Warhorse working on Kingdom Come: Deliverance official mod tools and sequel in CryEngine

Warhorse working on Kingdom Come: Deliverance official mod tools and sequel in CryEngine

System Requirements

Low vs Ultra Screenshots

GPU Performance Chart

CPU List That Meet System Requirements

GPU List That Meet System Requirements

Comments

Kingdom Come: Deliverance

PC Demand

#100+

Rate this game

User Rating

7.34

Ok

Not Ok

Optimisation

3.2

With Kingdom Come: Deliverance’s run of post-launch content coming to an end after 18 almost 18 months of support, Warhorse Studios has now confirmed official modding tools are inbound.

It’s the final piece of the puzzle for Warhorse, who are adding Steam Workshop integration and proper modding tools which will players to build new quests and items to populate its European world. This will add some much needed longevity to KC:D as modders get to work building out new stories within what’s already a fantastically immersive world.

“Mod support is the last thing we are doing right now, the last thing we want to release for Kingdom Come Deliverance,” said Warhorse PR manager Tobias Stolz-Willing. “Right now, we are working on modding tools so that people can do their own stuff; Steam Workshop is already working, but only with the tools you can write your own quest, for example. We are thinking of a way out to cleverly release that. 

“Unfortunately, consoles are out because they’re not supporting this. It’s not because we don’t want to, but because Microsoft and Sony haven’t agreed on anything yet. So I can tell you: PC – yes, and we’ll see about the rest, I’m not sure.”

Fair enough, I don’t really an expectation that mods should be supported on console and there’s no exactly a buzzing modding scene among consoles.

The important part though is that mod tools are being added to Kingdom Come: Deliverance and this should lay the groundwork for comprehensive mod support at launch for Kingdom come: Deliverance 2. Stolz-Willing has confirmed Warhorse is using the CryTech engine once again for KC:D2, providing them with the opportunity to expand their tools and what they’re capable of doing within the engine. 

“We’re not planning to change anything – simply because we made so many tools and so many things with the engine, adjusted it,” he continued. “It was never used for any RPGs before we did it. We did so much with the engine that we are afraid that changing it would mean starting from the beginning.”

On the subject of CryEngine, it seems it’s been tricky for Warhorse to tame this unwieldy beast. The original plan when Kingdom Come hit Kickstarter was to offer massive-scale battles but they quickly discovered they couldn’t do this without absolutely tanking the frame rate. They’ve had to fundamentally rework CryEngine to even be applicable to RPGs. Some would argue it was probably the wrong decision going with CryEngine in the first place, yet now the ground has been laid it should be a much smoother process for Warhorse and the sequel.

admin

Leave a Reply

Your email address will not be published. Required fields are marked *