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Dungeons & Kingdoms News

New build 0.569 - EA release build

[h2]Final build ready for EA release, v0.569[/h2][p]Note the DEMO is being updated to match this build. [/p]
  • [p]Major rework to tutorial, new stages, changed stages[/p]
  • [p]Change some tutorial tasks to allow NPCs to complete the tasks, and show which NPC did it in the announcement[/p]
  • [p]Cleanup last wave of escalating encounter[/p]
  • [p]Fix inventory UI not clearing items properly[/p]
  • [p]Fix errors when assigning loot on adventure exit[/p]
  • [p]Add inventory full/go unload logic to builder behaviour[/p]
  • [p]Remove small wooden crate from default handcrafter job[/p]
  • [p]Fix handcrafting step that was skipping pickup 2 stones[/p]
  • [p]Add some missing key inputs to tutorial titles[/p]
  • [p]Add content warning message for demo builds[/p]
  • [p]Add in escalating random encounter Goblin Camp with 6 levels[/p]
  • [p]Fix issues preventing tutorial completion[/p]
  • [p]replace progress bar on opening splash screen, remove text[/p]
  • [p]Fix prison cage door gameunit name (16002)[/p]
  • [p]Fix name of game unit Wood Log Roof End Trim (7004)[/p]
  • [p]Add keybinding and shortcut for Drop All Carry Items (default U), add to player HUD input tips[/p]
  • [p]Cleanup action pointer UI[/p]
  • [p]Fix carry items not getting picked up when in combat stance[/p]
  • [p]Add a lighter set of audio sounds for announcement messages[/p]
  • [p]Adjust some audio clip volume levels for announcement messages[/p]
  • [p]Allow sleep until dawn/skip to next day at any time[/p]
  • [p]Fix errors when opening inventory UI for containers that are in open storage[/p]
  • [p]Add abstraction to getting a game unit's icon, could be build piece, could be product etc[/p]
  • [p]Fix keybind for Adventures UI (default N)[/p]
  • [p]Increase navmesh cut for open storage (13001) and fix target collider affecting highlight[/p]
  • [p]Fix inventory UI headers not showing popup for build pieces[/p]
  • [p]Fix action point HUD not closing when doing player NPC actions[/p]
  • [p]Several changes and improvements for tree actions now allowing the player to help NPCs for both felling and bucking[/p]
  • [p]Increase minimum tree scale from 1.2 to 1.4[/p]
  • [p]Add missing collider to some ground sections of adventures[/p]
  • [p]All characters now track their original spawn position and use that when getting unstuck[/p]
  • [p]Support new quest stage objective types for tracking input, building blueprints[/p]
  • [p]Fix character allowing input while dialogue UI is open[/p]
  • [p]Cleanup load savegame window, hide "no saves" text until needed, clear list properly before showing UI[/p]
  • [p]Handle uncommon error when trying to create new savegame[/p]
  • [p]Add keymappings for toggle cursor and show cursor[/p]
  • [p]Hide take Control button on people list rows, it's a future unlockable skill[/p]
  • [p]Fix broken keymapping for builder toggle destruction mode (default "=")[/p]
  • [p]Add logic to felled trees to enable their falling physics when branches are broken[/p]
  • [p]Fix colliders for two handed sword (1037) causing character drifting for Lone Hero party selection[/p]
  • [p]Remove Klubba (1051) from first adventure for now as it has issues[/p]
  • [p]Add temp armor drops in adventure until corpse looting is fixed[/p]
  • [p]update some loot armor items in first adventure[/p]
  • [p]Change gameunit to allow init in editor so armor items can be placed in game world[/p]
  • [p]Fix goblin large combat holder positions[/p]

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]