DUNGEONS AND KINGDOMS IS MOVING TO A NEW STEAM PAGE!
KINFOLK,
As you know, we've built up this kingdom for what seems like ages. You've been with us every step of the way, and for your loyalty we are eternally grateful.
We come to you to ask for your loyalty once more. We ask that you follow us to our new kingdom -- our NEW Dungeons and Kingdoms Steam page -- so that we may flourish and prosper on new lands together.
Please note that we will be deleting this Steam page in the near future to fully commit to the new Steam page, so please give the new Dungeons and Kingdoms page a wishlist to stay updated.
A (very) short video, first look at combat/executions.
Dev Update - build 0.279 Organized Inventory and Storage
NEW FEATURES
New bundled/stacks and organized storage - Bundles for branches and reeds. These can be placed anywhere and can also be carried. - Stacks for logs
New left arm carry bundle - this allows villagers to carry multiple loose items under their left arm on the side (eg. tools, branches), or against their stomach (eg. pile of stones, mushrooms) increasing their default carry capacity
Containers now utilize item size and volume - all items have a defined size and volume, all containers have restrictions on what size/volume items they can accept. This reduces as items are added to the container. There is no restriction on the number of items, only by size/volume. For example, you cannot put a log from a tree in your backpack, but you might have 100 chisels.
Inventory UI is working (press I to toggle) - drag/drop to move or equip items between containers and item slots
New action stage (press/hold E) when picking up items that can be equipped (weapons/tools etc), default is to equip item, second choice is equip into inventory (need right hand free)
New logic when villagers are dropping off items to storage, if they are carrying a single type of product (eg. all logs) they will prefer to drop off at a storage container that only allows that type of product (eg. stack of logs storage)
Add new input/feature to toggle viewing some construction item preview models. This helps with things like stockpiles that show a preview model (eg. stack of logs) when being placed, but the preview is removed once construction begins. This toggle allows you to see the full model versions which is helpful when placing other stockpiles and building pieces. Default is the "O" key
OTHER CHANGES
Add new build piece - LGBS_13002_Stockpile_BranchBundle and LGBS_13005_Stockpile_ReedBundle - Placed as a build item, instant build, place anywhere - Creates a resource bundle container
Add new containers - 10005_Bundle_Branches and 10006_Bundle_Reed - Needs to be constructed from build piece - Can add/remove branches/reeds from this bundle - Holds up to 20 branches/8 reeds - Bundles can be carried (two hands)
Add new container - LGBS_13003_Stockpile_LogStack3x3.25 - Placed as a build item, instant build, place anywhere - Can add/remove logs from this stack - Holds up to 21 logs
Add new container - 10004_SmallWoodCrate - Can be handcrafted from 1 log - Can be placed as a build item - Can be carried - two hands
Change how objects are placed in hand positions (uses local handlers instead of bodysnapping)
Fix bug where agents would not always choose the closest storage container for item drop off
Fix build plan post prefab not having in-world colliders linked
Action Stages on individual objects now have a common set globally defined, and an additional object-specific set
Added a new state for inventory items that can be placed as build pieces (eg. furniture, small crate). This allows the item to remain "placed" so gatherers don't pick them up and take them to storage
Fix child/teen rigs right hand equipment position
Dev Update - build 0.270 New Larger Map, Water System, and More
This build is out on the new beta branch.
New larger map and water System (connected rivers, lakes, and ocean)
Increase the number of harvestable resources on the new larger map
Fix Creative Mode play button not working
Turned off small stone, mushroom, and branch resources for creative mode since there is no use for them
Fix some camera movement when mounted
Add new build pieces to builder level 0/free (you can now build a house with just logs to start) - LGBS_7010_WoodLogRoofA_MiddleSingleSide6x5x3 - LGBS_7004_WoodLogRoofA_EndTrim6x5x3
Changed default harvester workplace, now split into 2 separate workplaces - one for trees, one for reeds
Dev Update - build 0.227 New Game Intro Sequence and other fixes/changes
NEW - sandbox/storymode intro sequence - This involved adding at least partial systems for trade, the merchant boat captain, rowboats and others - When starting a new game there is now an introduction to the game world with some backstory. This will be expanded on later as the worldbuilding progresses with proper names and locations - This is a dynamic introduction that will work for any starting party as it involves the party chracters
Some minor optimizations mainly around turning off some processes that aren't used during gameplay
Continue Game button is now working - it will load the most recent save
Add new build pieces configured for AI workers: - LGBS_7015_ThatchRoofA_InnerCorner6x5x3 - LGBS_7016_ThatchRoofA_OuterCorner6x5x3 - LGBS_2185_WoodWallWindow_3x3a
Change unlock level for 7015 and 7016 to builder skill level 1 (From level 2), learning points = 5
Fix sometimes all character skills would be set to max when a game session first starts
Update builder skill unlock progression to only include build pieces that are configured for AI workers
Fix blueprints showing placeholder characters when placed
Upgrade AI engine to v4.3.84
Updated global default navmesh to latest default terrain (new game start)
Reduce skill point requirement for Builder Skill level 2 from 100 to 20 to allow faster testing of applying skill/learning points
Fix gamemode setting when loading game
Changed camera zoom to use distance instead of field of view zoom by default. Also now allows a greater range from up close to far away. Also allows a field of view alternative zoom for close up inspection (press left CTRL to toggle zoom modes). This functions sort of like a FPS view mode.
Fix terraforming not updating navmesh in affected area - this could cause AI path problems
Enlarge default bounds affected when doing teraforming operations, from 10x to 50x
Story Intro, Rowboats, Merchant Trade and Immigration started
Several new systems at least partially introduced and used to make up a short story introduction when new games start.
Merchant Trade - One of your main ways to trade is with the merchant ship captain. They arrive periodically bringing goods to your kingdom. Once you build the appropriate docks they will be able to dock their ship instead of just rowing a small boat to shore, allowing you to trade for farm animals, horses, and large shipments of goods.
Rowboats - These are used by the merchant ship captain to deliver small goods, visitors, and new immigrants, as well as for the fishing industry where you can row out on the ocean, lakes, and rivers to fish... or just relax.
Immigration - New villagers are brought to your kingdom by the merchant boat captain. Rowing them to shore is one way to get them to land.
Dynamic Story - The characters and story text are dynamic based on your new game choices and party selection.
Survival Mechanics Dev Testing
Quick update now that the survival mechanics are working again and going through dev testing before they hit beta.
Eating is fairly straight forward. If a villager is hungry and they are on free time, they go find something to eat. Sleeping is more complex. If they don't have a place to sleep like a bed, they will try to find somewhere comfortable like beside a fire or under shelter, and if all else fails they will just lay down in the wilderness.
Build 0.191 - Minor updates
Build 0.191 - Minor game update released
Fix save/load game
Add new logging/messaging during Save game
Fix build piece 1201 dirt floor not showing transparent correctly
Steam Strategy Fest Livestream - Sandbox Mode
Previously recorded livestream walking through the early stages of a new game in sandbox mode.
Sandbox mode beta testing resumes
Sandbox mode beta testing has resumed.
In the last couple of months there have been major updates done to both the game and AI engines.