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Hear ye, hear ye! Dungeons & Kingdoms Dev Update - New Beta Version 0.377

Kinfolk!

On this, the sixteenth day of the ninth month of the two thousandth and twenty fourth year of our lord and savior , we present to you:

Dungeons & Kingdoms Dev Update - New Beta Version 0.377




[h2]Changelog[/h2]

    [h3]New adventure 11 "Missing Crewman"[/h3]
  • Add new default party selection for Adventurer testing that better matches the demo starting character/equipment etc
  • Give the first two starting party adventurers player journal (8002)
  • Disable smoke on Standing Stick Torch (20070)
  • Add tool simple iron pick (1049)
  • New enemy presets for Goblin minion miner
  • New generic combat behaviour tree
  • New miner job
  • Add new product - iron pick head (5010)
  • Add new product - iron ingot (5011)
  • Add new product - mined stone (5012)
  • Remove RVO from full veg spawn tree prefab
  • Expand patrol points to allow complex actions, update related behaviours etc
  • Expand generic animations to support audio and vfx event timings
  • Add reservations system for allowing single-occupancy patrol points
  • On Death now knocks off all carried or equipped items in either hand
  • Change combat stats on stone wood axe (1035); snap distance on combo moves reduced to 4, set knockdown adjustment to 0 on right hand swing combo move
  • Complete moveset for 2 hand axe (blocking, kick etc)
  • Update 8 way crouching moveset for all weaponsets
  • Add combat alerting system, several alert types including footsteps, combat actions, war cries and taunts etc. Several reaction states including wary, investigating etc
  • Add new weapon moveset manager to lookup the correct weapon moveset based on any right/left hand combination
  • Add new weapon movesets for felling axe, one hand pick
  • Add separate moveset for one handed vs one hand and shield
  • Add new eyes transform to all rigs to use when checking canSeeTarget so it swivels vision when the agent is looking around
  • Add dedicated kick combo move for unarmedFighting
  • Increase unarmedFighting kick resolve cost, increase knockback
  • Reduce unarmedFighting knockback for right/left punch combo moves
  • Increase hit collider size for body parts right/left hand and feet
  • Add unique taunt for unarmed fighting
  • UnarmedFighting now uses same run moveset as no-Combat
  • Add unarmedFighting execution move
  • Day/Night time progression stopped for Creative and Adventurer game modes
  • Add triggers for changing ambient light, toggle environmental systems etc
  • Adjust hand torch (1044) light settings, lower intensity, higher range
  • Remove unused ocean systems from main menu scene
  • Enable ragdoll on hardfall landing
  • Standing stick torch (20070) now casts shadows
  • Allow 3 levels of enemy spawns - from encounter default, from explicit point, from spawn definition spawn point list
  • Increase default TP camera FOV from 40 to 60
  • Remove footstep smoke VFX
  • Add ambient loops to audio system
  • Patrol points groups can now be sequential or random
  • Change default footstep sound to dirt
  • Change weather audio for winter to use standard ambient sounds
  • Fix footstep audio to come from feet
  • Lower audio falloff distance for several character sound variations
  • Animator start randomizer now runs on enable
  • Add weapon configuration to allow a one hand weapon to bypass special layers, eg. when you wield a torch in the right hand it acts like a normal one hand club, when in the left hand it uses the override layer to hold torch up for seeing better
  • Hand Torch no longer acts like a weapon when held in the left hand
  • Fix weapon equip from allowing multiple weapons in the same hand
  • Add new audio event component to trigger audio sfx directly on objects
  • Several character component changes to support Giant Worm rig (and others like it)
  • Add proper hitbox component to route hit events with the proper colliders
  • Add new monster rig Giant Worm




For the Kingdom!