A blend of RPG, simulation and light Real Time Strategy gameplay, the action in Little King's Story is all about improving your skill level and those of your followers as a means of gaining wealth and territory, which will in turn benefit the overall health of your subjects and your status as king.
As players enter their humble town after finding their crown, they are assisted by their advisors, especially Howzer, in taking on missions in the immediate area of town. With the success of each, as well as activities like farming and natural resources development, they will gain wealth in the form of in-game currency called 'Bol.' Once an essential infrastructure has been established in town a suggestion box is set up through which in-game characters can make quest suggestions to supplement those of your advisors.
During quests players in the role of young King Corobo can control multiple subjects of his kingdom who follow and serve based on your kingly status. These subjects have different professions which come in handy in specific as well as general quest scenarios and should be chosen wisely. Additional training facilities can be constructed to retrain existing subjects as well as those that are added to your kingdom as it prospers and eventually needs to expand into surrounding territories.
The world of Little King's Story is expansive and set on many levels. Although each level contains multiple possible boss battles, progression through the game levels always requires the defeat of a substantial boss. Battles become more intense as you set out to conquer the lands that surround your kingdom, although these are never too overbearing due to the game's easy to alter difficulty settings. As these campaigns against neighboring kingdoms proceed you are kept aware of the health and happiness of your subjects at home and that of your troops via an information bar at the top left, as well as a ticker scrolling across the screen. Balance their needs with the needs of an expanding kingdom and you may indeed become the best king ever.
XSEED just loves to trout out Little King’s Story every three years. The surprisingly great game was first released over six years ago in 2009 for Wii, before being ported to PS Vita in 2012. Now right on schedule, the localizer is bringing it over to PC in early 2016. The RTS/Simulation has been remastered in HD and will be released on various digital platforms (likely Steam among others).
The Steam version of Little King's Story will be a port of the Wii version of the game, which XSEED released in 2009. The game has also been ported to PlayStation Vita. In the game, players raise a small kingdom into an empire.
------- PC confirmation here: https://twitter.com/XSEEDGames/status/654746940538679296 --------------------
Last edited by prudislav on Fri, 29th Jul 2016 20:57; edited 2 times in total
It works but it speeds up as I've read it, binding timing or how it's called to framerate and then not updating it for PC where above 30 is usually preferred and depending on porting job not too difficult to achieve.
XSeed doesn't have that many coder/programmer staff as I understood from the work on the earlier Ys games and the like which is also why more complex porting work wasn't considered although they are very dedicated and will usually update the games to iron out any post-release bugs and implement other functionality, Ys Oath in Felghana and Origins were supported for years that way.
(And improved on considerably, although changelogs weren't too common for what they actually did for every little fix that was released although larger updates had at least a bit of info on the Steam forums, usually.)
It works but it speeds up as I've read it, binding timing or how it's called to framerate and then not updating it for PC where above 30 is usually preferred and depending on porting job not too difficult to achieve.
XSeed doesn't have that many coder/programmer staff as I understood from the work on the earlier Ys games and the like which is also why more complex porting work wasn't considered although they are very dedicated and will usually update the games to iron out any post-release bugs and implement other functionality, Ys Oath in Felghana and Origins were supported for years that way.
(And improved on considerably, although changelogs weren't too common for what they actually did for every little fix that was released although larger updates had at least a bit of info on the Steam forums, usually.)
Xseed didn't port this them self they hired a porting studio for it, they have 1 programmer (Sara Leen) and she only does ports of older games mostly Falcom titles, she works on Trails in the Sky the 3rd atm.
- A variety of optimizations for overall performance improvements.
- Added multisampling anti-aliasing, transparency supersampling anti-aliasing and anisotropic filtering options.
- Implemented analog controls for Xinput-compatible gamepads.
- Improved 60 FPS mode by fixing simulation time progression rate, speed of many effects and object animations, and the movement speed of NPCs and animals. However, some scripted movements during boss battles might still be sped up or broken, so added a workaround where you can press “F1” to enable a temporary 30 FPS lock in 60 FPS mode.
- Replaced the game launcher with a new version with many usability improvements.
- Fixed save game playtime being calculated incorrectly.
A blog with further details of this megapatch will be posted shortly! I'll update these patch notes with the link when it's up.
2016-12-06
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- Keep display on (no screensavers/power save) during game
2016-11-22
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- Fix menu string regression in Japanese language mode
2016-11-19
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- Re-migrate all changes to non-unicode codebase
(should hopefully fix various issues caused by language encoding changes)
- Fix regression concerning character facial expressions
- Fix star issue in quest list
2016-11-18
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- Fix exit dialogue regression
- Fix king and NPC animation lookup bugs introduced by codepage change
- Fix Shadow flickering at "Medium" shadow caster setting
durante_notes.txt
Quote:
BUG FIXES
-----------
- Fix save game playtime being calculated incorrectly in many circumstances
- Eliminate text stutter/corruption for scrolling messages
PERFORMANCE
-----------
- Add shader pass and technique cache
- Add material cache
-> Overall performance improvement up to 50% when CPU-bound
STUTTER
-------
- Re-implement framepacing mechanism with more exact timing
- Increase various buffer sizes to mitigate load/unload spikes
- Improve texture loading to massivley reduce frametime spikes
-> Most sources of stutter eliminated
CONTROLS
--------
- Support analog player controls on Xinput gamepads, resulting in much better directional/aiming control
GRAPHICS
--------
- Add multisampling anti-aliasing (MSAA) support
- Add transparency supersampling option
- Add anisotropic filtering option
- Add shadow casting for trees and grass
- Add soft shadow rendering and option
- Improve outline font rendering
60 FPS MODE
-----------
- Fix time progression rate (!)
- Fix speed of some effects
- Fix grass/tree swinging speed
- Fix NPC (including animals) movement speed (in most cases)
- Fix mission NPC animation speed
- Fix rotation/scale animations
- Add script frame skip to fix boss/enemy speed [REMOVED: also causes coldet issues]
- Add toggle switch to 30 FPS to use during boss some battles
EFFECTS
-------
- Use linear filtering for post-effects (reduce aliasing when post effects are enabled)
LAUNCHER
--------
- Re-implement entire launcher, use XML format settings, make optional, look nicer
- Includes documentation for all settings
- Includes new settings and all old ones
FEATURES
--------
- Add exclusive fullscreen mode [REMOVED again: too many issues to debug, not very important]
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