timmy010: are the mini stories out yet?
Still "coming soon" but as far as I could see it's the sanme on Steam. People are asking there as well (last time it was 2017 - no reply).
Kingdoms and Castles has been updated.
Changelog for Update Infrastructure II - v114r3 (24 January 2019) New Map Generation
We've reworked map generation algorithm. Now distinct landmasses will be farther apart (no more landmasses separated by just 4 tiles). Additionally maps have a chance to spawn with shallow water rivers. Map island shapes should in general be more interesting. All landmasses are guaranteed to be above a certain tile count and wolves also won’t spawn on small landmasses. Finally, maps got a bit bigger! The number of build-able tiles increased by 20-30% per map size.
Wooden Gates
These will match up better with wooden walls, and are cheaper than stone gates.
Stone Bridges
These bridges fit together with stone roads and provide the same movement bonus. They are impassable by ship so be careful you don’t box in your transport ships. Viking ships can't pass through them or destroy them.
Fire Brigade
You can augment the automatic volunteer peasant firefighters with actual firefighters who hang out at the Fire Brigade building until needed. These professional firefighters run very quickly and put out fires much quicker than normal peasants. With the right Fire Brigade placement, you’ll now be able to put out fires that would have destroyed buildings when the peasant volunteers were too far away to arrive in time.
Twitch Integration
If you'd like, you can turn on streamer mode in the settings. A twitch icon will appear on the side of the screen, enter your username there, start streaming and viewers can vote on what befalls your kingdom: bonuses, disasters, and other events!
Tax Tweaks
The tax rate used to go from 1 to 3. Now it can do half increments (so 0.5, 1, 1.5, etc). As a stylistic choice we’ve changed the display to show a percentage so if you had a tax rate set at 3, it’ll now show as 30%, but all the internal math will remain the same. This will allow you finer grain control over taxation vs. your kingdom’s happiness.
Windmill Bonus Tweak
Windmill bonuses no longer stack with adjacent windmills and instead each does a flat +3 per tile. It turns out with overlapping bonuses a really strange formation of farms and windmills is optimal (long rows of windmills with a row of farms in between). We wanted to make it so you don't have pack windmills in a line to get optimal food output.
Other Improvements/Fixes
For older mac users who weren’t able to see trees, you can now turn on ‘Mac Compatibility Mode’ in the settings to address that.
Optimization pass
Dragons are less punishing in terms of how many people they kill (especially large dragons)
Stockpiles are treated as stone roads regarding peasant walk speed
Added dirt under the stone roads so they match up with regular roads/gardens better
Baker bakes faster (10s per bread from 15s)
Right click now also deselects tower range UI
Previously viking ships would phase through drawbridges, now the drawbridges go up when any ship comes through
Display charcoal maker yearly output
Reduced costs on castle blocks
Tweak castle tower ballista/archer ranges
Reservoirs can be built anywhere (ignores road territory)
Fix issue where vikings spawned in creative mode wouldn’t always leave on their ships properly
Fix mason not repairing walls
Fix case where peasants could end up in deep water
Fix case where doctors could end up in deep water/floating in air
Fix garden not receiving adjaceny bonuses if under aqueduct
Fix armies not able to stand in town squares
Fix not being able to build castle blocks on top of a gate that had a garden underneath
Fix issue where delivery workers could carry their goods with them if they switched jobs
Other small fixes/tweaks