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Dungeons & Kingdoms News

New Build 0.587 - New Builder Pieces, Resources, and Bug Fixes

[h2]New full game build 0.587[/h2][p][/p][h2]Highlights[/h2]
  • [p]New harvestable resource - Wild Einkorn[/p]
  • [p]Both harvestable water reeds and einkorn can be harvested for a new resource, straw[/p]
  • [p]Straw can be used to make a new resource, thatch bundles for building, and other items like straw beds which improve health recovery and provide increased comfort[/p]
  • [p]Harvested vegetation is now saved and loaded correctly[/p]
  • [p]Several harvestable resources have been hand painted to provide more items at the starting location as well as more natural looking distribution such as wild fields in the plains of the map[/p]
  • [p]11 new build pieces configured for sandbox including interior stairs! Now you can build multi-story buildings.[/p]
[p][/p][h2]Release Notes[/h2]
  • [p]Rework how the vegetation and harvesting systems deal with instancing objects for both the player and workers. The goals is a more consistent and seamless interaction for both, and for the player to not be able to tell what is instanced and what isn't. This is necessary as new harvestable items are introduced as this enables more natural distribution of resources such as clusters of mushrooms in forested areas, and vast dense open fields of wild einkorn etc.[/p]
  • [p]Remove staged resources on builder map and replace with only instanced resources, minor performance improvement.[/p]
  • [p]Add player dialogue bark if they attempt an unknown action[/p]
  • [p]Add straw/thatch harvesting jobs and handcrafting options[/p]
  • [p]Move all harvestable resources to object pool management for better performance[/p]
  • [p]Remove Reed from default Gatherer workplace[/p]
  • [p]Remove isDefault field from assigned workplace product (also removed from savedata) as default products are now refreshed based on the original workplace definition[/p]
  • [p]Fix product controls not working for Gatherer workplace, you can now pause individual resources[/p]
  • [p]Add various controls for rigidbodies to help reduce the fly away effect on collision[/p]
  • [p]Reduce harvester max target distance[/p]
  • [p]Adjust harvester stop distance for some products[/p]
  • [p]Fix harvester not respecting production ratios[/p]
  • [p]Fix harvester not respecting distance limits[/p]
  • [p]Add spawn position offsets to harvest manager spawns to reduce ground collision intersection[/p]
  • [p]Enable save and load of vegetation data, fixes all vegetation/resources always respawning on load game[/p]
  • [p]Add new bark when worker can't find something to harvest that is valid production, eg. no reeds in range[/p]
  • [p]Increase max workers to 2 on build piece dirt floor (1201)[/p]
  • [p]Fix unhandled movesets ending up in unarmed fighting stance[/p]
  • [p]Remove old news entries from main menu[/p]
  • [p]9 new build pieces that use straw, 2 new build pieces for interior stairs so you can - now build multiple stories[/p]
  • [p]Fix typo in hints "Some UI will show the cursor…"[/p]
  • [p]Fix error where workers could stall trying to find a comfort source when all sources were reserved[/p]
  • [p]Hide pending build pieces counter text and hint panel when hiding all UI[/p]
[p][/p][h2]Known Issues[/h2]
  • [p]Some build pieces don't show construction progression correctly. Note they can still be completed correctly.[/p]
  • [p]NPCs don't position correctly for some comfort sources, eg. they don't stay in the correct position when sleeping in a bed[/p]
[p][/p]

New public_beta build 0.585 - New Content and Bug Fixes

[h2]New build on the public_beta branch[/h2][h3]
Highlights[/h3]
  • [p]New harvestable resource - Wild Einkorn[/p]
  • [p]Both harvestable water reeds and einkorn can be harvested for a new resource, straw[/p]
  • [p]Straw can be used to make a new resource, thatch bundles for building, and other items like straw beds which improve health recovery and provide increased comfort[/p]
  • [p]Harvested vegetation is now saved and loaded correctly[/p]
  • [p]Several harvestable resources have been hand painted to provide more items at the starting location as well as more natural looking distribution such as wild fields in the plains of the map[/p]
[h3]Release Notes[/h3]
  • [p]Rework how the vegetation and harvesting systems deal with instancing objects for both the player and workers. The goals is a more consistent and seamless interaction for both, and for the player to not be able to tell what is instanced and what isn't. This is necessary as new harvestable items are introduced as this enables more natural distribution of resources such as clusters of mushrooms in forested areas, and vast dense open fields of wild einkorn etc.[/p]
  • [p]Remove staged resources on builder map and replace with only instanced resources, minor performance improvement.[/p]
  • [p]Add player dialogue bark if they attempt an unknown action[/p]
  • [p]Add straw/thatch harvesting jobs and handcrafting options[/p]
  • [p]Move all harvestable resources to object pool management for better performance[/p]
  • [p]Remove Reed from default Gatherer workplace[/p]
  • [p]Remove isDefault field from assigned workplace product (also removed from savedata) as default products are now refreshed based on the original workplace definition[/p]
  • [p]Fix product controls not working for Gatherer workplace, you can now pause individual resources[/p]
  • [p]Add various controls for rigidbodies to help reduce the fly away effect on collision[/p]
  • [p]Reduce harvester max target distance[/p]
  • [p]Adjust harvester stop distance for some products[/p]
  • [p]Fix harvester not respecting production ratios[/p]
  • [p]Fix harvester not respecting distance limits[/p]
  • [p]Add spawn position offsets to harvest manager spawns to reduce ground collision intersection[/p]
  • [p]Enable save and load of vegetation data, fixes all vegetation/resources always respawning on load game[/p]
  • [p]Add new bark when worker can't find something to harvest that is valid production, eg. no reeds in range[/p]
  • [p]Increase max workers to 2 on build piece dirt floor (1201)[/p]
  • [p]Fix unhandled movesets ending up in unarmed fighting stance[/p]
[p][/p][h2]How to Access the public_beta build on Steam[/h2][p]See the official instructions from Steam https://partner.steamgames.com/doc/store/application/branches[/p][p]
Summary[/p]
  • [p]Find the game in your library[/p]
  • [p]Right click and select Properties[/p]
  • [p]Select Betas from the list on the left (under Installed Files)[/p]
  • [p]Select public_beta from the dropdown for Beta Participation[/p]
  • [p]Steam will now download the public_beta version of the game[/p]
[p][/p][p]The public_beta will be kept up to date as new builds come out so you don't have to switch back to the default full game version. Just note that builds under public_beta may contain other bugs and issues not found in the full game.[/p][p][/p][p]The public_beta branch is used to test and preview upcoming changes so we can get bug reports and feedback before updating the full game version.[/p]

HOTFIX for both Full Game and DEMO plus Store Page Changes

[h2]NEW HOTFIX![/h2][p]New builds out fixing the broken blueprint step of the tutorial.[/p][p]Full Game - v0.583[/p][p]DEMO - v0.584[/p][p][/p][h2]Store Page Changes[/h2][p]All media on the store page has been updated to better reflect what you can expect from the current sandbox mode gameplay.[/p][p][/p][p][/p]

HOTFIX! Fixes tutorial blueprint issue

  • Fix starter blueprint issues in tutorial
  • Fix Skills UI close button not working
  • Fix SKills UI not opening correctly the first time
  • Fix some starter resources on main gameplay map not initializing correctly

Build 0.580 - New Builder Content

[h2]First batch of new build piece content, more coming soon![/h2]

  • 60 new build pieces configured for sandbox mode
  • Fix issues with skill level and unlock calculations, showing skill level in the UI
  • Add current skillpoints/points required to skill UI
  • Add flags to build pieces so they match their intended game mode, eg. animated people props are for Creative mode, dynamic storage is for Sandbox etc
  • Change unavailable build piece tooltip to say "Full game only" when in a demo build, and "Coming Soon" for full game, as well as text color changes in skills and builder UI lists
  • Configure embedded blueprint StarterHouse to not qualify for Steam Workshop uploading
  • Add build piece popup details window for skills UI
  • build pieces now automatically create a filter tag for their batch date, this helps identify what build pieces are new
  • Fix interation UI showing options for build pieces when in design mode, should only show for active construction pieces
  • Rework awarding builder skill points, from fixed 5 per new build plan, to 1.5
  • number of pieces in build plan
  • Fix Builder UI not handling unlocked pieces correctly