Kingdoms Rise

Kingdoms Rise

Not enough ratings
Early Access Overview.
By h0B0.
An overview of weapons, spells abilities available in the early access as well as some strategies to make best use of them.
   
Award
Favorite
Favorited
Unfavorite
Introduction
Hello fellow gamers.

Kingdoms Rise is a "360 degree" arena sword fighting game. There are two reasons why it can be called a "360 degrees " sword fighting game: the current map design have a considerable amount of verticality, the sword slash angles are determined by the player and give 360 degrees of posibility. The sword fighting mechanics really shine in a duel like scenarios and as more people join the melee it gets more button mashy than strategical.

The game currently has 2 game modes: a point defence countdown objective based game mode and a free for all deathmatch mode. With up to 16 people in a server, FFADM quickly becomes very zergy and in effect has limited strategical depth. This issue is less present on objective based game mode due to the fact that server population will be split amongs teams and objective on the maps.

Friendly fire is a persistent aspect of Kingdoms Rise. Whilst i whole heartedly agree with such a mechanic, the lack of griefing prevention on servers make for often frustrating team oriented games.

There are currently 5 maps. Every maps has a very unique feel to it, some maps are larger than others. Some favor verticallity whilst others offer practically none. Overall there is some diversity offered here.

Movement in Kingdoms Rise is a bit lackluster. Commands feel a bit sticky and unresponsive at times. Terrain causes considerable amounts of cliping. The combat mechanics take a while to get used to. Furthermore the fact that mouse movements determine the angle of the slash and the aim make it very hard to accurately control the entire scope of your potential actions.

There is no story or progression in Kingdoms Rise. The game is completely horizontal and offers a balanced playing field to veterans and nubs alike.

The game offers 4 different swords to choose from, each with their unique modifiers. Choose 2 of 7 spells to combo your enemy to death. And a secondary weapon for further strategical efficiency.
General Tips
  • Read and watch the Tutorials here: http://www.kingdomsrise.com/tutorial/
  • Read the stickies they will offer solutions to problems and deepen your understanding of the game.
  • Find a populated server with the lowest ping, it will help your performance considerably.
  • Avoid engagind in fights that will obviously lead to your death ex: a bowman at range, 2v1 etc...
  • In FFA avoid at all cost getting sandwiched between 2 players.
  • I find the upward/forward thrust slash to be less noticeable, therefore harder to block/parry. Use this to your advantage.
  • Type "fov 105" in the console (which can be accesed by pressing "~") at the begining of every map.
  • Improving graphic performance http://gtm.steamproxy.vip/app/248630/discussions/1/666826703341190687/
Swords
http://gtm.steamproxy.vip/app/248630/discussions/1/666826251158989973/
Originally posted by poL.:
Tank sword - Player takes 30% less damage
Fire sword - Large damage increase
Stealth sword - Hits in the back will do 5x damage
Bow sword - Gives increase to bow damage
Mobility - Gives 15% increase to movespeed and higher jump height

Tank Sword: By far my favorite sword, it deals less damage than the fire sword but the damage resistance give you the opportunity to survive longer and therefore deal more potential damage.

Fire Sword: My second favorite sword, its higher damage allows you to dispose of enemies faster

Stealth Sword: Requires considerably more finesse than any other sword. Very good for sneaky backstabing players but considerably lack luster on prolonged engagements. Furthermore considering most charged attacks will 1 hit kill a player, one only has to charge his attack when sneaking to get a similar effect to the Stealth Sword. Furthermore the Stealth ability will disipate on attack.

Bow Sword: A very powerfull sword that enhances the very strong bow secondary weapon. It makes up for its shortcomings in CQC by offering even more power to the bow secondary.

Mobility sword: Currently not very usefull, maps are too small to require it during objective based game modes. Spells like teleport offer more mobility at the press of a button. Doesn't offer enough mobility to counter vertically camping bowmen.
Secondary weapons
Throwing axe: A single use AoE weapon that can be thrown. If it hits the target it will stick. Beware of splash damage if in CQC with axed enemy.

Trap: Single use item that allows you to lay a visible trap on the ground. Will deal minimal damage and immobilize the target. Is easily spotable and avoidable and requires you to be nearby to make full use of the imobilize. Would not recommend using this.

Mine: Single use item. Set up a mine that deals considerable AoE damage. Very usefull in objective based game mode. It is however easy to spot, but that can be used as an area deny tool.

Bow: The bow comes with 10 shots, it deals considerable amount of damage. It also offers the most reliable and persistent long range damage capabilities. The slow movement in the game allows you to kite targets to death. The verticality of some maps allows you to camp on high ground and be nearly unatainable. Combined with a Bow Sword it can be the most frustrating strategy to go up against. However whilst using the bow the player will be unable to use spells.
Spells
Fireball:
A magical ball of fire, does high damage in a large area. If thrown within dueling distance the fireball is just as likely to kill the firer as the target.
Has a large blast radius considerable amount of damage and moderate cast time on a 30 seconds cooldown. CTRL dodging will not get you out of its AoE but will reduce the amount of splash damage taken, remember to dodge out of its path when you see it being cast.

Freeze:
A bolt of ice, freezes enemies so that they are unable to attack, defend or move. The stun is a very short duration and requires the bolt hit the player directly
At 15 seconds this is a very powerfull spell in CQC. It offers the ability to freeze an enemy long enough to charge for a 1 hit kill strike. The projectile is easily dodgeable a mid to long range.

Fire circle:
The firecircle is a large area nuke with a massive cooldown and long cast time. The Fire Circle will be stopped if the caster is damaged while casting.
At 90 seconds with a capricious casting i would not recommend this spell. Even considering its high damage and undodgeable AoE.

Teleport :
Teleport jumps the player forwards a short distance instantly
Considering its near instantaneous nature, short 15s cooldown and overall low mobility of the game this spell is nearly a requirement. It allows you to juke incoming attacks, close distance gap with bowmen, and offers you the ability to back out of an engagement.

Stealth:
Stealth makes the player invisible, when the player attacks thier stealth will break
The near invisibility is often broken by the player model. To avoid this issue wear as little armor as possible. With a short 3 second cooldown invisibility can be nearly constant. Make sure to not stay in direct line of sight and cast again as soon as the cooldown permits it.

Plane Shift:
You shift to another plane of existance temporarily. Nothing can hurt you while you are in the ether plane. Plane shift can be held down to stay in the ether for longer.
With a 3 second cooldown it is potentially one of the strongest spells in the game. It allows you do avoid all damage for a short amount of time. With good timing it is a very effective spell.

Heal:
Activating heal will kick out magical pulses which heal both yourself and any allies nearby for about 8 seconds
Most powerfull spell in the game currently, casting before and engagement allows the player to tank a considerable amount of damage. Can be used very efficiently to heal teammates in objective game modes. At 20 seconds can easily be combined with teleport to GTFO heal and re-engage with a considerable advantage.
Damage testing
In progress.

Fire sword damage on Tank sword = 30-40 for an uncharged shot. (Multiple attempts)
Fire sword damage on stealth sword = 58 (Single attempt)

Mine damage against non Tan sword = 92 ( Single attempt )
Known bugs
  • Using the secondary weapon (f key) Shortly after sprinting ( shift ) will bug your character preventing you from dealing or blocking all/any damage.
  • Settings are not remembered they must be reset at every launch.
  • Matchmaking is currently bugged, use server browser instead.
  • Multiple areas of maps have clipping issues.
  • Sometimes Swords will be invisible.
  • Fall damage isn't negated by teleportation or CTRL dodge
  • Server population is not accurately represented in the server browser (i've joined multiple 16/16 matches with 1to4 players in them)
  • Able to join 16/16 servers
  • Scoreboard doesn't seem to scale up to 16 players
  • Chat box history gets cleared making communication hard if you miss the original message int he short span it was displayed.
2 Comments
Hyuoga 23 Nov, 2013 @ 2:20pm 
Really love the game, make the sword combat a little more fluid and you will have a real contender in the indie multiplayer market.
Sp3ctA 22 Nov, 2013 @ 10:03pm 
To save settings : Edit "UDKSystemSettings.ini" ()\Steam\SteamApps\common\KingdomsRise\UDKGame\Config)
And
Right clic on it
Properties
=>Read only