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Dungeons & Kingdoms Dev Update - New Beta Version 0.393

Beta Release Notes 0.393




• Camera zoom is now disabled when other camera input is disabled
• Camera start position is now based on starting locations rather than character positions
• Get unstuck utility now uses the cached player starting spawn point rather than the default index 0 spawn point
• Fix camera starting/default rotation
• Auto snap spawn points to terrain with vertical offset
• Rebalance jolle boat audio for landing and oars in water
• Add built-in splash screen loader, game now starts with a black screen and quick fade to logo
• Set core to single instance
• update build icon
• Update footstep system to support various textures and surface type
• Add footstep audio clips for supported surface types
• Create tools for bulk editing audio clip rolloff curves
• Scale footstep audio based on movement speed
• Configure items, resources, and products to a suitable footstep surface type
• Configure all build pieces to be included for demo
• Build pieces list shows them as locked/disabled or unavailable and has wording on the popup about not being available in the demo, or needing to be unlocked via skills UI
• Skills UI shows them as locked/disabled, mouse over tooltip gives explanation
• Add new flags for build piece locked states
• Modify text fields on Build Piece popup to accommodate new text for “not in demo” pieces
• And reduce font size from 12 to 11
• Set values for scrollviews when they are loaded (fixes most scrollviews)
• scrolling speed to system value
• use clamped movement type when scenes load
• Fix issues with deadspace preventing scrolling in scrollviews
• Fix new game start jolle position when intro skipped
• Fix merchant manager/jolle spline controller start/end positions were reversed
• Turn off variable move speed in AI behaviour during new game intro sequence (NPC no longer run to their starting positions after disembarking)
• Changes to AI rigidbody/gravity
• Fix simple animation BT task to handle waiting for finish properly
• Fix and cleanup boat exit gravity/ground snapping
• Change timing of when the merchant turns to face the player during the opening cut scene
• Remove merchant opening line since the tutorial has its own opening line
• Add fixed position for opening main menu scene camera
• Main menu background scene changes:
• Remove chimney smoke on left house
• Change chimney smoke on right house
• Change skybox to match subscene
• Move lighting from subscene to main
• Lighten ambient color
• Add fixed position dialogue camera that is set when dialogue starts
• Cleanup camera transitions between new game cut scene ending, dialogue transitions etc
• Remove all other adventure scenes except for demo
• Cleanup starting parties for Creative Mode
• Remove unused objects in main gameplay scene
• Remove sandbox game mode objects when in Creative mode
• Configure 2 Creative Mode starting parties including descriptions, equipment, journal
• Update character customize postFX
• Major changes to core camera rig to facilitate transitions and blending
• Camera now auto positions when starting dialogue and returns to original position when dialogue ends
• Dialogue UI now fades in/out when start/end dialogue
• Clear main menu announcements panel to have placeholder text
• Remove backpack (10002) from starting equipment for Sandbox/The Lone Hero
• Add new onFinished events system for camera blends
• Remove bokeh effect from dialogue focus camera
• Add additional checks to block combat input when unwanted
• Fix missing dialogue icon for common action stage
• Clear action stage target after click when using player context menu
• Fix bug when calculating resolve cost to attack when there is no combo move
• Fix run by default
• Cleared out main menu announcements
• Improve camera starting position and control (should no longer start underwater/cursor enabled)
• Fix journal FOV due to camera changes
• Update build for prologue page
• Add button to Quit to Menu from in-game menu
• Reduce space between buttons on in-game menu
• Refactor/cleanup main menu start methods to support new Quit to Menu feature
• Restore Load Game button on main menu for trailer making
• Modify splash/bootstrap screen to facilitate reloading game to main menu
• Fix adventure spawns to allow using the default starting location for explicit spawn points
• Reduce splash screen minimum time to 1 second
• Fix adventures not loading when they don't have sky and weather systems enabled
• Add in-game Steam workshop search/browser with sub/unsub buttons
• Add steam username to Steam workshop UI
• Add button that opens Steam Workshop Agreement webpage
• Add simple system tooltips system for buttons etc
• Fix grammar in blueprint upload help text
• Remove background image for steam uploader UI
• Fix cursor not showing when using freecam mode
• Add ability to skip tutorial and still get journal
• Add new adventure definition requirements for previously completed adventures
• Add new ways to track in-game time
• Fix completed adventure causing dialogue error
• Add ability for adventures to be valid based on game time, weather events etc
• Add tools to fix/regenerate adventure IDs
• Add adventure triggers system to satisfy adventure objectives, eg. arriving at a location
• Add adventure definition, triggers, dialogue etc for missing crewman
• Add dialogue action to start/stop any audio clip
• Clear NPC dialogue abort states when ending dialogue with player as the related hints could interrupt other announcements
• Prevent new game sequence from running more than once
• Fix new game sequence issues when loading adventures from main gameplay
• Fix and cleanup starting adventures directly from dialogue in main builder gameplay
• Fix journal to have a custom camera FOV when open
• Add adventure completed reasons (success, failure, skipped) and related text stylesheet entries for journal
• Add flag and label in journal to allow optional adventure stages which have no effect on adventure completion reason
• Fix bug in right journal page detecting overflow text incorrectly
• Add adventure stage notes when completed, eg. player observations upon completing a stage
• Update popup manager to allow yes/no confirmation from player
• Update demo adventure to provide confirmation that the demo will end when adventure is completed when final adventure adventure stage is approached
• Adjust adventure 11 start position
• Adjust popup UI to allow more text, shrink background image border size
• Add demo notes intro and exit screens
• Popup manager now handles show/hide cursor and enable/disable player when showing modal windows
• Add demo exit screen music, fade out etc
• Skip character skills and equipment screens during new game setup for all game modes for demo
• Update starting demo party, replace teen Johana with adult Farahild, other tweaks to background stories, starting clothing, colorings
• Hide Load Game button in main menu screens
• Fix setting player community when loading adventure from main gameplay
• Add more validation when checking for valid combat targets
• Restore lighting in ritual chamber in adventure 11
• Add a few props to shore landing in adventure 11
• Increase detection radius on giant worms, raise detection offset to 2
• Change time settings in adventure 11, now have about 4 hours game time before nightfall (approx 1 hour realtime)
• Increase red crystal lighting
• Increase crystal material emission

Hear ye, hear ye! Dungeons & Kingdoms Dev Update - New Beta Version 0.383

Kinfolk!

On this, the twenty second 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 0.383




[h2]Changelog[/h2]

Note: I'm getting 60fps pretty steady now with the occasional spike.

  • Optimization pass (+30fps) -- Mesh combine/cells/lighting for adventure 11, components and renderers on all character rigs
  • Increase grass height distance on adventure 11
  • Fix shields not equipping
  • Adjust right hand offset for hand torch (1044)
  • Change movement logic to allow crouching toggle when running
  • Fix control mapping for HolsterAllItems (default G)
  • update missing weights/volumes on all weapons/tools
  • Fix errors with horse not having combat components
  • Fix weapons/tools not auto-holstering on pickup when hands are full
  • Fix items from not returning correct volume when checking inventory space
  • Fix item pickup not failing properly when there was no room
  • Fix auto-holstering on next weapon input wasn't accommodating shield slot
  • Fix equip next weapon sometimes not equipping when existing item was using an override layer (eg. holding torch in left hand)
  • Change giant worm alerted animation
  • Add wall torch for overland entrance
  • Fix overland entrance entry trigger to change lighting/ambient audio
  • Clear grass on overland entrance
  • Adjust giant worm eyes position
  • Adjust giant worm combat behaviour to make them more likely to attack




Some of you have asked why I publish changelog updates to Steam when the game isn't even out yet. Fair question! The answer: I want you all to know not only what I'm working on in Dungeons & Kingdoms, but that it's being worked on proper. I know plenty of you are eager to play Dungeons & Kingdoms, but no one is more eager for its release than I am (at least, I think that's true. Who knows?).

Thank you all for your continued support as the team races towards Early Access release. Join the Discord to stay more closely up to date with... well, updates. ;)

For the Kingdom!

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!