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Dungeons & Kingdoms News

Less than 24 hours until Early Access release!

[p][/p][p]Dungeons & Kingdoms is almost here![/p][p][/p][h2]Global Release Times[/h2][p]Release times are set globally for Monday November 17 at 16:00 UTC, which translates to: [/p]
  • [p]Los Angeles (PST): 08:00 AM[/p]
  • [p]New York (EST): 11:00 AM[/p]
  • [p]London (GMT): 04:00 PM[/p]
  • [p]Berlin (CET): 05:00 PM[/p]
  • [p]Moscow (MSK): 07:00 PM[/p]
  • [p]Dubai (GST): 08:00 PM[/p]
  • [p]New Delhi (IST): 09:30 PM[/p]
  • [p]Beijing (CST): 12:00 AM (Nov 18)[/p]
  • [p]Tokyo (JST): 01:00 AM (Nov 18)[/p]
  • [p]Sydney (AEDT): 03:00 AM (Nov 18)[/p]
[h2]Details & Price[/h2]
  • [p]Steam Workshop: Enabled[/p]
  • [p]Game Modes: Single Player Sandbox & Creative Modes[/p]
  • [p]Languages: English (additional languages on short term localization roadmap: German, Russian, French, Spanish, Chinese)[/p]
  • [p]Steam Deck Compatibility: Unsupported (but playable per community feedback)[/p]
  • [p]Price: $19.99 with 10% launch discount (regional pricing based on Steam recommended except in Poland due to heavy inflation)[/p]
[p][/p]

New Demo Build 0.558

  1. [p] Demo Build 0.558 You can now save tutorial progress![/p]
    • [p]Change order of default action stages on prison cage door (16002) to move Lock to secondary,[/p]
    • [p]Fix issues with some adventure triggers causing collision, move all to triggers layer,[/p]
    • [p]Fix game unit auto-config setting up incorrect parent links for things like doors, causing incorrect targeting results,[/p]
    • [p]Fix targeting prisoners not allowing dialogue,[/p]
    • [p]Fix game unit GUID settings for dialogue conditions which could break prisoner dialogue,[/p]
    • [p]Fix action stage menu not showing in adventure scenes,[/p]
    • [p]Fix incorrect community for prison cage in missing crewman adventure,[/p]
    • [p]Fix hand carry offset position for key ring (4004),[/p]
    • [p]Fix prisoner assignment on adventure start,[/p]
    • [p]Disable autosaves by default until they can be optimized, use manual save or quicksave (F7),[/p]
    • [p]Fix followers to not break behaviour when they can't find a weapon,[/p]
    • [p]Fix allied combat behaviour to not break when they can't find a weapon, they can fight unarmed,[/p]
    • [p]Fix scene issues with missing crewman adventure, some missing ground colliders, add a few more torchers leading to boss cave,[/p]
    • [p]Fix several weapons with incorrect internal links preventing NPCs from recognizing them for pickup,[/p]
    • [p]Fix DEV UI scrollview height,[/p]
    • [p]Fix follower combat max view distance checks,[/p]
    • [p]Remove random encounter adventure for now,[/p]
    • [p]Fix quest adventure issues preventing adventure from being completed,[/p]
    • [p]Fix followers not loading in adventure UIs correctly,[/p]
    • [p]Reset follower behaviours when teleporting so they aren't stuck chasing a target location they should no longer reach,[/p]
    • [p]Add ability to save quest progress data,[/p]
    • [p]Finish quest progress save/load,[/p]
    • [p]Advance wiring up first adventure completion,[/p]
    • [p]Add optimization warning to Autosave game setting,[/p]
    • [p]Add new dialogue condition QuestIsStarted,[/p]
    • [p]First adventure can now be completed,[/p]
    • [p]Fix NPC task to find comfort sources to allow ally sources,[/p]
    [p][/p]
[p]
[/p]

New Demo Build 0.554

[p]Several fixes to clear up the issues with harvesting trees, NPC pathing, and more![/p][p][/p]
  • [p]Fix issue with some resources moving from their local carry position on a character after pickup[/p]
  • [p]Change mushroom model and fix mushroom foraging, which fixes eating[/p]
  • [p]Fix "hide all UI" button (default Z) to include hiding action pointer, target highlight, and character nameplate UI[/p]
  • [p]Don't show target highlight or default actions when targeting living enemies[/p]
  • [p]Fix main builder map default navmesh had large cuts/areas cut out from demo config[/p]
  • [p]Fix errors when workers pick up certain spawned resources[/p]
  • [p]Remove bridge broken ruins from main builder map[/p]
  • [p]Rework how worker times start end each day, move away from fixed times by hour, to reading dawn/dusk from the environment[/p]
  • [p]Increase window where player can skip ahead to the next day from 10pm to 6am to 5pm to 6am[/p]
  • [p]Fix game unit name for simple torch (1044)[/p]
  • [p]Add new item -burning stick (1052), cannot be lit like a torch, but instead is pulled from a lit campfire, less light than a proper torch[/p]
  • [p]Fix errors related to initializing day/night systems[/p]
  • [p]Fix terraforming controls not responding[/p]
  • [p]Restrict flatten terrain height input to decimal type with character limit[/p]
  • [p]Fix GamePlay_Harvest_TreeTopForceTimerMaxValue game setting not saving/loading correctly[/p]
  • [p]Add game setting GamePlay_NPCMoveToAutoRecoveryValue, this allows you to change how much distance is added when AI pathing auto-recovery is engaged for NPC that can't reach their destination (eg. Help I'm stuck)[/p]
  • [p]Change navmesh generation to read mesh instead of colliders to help with more accurate navmesh cutting, improves NPC pathing[/p]
  • [p]Increase raycast targeting range for build pieces to make player construction easier for second story build pieces and roofs[/p]
  • [p]Enable all worm spawns in first adventure[/p]
  • [p]Fix several issues with felling trees[/p]
  • [p]Fix branch spawns not falling to the ground which also cause the tree to not fall properly[/p]
  • [p]Reduce branches spawned from bucking and limbing trees[/p]
  • [p]Improve consistency of targeted object highlighting[/p]
  • [p]Allow felled trees to use longer distance targeting similar to build pieces[/p]
  • [p]Fix spawned tree branch scale[/p]
  • [p]Don't allow target highlighting while in NPC mode, eg player doing actions[/p]
  • [p]Fix game units not finding their own rigidbody when they start off disabled[/p]
  • [p]Fix action pointer details showing invalid options when targeting something with no action stages[/p]
  • [p]Fix characters stuck in boat during new game cut scene[/p]
  • [p]Fix spelling error in NPC AutoRecovery game setting description[/p]
  • [p]Increase arrive distance threshold for some player actions[/p]
  • [p]Fix player menu not showing (bottom left corner)[/p]
  • [p]Include quest objectives list in HideAllUI command[/p]
  • [p]Fix errors when loading adventures that caused stuck game on loading screen[/p]
  • [p]Tweaks to quest objectives panel -smaller text, fix linebreak for optional, off white color[/p]
  • [p]Change item hotbar highlight to more of a gold color instead of white[/p]
  • [p]Disable death for all player and merchant community members, they can only go unconscious and be injured requiring recovery[/p]
  • [p]Hide optional quest stages from quest objectives window[/p]

New Demo Build 0.545

[p]The demo has been updated with the latest changes from the preview beta branch (v0.543) and the changes noted below, mainly focusing on UI and Quality of Life improvements.[/p][p][/p]
  • [p]Add button to open save folder location to save/load screen,[/p]
  • [p]Add button to delete savefiles,[/p]
  • [p]Fix new game start opening scene UI issues,[/p]
  • [p]Change new game start behaviour, remove the popup recommending to do the tutorial, the merchant now auto-initiates dialogue instead of just asking to talk,[/p]
  • [p]Fix build pieces not showing correct name when targeted,[/p]
  • [p]Activated and unfinished build pieces now show what resources they require when targeted/highlighted,[/p]
  • [p]Add Hold + interaction key hint to show when targeting objects,[/p]
  • [p]Move Hold + interaction key progress indicator to show beneath the new label Show Action Menu,[/p]
  • [p]Add new action for build plan posts to shortcut to open the kingdom UI on the jobs tab and select the related build plan workplace in the UI[/p]

Update 0.543 – Major UI Overhaul & Next Steps

[p]We’ve just released Build 0.543, a major impact update that completely rewires the game’s UI from the ground up.
This includes updates to nearly every element: buttons, scrollbars, input fields, and more.[/p][h3]What’s New[/h3]
  • [p]Full UI Rewrite; the entire interface has been rebuilt for stability and scalability.[/p]
  • [p]Improved Layout & Scaling; UI should now adapt better to different resolutions and aspect ratios.[/p]
  • [p]Quality-of-Life Enhancements; input responsiveness, scrollbar consistency, and general polish.[/p]
[p]Tip: If your resolution or ratio feels off, you can access UI scale controls in the Dev UI (press F8) to tweak things. This isn’t a supported feature yet, but it can help smooth out display issues.[/p][h3]Testing & Feedback[/h3][p]This update lays the foundation for the new UI going forward, and we’d love your feedback.
Please test every part of the interface; every button, input, and corner of the menu; and let us know what’s working and what isn’t.[/p][p][/p][p]This is a demo build which is on a beta branch, and so it must be activated. Learn how to do that here: [/p][p]https://partner.steamgames.com/doc/store/application/branches[/p][p][/p]
  • [p]Fix interaction pointer UI not closing when dialogue starts,[/p]
  • [p]Jobs now allow pausing production of individual products. This can result in all production being stopped at a workplace which will cause workers to report this issue to the player.,[/p]
  • [p]Always clear current target highlight when action pointer UI is turned off,[/p]
  • [p]Update workplace details layout in Kingdom UI to reflect changes to production controls,[/p]
  • [p]Show required resources for construction in build plan section of builder UI,[/p]
  • [p]Cleanup Jobs and People tabs in the Kingdom UI,[/p]
  • [p]Fix jobs UI not auto-selecting first job,[/p]
  • [p]Add production ratio and quota controls[/p]
    • [p]Ratio is about how many of each product is produced at one time before moving on to the next product,[/p]
    • [p]Quotas are global limits compared against what exists in your community inventory storage,[/p]
    [p],[/p]
  • [p]Fix issue with new game start button not receiving clicks,[/p]
  • [p]Update textmeshPro from 3.0.7 to 3.0.9,[/p]
  • [p]Add worker bark dialogue when they are missing a tool required for handcrafting, this will explain why a handcrafter may just stand there doing nothing,[/p]
  • [p]Fix handcrafter behaviour not resetting when a missing tool can't be found,[/p]
  • [p]Change worker holstering behaviour when handcrafting to keep necessary tool equipped more often,[/p]
  • [p]Fix game units not showing correct name for build pieces,[/p]
  • [p]Add experimental UI scale controls to DEV UI (unsupported feature),[/p]
  • [p]Configure splash screen for EA release,[/p]
  • [p]Removed Control and Cam-follow buttons for workers (they are future unlockable skills),[/p]
  • [p]Fix issue with handcrafter not figuring out how to equip tool when it was in inventory but not in the worker's right hand,[/p]
  • [p]Fix transferring items to open storage not dropping from worker correctly,[/p]
  • [p]Fix bug for workers transferring items to non-open storage that could cause them to stop working,[/p]
  • [p]Fix player HUD showing blocking state when NPCs equip/holster items,[/p]
  • [p]Adjust dropped object rigidbody drag so they fly around less after collision,[/p]
[p] Known Issues[/p]
  • [p]new game sequence not showing the story or button/E to skip text, you can still press E to skip to continue,[/p]
  • [p]builder UI resource resource counts in the build plan section aren't always correct espeically for blueprints,[/p]
  • [p]when a construction project is finished it removes the workplace, but if you have the Jobs UI open it will still be listed but no is no longer interactable, re-open the Jobs list to clear,[/p]
  • [p]pause button showing for build pieces for construction workplaces (it shouldn't be),[/p]
  • [p]player HUD shortcuts not working,[/p]
  • [p]none of the new ratio/quota data is saved yet[/p]