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Скачать игру Knights and Merchants Remake r6720 / KaM Remake - торрент, полная русская версия | Рейтинг: 9.3 (13) | Баллы: 213 |
• Разработчик / Developer: Инди-игра (14535) от Krom (1) и Lewin (1)
• Жанр / Genre: Стратегии (3599); Сетевые / ХотСит (2297)
• Язык: Русская версия (8042)
• Тип игры / Game Type: Полная версия (установи и играй)
• Размер / Size: 406.98 Мб.
• Оценка игроков / Game Score: 9.3 из 10 (всего голосов: 13)
Отличная стратегия, получившая новую жизнь от двух программистов, теперь не будет проблем с запуском игры, а также налажены сетевые режимы, есть также кооперативное прохождение.
Версия игры ОБНОВЛЕНА с r5503 до r6720. Список изменений внутри.
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Язык интерфейса: Русский, Английский (Multi26)
KaM Remake - Это написанный с нуля движок игры с использованием оригинальных файлов ресурсов игры "Knights and Merchants" (Война и Мир, Вторая Корона). Целью KaM Remake является попытка оживить оригинал игры. Сделать её работоспособной на современных компьютерах и операционных систем, а также исправить множество ошибок в движке игры. Разработку ведут два известных программиста Krom и Lewin.
Ключевая особенность игры состоит в том, что в ней можно с легкостью играть по сети не применяя сторонних программ. В том числе можно проходить кампании в co-op режиме. Уже сейчас ежедневно кол-во игроков в сети непрерывно растет. А IV чемпионат от KaMClub был проведен исключительно на KaMRemake.
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Bugs:
Armour smithy has shields as 2nd output, armour workshop has shields as 1st output. Would make sense to match them (note: simply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
Armour smithy has iron as 1st input, weapon smithy has iron as 2nd input (iron/coal swapped). Would make sense to match them (note: simpply swapping in KM_ResourceHouses causes game logic to be swapped with GUI)
Deliveries should use the actual walking route length (opposed to Radius)
Archers should step backwards when too close to attack target
Replays sometimes end up with a mismatch while watching them, cause unknown
AI attacks make the game lag (by using too much CPU in pathfinding ?). Vortamic is especially bad.
Remake may be too random at battle results, too much depends on luck (test battle map outcomes with various RandSeed)
Players that have intentionally quit (not just disconnected) should count as defeated
Screen resolution selecting is not enabled (see resolution_selector_not_available.jpg). Win lists all resolutions 800x600 .. 1366x768
Stonemason could stuck on a mountain after flattening (stonebug2.jpg)
Market cart should be an overlay like flagshtok to prevent duplication of its shadow (rendered when there are no wares)
Few terrain tiles (4th, 14th) have noticeable seams on their side when looked closely at
Using F11->File->Open/Edit Mission during an MP game will not unlock the mutex, and thus you can't enter the MP area after that until restarting the game (F11->Stop could cause the same problem?)
If just one player cannot run the game smoothly MP will lag for everyone in his game. For example if you zoom out a lot you will get a poor frame rate and your game will run at < 10 ticks per second forcing other players down to that speed. The lagger's ping will not look any different. Maybe have a way to indicate to that player and the others on the server that he is causing the lag? Our planned 2x speed in MP will make this much worse as some computers will lag more.
There's no message in MP when you defeat AI opponent (if you defeat human opponent it shows one)
Woodcutter would cut a missing tree on a corn field (replaced with corn while he is chopping)
Towers attack range is uneven (should be measured from towers middle, not the recruit location in BR corner)
AIAttacks bug (AI attacks mulfunction after 12min.rar)
TSK 5: ally sometimes sends his troops to the enemy base causing you to lose (after the enemy attacks?)
When uinstalling KMR, there are a lot of temp files left (.mi, logs, etc)
House animations order don't match with wares being taken/made. Many times wares dissappear before citizen goes to take them.
When units exit Barracks and auto-join another group, they change that groups formation
Warriors who hit an obstacle (diagonal tree) while storming should walk towards leader's final position
AI groups retaliating to threat or provoked by auto attack range should return to their defence positions after pursuing unsuccessfully for a certain time/distance
Water looks ugly brown when you zoom out too far due to water tiles having brown checkerboard pattern (anti-aliasing won't help)
Wooden house frames flicking on Onboard Intel HD Family Chipset (see images "Hidden House Frame Intel Onboard 1.jpg")
Colored rectangle below cursor
Improvements:
Dismiss button to make units walk into the school and disappear (gold is not refunded)
L Simple dedicated server form which lets you set the properties of the INI for the server and start it [gemGreg]
L Placing houses in MP should put a temp/fake visual markup until the real one can be added to make it appear responsive
L Ctrl+C/V to copy chat messages with e.g. links or quotes
L 256x256 icons for EXE (for vista/7/8 users)
L Chat logs
L Evacuate wares from barracks
L Allow chat over multiplayer results screen
L Add support for 1024x600 (1280x720) resolution in the map editor
L Pack textures into atlases with regard to GPU max supported texture resolution (512 or 1024 px)
L Clicking and holding on the add/subtract buttons in weapons workshops could increase the number to save repeated clicking
L New command !SKIP_HOUSE. If I want a map with no stone, then after building the inn the woodcutter and tower should become available (skips the stonemason)
M Pause in multiplayer (pause by everyone and unpause by at least 2 other players)
L "Checkpoints" in replays every 20 minutes or so to allow skipping forwards/backwards (zips entire game state which can be loaded)
Krom: Not sure how this will cope with 29hour games
Lewin: We can delete save points as the game goes longer. By the time we reach 29 hours we only keep save points from every 1-2 hours. For 90 minute games we keep one every 10 minutes.
L Way to place roads/fields/destroyed buildings belonging to no player (for maps like Battle In The Ruined City where currently the roads don't always show depending on which locations are played) (maybe through special player like animals?
L The close door button in a house also stops a new occupant from taking it, so you can make recruits go to the barracks instead of walking to watchtowers, and so you can prioritize for example which mines get occupied first. It should also block the "house not occupied" message.
LM Place all the roads for all players, then all the houses for all players, then all the units for all players from the script, repositioning units that are on houses and do floodfill for houses once at the end rather than for each house
L Changing teams in multiplayer
Lewin: When joining a team the team members must "accept" you before it occurs. Leaving a team must also require acceptance I guess, otherwise you can walk into an ally's village and become his enemy, and some people would surely do this. We might also need a "lock teams" option in the lobby for this to work.
L Ability to mark maps as a favourite (gold star) so they appear at the top of the list (find your favourite maps without scrolling through whole list)
L House not occupied message should mention which house it is ("This farm is not occupied"). Hard to work around plurals and fem/masc forms
L Allow dedicated servers to optionally specify their IP in the INI file (some servers have multiple IP addresses, the external one the master server sees might not be the correct one)
L Icon before the server name: Swords/house/floppy for battle/build/save (save icon only shown while in lobby)
L Maplist takes too long to load on first run, scrollbar moves irritatingly while maps are being added
L Save last selected item in lists (load game, mp, maped list, savegames, etc)
L Right-click on a unit in Schools queue to move that unit to the front of the queue (currently RMB is "remove to here")
M Archers should not change formations when group members get killed while under attack
L Allow to block wares delivery into armor workshop, so that player could focus each on certain task (shields or armors)
L Keep road bends when neighbour road is destroyed (e.g. house entrances)
L Allow fish to swim under the ice (as well render it between sand and water terrain layers)
L Allow to copy opponents nikname into buffer (through players menu > Copy?)
L Save wares distribution ratios between games
L Allow to customize and save hotkeys settings
M Make projectiles play hit sounds on every Paint and UpdateState, so we dont get just 3 hit sounds for 20 archers shooting at once
L MapEd: Allow to toggle trees/objects opacity (make them partially visible) [Marcin]
L MapEd: Allow to toggle AI defence positions display
L MapEd: Random objects brush
L MapEd: Artistic brushes (those that place random types of trees and/or decorations)
L MapEd: Make houses highlight red when about to erase them as trees/units do
L MapEd: Flat terrain checkbox on Extras popup
L MapEd: Allow to set troops order destination with mouse on map
L MapEd: Add size to Object delete brush (possibly in a new tab where artistic brushes will be)
L MapEd: An option to hide roads/fields, so you can view just the terrain while you edit it
M MapEd: "Sync all" checkbox when adding wares to a house which makes it the same for all houses of that type
L MapEd: Pipette tool like in Photoshop to select the type of tile under the cursor (ctrl+click while in tile mode?)
L MapEd: Lasso selection for copy/paste
L Add a button into barracks UI to allow to set a rally point
L MapEd: Allow to rotate tiles on the map like in Krom's editor
- Fixed "Unsupported global variable type 28" error in dynamic scripts when using UnicodeString (no need to use unicode, use AnsiString)
- Make units turn around without skipping inbetween directions (instead of immediate direction change)
- Unexpectedly high ping values (not our problem usually)
- One type of pine tree cannot be cut (same as KaM, there are not even sprites for it falling down)
- The ingame briefing texture is too short, see attached picture
- Serfs should take wares back or to suitable house if destination is destroyed
- In window mode, the taskbar is over the game window. (thats what it supposed to be, use fullscreen instead)
- Warriors attacking enemy citizens don't listen to orders (thats a feature)
- Many texts will not change if I change the language in options menu (we are always working on it)
Fixed in r6720:
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+ Actions.GroupOrderSplit returned the original group ID, not the new one
+ Delivery importance would be ignored in cases where you have more available serfs than available deliveries
+ Storm attacking soldiers would sometimes pass by enemies instead of stopping to fight them
+ Citizens would not step out of a house onto a tile which was not road
+ Wares icons went off by few pixels to the left-top on the wares rows, reverted back
+ MapEd should not allow to set active player type to nor human nor AI
+ Script command IsFieldAt checked winefields by mistake (same as IsWineFieldAt)
+ Script could order to attack allied assets. Check alliance settings when executing attack commands from script
+ Script would not allow to play WAV files with anything except lower case letters and digits
+ Random seed should be different before each game
+ Attacking an animal through script command would crash a game
+ AIs should retaliate when the arrows are in the air, not while the archer is just aiming
+ Limit save name length (long names can cause crash)
+ Fixed winefield bug (MapEd did not save grapes objects)
+ Scripts should not allow to link players warriors to other players group
+ In-house enable/disable ware delivery in script worked in reverse
+ Actions.PlayerWareDistribution did not update house orders, so houses didn't notice that the distribution has changed
+ Integer overflow in stats caused by counting stone/wood as consumed twice when an incomplete house was destroyed
+ Crash during delivery if ToHouse was destroyed while the serf was inside FromHouse
+ Network system messages are now translated
+ Player alliance towards self is inconsistent, especially in MP and when accessing from script (should be Ally always!)
+ Block sending chat during reconnection to prevent messages being lost or causing errors (when fMyIndexOnServer is out of date)
+ Beacons did not render on unrevealed areas
+ Singleplayer replays ended at the last player command rather than when they were saved (use gic_GameSave in SP too)
+ Actions.GiveHouse failed when there was a worker building a field or road next to the house
+ Strange AI behaviour in campaign missions due to AI attack values not carrying over like they do in KaM
+ AI warriors should attack enemies when they are within 4 tiles, to prevent sneaking into AI village (can be set in MapEd)
+ Terrain brushes in MapEd erase corn/wine fields (should preserve them)
+ When citizen walks into a house he should be deselected
+ Make wood to be delivered first to building sites
+ Changing game options resets all players' ready status so host can't change at the last moment without player agreement
+ Hotkeys (0..9) are now stored in multiplayer saves too
+ Replays show the scripted overlay text for the selected player
+ Message log is no longer lost when saving in multiplayer, and messages no longer show in replays
+ Arrows shot over longer distances would be invisible for the last ~10% of their flight (units die when no one appears to be shooting them)
+ Rare stack overflow with flattening terrain recursively during stone mining near a house (which cannot be elevated) See example stonebug.jpg
+ Dynamic scripts should not allow to give houses/units to disabled player
+ Script should not allow to place houses on top of fields
+ TSK15 - AI does not build because stone is too far away (AI builder was incomplete)
+ Due to archers being less powerful many campaign missions cannot be won (e.g. first battle in TSK 2, TSK 8)
Improvements:
+ M Noticeably improved render performance when zoomed out
+ M Noticeably improved render performance when there are many houses on the screen
+ L Serfs check for a better delivery destination when arriving at the From house (due to state of village changing)
+ M MapEd: Copy/paste works between multiple instances of the editor using Windows clipboard
+ L Allow to specify localized player names for the missions
+ L Game will flash on task bar when new chat message arrives
+ L Set random seed on game start (for MP it needs to be decided by host and synced before the game starts)
+ L A way to order +100 weapons at weapon makers and other places (shift + left-click)
+ L MapEd: Allow custom map sizes
+ L Shortcuts for all soldier buttons: , & . to rotate, + & - to add/withdraw lines, X to charge, F for food
+ L MapEd: Randomize terrain tiles when creating a new map
+ L MapEd: Increased max terrain brush size to 32
+ L New script command !BLOCK_UNIT to block certain types of units/soldiers from being trained/equipped
+ L Allow cinematics in dynamic scripts
+ M File transfers in multiplayer lobby
+ L Master server use MySQL for storage rather than .txt files
+ L Shift+3 joins the selected warrior group to the group assigned to hotkey 3 (Starcraft style)
+ L The host can ban players from the lobby (only from this lobby, it is not a permanent ban)
+ L MapEd and script let you add out wares to houses (e.g. stone to stonemason)
+ M New column in load/replays menus: Date/time (stored internally in save format since file modified date is not very trustworthy)
+ L Keyboard shortcuts to zoom for people without a scrollwheel (page up/page down)
+ L Distribution of wares is viewable during replays
+ L Rally point for the barracks
+ L Warriors leaving the barracks will form a square formation rather than a long snake like in TSK/TPR
+ L Multiplayer spectating
+ L MapEd option to enable the AI to retaliate against allies' assets being attacked like they do for themselves
+ L Multiplayer in-game player list ordered by teams
+ L When archers are ordered to attack by right clicking enemy unit, they will walk into range in formation not spread out
+ L Add script command to allow to add recruits into the Barracks in MapEd (only Barracks for simplicity, other houses dont need it)
+ L Pressing spacebar will center the screen on the latest alert (beacon or under attack)
+ L Save screenshots into own folder called "Screenshots"
+ L Add an option to give hosting rights to another player in lobby
+ L The story message on campaign map minimizes instead of jumping annoyingly
+ L Unlocked campaign map flags have numbers so you can find a mission easily
+ M Ability to return to the lobby (by vote) after the game has started in multiplayer
+ M Servers running on the local area network are detected and listed at the top of the server list
+ L Some way to delete multiplayer saves from within the KaM Remake (delete button on replay viewer)
+ L Some way to delete maps from within the KaM Remake (delete button in MapEd menu)
+ L MapEd: Magic water works for ice
+ L Way to hide scripted overlay
+ L Message when weaponmaker has complete his order
Fixed in r5503:
<===================================================================================>
+ Make Serfs face the house plan entrance when handing building materials to it
+ Stonemasons/fishermen would report that resources are depleted when the only mining spots were blocked by another unit
+ Archers behave badly when you tell them to attack directly (houses and units)
+ Saving a game or a map in MapEd with a name ending/starting in a space crashes with "Invalid file name"
+ In maps with elevated terrain near the top it is not possible to see units standing on the top few rows
+ MapEd did not saved Group orders (sendGroup and AttackPosition)
+ Only the first 16 servers would be queried correctly, subsequent servers would not show in the list
+ Chasing down archers even with knights is ineffective, knight starts to attack and archers keep stepping away, then the knight stops and just stands there
+ If you halt your archers after they shoot they will shoot without reloading, increasing their firing speed
+ Game window would move when resizing below minimum allowed size (should stay in place)
+ If weapon maker had f.e. 5 axes and 5 lances in output and all weapons were ordered, he would not make bows
+ Farms were significantly less efficient when sharing a large field between multiple farms
+ Map/save/replay lists are populated a lot faster now
+ Citizens graph no longer counts recruits
+ Better understanding of coop missions in lobby (don't require user to set teams and AI players, don't reveal map in preview, etc.)
+ Replays would mismatch if a player attempted to use a storehouse cheat pattern (the cheat was allowed in the replay causing a mismatch)
+ Listbox scrollbars jump when trying to drag them by upper/lower thumb edge
+ AI attack scripts carried uninitialized values (e.g. delay) over from previous attacks
+ Limit chat message to some sane amount of characters (256) to avoid spam
+ Clicking on the splash screen registers the click on the main menu once it is loaded
+ XML status output from the server sometimes contained invalid characters in player names (now they are escaped correctly)
Improvements:
+ H Refactor army management with TGroup layer
+ L Allow to set wares count in houses in MapEd
+ M FPS shown along side ping so you can easily identify the player causing lag
+ L VSync should be configurable on the settings page, it can reduce performance a bit on some systems and players might like to change it
+ M Block delivery flags for specific wares in the barracks
+ L Wares need to be taken out of the barracks for trading at the market
+ M Terrain painting brushes in MapEd
+ L Disabling Market buttons will let player know that he can't select new trade without canceling current one
+ L Improved stats panel, when possible items are placed one per row
+ L Host can set password for lobby
+ M Sliders in lobby for selecting speed during peacetime and after peacetime
+ L Army graph starts 5% before the first variation (to skip peacetime)
+ L Add a command to let the AI repair houses without building new ones (wasn't possible in KaM)
+ L Draw highlight on houses mentioned in an open message
+ Fix fences shading along edges of FOW
+ L Pressing a key selects the map starting with that letter in map/save lists
+ School+Inn and Quarry+Woodcutters are unlocked in pairs to speedup early game
+ Made that missions without victory goals do not proclaim player victorious immediately. Instead victory never happens (or ruled by script)
+ L Randomize locations within teams option in the lobby
+ L Ability to send a whisper (private chat) to a specific player
+ M Visualise fog of war for the selected player in replays so you can understand player's perspective
+ M Scrolling around the map using middle mouse click, as in TPR
+ M Allow host to set a description for the lobby shown on the server selection page ("noobs/pros only", "chat lobby", etc.)
+ L Private messaging in MP
+ L Add unused sprite 17 from trees.rx
+ L Pressing a character with a dropdown/listbox selected will choose the first item starting with that character
+ L It is impossible to identify selected group if player flag color is white. Use dark-grey instead.
+ L Clicking a location on the lobby minimap selects that location if it's available
+ L Minimap preview in lobby could indicate teams somehow as well (border around the color circle?)
+ L MapEd: Magic water brush to allow to change waterflow direction on whole area
Fixed in r4179:
<===================================================================================>
+ Belarusian letter Ў had upper and lower case swapped in fonts
+ Intel 965/963 GPU does not comply with OGL 1.5 spec on VBOs, check Assigned instead of OGL version
+ Taking weapons from store>barracks should not be a lower priority than house>house deliveries
+ Network latency in KaM Remake was always far higher than necessary due to Nagle's algorithm being enabled by default for TCP (we now use TCP_NODELAY)
+ A unit should not take a home that he can't walk to
+ TSK 5 some purple scouts would sit in the top right corner and not attack
+ Fixed crashes related to TimeGet/GetTickCount overflowing
Improvements:
+ The map editor shows the number of fish in a water body like other resource deposits
+ Make hints more visible with background
+ Number of building materials delivered to an under construction house is shown when it is selected
+ Holding shift while placing a house keeps the house selected instead of changing to road
+ Limit number of builders per house, now with MP games having upto 40 builders that is needed a lot
+ Map editor has speed slider along with size and slope
+ Marketplace trade values have been significantly changed
An excellent strategy that has received new life from the two programmers, and now will not have problems with running the game, as well as established multiplayer mode, there is also a co-op.
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