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Dungeons & Kingdoms: Prologue News

Dev Update - build 0.279 Organized Inventory and Storage

[h3]NEW FEATURES[/h3]
  • New bundled/stacks and organized storage
    - Bundles for branches and reeds. These can be placed anywhere and can also be carried.
    - Stacks for logs
  • New left arm carry bundle - this allows villagers to carry multiple loose items under their left arm on the side (eg. tools, branches), or against their stomach (eg. pile of stones, mushrooms) increasing their default carry capacity
  • Containers now utilize item size and volume - all items have a defined size and volume, all containers have restrictions on what size/volume items they can accept. This reduces as items are added to the container. There is no restriction on the number of items, only by size/volume. For example, you cannot put a log from a tree in your backpack, but you might have 100 chisels.
  • Inventory UI is working (press I to toggle) - drag/drop to move or equip items between containers and item slots
  • New action stage (press/hold E) when picking up items that can be equipped (weapons/tools etc), default is to equip item, second choice is equip into inventory (need right hand free)
  • New logic when villagers are dropping off items to storage, if they are carrying a single type of product (eg. all logs) they will prefer to drop off at a storage container that only allows that type of product (eg. stack of logs storage)
  • Add new input/feature to toggle viewing some construction item preview models. This helps with things like stockpiles that show a preview model (eg. stack of logs) when being placed, but the preview is removed once construction begins. This toggle allows you to see the full model versions which is helpful when placing other stockpiles and building pieces. Default is the "O" key


[h3]OTHER CHANGES[/h3]
  • Add new build piece - LGBS_13002_Stockpile_BranchBundle and LGBS_13005_Stockpile_ReedBundle
    - Placed as a build item, instant build, place anywhere
    - Creates a resource bundle container
  • Add new containers - 10005_Bundle_Branches and 10006_Bundle_Reed
    - Needs to be constructed from build piece
    - Can add/remove branches/reeds from this bundle
    - Holds up to 20 branches/8 reeds
    - Bundles can be carried (two hands)
  • Add new container - LGBS_13003_Stockpile_LogStack3x3.25
    - Placed as a build item, instant build, place anywhere
    - Can add/remove logs from this stack
    - Holds up to 21 logs
  • Add new container - 10004_SmallWoodCrate
    - Can be handcrafted from 1 log
    - Can be placed as a build item
    - Can be carried - two hands
  • Change how objects are placed in hand positions (uses local handlers instead of bodysnapping)
  • Fix bug where agents would not always choose the closest storage container for item drop off
  • Fix build plan post prefab not having in-world colliders linked
  • Action Stages on individual objects now have a common set globally defined, and an additional object-specific set
  • Added a new state for inventory items that can be placed as build pieces (eg. furniture, small crate). This allows the item to remain "placed" so gatherers don't pick them up and take them to storage
  • Fix child/teen rigs right hand equipment position


[previewyoutube][/previewyoutube]

Dev Update - build 0.270 New Larger Map, Water System, and More

This build is out on the new beta branch.

  • New larger map and water System (connected rivers, lakes, and ocean)
  • Increase the number of harvestable resources on the new larger map
  • Fix Creative Mode play button not working
  • Turned off small stone, mushroom, and branch resources for creative mode since there is no use for them
  • Fix some camera movement when mounted
  • Add new build pieces to builder level 0/free (you can now build a house with just logs to start)
    - LGBS_7010_WoodLogRoofA_MiddleSingleSide6x5x3
    - LGBS_7004_WoodLogRoofA_EndTrim6x5x3
  • Changed default harvester workplace, now split into 2 separate workplaces - one for trees, one for reeds

Dev Update - build 0.227 New Game Intro Sequence and other fixes/changes

  • NEW - sandbox/storymode intro sequence
    - This involved adding at least partial systems for trade, the merchant boat captain, rowboats and others
    - When starting a new game there is now an introduction to the game world with some backstory. This will be expanded on later as the worldbuilding progresses with proper names and locations
    - This is a dynamic introduction that will work for any starting party as it involves the party chracters
  • Some minor optimizations mainly around turning off some processes that aren't used during gameplay
  • Continue Game button is now working - it will load the most recent save
  • Add new build pieces configured for AI workers:
    - LGBS_7015_ThatchRoofA_InnerCorner6x5x3
    - LGBS_7016_ThatchRoofA_OuterCorner6x5x3
    - LGBS_2185_WoodWallWindow_3x3a
  • Change unlock level for 7015 and 7016 to builder skill level 1 (From level 2), learning points = 5
  • Fix sometimes all character skills would be set to max when a game session first starts
  • Update builder skill unlock progression to only include build pieces that are configured for AI workers
  • Fix blueprints showing placeholder characters when placed
  • Upgrade AI engine to v4.3.84
  • Updated global default navmesh to latest default terrain (new game start)
  • Reduce skill point requirement for Builder Skill level 2 from 100 to 20 to allow faster testing of applying skill/learning points
  • Fix gamemode setting when loading game
  • Changed camera zoom to use distance instead of field of view zoom by default. Also now allows a greater range from up close to far away. Also allows a field of view alternative zoom for close up inspection (press left CTRL to toggle zoom modes). This functions sort of like a FPS view mode.
  • Fix terraforming not updating navmesh in affected area - this could cause AI path problems
  • Enlarge default bounds affected when doing teraforming operations, from 10x to 50x


Story Intro, Rowboats, Merchant Trade and Immigration started

Several new systems at least partially introduced and used to make up a short story introduction when new games start.

  • Merchant Trade - One of your main ways to trade is with the merchant ship captain. They arrive periodically bringing goods to your kingdom. Once you build the appropriate docks they will be able to dock their ship instead of just rowing a small boat to shore, allowing you to trade for farm animals, horses, and large shipments of goods.
  • Rowboats - These are used by the merchant ship captain to deliver small goods, visitors, and new immigrants, as well as for the fishing industry where you can row out on the ocean, lakes, and rivers to fish... or just relax.
  • Immigration - New villagers are brought to your kingdom by the merchant boat captain. Rowing them to shore is one way to get them to land.
  • Dynamic Story - The characters and story text are dynamic based on your new game choices and party selection.


[previewyoutube][/previewyoutube]

Survival Mechanics Dev Testing

Quick update now that the survival mechanics are working again and going through dev testing before they hit beta.

Eating is fairly straight forward. If a villager is hungry and they are on free time, they go find something to eat.
Sleeping is more complex. If they don't have a place to sleep like a bed, they will try to find somewhere comfortable like beside a fire or under shelter, and if all else fails they will just lay down in the wilderness.

[previewyoutube][/previewyoutube]