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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!

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!