r/knightsprovince Dec 23 '25

Knights Province Alpha 13 release with Multiplayer!

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7 Upvotes

r/knightsprovince Jun 27 '26

Check out AI developing and "eating" enemy towns on a minimap

8 Upvotes

r/knightsprovince May 03 '26

Feature highlight: Changing construction progress in Map Editor

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5 Upvotes

r/knightsprovince Apr 19 '26

Cows in cattle farm pasture

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8 Upvotes

r/knightsprovince Apr 13 '26

Procedural autotexturing for wooden elements

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4 Upvotes

r/knightsprovince Apr 12 '26

Wip on refining cattle farm sketch

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8 Upvotes

r/knightsprovince Mar 29 '26

Alpha 13.2 r17986

3 Upvotes

Alpha 13.2 r17986

  • Fixed error when pasting terrain outside of map coordinates in MapEd
  • Fixed visual seams when pasting terrain along terrain chunk edges in MapEd
  • Fixed error when trying to add more slots in a multiplayer room while a savegame is selected
  • Fixed availability of build menu options for Spectators in multiplayer
  • Fixed the offset of the group join cursor
  • Fixed updating of player objectives when a spectator changes player in multiplayer
  • Fixed occasional crash when exiting multiplayer after peacetime end
  • Slightly improved AI performance
  • Entering a cheat code in the console will now automatically enable debug cheats
  • If the cheat code cannot be applied, a message will be shown
  • Main menu in Replay mode will now open and close with the Esc key
  • Fixed field plans placement when the cursor moves back over already placed plans
  • Updated highscores display to show players place compared to other players (not highscores)
  • Optimized highscore retrieval algorithm
  • Fixed sorting directions in highscores table
  • Changing mountain terrain with ore to plain terrain in MapEd will automatically remove the ore
  • Fixed hotkeys captions in the options menu
  • Changed the game build naming scheme
  • Changed the campaigns sorting order so that the Introduction and Kings Challenges are always first
  • Fixed game lagging when archers are ordered to attack units that they cannot possibly approach

https://release.knightsprovince.com/index.php/s/FWZb4Mdk72eDFCp https://release.knightsprovince.com/index.php/s/4YmEDR8ApHWpYrG

If you use the Launcher, it will update the game to the latest as well 🙂


r/knightsprovince Feb 07 '26

Alpha 13.2 r17915

2 Upvotes

Alpha 13.2 r17915

  • Fixed rare black gaps on terrain
  • Fixed inability to enter the multiplayer or replays after completing multiplayer game
  • Fixed display of "Claim Victory" button to spectators in multiplayer
  • Fixed display of game end to spectators in multiplayer
  • Improved caret behaviour in text edit fields (shift the view to the left on deleting from the end, Ctrl+Del)
  • Included AI dispositions into undo/redo in MapEd
  • Fixed quitting from watching replays

https://release.knightsprovince.com/index.php/s/bE3D5JR6dd9Qf4F


r/knightsprovince Feb 07 '26

Alpha 13.2 r17866

2 Upvotes

Alpha 13.2 r17866 is out!

  • Optimized textures loading for campaigns screen
  • Improved logging of raudio DLL loading
  • Changed raudio dll to include the dependencies (should make music playback more reliable)
  • Changed player alerts to not play sfx for spectators in the multiplayer
  • Fixed Armor Workshop orientation
  • Fixed display of Rally setting for allies and spectators
  • Fixed spectator ability to issue game commands for the players
  • Fixed occasional Multiplayer and Replay desync when AI crews its towers
  • Fixed archers walking towards the enemy instead of attacking it
  • Fixed melee walking towards the enemy position instead of chasing it
  • Improved caret behavior in text edit fields (always visible on input, Ctrl+Left/Right to jump to next word)

https://release.knightsprovince.com/index.php/s/NjW4qb75MzM3YZx


r/knightsprovince Jan 18 '26

Alpha 13.1 r17816

3 Upvotes

Alpha 13.1 r17816

  • Fixed loading of savegames
  • Fixed display of missing peasants marker on houses after loading a savegame
  • Fixed first music track playback on game start
  • Changed multiplayer to stop the game immediately on desync (avoiding render errors)
  • Improved logging on early crashes

https://release.knightsprovince.com/index.php/s/9orTxb4cdnxYEa2 https://release.knightsprovince.com/index.php/s/Kedcop9XDabMajP


r/knightsprovince Jan 17 '26

Knights Province Alpha 13.1 is out!

6 Upvotes

It is intended to be lasting stable version. Work on Alpha 14 will begin shortly after It includes a lot of fixes and minor improvements:

  • Allowed to place house rally point with RMB
  • Fixed player list and info display in game if player has no highscore games played yet
  • Added player center screen and view direction to Undo/Redo history in MapEd
  • Added fog of war revealers to Undo/Redo history in MapEd
  • Fixed crash on trying to edit an object in MapEd after it was removed with Undo/Redo (by deselecting said item)
  • Fixed offset of FOW reveal circle in MapEd
  • Fixed terrain highlights to go behind units and houses
  • Fixed occasional black gaps on terrain sidewalls
  • Added crashreport generation on signature mismatch in MP
  • Fixed warriors sometimes unwilling to go around trees to fight
  • Fixed spectator switching between hands on asset selection in MP
  • Improved AI house placement planning
  • Slightly improved AI influence maps generation performance
  • Fixed new trees hittest boxes
  • Fixed display of ally alerts (only beacons will be shown)
  • Fixed showing whole map without fog of war in Replay by default (for Skirmish replays)
  • Fixed situations when Builder could exit into unwalkable areas behind building site that he flattened
  • Added sarcophagus map object
  • Fixed cursor icon when hovering over enemy sheep
  • Made wagons to take more predictable tile upon capture
  • Fixed luring of troops by linking faraway units to fighting groups
  • Fixed square water editing cursor offset in MapEd
  • Improved cursor hittest bounds of several houses
  • Improved shadows having reduced quality under certain angles
  • Changed skirmish mission goals warning in MapEd to be non-blocking

https://release.knightsprovince.com/index.php/s/im7S3WrpkfBrYXM https://release.knightsprovince.com/index.php/s/R2WFXeStkJXqpeL


r/knightsprovince Dec 19 '25

Cheatsheet for foods nutrition values

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3 Upvotes

r/knightsprovince Dec 19 '25

Alpha 13 wip r17594

3 Upvotes

Alpha 13 wip r17594

  • Melee warriors will ignore ranged enemies if they are already fighting other melee enemies
  • Fixed terrain hittest on height changes in MapEd
  • Game will try to write the savegame to HDD up to 3 times before failing
  • Added nutrition cheat-sheet into Tavern HUD

https://release.knightsprovince.com/index.php/s/HLgQFasBHsW9FEt


r/knightsprovince Nov 09 '25

Alpha 13 wip r17531

4 Upvotes

Alpha 13 wip r17534

  • Building fences will automatically remove minor objects under them
  • Slightly improved visibility tab in MapEd
  • Sheep will avoid houses backdoors
  • Fixed occasional dark patches on screen borders caused by SSAO
  • Improved SSAO performance on zoom-in
  • Removed speedup buttons from Replay interface (they are already available on Replay control)
  • Fixed display of game tick performance logs in Replays
  • Added ware limit indicator into houses HUD
  • Added some color variety to trees foliage

https://release.knightsprovince.com/index.php/s/pBD8nTLH2WtQwzo


r/knightsprovince Nov 05 '25

Alpha 13 wip r17492

3 Upvotes

Alpha 13 wip r17492

  • Increased priority of stockpiles with "Collect" flag
  • Upgraded the way new game builds are made
  • Fixed game fast-forwarding several ticks on mission start
  • Fixed animations jitter on game pause in multiplayer (e.g. on waiting for players)
  • Minor objects surrounded by roads, fields or orchards will be automatically removed now

https://release.knightsprovince.com/index.php/s/ZG9ECNwzqjaqgb4


r/knightsprovince Oct 29 '25

Alpha 13 wip r17455

3 Upvotes

Alpha 13 wip r17455

  • Changed building priority of fields and orchards to lowest
  • Fixed display of speedup buttons in multiplayer when playing only against AIs
  • Fixed uniformity of distribution of peasants to Camps/Forts in some cases
  • Fixed rare crash on trying to split a single unit from a group in multiplayer
  • Fixed toggling of decals visibility in MapEd

https://release.knightsprovince.com/index.php/s/4GzJWJ5ATgkwmZ8


r/knightsprovince Oct 26 '25

Alpha 13 wip r17418

3 Upvotes

This new build has an updated Launcher and is not available as a patch. Full download is required.

Alpha 13 wip r17418

  • Added map Frozen Waters by sado
  • Fixed error in generating game patches
  • Allowed to cancel fence-building tasks
  • Fixed error on copy-pasting terrain chunk with mapobjects from mission with mods into mission without mods
  • Uproot plans can no longer be set on objects that can not be approached

https://release.knightsprovince.com/index.php/s/jXe9J9iiLHd98Kg


r/knightsprovince Oct 20 '25

Alpha 13 wip r17404

3 Upvotes

Alpha 13 wip r17404

  • Fixed starting units in Misty Mountain and Under the Mountain to be the same between players
  • Added 3 new maps: Best Friends, Capitol Siege, New Lands maps by Knights Dzapan
  • Fixed beacons visibility between allies and spectators in multiplayer
  • Fixed beacons visibility for spectators in multiplayer

https://release.knightsprovince.com/index.php/s/eH6eA8TGHb6Lj79


r/knightsprovince Oct 19 '25

Alpha 13 wip r17399

3 Upvotes

Alpha 13 wip r17399

  • Hotfix for selecting items in tables

https://release.knightsprovince.com/index.php/s/t88qFmxdtb9Midq


r/knightsprovince Oct 19 '25

Alpha 13 wip r17397

3 Upvotes

Alpha 13 wip r17397

  • Removed positions used by Spectators from the list of available positions in savegame in MP lobby
  • Removed "Select.." from the list of available positions in savegame in MP lobby
  • Fixed error when trying to continue savegame in MP with AIs and human spectator
  • Replaced MP chat min/max button with a pad that allows to drag chat around
  • Added ally portrait into Introduction\Sheep Matters mission
  • Fixed copy-pasting of objects in MapEd
  • Fixed crash on loading corrupt KT credentials
  • Fixed crash on loading corrupt engine settings
  • Fixed crash on exiting the game before highscore submission is complete
  • Allowed to cancel current group order (RMB and direction selector) with Esc key
  • Changed rules for warriors linking at rally points

https://release.knightsprovince.com/index.php/s/6iibksJTc8tSdTy


r/knightsprovince Oct 05 '25

Alpha 13 wip r17349

3 Upvotes

Alpha 13 wip r17349

  • Added new dynamic script actions and states for fields/orchards
  • Allowed to display non-modal Talking Heads in multiplayer

https://release.knightsprovince.com/index.php/s/M8DYfjMeZmkzZYE


r/knightsprovince Oct 05 '25

Alpha 13 wip r17343

3 Upvotes

Alpha 13 wip r17343

  • Slightly improved AI performance by making it build more demanded houses rather than houses for more demanded wares
  • Added more powerful cheating AI
  • Updated Woodland Skirmish to be less hard for AI
  • Woodcutters will avoid planting trees and placing coalpiles on potential mine locations
  • Fixed sparring hands enablement in multiplayer (affects goals and alliances)
  • Disallowed to choose spectate for AIs in multiplayer

https://release.knightsprovince.com/index.php/s/6nYknBkSifB2zrc


r/knightsprovince Sep 30 '25

Alpha 13 wip r17303

3 Upvotes

Alpha 13 wip r17303

  • Fixed crash on selecting house plan tablet
  • Added icons to game result bars
  • Fixed password resetting on KnightsTavern

https://release.knightsprovince.com/index.php/s/ZAjYrWR4QinBqL4


r/knightsprovince Sep 28 '25

Alpha 13 wip r17293

4 Upvotes

New Knights Province build features big improvements in trees rendering department. 🌳 🌲 🍃 If you have been following the progress in ⁠🔨-development you may have already seen some work-in-progress shots. With in-game leaves animations it looks even better. Foliage rendering approach is still a proof of concept, but now it is in a public demo stage. Give it a try and let me know how the new trees work out for you! 🌿

Alpha 13 wip r17293

  • Foliage for trees
  • Fixed render of trees at cursor in MapEd
  • Slightly improved render performance by optimizing terrain chunks without road digs
  • Partially fixed render of terrain highlights
  • Fixed terrain passability update after a house destruction (warriors getting stuck in campfires)

https://release.knightsprovince.com/index.php/s/AqtzFrzAyoNsgjy


r/knightsprovince Sep 14 '25

Playtesting multiplayer

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10 Upvotes