It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
high rated
Changelog for update 105r1 (added 2nd August 2017):

Improvements:
- Statues will no longer catch of fire, and tuned fire spreading in general. Still more to do here but it should be better.
- When fully staffed, foresters now also replant trees on tiles without trees (instead of tiles only with) and employs one more person.
- Added setting for camera keyboard pan speed.
- Added v-sync setting.

Fixes:
- Fixed math bug in food info tooltip.
- Fixed issue where ogre and dragon were still moving when paused.
- Fixed issue where viking raids could happen back to back.
- Fixed issue where vikings and armies would sometimes freeze.
- Fixed issue where roads/bridges couldn’t be built sometimes.
- Fixed issue where you could get more than three generals by destroying and rebuilding chamber of war.
- Fixed issue where you could place a rock removal on top of an existing rock removal.
- Fixed issue where heads of household could also erroneously join the army
- Fixed performance issue if you had a lot of jobs requiring wages and your gold was greater than 0 but less than the amount it took to page a wage


Changelog for update 106r3 (added 21 September 2017):

Wooden Walls:
- You can now build wooden walls. They have a height limit of 3 and cost 7 wood a piece. They can help keep vikings out early, but they are vulnerable to fire and ogres.

Stone Roads:
- Stone roads are now available to build and can also be placed over the top of existing roads. They increase peasant movement speed 50% over normal roads.

New Statue - Queen Barbara:
- A new statue is available to impress your peasants. We also added a happiness bonus to both statues.

Noria, Aqueduct, and Reservoir:
- You can now irrigate the land (soil enrichment)! Build a noria near fresh water to pull water up. Use aqueducts to transport it to your fields, and reservoirs to provide irrigation. An irrigated tile allows you to farm it regardless of underlying soil type and provides a bonus crop yield to tiles that are already fertile. You can chain norias together in the same aqueduct system to push water further across the map.
- We've also added the concept of 'salt water' vs 'fresh water' and you'll need place your norias in fresh water.

Fire Changes:
- Now only buildings with fireplaces can spontaneously catch fire, and if you have good well coverage you can reduce the risk of fires spreading to zero.

Tune Food and Time:
- We’ve increased the length of an in-game year by 50%. We’ve also re-tuned food production and consumption rates. This has the effect of allowing people more time to transport food, which should reduce the cases where heads of household can’t get food back to the houses in time.

UI Updates:
- The building information UI is now docked at the left corner of the screen (speed controls are in the top left now) and has received an overhaul. You can now see how much a building is at risk of catching fire if a something is burning nearby. We also added a list of everyone living and working in the building as well.

Tweaks and Fixes:
- Z now pans camera down as well as s, so wazd works now too.
- Added more names to the villager pool
- Town squares count as roads for house happiness bonus
- Pressing Escape closes any visible UI
- You can now see and edit your map generator seeds
- Added expanded tooltip info for all resources
- Added hotkeys (delete for demolish, and c for chop)
- Houses now count neighbors across the street
- Generals can regen while out of battle
- Fix issue where viking raid would always happen shortly after loading a save
- Fixed bugs where vikings could kidnap people on the other side of walls
- Ogres can now disembark their ships and attack even if your land is completely walled off
- Viking ships now have catapults
- Fix bug where generals could die before the rest of their army
- Running multiple festivals at once yield diminishing returns with each stacked festival
- Fixed bug where demolishing an in progress wall section would cause walls below to have strange life values
high rated
Changelog for Update 106r3 (added 21 September 2017):

Wooden Walls
* You can now build wooden walls. They have a height limit of 3 and cost 7 wood a piece. They can help keep vikings out early, but they are vulnerable to fire and ogres.

Stone Roads
* Stone roads are now available to build and can also be placed over the top of existing roads. They increase peasant movement speed 50% over normal roads.

New Statue - Queen Barbara
* A new statue is available to impress your peasants. We also added a happiness bonus to both statues.

Noria, Aqueduct, and Reservoir
* You can now irrigate the land (soil enrichment)! Build a noria near fresh water to pull water up. Use aqueducts to transport it to your fields, and reservoirs to provide irrigation. An irrigated tile allows you to farm it regardless of underlying soil type and provides a bonus crop yield to tiles that are already fertile. You can chain norias together in the same aqueduct system to push water further across the map.
* We've also added the concept of 'salt water' vs 'fresh water' and you'll need place your norias in fresh water.

Fire Changes
* Now only buildings with fireplaces can spontaneously catch fire, and if you have good well coverage you can reduce the risk of fires spreading to zero.

Tune Food and Time
* We’ve increased the length of an in-game year by 50%. We’ve also re-tuned food production and consumption rates. This has the effect of allowing people more time to transport food, which should reduce the cases where heads of household can’t get food back to the houses in time.

UI Updates
* The building information UI is now docked at the left corner of the screen (speed controls are in the top left now) and has received an overhaul. You can now see how much a building is at risk of catching fire if a something is burning nearby. We also added a list of everyone living and working in the building as well.

Tweaks and Fixes
* Z now pans camera down as well as s, so wazd works now too.
* Added more names to the villager pool
* Town squares count as roads for house happiness bonus
* Pressing Escape closes any visible UI
* You can now see and edit your map generator seeds
* Added expanded tooltip info for all resources
* Added hotkeys (delete for demolish, and c for chop)
* Houses now count neighbors across the street
* Generals can regen while out of battle
* Fix issue where viking raid would always happen shortly after loading a save
* Fixed bugs where vikings could kidnap people on the other side of walls
* Ogres can now disembark their ships and attack even if your land is completely walled off
* Viking ships now have catapults
* Fix bug where generals could die before the rest of their army
* Running multiple festivals at once yield diminishing returns with each stacked festival
* Fixed bug where demolishing an in progress wall section would cause walls below to have strange life values
high rated
Changelog for Update 109r1.1 (added 05 March 2018):

Bigger Maps and Deep Water
* You can now play on small, medium, or large maps. Medium maps are slightly larger than the original map size, and large maps have about twice the buildable tiles that medium maps do. You can also choose between island biased or land biased maps. There is also now a concept of deep water vs. shallow water. Deep water cannot be built on or crossed except by boat. We’ve reworked the simulation code so you can now have multiple settlements completely separated by deep water.

New Building: Outpost
* You can now build outposts on land that is separated by deep water from your original settlement. You’ll find the Outpost in the new Maritime tab. Placing an Outpost is how you start a new settlement, and it comes with some starting wood, stone, and food - much like when you place your first keep.
* Note: Outpost are not available on maps with just a single landmass (i.e. all old maps without deep water).

New Building: Dock
* Docks can be placed adjacent to or in shallow water. You can set the amount of resources you want the dock to prepare to ship out (and also lock the resources so other workers won’t take stuff you intend to export).

Merchant Ships
* Every so often merchant ships from afar will arrive at one of your docks. You can buy and sell them goods from you dock. Occasionally they will offer special permanent upgrades to your kingdom, so keep a lookout!

Transport Ships
* Once you have at least two docks, Transport Ships can be used to move goods from dock to dock. You can program them with your docks as destinations and what to pick up and drop off. Use them to set up shipping routes to transport goods around your kingdom.

New Building: Draw Bridges
* These automatically open to allow ships to pass through.

Job Priority System
* Re-prioritize jobs per island by dragging and dropping the the jobs in the order you want them filled. Jobs at the top will be filled first by idle workers, or if you have no idle workers, people will leave jobs at the bottom. You can also mass open and close entire building types per island.

Other Improvements/Fixes:
* You can now rename any building, just click on the little edit button next to its title
* Reworked UI a bit and how resource tooltips are accessed (now you click on them to view the info).
* Tax rate is now set on the UI in the bottom left rather than on the Treasure rooms
* Lots of new sound effects
* You can now specify specific desired amounts of resources per stockpile. Anything above the amount you have specified will be removed by people seeking resources.
* Granaries now employ more people, but those people help bring in the grain and can carry twice as much as farmers (much like market workers).
* Library, Church, and Tavern provide bonus happiness in a radius as before, but you just need to build a certain amount of them rather than requiring you to provide total coverage. The happiness ui explains more in-game.
* Other small tweaks and tuning to worker counts and bonuses
* Fixed bug where villagers would sometimes not collect bread from bakers even if they were hungry
* Fix for Gates not visually closing when vikings are near
* Lots of other small fixes and tweaks
* Optimizations to loading time for save games.
* Optimizations to many other game systems, most notably pathfinding (and more on the way)
high rated
Changelog for Update 110r5 (added 20 April 2018):

Creative Mode
* You can now choose between standard mode and creative mode. In creative mode you can modify your map before you play, and tweak all kinds of settings and spawn all sorts of things while in game. Note that achievements won’t be triggered when playing in creative mode.

Map Editing
* If you’ve chosen creative mode, once you pick a seed you can edit your map however you wish. Use the brushes to paint land, water, rocks, and more.

Tweak and Spawn
* During gameplay you can toggle all kinds of settings that will take you as far from (or as close to) standard play as you want, everything from building for free to whether people eat or not. You can additionally spawn things like dragons (I spawned a whole bunch in the screenshot above), vikings, trees, ogres, and resources of any type.

Custom Banners
* You can now use your own banners, just add an image file to the banner folder (which you can find when selecting a banner) and chose it. We’ve included a template image file which you can use to make your banners fit correctly.

Other Fixes and Improvements:
* Armies can now target ogres
* Armies do double damage to ogres
* Fix issue where it looked like armies weren't damage ogres at 3x speed
* Fixed storage calculation issue with stockpiles/docks
* Added option to open or close a dock to foreign merchants
* Added new attack tower range indicator
* Attack tower ranges stop increasing after 8 blocks high (while you can still build ultra tall towers if you want, this eliminates the degenerate strategy where a super tall central tower covers the entire map)
* Re-tune viking invasion progression, will also appear a little earlier
* Fix input boxes mysteriously taking keyboard focus
* Ability to rename transport ships
* Added more new sound effects
* Libraries cost more gold to build
* Small optimizations
* Add Portuguese, Spanish, and Dutch localization (thank you translators!)

What’s next?
Going forward we’ll be prioritizing new content for the mid and late game experience. Right now we’re working on some new large buildings for our next update (cathedral, bathhouse, great library).
There are no offline downloads for Kingdoms and Castles. Is this the beginning to approach Steam and introduce the Galaxy compulsion?

The current version 111r1 could be downloaded but not now. What's up with GOG?

Translated with Google
What is the content of Update 111r3, dated 02.07.2018?
high rated
Version 111r2:
- Great Libraries and Cathedrals provide a happiness bonus that now stacks on top of normal libraries and churches (instead of providing a non stacking bonus).
- Adjust Great Library and Cathedral happiness radii and bonus amount, now that they stack on libraries and churches
- Reduce worker counts on Great Library and Cathedral
- Other cost and happiness radii tweaks

Version 111r3:
- Fix for library keeping great library bonus after great library removed
- Fix bug in dragon attack escalation
- Tune cathedral viking conversion
- Fix construction ui progress bar not moving
May we see the notes for 111r4? Thanks!
high rated
Hotpatch 111r4:
- Fix wheat slowly growing in size
- Tweak tax vs happiness curve
- Fix default resolution issue on some macs
- Fix missing loc string on ship hold ui
- Fix town square banner being rotated differently than other banners
- Fix kingdom log picking issue when pulled all the way down
Post edited July 22, 2018 by Blinkin89
high rated
Changelog for Beautification Update - 112r2 (added 07 September 2018):

Gardens
* Added gardens, they provide happiness in a radius and provide bonus happiness if they’re on irrigated soil or near other gardens. The gardens work like roads and they change appearance based on if other gardens are adjacent.

New Statue
* Added a new statue, Lord Nextraztus, a monument to the mighty dragon!

Fountains
* Added small and large fountains. They provide all the benefits of a well, but in a larger radius with extra happiness. However, they must be on irrigated land to function.

Skill System Tweaks
* Workers will slowly forget skills they aren’t using. The person UI now shows this and better shows what skill they are currently learning. Archer Towers and Ballista Towers also now have some visual decoration when their workers are highly skilled (see the tower on the right who are grandmaster archers vs the left who are apprentices).

Aqueduct Tweak
* You can now build aqueducts through castle walls and castle walls on top of aqueducts. No longer will your irrigation system be a hole in your defenses!

Improvements/Tweaks
* Added happiness bonus for killing vikings
* Adjust tax happiness curve
* Some performance improvements
* Reorganize building menu, now at the bottom center of the screen and the ‘Town’ category is split into ‘Town’ and ‘Advanced Town’
* Archer Tower and Ballista Towers won’t shoot unless the workers are actually there.
* People working at Archer and Ballista Towers won’t leave their jobs during combat (unless you manually disable that job) even if a job is placed above it in the priority list.
* Granary workers will now pick up wheat dropped by other workers
* Fixed issue where w or s could scroll the kingdom log
* Fixed issue with bakeries reporting inflated food amounts in the food report
* Some performance improvements
Thank you so much for the updates! These are great! =)
Has anyone else noticed that the trees vanished after the most recent update? I was excited to explore the fountains and gardens, but the trees no longer show up, rendering the game nearly unplayable for me.
Any fix ideas?
high rated
This is from their steam page, why they can't be bothered to C&P here is beyond me...

Now Available - Cemeteries, Wolves, and Witches
Hi Everyone,

Cemeteries, Wolves, and Witches is now up for everyone! Let us know about any bugs you find or feedback you have! You can report those bugs here, at contact@lionshieldstudios.com or on discord: https://discordapp.com/invite/kingdomsandcastles

Here’s the notes - version 113b4:

Added Cemeteries and Grave Keepers:
Now when peasants die, their bodies will need to be taken to a cemetery by a grave keeper. We’ve added a gravekeeper’s hut which employs three gravekeepers. We've also added a cemetery tile that will fill up with gravestones as people are buried. You’ll need to find the right balance of gravekeepers and cemeteries for your town layout. If bodies are left on the ground they will have a chance of starting a plague, plus it’ll make your peasants unhappy.

Witches
Each map spawns with a witch hut. She can be talked to and depending on how the relationship goes she’ll work with you and provide access to powerful spells, or she’ll curse your kingdom.

Wolves
Maps now spawn with empty caves. After you place your keep, caves farther away from your keep will populate with wolves. Wolves will eat anything that comes near them (including vikings), except for peasants employed by foresters. They can be killed by archer towers, ballistas, and armies. Once empty, caves can be removed with the rock removal building.

Plague Rework
Plague now can spread over time from it's starting location, and most often will start in residential areas. You’ll need to make sure your doctors have good and fast access to your kingdom, especially the heavily populated or high traffic areas.

Clinic
The clinic is a 1x1 building that houses two doctors. It costs less than the hospital and is a good way to get doctor coverage early and a good way to provide doctor coverage on the edges of your kingdom where a full hospital might be overkill.

Other Fixes/Improvements/Tuning

Charcoal maker, Forester, Iron Mine, and Quarry now come with delivery people who can take their output to a stockpile on their own.
Lots of tweaks and tuning to building costs and wages
Archer towers are less effective vs. ogres and dragons, but more effective against vikings
Ballistas are less effective vs. vikings, but more effective vs ogres and dragons
Increased noria water pressure by 50%
Increased amount of water bathhouse uses from noria
Gardens can provide ‘road access’ bonus for houses
Reduced speed bonus for gardens, it’s now faster than nothing, but slower than a real road
Add hot key for rebuild (r)
Fix issue where you could build anything on top of rubble which was on top of a castle block
Fix irrigated gardens not clickable on piers
Fires will go out faster now during rain and snow


Note: The cemetery and plague changes may make existing old save games of large cities hard to manage until you add cemeteries and change up clinic/hospital locations as necessary. If this is prohibitively difficult, we’ll look at adding a ‘grace period’ for old saves. Let us know your thoughts here!

Also, things like the cemetery and plague rework will likely need more tuning, let us know how it's working in your cities!
high rated
Changelog for Cemeteries, Witches, and Wolves Update - 113r5 (added 29 October 2018) includes, additionally to the above:

Town Square Halloween Edition
* We did a visual revamp to the town square so it links with stone roads better, and added some festive jack-o-lanterns.

Improvements/Fixes/Tuning
* Roads, stone roads, and gardens can all be built on top of each other without first demolishing
* Fixed armies jittering like crazy at low fps
* Foresters will plant faster if they have access to tools
* Tweaks to how resources are counted - if they are being transported in someone's hand they are not counted until they are deposited back in a stockpile.
* Other small fixes and tweaks
Great updates! These make me keep coming back to the game, and make me keep recommending it to people. =D