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Dungeons & Kingdoms News

New Build 0.515 for Beta Testing

[p]Apply for the closed beta on the Discord! https://discord.gg/dQ6SPrdxs3[/p][p][/p][p]New Build 0.515 for beta testing Summary [/p]
  • [p]There is a new Hints sytem that replaces what the tutorial was using. These hints are now in a movable window and have expanded details.,[/p]
  • [p]Major fix to NPC pathing,[/p]
[p] Release Notes [/p]
  • [p]Add new hints system - this replaces the old popup hints during quests. Hints are now shown in a floating/movable window. Each hint can be closed and has an expandable area with more detail. Hints show in context of things happening in the game. For example when you enter combat stance, a hint is shown explaining how to toggle in or out of it. Hints are intended to quickly help players learn the game mechanics during the early stages of the game.,[/p]
  • [p]Changed how the player action menu handles left arm bundle items - now you will see a single action in the menu for "Drop Left Arm Bundle". Clicking that action will drop all items from your left arm, either the underarm or stomach bundle,[/p]
  • [p]Loosen new character starting skills for the demo since there isn't much room to progress, and I want the starting player to not feel like a total beginner, this affects camera zoom, combat speed etc[/p]
    • [p]Change camera max zoom from 2.5 to 3.5 and factor from 50 to 75,[/p]
    • [p]Change base combat attack speed minimum from 0.5 to 0.9 in InitWeaponData,[/p]
    [p],[/p]
  • [p]Increase sprint resolve cost from 5 to 9 on main character rig - it is no longer free in Sandbox mode, still free in Creative mode,[/p]
  • [p]Add wall torch halfway down the first ramp in the mine entrance,[/p]
  • [p]Redistribute the starting locations for the core goblin patrol to reduce the chance of them ganging up while on patrol,[/p]
  • [p]Turn off all tunnel spawns except main patrol in first adventure while spawns are being optimized,[/p]
  • [p]Prevent placing new build pieces if they collide with the player,[/p]
  • [p]Fix several issues with AI pathing:[/p]
    • [p]Large moving objects now update properly, eg. Logs, branch/reed bundles,[/p]
    • [p]Build pieces now update properly, eg. when placing, when removing, while being built,[/p]
    [p],[/p]
  • [p]Add NPC movement auto-recovery - when they get close to destination, if they are blocked or stopped and cannot reach their destination they may now succeed if "close enough",[/p]
  • [p]Fix build previews and full model colliders for storage objects (when you press O) for Logstack (13003),[/p]
  • [p]Fix open storage (13001) not configured correctly for navmesh updates,[/p]
  • [p]Remove task to play announcement to engage in dialogue, when NPC asks player to start dialogue, this is replaced by the new hints system[/p]

Early Access Roadmap - Release Content & 1st Update

[p][/p][p]Hey all![/p][p][/p][p]We'll be announcing the release date very soon. Shortly after this coming Oct Steam Next Fest. [/p][p][/p][p]Here's what you can expect from the Early Access release beyond the demo and the first major update that will soon follow. [/p][p][/p][p]Priority immediately after release will be resolving critical bugs and issues. So expect the first major content update to come within 1 - 2 months after release.[/p][p][/p][p]We'll continue to share the roadmap in stages here on Steam and in the Discord[/p][p][/p][p]For the kingdom![/p]

New Build 0.514 for Beta Testing

[p]Apply for the closed beta in our Discord today! [/p][p][/p][p]https://discord.gg/dQ6SPrdxs3[/p][p][/p][p]New Build 0.514 for beta testing [/p]
  • [p]Change the solo sandbox starting party options to locked to prevent issues with not being able to do the tutorial while solo,[/p]
  • [p]Duplicate "A New Life" party but replace Tomas Strom with Erica Strom for a female lead party start in sandbox mode,[/p]
  • [p]Add Get Unstuck button to in-game menu, same feature as the button in Game Settings,[/p]
  • [p]Add "Toggle Sandbox Save" button to toggle the setting via the DEV UI, saving is OFF by default in the demo as it is an incomplete feature,[/p]
  • [p]Show "no savegames" text and hide the Load button when no savegames exist,[/p]
  • [p]Expand layers considered as "ground" for player to help prevent getting stuck inside building pieces while they are being constructed,[/p]
  • [p]Add collision blockers to limit the playable area on the main builder map for the demo, you will get a popup message explaining the limitation every 10 seconds max, rebuild navmesh to match[/p]

Beta update 0.512

[p]New Build 0.512 for beta testing [/p][p][/p][p]Don't forget, closed beta test is now accepting applications in the Discord: https://discord.gg/49yxdNnNEH[/p]
  • [p]Change handcrafting behaviour to attempt to auto-pickup the crafted item when complete. This may not always succeed and if the item can't be picked up it will be dropped in front of the crafter. This has a secondary effect of the crafter will now more often not have space to pickup items to craft the next item. In that case they will drop items off in storage before crafting the next item.,[/p]
  • [p]Fix pickup behaviour where the empty left hand wasn't being used if the right hand was full,[/p]
  • [p]Fix inventory UI not showing left arm bundle content,[/p]
  • [p]Update inventory UI - add slot name labels, move shield slot to the left of backpack, move the 2 hand item link to below the combat slots,[/p]
  • [p]Apply main menu configuration for demo-only build, locks down starting parties, adventure end conditions, adventure dialogue, hides old game setting toggles that no longer apply,[/p]
  • [p]Enable survival mechanics (hunger, sleep),[/p]
  • [p]Increase minimum stop distance for player actions when delivering a resource to a build piece, or interacting with a fire,[/p]
  • [p]Remove explicit builder skill in creative mode party members since they are assigned skills by the all-party-member-skills method,[/p]
  • [p]Fix character skill points not being assigned when copying skills from character selections,[/p]
  • [p]Cleanup new Player Actions info - fix quest text and hints that were still referencing "Holding E" to now say "push X" and change all references to "Player Actions Menu" instead of "player context" or "player menu", and keybinding "Player Interactions Menu",[/p]
  • [p]Cleanup handling of filestream for game loading operations,[/p]
  • [p]Finish disabling manual save/load options for sandbox mode games - NOTE it still uses save/load behind the scenes when transitioning between adventures or other instances, this includes:[/p]
    • [p]Main Menu Continue button now shows a tooltip, and if manual save is disabled it will say so in that tooltip. Note that this does nothing more change the tooltip. Note that if you have any sandbox mode saves such as from autosaving while loading adventures, those will not be valid for the Continue button feature,[/p]
    • [p]Loadgame UI will no longer show sandbox mode saves,[/p]
    • [p]The Autosave game settings still work as they apply to Creative mode games, but will not trigger autosaves when in sandbox mode,[/p]
    • [p]In game menu (press Esc) will hide the New Save and Quick Save buttons for sandbox mode games,[/p]
    [p],[/p]
  • [p]Fix game settings save data folder not being created properly when clicking Apply Settings button if the file/folder don't exist yet,[/p]
  • [p]Disable Steam Workshop button on the main menu with new tooltip for the demo noting it is disabled (the steam workshop isn't compatible with the demo),[/p]
  • [p]Allow journal in creative mode,[/p]
  • [p]Add journal button back to player menu (bottom left corner),[/p]
  • [p]Remove Kingdom UI from creative mode,[/p]
  • [p]Fix shield holster not showing item in inventory UI[/p]

Beta Testing Update and Version 0.510 — Tutorial & First Adventure

[p][/p][p][/p][p][/p][h2]Beta Testing Update and Versions 0.510–0.511 — Tutorial & First Adventure[/h2][p]Greetings Adventurers,[/p][p]We’ve just pushed updates 0.510 and 0.511 to the Dungeons & Kingdoms demo build and are continuing beta testing focused on improving the new player experience.[/p][hr][/hr][h3]Update 0.510 Notes[/h3][p]New Features and Improvements
• Followers can now teleport back to the player if they fall too far behind. This helps recover stuck workers and companions during adventures.
• Locked down new party options for the demo.
• Disabled Adventure game mode selection.
• Reduced camera maximum zoom distance from 20 to 2.5 and zoom speed from 200 to 50.
• Removed non-demo adventures.
• Skill or rank level increases now only play announcements for the player.[/p][p]Fixes and Adjustments
• Fixed merchant not asking to start the tutorial dialogue after the intro cutscene.
• Cleaned up the first adventure environment, fixed seams, rebalanced spawns and patrol points, added new platforms for accessibility, and rebuilt combined meshes for smoother traversal.
• Added a new weak goblin patrol encounter and rebuilt navmesh cache.
• Added a time delay to the tutorial start dialogue from the merchant.
• Set main character rigidbody drag to 1 for improved control.
• Fixed missing giant worm taunt audio.
• Built new editor tools to help organize scene objects for optimization (mesh combining).
• Disabled NPC colliders when unconscious or dead to improve performance.[/p][p]Major Notes
This build is ready for beta testers and press previews. Players can complete the tutorial and begin the first adventure to experience early combat and building systems.
The first adventure cannot yet be completed, but difficulty has been tuned upward—most players will have plenty to explore before reaching that point.[/p][hr][/hr][h3]Update 0.511 Notes[/h3][p]Changes to Object Interaction
• E remains the default interaction key (no change).
• You can now press and hold E, then move the mouse without triggering the player action menu.
• Object highlight color changed from black to white.
• When targeting an object (highlighted), the player action menu now appears after one second.
• When there is no target, pressing the interaction key has no effect (you can no longer drop items this way).
• New input (default X) opens the player action menu at any time. Press X again or right-click to close it. This menu shows both context-based actions for carried items and player actions such as sitting or crafting.
• Tutorial steps have been updated to match these changes.[/p][hr][/hr][h3]What to Test[/h3][p]Test all of Creative Mode, including saving and loading.
Test Sandbox Mode up to the start of the first adventure (manual save/load is temporarily disabled).
Pay special attention to the tutorial experience—the first few minutes of gameplay are key to refining the player experience.[/p][hr][/hr][h3]Goals for This Phase[/h3][p]Ensure a smooth introduction and stable gameplay.
Complete the tutorial (approximately one hour).
Complete the first adventure (approximately one hour).
Progress through combat and builder skills, unlock new abilities, and create your first two-move combo for one weapon type.[/p][hr][/hr][h3]Feedback and Discussion[/h3][p]Share your bug reports and suggestions here on Steam or in the Discord feedback-n-bugs channel.
Your feedback helps us refine Dungeons & Kingdoms for everyone who enters the realm.[/p][p]Thank you for helping shape the world and for keeping the fires of testing strong.
See you in the field, Knights.[/p][p]— The Dungeons & Kingdoms Team[/p][hr][/hr][h3]Apply for the Beta[/h3][p]Join our Discord to apply and participate in ongoing testing:
[/p][p]https://discord.gg/ygAhWGz9nK[/p][p][/p]