending on their kingdoms’ religions) – the “Preach” action. This is a slow and very expensive action, which costs both gold and piety/faith/tradition – the main “currency” for all kinds of religious actions, named differently for each religion. Preaching is done in a region – a starting province is selected and once it’s converted, the religious character will simply continue to another near-by one. If he succeeds to convert the religion of a province, this will ease the tension and convert the religious settlements in it to the one of his kingdom’s type – e.g. Temples will convert to Monasteries if the religion of a Pagan province is converted to Christianity. All previously built structures will also continue to function, with the caveat that some effects related to buildings like Universities and Cathedrals might be altered, or even stop working. And besides being expensive, the “Preach” action also presents a serious threat to the life of the religious person doing it, especially if crown authority is low, the kingdom is at war, or the knight is of lower level.

If a religious character learns the “Charity” skill, he also gains an additional action – “Commit to charity”. As you’ve probably guessed, this is also an expensive one that has an upkeep, and while the cost scales with the size of the kingdom, so does its effect, as it increases the stability within all provinces. There is no limit to how many knights can perform this action at once, so if things start to get really ugly within a kingdom, having several of them committed to charity can really be life-saving.

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Apart from these character actions, there are also a few key religion-specific ones that Clerics/Scholars/Shamans can utilize, but we’ll touch on them in more detail in future dev diaries, when we delve more in-depth into each specific religion. Of course, when not performing any actions, religious characters continue to play a key role in governing, particularly if you have provinces which have a lot of religious settlements. For example, putting a cleric in a province with many monasteries will result in a steady influx of faith and books, which in combination with the right buildings can turn the realm into an important location for boosting your kingdom’s culture.

Finally, one common action that is available to all kingdoms is the option to accept a new religion. This is a kingdom action, instead of a knight’s one, and can be extremely risky. Even upon success, it has some consequences, like possible rebellions, religious characters leaving your court due to disapproval of the change, and a severe drop of the opinion of your religious cast. Failing adds a huge crown authority drop on top of that. To increase its chances, a kingdom needs to have many provinces already preaching the target religion, as well as a respected king, preferably skilled in some particular disciplines like Theology, Leadership and others. But, of course, changing a religion can open huge gameplay possibilities and instantly has an effect on the diplomatic relations, both to kingdoms following its old and its new religion. This action is easiest for pagans, as they don’t have such a strong religious institution and are the least reluctant to accept another religion.

[youtube]https://content.invisioncic.com/c288640/monthly_2021_07/ProvinceConverted.jpg.4cbc10973aa8cd589cb76df60e504704.jpg[/youtube]

But in the end, we’d love to hear on your opinion on the topic! Are you the type of player who enjoys delving into the religious side of things in strategy games, or do you prefer to take on a different approach? And do you see yourself using many religious characters in your court, in comparison to other classes?

We’ll talk more about Religion in our DevStream on Thursday, July 22nd, @ 3:00 PM GMT / 11:00 AM EST and we’ll be thrilled if you join in our conversation – we will talk more in-depth about our approach to designing the religions in our game, some key differences between each one and how vital of a role religious characters have. 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.

Next time we will return to the topic of Multiplayer, talking more about starting conditions, rules and how those can shape each campaign. Until then, we bid thee farewell!
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 7. September 2021 11:27

DevDiary 21 - Royal Dungeon

Hello friends and welcome to the 21st DevDiary for “Knights of Honor II: Sovereign”! We initially planned to talk more about Multiplayer in this one, but since we are still iterating on a few settings and the lobby UI, we decided to tell you first about the Royal dungeon – how knights get imprisoned, what events can take place afterwards and actions undertaken – by the prisoners’ kingdoms and by the “dungeon keepers”.

Surely, the most common way knights get imprisoned in KoH2:S is in battles – when Marshals, or any other knights leading armies, fail to retreat in time and lose, they are either killed on the battlefield, or more often – captured. Historically, it was very common practice for noblemen to make their status and heraldry noticeable, and the enemy soldiers knew that they are worth much more alive than dead.

Spies, of course, can also often get imprisoned, considering the illegal and risky nature of their activity in foreign kingdoms. Sometimes, even more peaceful and “innocent” knights can end up in a Royal dungeon. If war occurs with a kingdom where a merchant or diplomat is, there is some chance the enemies will hold them as prisoners. Also, the sneaky spies can try to frame knights on missions and, if successful, they get imprisoned in the kingdom they are in.

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Once imprisoned, knights cannot perform any of their actions and the only role they continue to contribute with is governing. They cannot be assigned or reassigned as governors, but if they already were, then their advisors, skills and “governing policy” continue to affect their province. Not all prisoners are helpless, though. Leadership skill makes “Inspire riot” available and Plotting skill – “Organize escape”. These are both risky actions, but still – a possibility for the imprisoned knights to escape on their own.

They can also be rescued from the outside. Spies can try to help own or friendly prisoners escape and this is not an opportunity, but simply an action – when a spies arrive in kingdoms, they can immediately start plotting the escape.

There are risk-free ways of getting back imprisoned knights. There is the diplomatic way, convincing the other kingdom to let them go, or paying a requested ransom. There is nothing that can go wrong in both cases and the kingdom’s nobility will appreciate the effort of saving one of them.

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In case none of these options is available or affordable, imprisoned knights can simply be abandoned. This, of course, decreases the Nobility opinion, but frees the prisoners’ position in the Royal court, so that a new knight can be hired. After all, desperate times call for desperate measures.

When kingdoms capture a knight, there are several actions available. The most merciful is releasing that knight. If he is a foreign knight, that leads to relations improvement. Your noblemen would also approve that decision. They will also approve if the released prisoner is a knight of yours who rebelled against you – in that case, he will be back in the royal court. This will hurt your crown authority, though, as mercy against betrayers might be considered by some as a sign of weakness. Lastly, releasing simple rebels is well received by the peasantry and ill-received by the nobility. We are still considering adding the possibility to invite knights, renounced by their kingdoms, to become members of your royal court and this will most likely make it into the game.

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Executing knights leads to pretty much the opposite results. If they are foreign knights, this will surely worsen your relations and in times of peace, lead to a crown authority loss, as it is considered rather barbaric. Executing your own knights is frowned upon by the nobility, but increases crown authority. Crown authority is also increased upon executing rebels and some gold is acquired. Sometimes nobility would also approve, but the peasantry will definitely not and sometimes the clergy as well – after all, rebels are part of the local population and often popular among them.

Finally, there is the “deal” action. Prisoners can be given some funds to lead a rebellion in another kingdom. This can end in many ways – the prisoner might really become a loyalist rebel leader, he can just go rogue and lead an independent rebellion, or even take the gold and disappear. As powerful as they can be, such shady dealings are always a bit of a gamble.

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Even if no actions are taken, various events can occur within a dungeon. Prisoners can die there, escape by themselves or even form riots or mass escapes. The last two options are more likely to happen if a royal dungeon gets filled up over a certain threshold, which can be increased by some traditions and buildings. Thus, it is generally unwise to keep too many important people in a dungeon for a long time and getting rid of at least some of them from time to time, one way or another, will reduce the likelihood of such unwanted events.

In this section of the DevDiary, we’d usually say something like “we’d love to hear what you’d like to do with your prisoners”, but it sounds kind of wrong and we are also afraid what you might answer… But, jokes aside, tell us what you think of these features – do these actions and options sound interesting to you and if you have other ideas – feel free to share them – who knows what neat features can still make it into the game.

We’ll talk more about Royal Dungeon in our DevStream on Thursday, September 2nd, @ 3:00 PM GMT / 11:00 AM EST and we’ll be thrilled if you join in our conversation. Do come right in, our wardens expect you! If you behave nicely and do not ask for the release date of the game, we might even lower the ransom price for letting you go. 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.

Next time we will return to the topic of Multiplayer as planned, talking more about starting conditions, rules and how those can shape each campaign. Until then, we bid thee farewell! Go forth and conquer!


-> https://community.knightsofhonor.com/in ... ngeon-r29/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Kralj Tomislav
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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Kralj Tomislav » 27. September 2021 11:52

Hey Leute

weiß wer ob das Spiel noch in diesem Jahr erscheint?
Im Netz finde ich so gut wie keine neuen News dazu.

Danke!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 18. Oktober 2021 18:28

Laut der Website ist es noch immer für 2021 geplant, abwarten ob es noch ein weiteres Jahr verschoben wird.



-> https://community.knightsofhonor.com/in ... anity-r30/

DevDiary 22 - Religion: Christianity

Hello friends and welcome to the 22nd DevDiary for “Knights of Honor II: Sovereign”! We decided to return to the Religion topic, started in DevDIary 20 in which we made an overview about the common Cleric actions and religion effects. Today we will take a closer look at Christianity – the religion, followed by the most European kingdoms at the historical period and region the game takes place in.

In KoH2:S, there are two vastly different branches (families) of Christianity – Catholicism and Orthodoxy. As we mentioned earlier, we’ve chosen this simplified model after considering and experimenting with a lot of variants and sub-branches, since we felt it serves best the purposes of the gameplay. Further segmentation seemed to bring a lot of complexity for little gameplay and strategical effect.

Catholic kingdoms have arguably the best starting bonuses – they have trading and commercial bonuses, as well as lower cost for buildings. Their religious gameplay is centered around the Papacy – good relations with it can lead to a lot of benefits, like promoting Clerics to Cardinals, which have significant bonuses on piety and books production, as well as on their actions. Eventually, when black smoke rises above the Sistine Chapel, one of the Cardinals is chosen to become the new Pope. In case the new Pope is not from the Papacy, the kingdom from which he was selected from loses him as a knight in their royal court, but now have new special actions available only to those very close to the Pope- like instigating a crusade or requesting a kingdom to be excommunicated.

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When a Crusade starts, a strong army is assigned to a leader, chosen among those army leaders who are deemed worthy. Then the army marches (without any player’s or kingdom’s control) towards a chosen excommunicated or heathen kingdom. This powerful army will try to destroy its target, usually providing control over the conquered towns either to the kingdom of its leader, or to the Papacy. Sometimes, especially when their quest goes wrong, Crusades go rogue and can establish their own kingdom or simply turn to (in)famous rebels. Things can go wrong in quite a few ways, especially with some help, like assassinating its leader, pulling some strings with a spy to divert it, or destroying the Papacy just to name a few.

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Playing as a Catholic kingdom is not as easy as it sounds, though. Its Clergy is the most demanding and easiest to offend – actions like attacking other Catholics and refusing Papacy demands will reduce Clergy opinion, as well as the relations with the Papacy. And Papacy’s demands are not always easy to fulfill – for example, gold is often demanded for crusades and the sums are definitely not neglectable. Getting excommunicated is also disastrous, as Catholics, hated and declared as an enemy to all other Catholics, may lead to a lot of problems and it is hard to receive an absolution from the Holy See.

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There is also the danger that someone will overtake Rome and destroy the Papacy – regardless of the religion of the conqueror, the Papacy cannot exist while another kingdom holds Rome. This, of course, brings a lot of hatred towards the conqueror from all Catholic kingdoms and they will struggle to drive the invaders out and restore it. This will bring the liberator a lot of bonuses if accomplished– relations with the Papacy and the whole Catholic world, as well as significantly increased Clergy opinion.

Orthodox kingdoms have the highest books production. Their gameplay revolves around the relations with the Ecumenical Patriarchy and/or having an Autocephalous (independent) church. Claiming Autocephaly is not an easy task to do, though, as it requires high crown authority, a very experienced Cleric, and some sort of influence over the kingdom controlling Constantinople and the Ecumenical Patriarchy. The more autocephalous kingdoms there are, the harder it gets for a new one to be recognized as such, so usually reducing their numbers by force or espionage is usually a necessity.

Unlike in the case with Rome, controlling Constantinople means controlling the Ecumenical Patriarchy and the Ecumenical Patriarch himself. Every Patriarch, especially the Ecumenical, is a very powerful cleric with significant bonuses on books and piety production, as well as on their actions. Patriarchs also provide a few random bonuses (which significantly vary between one patriarch to another) to the entire kingdom. Orthodox kingdoms can choose among their clerics and a few characters, outside their court, to succeed the Patriarch title, once the previous one dies.

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Both Catholic and Orthodox kingdoms can send their Clerics on missions in Constantinople AND Rome, where they get different bonuses depending on their sub-religion – books, piety, commerce and relations. If they are in the religious center of their own Church, the bonuses are increased, based on their level. Being on such missions allocates their full attention, but when they are needed for something else, they can quickly return to their kingdom and once the tasks at hand are done, they can easily return to the religious centers. In this aspect, Christian Clerics are more versatile to play with than Scholars and Shamans, as well as Merchants, who, in comparison, require more time to build up a good trade with a kingdom and lose that progress when they are recalled.

We’d like to hear what you guys think – which one do you think will be your preferred religion, or would you prefer to experiment and try all of them? Are you looking forward to leading mighty crusades, or do you prefer to pick kingdoms, following less demanding religions than Catholicism and focus on other kingdom aspects?

We’ll talk more about Christianity in our DevStream on Thursday, October 14th, @ 3:00 PM GMT / 11:00 AM EST and we’ll be thrilled if you join in our conversation. You can come and repent, ask for forgiveness, but Though Shalt Not ask for the release date! 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.

Next time, if the Pope allows it, we will return to the topic of Multiplayer, talking more about starting conditions, rules and how those can shape each campaign. Until then, we bid thee farewell! Go forth and conquer!
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 10. November 2021 11:04

Leider gibt es noch keinen neuen Beitrag seitens der Entwickler, allerdings neigt sich das Jahr allmählich dem Ende zu und inzwischen befürchte ich, dass es auch 2021 nichts mit der Veröffentlichung des Spiels wird :strategie_zone_34:
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Nightslaver » 10. November 2021 21:29

Denke eigentlich auch nicht wirklich das KoH2 dieses Jahr noch released werden wird, auch wenn sie immer noch 2021 dastehen haben.
Aber 2021 steht bei "Wartales" und "Expeditions: Rome" ja auch immer noch dran und da ist es, dafür das 2021 nur noch etwa 1 1/2 Monate lang für einen Release ist, einfach zu ruhig um alle 3 Titel.

Grundsätzlich würde mich eine Verschiebung aber auch nicht so sehr stören, da ich neben dem HoI4 DLC(No Step Back) auch eigentlich noch recht sicher damit rechne dass das Wasser Species Pack zu Stellaris und die Crusader Kings 3 Erweiterung dieses Jahr noch kommen, was über die Feiertage eigentlich noch genug spielbarer Content wäre, somal ich aktuell auch noch am "Disciples: Liberation" durchspielen bin. ;)
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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 14. Dezember 2021 15:16

DevDiary 23 - Religion: Islam and Paganism -> https://community.knightsofhonor.com/in ... anism-r31/

DevDiary 23 - Religion: Islam and Paganism

Hello friends and welcome to the 23rd DevDiary for “Knights of Honor II: Sovereign”! In this one we will try to conclude the religion topic and take a look at Islam and Paganism and the unique gameplay they bring to the game. There is no connection between those two, of course, neither historically, nor gameplay-wise, but we decided to fit them in in one diary, as time is quickly progressing and there are a few other topics we are eager to tell you about and hear your thoughts.

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Muslim kingdoms have passive advantages on faith and gold production, due to the devotion of their worshippers, as well as the talent of their exquisite craftsmen and merchants. They have different religious buildings and upgrades from the Christian ones, resulting in different needed goods and provided bonuses, but can be just as powerful. Even some shared buildings and upgrades provide different bonuses, e.g. Christians get happiness in provinces where Wineries are built, as well as additional commerce per Monastery. Since alcohol is forbidden in Islam, Muslims do not receive these bonuses, but have additional benefits from Spice shops, Carpetmakers and other things they value more and can benefit more from.

Muslim scholars also have a unique action – they can set out on great journeys through the world, when opportunities for such arise. Once started, they will visit many cities along the way and often find trade prospects, strengthening their faith or gaining new knowledge. They can even, very convincingly, preach to the locals about the greatness of their kingdom or religion. However, regardless their persuasiveness, they can sometimes anger the locals and in times of war, suffer dire consequences for their actions or mere presence in some provinces.

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The greatest achievement of a Muslim kingdom, however, is becoming a Caliphate. It is an extremely hard goal and can be achieved only by great kingdoms, ruled by great leaders. The title is a well worthy achievement, though, as Caliphates have significant diplomatic influence over the Muslim world and can declare a Jihad against their enemies. In this holy war the caliphate and its allies have higher morale and other bonuses against the infidels. The Islamic kingdoms are also usually eager to join, as this is a respected act and the sole participation, not to mention victory, increases the opinion of their Scholars.

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In KoH2:S, there are two branches of Islam – Sunni and Shia. They differ mainly by the cities they consider holy and thus defend ferociously. Kingdoms, following Shia Islam, also have more difficulties in becoming caliphates and are usually more zealous and less tolerant against other religions.

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Paganism is a very peculiar “religion” in KoH2:S, as we undertook a more gameplay-oriented approach for it. Instead of representing specific historical pagan kingdoms with the beliefs they had, we decided to leave that in the hands of the players. The religious noblemen here are called Shamans and each of them can promote one belief – like “Family”, “Raids”, “Conquest”, “Gods”, etc. Each of those provides bonuses to the entire kingdom and players can strategically pick their preferred combinations, or shape their kingdoms according to their fantasy, if they prefer a more immersive experience.


Shamans have one additional huge benefit, compared to Scholars and Clerics – they can lead armies, even without learning a marshal (military) skill and their armies consist of up to 8 squads (considering that all other non-marshal characters can lead only up to 5). This makes them very versatile and the pagan armies can be numerous and devastating.

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Unlike all other religions, paganism spreads by itself from province to province, even across borders. This can be very helpful in gaining the loyalty of both the domestic and foreign population, which respectively increase stability and can make conquest easier. Finally, it is much easier to change the religion of a pagan kingdom, so players can join the Christian or Muslim world at one point of the game more easily, if they see this as a good diplomatic or strategic move.

Playing as a pagan kingdom is not as easy as it seems, though, as there are many drawbacks as well. They have very few and weak religious buildings and upgrades and cannot as easily develop their culture and knowledge, thus they cannot produce some important goods. Their book production is severely penalized, their gold income is slightly reduced and, last but not least, almost the entirety of the world looks down on them, which has its effect on diplomacy.

We’d love to hear your thoughts on Islam and Paganism. Would you try to find the best strategies, strengths and weakness of kingdoms, following different religions, or would you pick one and focus on it? What pagan beliefs would you like to see in the game and promote, to fulfill your fantasy and do you find that “sandbox” approach interesting, or would you rather have a more historically accurate predefined setup instead?

We’ll talk more about Islam and Paganism in our DevStream on Thursday, December 9th, @ 5:00 PM GMT / 12:00 PM EST and we’ll be thrilled if you join in our conversation. 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.
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 19. Januar 2022 16:08

DevDiary 24 - Multiplayer Part 2 -> https://community.knightsofhonor.com/in ... art-2-r32/

DevDiary 24 - Multiplayer Part 2

Hello friends and welcome to the 24th DevDiary for “Knights of Honor II: Sovereign”! After the deep dive into the religion topic, we will now return to “Multiplayer” – a topic, started in DD19, where we already talked about game modes, victory conditions and team games. Now we will have a look into more detailed settings, that will be provided for the players to finetune their experience. Many of these work in singleplayer as well, but talking about them in multiplayer aspect provides a more thorough view.

What players might probably want to pick first is the starting period. We have 3 predefined starting periods and each of them includes the political landscape of the Old World. Depending on this setting, different kingdoms will be present on the map and allocate provinces, corresponding for the period, together with their culture and religion for that time. This setting also affects starting royal families of all kingdoms.

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For further variety, you can mod these periods or even create a new game from a save, so the starting possibilities are practically unlimited.

As we’ve mentioned very early on in our DDs, there are some very small historical inaccuracies in this direction that we’ve chosen to undertake in order to capture the most interesting “landscape”. Gameplay and fun over historical accuracy is one of the pillars we’ve set for KoH2:S and we hope that no one will be offended by this choice – after all, our goal is to create an entertaining sandbox strategic game, that quickly dives into the “alternative history” category, rather than to follow the actual history of the world, step-by-step.

After a period is chosen, players can pick either starting kingdoms or a starting provinces, which will create a corresponding kingdom from it – you might wish to be a king of Nottinghamshire, instead of England. Players can also set the starting number of provinces, unless they want to play with the historical territories – an option, especially useful for having somewhat balanced multiplayer games and when you want to roleplay a specific kingdom, but you don’t want a too easy or difficult start. Random kingdom or province selections are also valid options. Finally, setting up the starting gold can give players a small boost or handicap early on, as this setting does not affect AI controlled kingdoms.

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Starting conditions can be considered part of the “difficulty” settings, but they are not sufficient in that direction. In the hands of a novice player, a big empire can quickly crumble due to rebellions and many wars with its numerous neighbors; and very skillful players can still feel the AI Kingdoms are not a match for them, even when starting with one or two provinces. This is why the “AI Difficulty” setting is probably the most important long-term. It does not only tweak the strength of the AI kingdoms, but also their aggressiveness and other game parameters to provide either more a dynamic, or a more casual experience.

The last few settings are multiplayer specific and as these Dev Diaries shouldn’t get too lengthy (right?), let’s focus on the most interesting ones. “Player wars” can be either allowed “Always”, “Never” or be allowed after defined time or generations (the number of kings’ deaths in any single player-controlled kingdom). So, a proper game for all players can be found or created – whether you want to avoid the nasty feeling of the other players, wrecking your towns or pillaging your settlements; or you want some of that, but not too early in the game; or you just want to go in PvP action from the first second – it is all a matter of how this setting is configured.

“PvP Espionage” setting might look less important and at the start at the game, it really is. But later on, when powerful espionage is achievable and economically affordable, it plays a significant role. As some Spy actions can be very powerful, hard to detect and as there is no way to make an impenetrable defense against espionage, it might be frustrating for some players to be the target of such cunning offensive, though others will surely find a lot of fun in it. If you dislike that backstabbing gameplay, espionage against players can be either limited to less harmful plots, or directly forbidden.

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The final setting we’ll take a look at is for players, that hate being eliminated or just prefer playing a chill co-op game with their friends. “Defeated players” setting can allow limited picking of new kingdoms to those players, whose previous one got destroyed. This option is probably our team’s favorite, as, friends or enemies in-game, we want to complete the multiplayer games together, until someone reaches the set goal.

As adding more settings is not impossible, we’d love to hear whether you find these ones nice for shaping your experience and what else would you like to tweak in the game. How would you use these to make the “perfect” game for your playstyle in single and multiplayer?

We’ll talk more about Multiplayer in our DevStream on Thursday, January 13th, @ 5:00 PM GMT / 12:00 PM EST and we’ll be happy if you can join in our conversation – there are still open slots in our lobby. 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.

Next time we plan to talk about the production of goods and their usage. Until then, we bid thee farewell. Go forth and conquer!
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Nightslaver » 19. Januar 2022 18:06

Mir bereitet ja immer noch Kopfzerbrechen das sie bis jetzt gar nichts zum Kampfsystem vorgestellt haben, das ist in Bezug auf KoH1 für mich eigentlich die größe Baustelle bei einem KoH2...
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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Laudan » 19. Januar 2022 18:27

Frujin hat mir mitgeteilt das das Spiel fast fertig ist. Wenn dem so ist wird es kein Kampfsystem geben. Denn bis heute gibt es kein Video oder Bild von kämpfenden Einheiten auf dem Schlachtfeld. Den Schwerpunkt hat das Team auf einen funktionierenden Multiplayer gelegt. Wenn ich ein Spiel mit einem Kampfsystem verkaufen will muss ich auch Material zeigen. Bis jetzt gibt es keine Demo und ich befürchte das das Kampfsystem auf dem Schlachtfeld nicht fertig wird.

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Kralj Tomislav » 21. Januar 2022 12:54

Echt schade wegen dem Kampfsystem, aber wenn der Multiplayer eine gute KI hat und sonst sehr viele Möglichkeiten hat, dann wäre ich absolut zufrieden.
Für mich der Nachfolger von TW Med2

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 8. März 2022 20:56

DevDiary 25 - Royal Family

Hello friends and welcome to the 25th DevDiary for “Knights of Honor II: Sovereign”! So far, we have talked about the role of the royal family members here and there, the king’s class-related bonuses, diplomacy effects of royal marriages, etc. But we’ve never had a more detailed look into the royal family itself, so it is high time to do it.

Since the beginning of the development process, we knew that we want the royal family members to play important roles in the kingdom, but not to such extent that will make them the center of the game, as we didn’t want KoH2:S to be a dynasty simulation, but rather than that to be focused on the kingdom government and grand-strategy. We wanted the related features to be quick to manage, but still – to add depth to the game, to call for strategic decisions and interesting choices to emerge.

There are three main groups in royal families – the king and the queen; princes and princesses; and important relatives, which are in fact ex-princes and potentially – future kings. All male characters can become a part of the royal court and all besides the important relatives can be married – for diplomatic benefits and, naturally, for having successors.

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The King’s abilities, combined with the Queen’s ones if the king is married, affect the entire kingdom. There are 5 abilities (each one with a value between 0 and 5), similar to the 5 knightly classes. But they do not necessarily correspond to the king’s class – he might be a great merchant himself, but at the same time to contribute too little to the dealings of the rest of the merchants and the overall economy of his kingdom and instead to be very influential over his soldiers. The abilities and their primary bonuses are as follows:

Warfare – Boosts the morale of all armies.
Economy – Boosts trade income and reduces the costs for Buildings and Upgrades.
Diplomacy – Increases the kingdom's diplomatic influence and chances of success for a few grand-scale actions.
Religion – Increases the kingdom's cultural power and chances of success of for a few grand-scale religious actions.
Espionage – Increases espionage defense and the chance to reveal enemy spies.
Beside the kingdom-wide effect of their abilities, kings have significant benefits in their activities, depending on their class, as well as governing bonuses.

When a king dies, one of his heirs inherits the throne, if they are old enough to bear the crown. The eldest prince is by default the one who succeeds his father, but players may choose otherwise and change the successor (prior to the king’s death, not upon it). However, this has its cost and risk – such decisions reduce the crown authority and the eldest prince might decide to rebel if he sees such a change of succession as unjust.

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When a prince succeeds the crown, all of his brothers become “important relatives”. Each of them brings a bonus to the kingdom passively, regardless whether they are in the royal court or not. Furthermore, if a king dies and there is no prince to succeed him, one of the important relatives is chosen as a successor and the dynasty is preserved, as they do have royal blood.

The worst case is when there is no one from the dynasty eligible to succeed the crown – then a knight from the royal court, or just a newly generated character, becomes the king and this changes the dynasty. That can be very dangerous, as it leads to serious crown authority loss and if there is tension in the kingdom already, it can even lead to one of the most severe events in the game – splitting of a kingdom. Losing the control of important provinces and entering wars with the newly formed separatist kingdoms, that defy the new king and his right to rule, is never pretty. However, such dire consequences are only probable in very large kingdoms, with serious governing problems.

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To avoid a dynasty change, it might be a good idea for players to protect their kings and princes, as well as to make sure they are married soon enough. If no diplomatic marriage with another kingdom is arranged, the king might and probably will marry to a local noble lady sooner or later. This happens outside the player’s control and brings no diplomatic benefits. You can read more on that topic in “DevDiary 13 – Diplomacy Part 2 – Diplomat and Pacts”.

Princes and princesses, on the other hand, never marry automatically. As princes might inherit the crown rather late in their life, it is risky to leave them unmarried, as their remaining time might not be sufficient for raising an heir. Therefore, it is a good strategy to marry your princes soon enough. Though their children are not part of the game before a prince becomes king, if they are married prior to succession of the crown, there is a chance that they will already have one or more children upon becoming kings.

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It will be great to hear your thoughts on the royal family features – do you find these an interesting part of the whole experience, would you prefer not to bother with the royal family at all, or on the contrary – would you like to have more gameplay mechanics from that sort and maybe more complex dynasty trees?

We’ll talk more about Royal Family in our DevStream on Thursday, February 17th, @ 4:00 PM GMT / 11:00 AM EST. Become part of our royal family and join in our conversation. 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.

Next time we plan to talk about the production of goods and their usage (ok, we admit that we copied this section from the previous diary, but we are honest this time).

Until then, we bid thee farewell. Go forth and conquer!


-> https://community.knightsofhonor.com/in ... amily-r33/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 8. April 2022 22:22

DevDiary 26 - Goods and Advantages

Hello friends and welcome to the 26th DevDiary for “Knights of Honor II: Sovereign”! In “DevDiary 17 - Settlements and Province Features” we started talking about the economy-related features of provinces. If you haven’t checked it out, it is a good place to start on that topic so that you can grasp the whole concept of these related features. In this DevDiary we’ll continue with a more in-depth view on how goods are acquired and what benefits they provide to a kingdom.

Goods production is done in Buildings and Upgrades and usually have a province feature as a prerequisite. For more advanced ones, usually more basic Upgrades and goods are also required. For example, glass (one of the 64 goods) can be produced in the “Glassworks” upgrade of the “Woodworking” building, which requires the “Deep forests” province feature. Additionally, for that upgrade “Colliers Kiln” must be built first and minerals are also required.

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There are much harder goods to produce, like navigational maps, compasses, cannons… - these require whole production chains and multiple goods, which in terms require multiple province features. The good news is that goods production counts for the entire kingdom, so the “puzzle” is not solved province by province, but on a global level.

Goods can also be imported by Merchants (for details, check out “DevDiary 11 - Merchants and Trading” , but that requires upkeep both in gold and commerce and, depending on their rarity, importance and how complex it is to craft them, that upkeep can be quite high. Few social classes/professions like Bourgeoisie and Scholars, for example, are also under the “goods” category and are “produced” by Upgrades, but naturally, they cannot be imported.

Some of the Upgrades, that require goods, can provide huge benefits in one direction or another and they can also enable recruitment of advanced troops. So, if players want their kingdoms to have elite armies, then they must make sure they produce or import goods like iron, horses and leather.

Besides a requirement for kingdom development in general, goods have another usage. When players collect specific sets, they unlock kingdom advantages – a feature from the first game that we wanted to preserve in KoH2:S, as it created an interesting conquest “puzzle”. There are 7 common kingdom advantages each kingdom can develop – Abundance, Mercantilism, Masonry, Progress, Age of Discovery, Age of War and Age of Prosperity. The eight one depends on a kingdom’s religion, as it is related to culture and the cultural advantages of Christians, Muslims and Pagans simply cannot have the same goods required and effects.

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Although no advantage is easy to achieve, we can say that the first four are easier than the last four. As advantages are usually achievable during the end-game phase, having the required goods is more of a measurement of success than a path to such. However, depending on players’ starting province features and those of near-by provinces, sometimes development of an advantage rather early on can be a good strategy.

When players develop all advantages, they are able to Claim victory – one of the three major ways to win the game. In result, a province’s features and what goods are provided by it become a crucial consideration when planning both conquest and defense, as goods are needed both for standard development, kingdom advantages and in the end – they can be the path to victory relying on expansion and economy, rather than prestige and diplomacy. Unlike in “Emperor of the World”, if a player claims victory by developing all advantages, no one has a say against that.

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It will be nice to hear your thoughts on goods production and effects. Do you think that the system looks too complex, or maybe too simple, as we ignore the difficult to manage “logistics” part of the resources? Which path to victory sounds most fun to you and if you have played the first KoH game, did you have a favorite strategy to achieve it?

We’ll talk more about Goods and Advantages in our DevStream on Thursday, March 24th, @ 3:00 PM GMT / 11:00 AM EST. Without you, our dearest fans of the game, our kingdom’s most important advantages will never be complete, so join in our conversation. 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.

Next time we’ll will talk more about armies – recruitment, manpower and supplies. Until then, we bid thee farewell. Go forth and conquer!


-> https://community.knightsofhonor.com/in ... tages-r34/
Eigennützige Werbung für meine hier geschriebenen AARs:

England in HoI III: For Crown And Country!
Deutsches Reich in HoI III: Tagebuch eines deutschen Landsers
Karthago in Total War Rome 2: Alleine gegen den Rest der Welt!