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:

[h2]Changelog[/h2]

For the Kingdom!
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]
- 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
[h3]New adventure 11 "Missing Crewman"[/h3]

For the Kingdom!