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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!

ONE MILLION VIEWS ON THE DUNGEONS & KINGDOMS REVEAL TRAILER!

Jubilant tidings, kinfolk!

We bring momentous news from the castle:

THE DUNGEONS & KINGDOMS REVEAL TRAILER HAS ACHIEVED 1 MILLION VIEWS!


[previewyoutube][/previewyoutube]

We're thrilled to see so much support for Dungeons & Kingdoms -- we're a small (but mighty!) team and want you to know that each view, comment, share, and wishlist means the world to us.

From the bottom of our hearts: thank you, thank you, THANK YOU!



We know you're waiting for more news about when you can get your hands on Dungeons & Kingdoms. We will share that with you as soon as we are able. Promise :)

Please join us in the Dungeons & Kingdoms Discord to stay tuned for immediate updates.

For the Kingdom!

Hear ye, hear ye! Dungeons & Kingdoms Dev Update - New Beta Version 0.370

Kinfolk!

On this, the fourth 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 0.370




[h2]Changelog[/h2]
  • Add Hints system to quests/tutorials
  • Add hooks to support new hints system
  • Refactor global UI states to maintain settings across various open/close states
  • Fix announcements not hiding game message when playing other types of announcements
  • Allow announcements to be cut short instead of waiting for them to finish when new announcements are in queue
  • Fix journal button not working from player menu
  • Fix start tutorial quest step "Handcraft Stone Axe Head" from being satisfied by simple axe handle
  • Add pre-configured combat party "Veborg's Journey" to Sandbox game selections
  • Add "Dungeon 03" back o Adventurer mode for combat testing
  • Add default combos for starter weaponsets
  • Fix missing owner components for body part weapons (hands/feet)
  • Wire up weapon swing audio for body part attacks
  • Fix combat hit collider on 1035 2nd Stone Wood Axe
  • Showing player context menu now closes journal
  • Cursor state now maintained after closing player context menu
  • Community manager returns default of enemy as relation if it can't find one
  • Community manager returns max relation if target from the same community
  • Move handling of player menu buttons to player menu button components away from gameplay manager
  • Change "Missions" to "Adventures" for player menu button
  • Change button highlight color for player menu buttons
  • Allow player menu to show on top of other game UI
  • Move journal help page content to editor field
  • Add more content to journal help page
  • Agents now include the required quantity of missing items when barking "I need X item"
  • Fix help page links not working (click any ? button)
  • Dialogue window now places new entries at the bottom
  • Fix alignment issues with Builder Controls Help UI panel (top left)
  • Turn on Builder Controls Help UI panel (top left) by default
  • Add more loose stones near spawn area for Sandbox mode
  • Track all game message types
  • Add "don't show again" button to game messages
  • Fix quests not showing as completed on quest list and quest details pages in journal
  • Fix end of tutorial dialogue sequence
  • Fix quest dialogue from being available after quest completed
  • Add error handling for weapon hits on invalid objects
  • Add new quest objective condition for when crafting an item is finished
  • Change tutorial objective to satisfy handcraft stage using new "is finished" condition instead of when crafting started
  • Prevent movement and combat when cursor is showing
  • Adjust enemy patrol points in "Bandit Camp" adventure
  • Fix enemy boss starting equipment for city builder map and Dungeon 03
  • Add missing call for knocked down audio
  • Wire up enemy "hurt-intense" audio
  • Fix crafting session manager to track crafted item on finish
  • Fix community manager/relations setup in Dungeon 03




For the Kingdom!

Hear ye, hear ye! Dungeons & Kingdoms dev update - new beta version 0.366

Dungeons & Kingdoms dev update - new beta version 0.366




[h3]Summary[/h3]
  • First pass on the new Main Tutorial, 39 objectives that show you how to assign jobs, craft items, build structures, chop trees, includes end rewards
  • Adventures disabled
  • Updated build for beta testers on the main branch


[h3]Changes[/h3]
  • Apply a minimum volume when calculating volume for inventory items
  • Add inventory item 8002 - Journal
  • Fix inventory volume settings on 4003 - Copper Coin
  • Add generic attachment offset settings for attachment objects
  • Change default equipment for merchant
  • Has 8002 Journal
  • Swap 1037 for 1032 one handed sword
  • Add 10001 belt pouch
  • Add coins - 100 silver, 75 copper
  • Diagnostic UI no longer opens when log entries are made
  • Update inventory manager to support getting items from belt and backpack attachment slots
  • Add Leadership skill
  • Remove temp props (castle, volcano entrance) near volcano from main gameplay scene
  • Add new paired animation sequence - offer and take item
  • Fix mounting horse not working due to missing dialogue controller and other related issues
  • Fix diagnostic UI not appending text while UI is open
  • Cleanup player main menu in all scenes, add menu button for player Journal
  • Resize player menu icons
  • Add new input mapping for ToggleJournal
  • Add builder action map category to control bindings
  • Mouse axis invert off by default
  • Move time and weather canvas to be under main canvas in gameplay scene
  • Hide all player UI when journal is open
  • Destroy duplicate instances of dialogue manager
  • Fix new party selection sunken floor animation
  • Fix animation stutter when mounting horse
  • Remove merchant's extra face
  • Keep player camera locked until gameplay scene fully loaded
  • Fix non-hero head mesh using incorrect attachment points
  • Allow NPC head models to be loaded as default equipment by item ID
  • Set default starting camera zoom distance to 3
  • Fix merchant seated position in new game boat sequence
  • Add new announcements manager and canvas - used for things like getting special items, leveling up skills etc
  • Major, Minor, and Quest Complete announcements
  • Add fixed resources to new game start on shoreline to suit main tutorial needs
  • Set default Sandbox mode starting party to 4 adults, 1 hero (the player)
  • Change merchant behaviour tree to be similar to other villagers (has combat, seeks comfort etc)
  • Add new behaviour tasks and modify merchant behaviour tree to deal with tutorial interactions and objectives
  • Fix merchant being stuck in animation state Action when letting new game sequence play fully
  • Modify BT task that checks new game state to allow running result to replace other BT task structure for boat rower (repeat/wait), fixes their BT when using skip intro
  • Fix merchant not being added to their community on spawn
  • Multiple changes to how kingdom and builder UIs can be shown or hidden as they are now driven by various quest, journal, and dialogue events
  • Added optional announcements when NPCs start/stop following player
  • Turn off UnlockAllBuilderSkills for default starting party in Sandbox mode, turn it on for all other test parties
  • Rework follow player commands to use proper aborts and behaviour branches
  • Add new behaviour abort states to simple AI
  • Fix ai follow commands for single agent
  • Add text to new game sequence UI for Hold E to Skip
  • Adjust default resources availability
  • Fix size and volume on small body pouch (10001) and simple axe handle (5006)
  • Disable Adventures Access


For the Kingdom!

HEAR YE! HEAR YE! WE'VE HIT 50,000 WISHLISTS!

Good tidings, kinfolk!

We bring momentous news from the castle:

DUNGEONS & KINGDOMS HAS REACHED 50,000 WISHLISTS!
[h2]...and in just 2 weeks since our announcement![/h2]



We're blown away by the level of excitement you guys have for Dungeons & Kingdoms and can't tell you how much your support means to us. We are thrilled by the overwhelmingly positive response from you -- the player community. We can't wait to share more info about the game as soon as we are able.

Please join us in the Dungeons & Kingdoms Discord to stay tuned for immediate updates.

For the Kingdom!