KCD ROLEPLAY

Hear ye, hear ye

The Chronicle of the RealmWhat changed around Kuttenberg, day by day

Every new feature, every improvement and every fix to KCD Roleplay, the strict roleplay server for Kingdom Come: Deliverance II. The details of each system are in the wiki.

Women arrived.

Women can now be played, war bands march on the towns, brigands roam in greater numbers, and a cart's look is chosen at the cartwright. The server moves to KCD:MP 0.34.

Update your client: the server now runs KCD:MP 0.34. Install the 0.34 client to connect.

The server

  • improved

    KCD:MP 0.34. The server runs the new KCD:MP: update your launcher to join.

  • improved

    Always up. If the server stops or freezes, it starts again by itself within a few minutes.

Your character

  • new

    Women. The character creator now offers a woman's body: her own faces, hair and skins (Body: Man / Woman, at the top of the creator and with /look). The game has no women's armour, so a dress stands in for a man's clothes and armour on her. Your game asks to restart once when a character changes body.

  • improved

    Two character slots per account now, not three. Anyone who already has three characters keeps all three, and slots bought in the store are kept too.

War and the wilds

  • new

    Town raids. Every few hours a war band marches on a town. The crier warns the whole realm ten minutes before (again at five and at one), then three waves come in from one side, marching in ranks: cutpurses, brigands, then deserters under their captain - one raider for every defender about, spread out over the defenders. The defenders share the heads, plus a 150-groschen purse if all three waves are broken, and gain renown and influence in the town. A raid not broken within 20 minutes plunders the town: the house that holds it loses a fifth of its coffers, 2,000 groschen at most. See it with /raid, in F2 > The realm, and on the live map.

  • improved

    More brigands. A band makes camp every 15 to 30 minutes, up to five in the land at once and well apart. /brigands lists them all and marks the nearest, and the live map shows every camp.

Carts

  • new

    Your cart, your look. Buying a cart now opens its look straight away, free: the body, the wheels, the load and the horses' coats. A new look later costs 100 groschen at any cartwright, with the cart beside you. Carts bought before get one free choice too.

  • improved

    Room to roll out. A cart is brought out side-on, on open ground in front of you (a wagon 9 m ahead, a two-wheeler 6): face a wall or a tree and the cartwright asks you to face open ground first, before any coin changes hands.

The account site

  • new

    Forgot your password? On the account site's login, ask for a link by e-mail (your username or your e-mail): it lets you choose a new password, once, for one hour. It is the password of the game too.

  • new

    Link your Discord from the top left of account.kcdroleplay.com: you join our Discord, and the roles you earn (Early Supporter...) follow your account by themselves.

Fixes

  • fixed

    The server freezing for a minute or more (nobody could join) when the guards chased a thief a long way: their pathfinding is off until KCD:MP fixes it, so for now a guard runs straight at a thief again.

  • fixed

    A crash when a player holding a treasure map came into the realm, after the KCD:MP 0.34 update.

  • fixed

    Brigands and raiders spawning inside each other (and cutting each other down): every man now has his own spot, and raiders march in ranks.

  • fixed

    Spawning inside a cart in the yard of Suchdol.

The struggle for the land

The towns now have a balance of power: every faction weighs in every town through what its people do there. Around it come convoys, town works, sieges, tournaments, brigands, contracts and treasure, all built for playing together. Carts and wagons also arrive, along with the game's own dice, a new account site and a fairer economy.

Update your client: the server now runs KCD:MP 0.33. Install the 0.33 client to connect.

Power and renown

  • new

    Influence over the towns. Every faction has an influence in every town, won by what its people do there: work, trade, deliveries, rounds of the watch, upkeep paid, town works, convoys, brigands put down, justice done. Crimes cost it, and it fades by about a twentieth a day, so a town is held by being there.

  • new

    Influence decides the towns. A challenger needs at least as much influence in a town as its holder. A holder whose influence fades under 15, with a rival above 40, loses the town. A holder that also leads a town's influence takes an 8% toll instead of 5%.

  • new

    The house of the week. Every Monday the faction with the most influence across the land is proclaimed, and the record is kept on the account site.

  • new

    Renown. Every character earns a name through their deeds, from an unknown face to famed across Bohemia, and others read it when they look you over. F2 > The realm shows yours and every town's standing.

  • new

    Sieges at a fixed hour. A faction's leaders declare war on a town's holder, and the siege falls on the next Wednesday or Saturday at 20:00 (Paris). For one hour the side with more people in the town gains ground, and twenty minutes of it take the town.

  • improved

    The live map colours each town deeper where more influence is at play, shows a bar of who weighs in it, and lists the houses of the land, the sieges declared, the brigands' camp and the tournament.

On the roads

  • new

    Carts and wagons. Buy one from the cartwrights beside the stables of seven towns: a two-wheeled cart (3 seats), a farm wagon or a covered wagon (6 seats). Drive it, carry your friends, change its load, wheels, cover and horses' coats. Lock the reins, lend a spare key, and leave it by the road. A cart of yours nearby carries 150 more loads of goods. Everything is in F2 > My belongings > My carts.

  • new

    Merchant convoys. Load your cart with crates at one market and drive them to a far town's market: every crate earns 18 groschen for each kilometre it travels, some 1,300 groschen an hour with a wagon, the best work in the land. Half the gain goes to your party for the escort. The word travels, and a convoy robbed on the road ends up at a fence while the Watch gets a name.

  • new

    Brigands. Every hour or so a band settles round a campfire in one of the land's own campsites, out in the wilds, with a head price from the bailiff. Cutpurses (2 to 3, clubs) are common, brigands (4 to 5, blades) come now and then, and a war band of 6 or 7 armoured deserters under a captain comes rarely, worth far more. Everyone who strikes a blow shares the bounty, and killing a brigand is no crime.

  • new

    Treasure maps. A hooded traveller in the taverns sells them: a rough sign on your compass, a chest in the wilds, and a buried purse inside.

Work and the towns

  • new

    Town works. Every town builds something: mend the bridge, strengthen the walls, fill the granary, stock the infirmary. Bring the goods to its clerk and be paid for every load. When it is done the whole town gains for a week (better pay for work, dearer sales, a lighter upkeep or a larger toll).

  • new

    Contracts. Every town clerk posts three offers a day: sealed letters to carry to another town within the hour, and supplies the town is short of.

  • new

    Masterpieces. At level 8 of a trade, present one to a town clerk and become its master for good: a title, renown, and 5% more pay.

  • improved

    The economy, rebalanced. A novice earns some 250 to 400 groschen an hour at a trade. Goods are cheaper and loads scarcer, merchants buy at three tenths of the price, and wages are capped at 120. Houses, shops and taverns cost twice as much, and so do horses, but the old nag still costs 500 and can be paid from your purse and your account together.

  • improved

    Mastering a trade takes dedication. Every level asks far more experience than the last. Level 5 is some 15 hours at the trade, level 8 some 85, and level 10 some 180. Skills and crafts climb just as slowly, and the courier, the watchman and the coachman earn their experience as fast as the gatherers. Levels were recounted on the new ladder.

  • new

    Saddlers beside the stables of seven towns: bridles, saddles, breeching, horseshoes, caparisons, and belts with more quick slots.

  • improved

    An armourer's workshop counts as a forge (Miskowitz).

Property

  • new

    Upkeep. Houses, shops, taverns, horses, carts and towns cost a fifth of their price each week, paid at the town clerk (a horse or a cart at any stable or town hall), up to two weeks ahead. You are told at every purchase and at login, every hour when a payment is close, and every quarter hour when it is late. A week of grace follows, and the late weeks are still owed. A horse or a cart is never taken away: while its upkeep is late, the stable keeps it and it cannot be brought out until you pay.

  • improved

    Your own house: taking what lies in it is no theft for its owner, key holder or faction.

The law

  • new

    The wanted board in F2 and at the bailiff: one notice per person, with all their crimes, the sum of the bounties and how to claim them. Bind the wanted with /restrain, bring them to a pillory, and hand them over. Sightings go to the Watch, and new notices show on every screen.

  • improved

    Anyone can bring in a bounty. Outside the Watch, /restrain now asks the other player, who must accept: a bounty hunter can take in a catch that gives itself up, or play out a scene. A rope you agreed to, you can slip with /release. Bounties are capped at 200 groschen a notice and 400 a head, are posted by the Watch's sergeants and up, and are paid on notices at least 30 minutes old, never to the one who posted them, nor between characters of one account or members of the same faction or party. A head is paid for once a day, and a hunter three times a day at most. The one handed over goes straight into the stocks: 10 minutes a crime, half an hour at most.

  • improved

    The guards now walk around walls and through doorways when they chase you, and keep after you once they have you in sight.

Life in the realm

  • new

    Dice with other players. Play the game's own dice game at a tavern's dice table, for honour or a stake: F2 > People around me > Play dice with them. There is a weekly dice league of all the taverns, and its champion takes 150 groschen.

  • new

    Tournaments. The marshal opens the lists and the bouts are drawn by lot, a knock-out before the whole town. The champion takes the purse.

  • new

    26 emotes from the game's own animations (music, dances, the court, the church, the tavern, feelings, work) on F3, in F2, and with /e name.

  • improved

    Your character's levels (strength, skills and the rest) are kept between sessions.

  • improved

    An e-mail at registration, on the site and in the game (/register password e-mail), with a link to confirm it.

The account site

  • new

    account.kcdroleplay.com, rebuilt in the colours of the realm. It has more than sixteen pages: your characters, trades, skills, crafts, orders, inventory, ledger, letters, faction, property and upkeep, the law, the full-page live map with the towns' influence, the market, and the hall of fame with the most renowned and the houses of every week.

  • new

    Rename your account in the account site's settings, once every 30 days. Your account name is your player name in the game: set the new one in the KCD:MP launcher before you join again.

  • new

    More of the realm on your account. Property lists your carts and wagons (with their upkeep and any convoy on the road), and shows a horse or cart kept at the stable for unpaid upkeep. Your faction page shows its influence town by town, its sieges and how a siege goes (Wednesdays and Saturdays at 20:00 Paris). The dashboard shows the sieges, brigands and tournament of the moment, and what you have in hand: your contract, your treasure map, your week at the dice.

  • new

    Hide from the live map: in the account site's settings, keep your light off the public map while you play.

  • improved

    Safer and steadier: sessions last a year, only wrong passwords count against a login, and the site went through a full security pass.

Fixes

  • fixed

    A freeze of a few seconds every ten minutes: the server re-sent every door of the land at once to open the shops again. It now sets only the shops' doors, a few at a time.

  • fixed

    Goods put on a shop's counter could vanish when the game was slow to report them leaving the pack. They are now waited for and always stocked.

  • fixed

    Items sold out of a horse's saddlebags came back at the next login. They now stay sold.

  • fixed

    Grund Mine and its west shaft were underground and could not be reached. They are back on the surface.

  • fixed

    Levels going back to 5 after a crash or a restart.

  • fixed

    Townsfolk stuck in walls: the staff can now move them out, and nobody stands at that spot again.

  • fixed

    The "how to claim a bounty" text was empty. It now spells out every step.

The gates open

KCD Roleplay opens: a life in Kuttenberg in 1403, with characters that are kept, trades and crafts, houses and horses, factions that hold towns, and a Watch and a court for those who break the king's peace.

Your life

  • new

    Accounts and characters. Several characters per account, each with a name of the age (2 to 24 letters) and a face you shape. Write a description others read with /examine. You wake in Suchdol with coin in your purse and more with the moneylender.

  • new

    F2 does nearly everything: the people around you, your horses, houses, work, faction and letters, and whatever place you stand at. F8 opens the help and the guides, and townsfolk are talked to with the use key.

  • new

    Roleplay chat: local speech, shouts, whispers, /me and /do, /try, dice and coins, and letters with wax seals. /stuck gets you out of the scenery.

  • new

    Wounds. A fall in a fight ends in the infirmary with wounds to heal, not a respawn.

Work and crafts

  • new

    Seven trades: woodcutter, miner, herbalist, fisher, courier, coachman and night watchman. Each has ten levels, from novice to grandmaster, with perks, skills and daily work orders from the town clerks.

  • new

    Markets that buy and sell the gatherers' goods. Prices fall as a market fills, and one good is wanted above all every hour.

  • new

    Crafts: blades and tools at a forge, potions and bandages at an apothecary's bench, dishes and drink in a tavern's kitchen. They make real items you carry, use and sell.

Property

  • new

    57 houses for sale, with a key, a lock on every door and a strongbox. Every chest in a house is its owner's, and houses for sale can be visited.

  • new

    Shops and taverns of your own: 57 market stalls and the taverns, run by players or factions, selling even while you sleep.

  • new

    Horses: eight breeds at the stables. Name them, whistle for them, tether them and lend a spare bridle. An untethered horse can be stolen, and the Watch can impound one.

Factions and towns

  • new

    Five founding factions of the lore (the Bailiff's Watch, the Blacksmiths' Guild, the Miners' Brotherhood, the Parish of St James and the Hoprink Underground), plus room to found your own, with ranks, wages and coffers.

  • new

    Fifteen towns to claim and hold. The holder takes a toll on every sale. A rival takes a town by a challenge.

  • new

    Town gates: the faction holding Suchdol works its portcullis, and the holders of Maleshov its drawbridge.

Crime and the law

  • new

    Crime is allowed, and seen. Witnesses cry thief, and 172 guards across the towns hunt the culprit. Townsfolk can be robbed, struck and killed, and they come back in time.

  • new

    The Watch: bind wrists, fine, and put people in the pillory. Wanted notices carry bounties.

  • new

    The Bailiff's Court: trials and verdicts, from acquittal to the cane and the brand.

The world

  • new

    A living realm: 168 townsfolk at the game's own work places, dressed by their trade with the faces of their towns. Every town has a moneylender, and nine towns have armourers.

  • new

    The live map at kcdroleplay.com/map: the places, the towns in their holders' colours, and the souls in the realm.

  • new

    The wiki at wiki.kcdroleplay.com, written from the server's own code.

  • new

    The account site at account.kcdroleplay.com: log in with your game account to see your characters, trades, skills, property and the realm's towns.

Nothing in the chronicle matches.