Forest in Kingdom is an area between two trees on the foreground far enough from each other to form a grove on the background. These areas can be commonly found outside of the Kingdom and make up the majority of unexplored lands.
Forests outside the Kingdom are typically dangerous places for several reasons:
- Forests are dark even during the day. This, combined with the dense vegetation, makes any incoming Greed more difficult to spot.
- Forests have a mossy ground, not edible for mounts. Without grass most mounts cannot recharge stamina, being forced to stop galloping and walk.
- Mounts have a slower gallop in there, save for the stag and the beetle.
- Constructions cannot be conducted in a woodland.
- The further into the forest, the farther from the town with its walls and towers.
- Hunters won't venture themselves into the woods, except if there's an outer wall on the other side.
In short, it is risky exploring forest areas, especially if beyond small portals past noon. When chased by monsters in the forest, a monarch with no coins and an exhausted steed will most likely lose the Crown.
Tree and deforestation
Tree is the basic structural unit of a forest.
Forests can be shrunk and even completely wiped out, but only the few trees at the left and right borders of the forest area can be removed at a time. How deep are these "borders" it's usually up to a point where the sunlight can still illuminate the environment. When these trees at the border have fell, the forest in the background foliage will gradually disappear, allowing more trees to be removed.
Trees can be cut down by builders if marked with one coin, after which an "X" marking will appear carved in the tree's trunk. After a builder cuts down the tree, it will disappear and the builder will earn one to two coins that they return to the Monarch.
Once the sky is clearly seen in the background that area of land is then designated part of the plains biome, allowing construction of walls, archer towers, and farms, and grass patches begin to expand along it.
Builders will not cut down trees if located too close to or behind a small portal but will however go out right after it is destroyed leaving them vulnerable to the counterattack wave if the wave comes from that side and the marked trees are far from the walls.
Kingdom: Classic – Builders return only two coins even after collecting more.
Structures that may occur naturally in the forest include:
|Mound (for wall)|
|Boulder (for tower)|
|Stream (for farm)|
|Tributary waterfall with the stag|
|Den of the bear|
|Cherry tree with the unicorn|
|Fountain with the lizard|
Merchant settlement and vagrant camps will disappear once either of the nearest tree west or east of it has been cut. If the Monarch is attempting to recruit as many citizens as possible, it is best not to tear down trees next to camps as this will remove said camps. Other structures such as portals, chests and hermit huts will not disappear due to deforestation.
Teleporters can be built on top of small portal's remains, while the teleporter permanent link can be built on any empty space (on top of bridges, for example).
“ Look for clearings, they can be used to build past the camps. „
A forest with no clearings is a woodland that extends, uninterruptedly, without a single patch of plain, from the town center surroundings up to one of the island extremities, either to the cliff or to the dock portal.
“ Sometimes RNG will give me an island with a forest from my settlement all the way to the cliff/dock portal. These often have vagrant camps near my settlement, meaning I can't clear them from my side (or else put myself in an unwinnable state), but clearing them from the other side involves a trek for my workers over a day long. „
This sometimes can happen due to the random land layout generation. This type of forest is known to impose certain difficulties while expanding the kingdom boundaries. There's nothing players can do to avoid it. And there's very little they can do to adapt to it. One of the issues a forest with no gaps can cause is that it leaves Monarchs with only two options while expanding:
- Monarchs can start deforesting from the town, and plough through the entire forest, until they have enough space inside the kingdom to allow shops like the siege workshop and the forge to appear, or until they can build an outer wall from where it would be safe to launch assaults to the cliff or dock portals.
This certainly is the most obvious decision, but it could cause a Merchant settlement to vanish, or even worse, make one or more vagrant camps to disappear. So the bad consequences of this option would lead players to consider a second one, less evident:
- Monarchs can start deforesting from one of the extremities of the island, all the way to a point where it's safe to build the first outer wall—away from the town—on that side of the island.
For players with average experience this can be easily done on the first and second islands. For well experienced players it can be done with some planning on the third island. But on the fourth and fifth island this is extremely tricky, if not impossible, particularly in Two Crowns where islands are much larger.
No clearings in Two Crowns
“ Now 90% it's just nonstop forest. „
The size of islands in Kingdom Two Crowns is huge if compared to the lands in the previous titles. That could explain why players have expressed more anguish and anger whenever they have to face this type of layout in Two Crowns. On top of that, the patch 1.1.9—the "Never Alone" update, on April 2021—has widened islands even more, but apparently without tweaking the percentage of forests or the number of gaps in the landscape generation to adapt to the new sizes. Since then, some players started seen this layout more as a flaw in the game design, rather than just an acceptable bad RNG.
Wildlife and hunting
Clearing a huge section of woodland (the entire island in Two Crowns) grants the achievements:
- "By the Seventh Day I Cleared an Acre" in Kingdom: Classic
- "By the Seventh Day I Cleared an Acre" in New Lands
- "Easter Island" in Two Crowns.
|May 25, 2021||All||1.1.11||FIXED: An issue that caused the island underbrush to move in front of other game layers.|
|Apr 20, 2021||All||1.1.9||BALANCE: Made forest sections bigger. Increased the variety of bridges and clearings inside them.|
BUG: Vegetation inside the forest is so dense that players can't even see their mount.
|Jan 14, 2021||All||1.1.7||FIXED: A multiplayer bug that could cause background forest to remain even after cutting down trees.|
|Aug 29, 2019||All||1.0.4||Denser feeling forest.|
|Feb 20, 2017||All||1.2.3||FIXED: Autumn trees from not autumn'ing.|
|Dec 21, 2016||All||1.2.0||Tweak wind shader for trees to render faster.|
|Apr 11, 2016||1.2.0||FIXED: Visuals getting stuck after saving & loading in forest.|
- Boscage, woodland, or woods.
- An angry player on . 17 May 2021.
- Game developer Alan Kertz on . 19 May 2021.
- , asked player Malidictus. 6 January 2021.
- , vented player Malidictus. 22 April 2021.
- “Sounds like the new save didn't create a pure new level config. Try starting in a different save slot if possible?”—Developer Gordon on . 17 May 2021.
- “There was a big overhaul to the parallax system, unfortunately some older saves will shuffle background sprites to the game layer. Try loading a new campaign or Challenge Island to see if it still happens.”—Developer Gordon on . 21 April 2021.