[Knights of Honor] Nachfolger angekündigt!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 4. Mai 2022 17:55

DevDiary 27 - Army Recruitment and Supply

Hello friends and welcome to the 27th DevDiary for “Knights of Honor II: Sovereign”! Back in our 5th DevDiary, we talked about Marshals and Armies. Today it is time to finally revisit and expand on that topic. Let’s have a closer look on what it takes to prepare and maintain an army and how size and power can vary from army to army, even though all marshals can lead 8 squads.

Fans of the original KoH game will find the army recruitment similar in KoH2:S – each squad requires gold (kingdom resource), as well as population and food (province resources). To make the things more interesting, in KoH2:S we have added one component – kingdom levies, which represents the capability of a kingdom to train and arm new soldiers quickly. Unless your strategy is to amass militia, levies are very important since, besides for recruitment, they are also needed for army equipment, fortification improvements and others. They are “produced” in settlements, mainly castles and villages, depending primarily on governor bonuses, buildings, upgrades and traditions. The maximum “storage” values of kingdom levies can also be increased by some buildings and upgrades. A kingdom with many levies “in store” can quickly mobilize and prepare for war. A kingdom with high production of levies can sustain the size of its army in longer conflicts, replacing the losses with new recruits.

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Each army led by a Marshal has up to 8 squads, but that doesn’t mean that all fully recruited armies have equal manpower. The size of each squad depends on unit types, but also on numerous manpower modifiers like king’s bonus, kingdom levies production, “additional troops” recruited for that army, skills, traditions, and others. Crusaders also have significant bonuses and rebel armies’ manpower bonuses grow in time, especially when their rebellion manages to win some battles and land. In result, two armies, that have exactly the same number and type of units recruited, can differ in size up to several times.

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There are very interesting examples in history, ancient, medieval and modern, where lack of supplies played a decisive role in battles, military campaigns and even wars. We really wanted to make an additional step forward and represent the importance of logistic and equipment in warfare, so we added the following feature: Each army starts fully supplied, but fighting and travelling, especially abroad, requires a lot of supplies and eventually, armies can run out of them. In that state armies can no longer start sieges and receive substantial penalties on some statistics like movement speed, units’ morale, and stamina. Resupplying can be done by pillaging settlements, as well as in home towns, for the cost of gold, as well as food from the local storages. There are also additional skills and actions that can be helpful to maintain a good supply, like an army leader having Logistics skill, the army having a supply wagon equipped, or the Merchant’s “Supply army” action.

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Each squad recruited, no matter if it is in army or garrison, additionally requires upkeep of “kingdom food”. This is a more abstract stat of a kingdom and it is not a currency. Instead, total production and import are compared to the required army upkeep. Lack of food’s effect is not as immediate as that of the lack of army supplies, but when a kingdom’s food is insufficient, this reduces growth, stability and army opinion. Severe food insufficiency can even result in some armies going rogue. Players may strategically choose to go along with exceeding that soft limit for their kingdom’s total army size and indeed desperate times might call for such measures, but they should be careful how long and to what extent do they keep their armies and population starving.

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Now we also should discuss army equipment, which we’ve mentioned a few times. Each army leader has between 1 and 4 such slots (by default 2 for Marshals), depending on their class, skills and traditions. Each of these can be used for one of the following:

Additional troops – A manpower boost for all squads in the army, on the cost of increased food upkeep and supply consumption.
Supply wagons – These increase the current and maximum supplies of an army and are helpful in longer campaigns, especially in distant lands.
Siege equipment – There are several types of siege machines, invaluable in taking down strong fortifications. They have different cost and requirements and as effect vary only in strength in Battle Simulations, but are vastly different in Tactical Battles, led personally by players.

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As always, we’d love to hear what you thing about this military side of our game’s economy. Do you find such more in-depth system interesting, or does it sound too complex? Do you like the army equipment, adding even more variety to specialize your armies and what other things would you like to be available in it?

We’ll talk more about recruitment and supply of armies in our DevStream on Thursday, May 19th, @ 3:00 PM UTC / 11:00 AM EST. Note that this is in 2 weeks – we have some unfortunate schedule conflicts, including the live Orchestra recording for the game’s music next week (exciting!), that have us running a rare delay from posting the Diary to holding our stream. We didn’t want to go quiet that long, so we’re posting this up today.

Feel free to enlist and join our ranks – 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 “Political view” and its filters, a crucial element of the game, that allows you to find quickly and conveniently in the game important information about kingdom relations, resources, religion and many others. Until then, we bid thee farewell. Go forth and conquer!

-> https://community.knightsofhonor.com/in ... upply-r35/
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 » 15. Juli 2022 14:15

DevDiary 28 - Intro to Tactical Battles

Hello friends and welcome to the 28th DevDiary for “Knights of Honor II: Sovereign”! We cannot hide that talking about the tactical battles in KoH2:S is quite exciting and a little scary for us, as this is one of the features that was (and is) hardest to develop. We know that many of you wanted to see it earlier and we are thankful for your patience.

Our goals in regards to the tactical battles, or “Battle view” (BV), as we call it internally, was to modernize the experience from the original game to the 2020’s, but still without complicating the gameplay too much or making these battles the main focus of the game. After all, KoH games are mainly about the grand-strategy gameplay – economy, diplomacy, politics and warfare on a grand scale.

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When a battle is in its preparation phase, players can choose to “lead” it, entering Battle view. This transitions them to a map of the battlefield, generated based on the area or town it is led in. We’ve developed an elaborate algorithm to represent as best as possible the terrain features and even the shapes of the towns, when such are present. While the player is leading the tactical battles, the rest of the world is “paused”, though this does not apply for potential reinforcements – armies, headed towards a battle can still arrive while it lasts and it is not too late to call near-by armies as reinforcements either, even after the tactical battle has started.

As in simulated battles, there are up to three “armies” that a player can control – two led by marshals or other royal court members and one, formed by local defending troops – militia, town guards, garrison troops, etc. Each army consists of up to 8 squads + the noblemen cavalry squad.

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There are three different types of battles – field battle, assault and break siege. In the first one, which can be started if armies meet on the field or in a settlement (excluding castle), none of the armies have defensive structures and both armies have “army camps”. In break siege and assault, the defending side of a town or castle has fortifications, which include walls, gates, towers. Within towns and castles there are “capture points”, that have to be defended.

The durability and attack power of fortifications depend on the siege defense and attrition damage of the town/castle. How damaged they are depends on what percentage of the siege defense is lost prior to starting the tactical battle. Entering an assault when siege defense is brought to zero is completely different from assaulting as fast as possible, since in the first case many towers, gates and even wall segments will be severely damaged or even completely destroyed at the start of the tactical battle.

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Both assault and break siege battles take place on the same town/castle “map”, but in break siege the attacking force will be waiting outside (defenders have the initiative) and in assault, well, the attackers are trying to storm the fortifications (attackers have the initiative). If the initiative is lost, whoever had it fails their attempt and retreats, which leads to some morale loss and a continuation of the siege. Thus, it is advisable not to sit and wait, if you have undertaken break siege or assault; and nor will the enemies wait, if they are the ones that took the initiative.

There are several ways a battle can end. If an army loses its leader, it disperses immediately, so it is important that the noblemen cavalry squad is well protected. Too dire morale losses of the entire army can also lead to an army’s full retreat. Finally, if one side holds all capture points and/or army camps, it is victorious.

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As always, we’d love to hear what you think about Tactical battles. Are you excited about this feature and do you often prefer to lead your armies personally in grand-strategy games in which that is possible, or do you prefer to let the auto-battle do the trick? If you have played the original game, share with us did you enjoyed the battles there and what did you find best and worst about them.

We’ll talk more about Tactical battles in our DevStream on Thursday, July 14th, @ 4:00 PM BST / 11:00 AM EDT. Get your armor on and join in – 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. Some gameplay videos of tactical battles will also be played then for the first time.

Next time we’ll will talk more about “Tactical battles”, more specifically about squads – the role their stats play in this mode and what commands will be available to players.

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

-> https://community.knightsofhonor.com/in ... ttles-r36/
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 » 14. August 2022 13:24




Wer einen Account im offiziellen Knights of Honor Forum hat, kann sich für die Beta anmelden: https://beta.knightsofhonor.com/?fbclid ... 9zkO_rRWSU
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 Fridericus Secundus » 14. August 2022 19:58

Scheint ja langsam richtig Form anzunehmen! Ich hab wie im anderen Thread angemerkt immer wieder mal geschaut, ob das Spiel schon erschienen ist, aber die Dev Diaries aus Zeitmangel nicht verfolgt. Könnte richtig gut werden.
Ich bin Historiker. Da geht man immer mit ganz niedrigen Erwartungen an die Menschen ran.
-- Don Alphonso

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 14. August 2022 23:21

Ich freue mich ebenfalls sehr auf as Spiel, bin aber mitunter auch noch zwiegespalten. Erst sollte das Spiel ja schon 2022 erscheinen - wo wir inzwischen weit drüber sind. Und das jüngste Video sieht sehr nach einem aufgepeppeltem Knights of Honor 1 aus - da hoffe ich, dass es auch innerhalb des Spiels ausreichend Neuerungen geben wird, dass sich eben ein zweiter Teil davon lohnt und auch rechtfertigt.
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 Kralj Tomislav » 16. August 2022 13:17

Endlich!!

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 7. Oktober 2022 19:36

DevDiary 29 – Political View

Hello friends and welcome to the 29th DevDiary for “Knights of Honor II: Sovereign”! We were silent quite a while, but it was all for a good reason – thanks to the players that participate in the beta, we feel like we’ve made a great progress towards polishing and balancing the game the last few months.

Today we will talk about the Political View (PV) of KoH2:S, where you can quickly see the most important information on a grand scale, needed for making strategical choices – where to find the things you are looking for, who are your potential threats and allies, where to expand next, what are the problems in your kingdom and the region, etc.

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If you have played the first game in the series or other grand-strategies, this feature will probably feel familiar – we have not tried to reinvent the wheel, but rather make it as convenient as possible. To do so, we’ve spent quite a while iterating on what the most useful modes will be, what should be included on them and what indications should be toggleable by players.

We’ve also had an additional goal – we wanted the Political View to be helpful and easy to use, but we didn’t want the players to spend too much time on it, as we felt that this will worsen their overall experience, robbing them from the beauty and atmosphere of the World View. Thus, we took the hard decision to limit the movement and attack commands of armies through PV and we added a possibility to have all those PV modes apply for the minimap as well, so that, combined with the minimap zooming feature, players can check out the most important things without even entering full-screen PV.

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There are 12 different modes with custom legends to indicate what color-coding stands in each one:

Kingdoms – This is the most basic mode; kingdoms have unique colors, so that players can easily see their overall territories and their provinces.
Stances – This is probably the most important mode of all and a very convenient one to set for the minimap. It shows the stances of selected kingdoms – allies and enemies, sovereign or vassals, trade relations, royal ties, trade partners, non-aggression pacts, defensive pacts, invasion plans…
Relations – Also a very useful PV mode, which does not so much show the current active agreements between the kingdoms, but indicates the potential of such. As relations have a huge impact on diplomacy, through this view future friends or foes can be found and with proper actions, friendships can be strengthened and wars avoided.
Marriages – A simple mode, which helps players to find unmarried princes, princesses and kings, in order to try and arrange a royal marriage.
Stability – Low stability in provinces and rebel presence are indicated in this mode, mainly helping players to quickly oversee the internal problems of their kingdoms, but also weaknesses in foreign ones.
Trade zones – Trade centers and their zones are indicated here. Trade centers with larger zones can bring significant riches, so these are important to develop, protect, or, of course, conquer.
Religion – In this mode the religions of kingdoms and provinces are simultaneously indicated. As differences in kingdom and province religion can cause a lot of local tension, it is important to quickly see provinces in and around your kingdom with such religious differences, so that you can convert, possibly “liberate” or culturally influence them. Kingdom religions also have considerable effect on diplomacy and opinions, so players might have а different approach to kingdoms, depending on their religion.
Culture – Similarly to the previous mode, on this one provinces, that may turn out to be more or less problematic are indicated. As religions, cultures are also grouped into families and sub-families.
Loyalty – Gaining the population’s loyalty in your kingdom’s provinces is a hard, but important process. Through high influence and some cleric actions, loyalty can be gained even in neighboring provinces, which in terms can ease conquest or even enable diplomatic claims over foreign lands. In this mode players can quickly see which provinces are obedient to the king and which would rather be ruled by another one.
Province features – As resources are definitely among the most important reasons for conquest, this PV mode helps players to quickly find where they can get those precious settlements and resources they need for their planned buildings, upgrades and advantages. Color-coding in this and the subsequent two modes is always from the players’ perspective, marking in a different manner domestic and foreign provinces where specific features/goods/buildings are.
Goods – Here is shown where a specific good is produced, and where it CAN be produced, potentially. As goods can be imported by merchants, this mode can quickly help players find trade partners, which produce the goods they need.
Buildings – Similarly to the previous mode, here is indicated where a selected building is constructed, as well as where it can be constructed. This, for example, can be used to find out which are the enemy’s main army recruitment provinces, which in terms might be a good objective to try and siege or overtake quickly in a beginning of a war, to slow down the enemy’s “war machine”.

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Each mode can be viewed with Kingdom or Province labels. The elements, that can be visualized or hidden, are towns, battles and armies – kingdoms’ armies, rebels, crusaders and mercenaries, with or without their nameplates, containing additional information. This way players can customize “on the go” their PV indications the way that fits their playstyle the most – some may prefer more information indicated simultaneously, others may not be so fond of that and prefer to have a neater view. In both cases, hiding or showing specific elements when needed is just a button-click or hotkey-press away.

During the beta we’ve added a new feature – players can now not only configure which of the aforementioned elements is visible, but also whether they will be selectable. Some players prefer to select battles and armies from Political view and others prefer to stick only to the simpler province/kingdom selection, so we decided to leave that choice in your hands and let you configure the PV behavior for each element.

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We’ll talk more about political view in our DevStream on Tuesday, October 4th, @ 3:00 PM BST / 11:00 AM EST and we’ll be happy if you can join in our conversation. We are easy to find on the map – the Twitch stream will be hosted on the THQ Nordic channel: http://twitch.tv/thqnordic and we’ll be grabbing responses from this post and playing the game live to show how Political View works in real-time!

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

-> https://community.knightsofhonor.com/in ... -view-r37/
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. November 2022 12:12

DevDiary 30 - Tuning the AI

Hello friends and welcome to the 30th DevDiary for “Knights of Honor II: Sovereign”! This time, we decided to delve a bit deeper into the world of AI and difficulty, explaining our thought process behind balancing pacing, making sure players are engaged in all stages of the game, and what sort of obstacles we met along the way. It must be said that much of the feedback we’ve seen from our closed beta testing has been invaluable on that front, for which we thank you all!

So what makes an AI “fun” to play against? While it must be challenging, it should also behave in a human way. In KoH2, the AI is constantly thinking about what actions to perform, with different priorities dictating which ones it will perform at any given time.

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Early in development when systems were still being added to the game, the AI used to simply gather all of its armies and send them to a single location, which was simply overwhelming and not fun to play against. But as more decisions were added to the AI’s thinking process, waging war against another kingdom felt more manageable. While you move in with your armies, it might be considering its defenses against other hostile kingdoms, upgrading fortifications, gathering garrison troops, asking other kingdoms for support via diplomacy or even constructing buildings.

By adding these sorts of distractions, the AI starts to think (and feel) less like a machine, giving players time to react and adapt their strategies. And after a few campaigns, you might begin to notice small nuances like the AI preferring to defend its towns under siege and lead battles in home territories.

Behind the scenes, each AI kingdom also has a certain “budget” reserved for different areas of development. These are dictated to a certain extent by their current king’s abilities – for example, a ruler with good stats in religion focuses more on developing his kingdom’s piety and clerics, while someone well-versed in diplomacy would take extra care of maintaining strong bonds with other kingdoms and employing powerful diplomats. These are subtle factors and don’t dictate an AI’s behavior completely, but do play an important role in the grand scheme of things.

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And then, with all these tools in play, comes the fun (albeit sometimes grueling) part of balancing how AIs behave in certain scenarios. Diplomacy is a system that highlights this in interesting ways, as certain diplomatic offers have adjusted pros and cons, depending on if the recipient (or the subject) is an AI kingdom. For example, AI kingdoms are more likely to form royal marriages with players, so that you may have an easier time finding spouses for your king and ensuring the continuation of your royal dynasty. This is only valid on easy difficulty, though, with AIs being more reluctant to marry their princesses in general (to avoid losing lands to inheritance claims).

Yet, there are moments when even the AI surprises us with advanced plays, which aren’t exactly by the book. For instance, you may experience a kingdom inviting you to wage war against someone, only to find out moments later that they are in a defensive pact against you, alongside that kingdom. Or, seconds after marrying your princess to their prince, you receive a message that a foreign spy from the same kingdom has murdered your king, followed by foreign claims for inheritance. As painful as it might be on the receiving end, such experiences can define a campaign and make it more memorable.

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Of course, the AI may sometimes seem clever by random, but most of it is driven by the game’s difficulty. For example, higher levels increase how much gold, books, religion and levies an AI kingdom gains. Starting conditions are also affected, such as how many wars you might end up in at the beginning of a campaign, or how long it might take before rebellious population starts to amass in your provinces.

In tactical battles, AI armies can also react better at higher difficulties. This may manifest in your marshals being more susceptible to being flanked and picked out by enemies, cavalrymen tending to prioritize archers more and ranged cavalry micro-managing against you while shooting.

In a sense, you could say that the AI “cheats” on some difficulty levels. In other cases, it is not unfair to say it makes mistakes intentionally, from time to time. But in the end of the day, our main goal is to deliver fun and memorable moments, and sometimes that extra spice can be the deciding factor.

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Naturally, AI and difficulty is a constantly-evolving part of our game (as in any game) and we’d love to hear from your thoughts on the topic. What do you think is the most critical part of making an AI feel “good”? Do you think an AI should have some extraneous elements added to help it, or should it be on an equal playing field with players?

We’re sure you’ll have many questions and comments on the topic, so feel free to raise them in the comments section below or on Twitch, during our DevStream on Thursday, November 3rd, @ 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 and playing the game live!

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

-> https://community.knightsofhonor.com/in ... he-ai-r38/
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 Laudan » 17. November 2022 10:29

Das Spiel wird zum 6.Dezember 2022 zu kaufen sein.

Dann holt mal eure Schwerter und Rüstungen wieder raus und schärft und poliert alles auf Hochglanz.

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Galien » 17. November 2022 10:39

Mit einer so baldigen Veröffentlichung hatte ich nicht gerechnet - umso erfreulicher. Preislich liegt das Spiel bei GameStop bei 44,99€: https://www.gamestop.de/PC/Games/62579/ ... Doubler_DE

Hier der Tweet mit der Ankündigung seitens Black Sea Games: https://twitter.com/BlackSeaGames/statu ... 9876481024

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Long May It Reign: Grand Strategy Game Knights of Honor II To Launch December 6th 2022 AD

Sofia, Bulgaria / Vienna, Austria, November 15th, Anno Domini 2022: Well, well, well ... there you are. Just crowned as King of France. It could be such a nice life now, but your royal court demands your attention: England is amassing troops in Aquitane - again! First, you'll send out a spy to find out what they are up to, and maybe to talk to some important nobles with rebellious ideas. For this, however, money is needed. A new trade agreement with Flanders will help. And, as if the English weren't nerve-wracking enough, that fool of a Pope is calling for a new crusade. Denying the request will cool down our relations... we need to send a cleric to Rome to negotiate. And now, bring in my marshalls, it's time to muster our armies and strike at the English. They will soon learn that challenging the mighty kingdom of France has consequences!

This is just one of many stories, you can experience in Knights of Honor II: Sovereign, THQ Nordic’s first step into the Grand Strategy genre.

The game is releasing on December 6th for PC and was created in cooperation with the veteran game developers at Black Sea Games. Knights of Honor II: Sovereign offers all the depth players expect from a medieval grand strategy game plus high approachability: You will not have to spend 10 hours just to learn how the game works.

Check out the latest trailer for Knights of Honor II: Sovereign:


If you want to deep-dive into every aspect of the game, check out our Dev-Streams on YouTube:
https://www.youtube.com/playlist?list=P ... 9MbKd1ZJ2G

Choose one of over 200 medieval kingdoms, duchies, sultanates, margraviates, caliphates, tzardoms, or an early republic and lead it to glory or ruins. Manage the economy, develop your cities and towns, and guide your people’s religion. You can wage medieval total war or become a renowned crusader king or become a wise diplomat - it's up to you, to establish a legacy that will live across the generations!

Knights of Honor II: Sovereign is launching on PC on December 6th, 2022.
Make sure to wishlist it on Steam:
https://store.steampowered.com/app/7368 ... Sovereign/

Enjoy & stay tuned!
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 » 17. November 2022 14:34

Laudan hat geschrieben:Das Spiel wird zum 6.Dezember 2022 zu kaufen sein.

Dann holt mal eure Schwerter und Rüstungen wieder raus und schärft und poliert alles auf Hochglanz.



Oh mein Gott endlich!!!
Ich hoffe nur dass es auch spielbar ist.

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Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Xylli » 20. November 2022 01:53

Ich darf zwar quasi nichts sagen, aber es ist spielbar, soviel ist sicher^^
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Kralj Tomislav
Medicus
Medicus
Beiträge: 203
Registriert: 5. Dezember 2010 22:53

Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Kralj Tomislav » 21. November 2022 14:17

Xylli hat geschrieben:Ich darf zwar quasi nichts sagen, aber es ist spielbar, soviel ist sicher^^


Ich meinte natürlich im Sinne von bugs, aber wenn du das auch so meinst dann zwinkere bitte zweimal. :D

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Xylli
Hastatus Posterior
Hastatus Posterior
Beiträge: 980
Registriert: 27. Juli 2012 16:37
Wohnort: Zuhause =)

Re: [Knights of Honor] Nachfolger angekündigt!

Beitragvon Xylli » 21. November 2022 22:48

Ich mag diese kleinen nervigen Tierchen überhaupt nicht, hab in letzter Zeit auch kaum welche gesehen^^
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Laudan
Sagittarius
Sagittarius
Beiträge: 72
Registriert: 17. April 2011 14:55

Re: [Knights of Honor II: Sovereign] Neuigkeitenübersicht | KEINE Kommentare

Beitragvon Laudan » 3. Dezember 2022 14:50

Heute habe ich mir das Spiel im Geschäft gekauft. Inhalt: 2 DvD des Spieles und eine CD mit 43 Soundtracks. Keine Anleitung. Das Spiel lässt sich nur mit Steam spielen und wenn Steam das Spiel freigibt. Also bist du ein Gefangener von Steam. Der Kauf im Geschäft ist sinnlos. Für mich als Modder mehr als ärgerlich.