A medieval fantasy kingdom builder, management sim and dungeon delver RPG hybrid. Gather resources, hunt wild animals and build infrastructure. Then dive into the dungeons to face the monsters within. Reap the rewards, unlock new resources and advance your tech.
[h1]Closed Beta Testing Continues with Sandbox mode[/h1]
[img]{STEAM_CLAN_IMAGE}/45109403/3fce59424fc88a835d03d6c5575c216a119bb752.jpg[/img]
[list]
[*] Build pieces 20058 and 20078 descriptions and thumbnails updated to differentiate between them
[*] Build piece 20070 removed, 20235 tag changed to village from castle, name/description updated
[*] Update build piece tools to allow piece exclusion when generating new lists
[*] Add new quest objective type for open journal
[*] Changes to journal-use reinforcement during tutorial
[*] No longer auto-opens after first dialogue chain
[*] No longer show any hints to open the journal on all quest stages that aren't for opening the journal
[*] Add new quest stages to the first 3 batches of stages to open the journal as the first step, with hints
[*] New dialogue hint to open journal
[*] Add new dialogue action type for adding simple text hints/comments
[*] Prevent journal from opening during dialogue with player notification
[*] Announcement frame images now use normal coloring for all announcement types
[*] Change tutorial announcements to not interrupt other announcements
[*] Remove non-demo starting parties from sandbox mode
[*] Announcements made during dialogue now support play immediate flag
[*] Remove all journal open actions at the end of all tutorial dialogue stages
[*] Add audio sound when placing build pieces
[*] Fix issue where play log console window causes event system error
[*] Fix visual snap points from colliding with player
[*] Fix build pieces not setting a reference to their build plan session when initially placed
[*] In sandbox mode do not allow build piece delete for committed sessions (requires deconstruction mechanic)
[*] Fix several issues with water body edges not meeting terrain correctly
[*] Add global tooltip system for things like system messages at cursor position
[*] Fix audio settings not saving values on apply
[*] Game settings are now saved (and loaded) to the root of the save data folder
[*] Fix resolve UI not showing for correct character when swapping control
[*] Rewire Kingdom UI elements through new UI manager
[*] Add new filters to the workplace list, default is to hide completed build plans
[*] Quest dialogue now shows a colored icon and uses white text to stand out from typical dialogue options
[*] Fix overlapping text/options in player action menu
[*] Fix journal not always zooming correctly when other UI open
[*] Fix player automoving in some cases when using dodge
[*] Change dodge to detect on keyup which allows alt+tab to work correctly
[*] No longer show any quest hints while journal is open
[*] Increase audio falloff distance for tree chopping and falling trees
[*] Prevent turning off cursor when in dialogue
[*] Change model for open storage build piece (13001) adding 4 sticks for corners to differentiate it from the build plan post
[*] Allow object placement to lock to Y rotation only (eg. placing build plan post)
[*] Fix index out of range error when assigning combo moves
[*] Action stages now allow an override icon instead of looking up icon through the related workplace product
[*] Build plan post and Open Storage build piece (13001) now allow being moved after being placed
[*] When objects are placed while being moved they now play an audio sound, same as build piece being placed
[*] Fix collider on Open Storage (13001)
[*] The player now either holsters or drops their right hand item when offered the journal during the tutorial
[*] Fix error with dialogue UI check when returning to main menu
[*] Smooth out animation timing when NPC gives item to player
[*] Prevent picking up additional two hand items like logs when player is already carrying one
[*] Remove extra Toggle Journal keymapping
[*] Remove audio listener from new game sequence camera
[*] Overhaul to build mode, fixes issues with combat triggering when placing pieces/cancelling etc
[*] Combat stance always cleared when entering builder mode regardless of Builder UI state
[*] Add and wire up new quest objectives for begin/end moving build pieces
[*] Add new quest stages for moving a build piece to starter tutorial
[*] Fix some quest hints during starter tutorial
[*] Dialogue and quest systems now allow the ability to resume dialogue at any point during a dialogue branch, when configured
[*] Dialogue branches configured to prevent repeating important dialogue events such as receiving an item or reward
[*] Action key no longer ends active dialogue
[*] Reduce text line spacing for dialogue player choice options to be more consistent with multiple choice answers
[*] Add persistent reminder label for pending build plan pieces to commit to job for workers
[*] Handle out of bounds error when setting video resolution from settings
[*] Minor sequence change for opening dialogue events of starter tutorial
[*] Add a variety of starting parties for sandbox mode, but they are all locked except the default party
[*] Move Sandbox game mode selection to be first before Creative mode in main menu
[*] Various tweaks to starter tutorial dialogue
[*] Fix some spelling issues with starting party descriptions
[*] Add two solo starting parties for sandbox mode
[*] Fix tooltips being visible when object was deactivated in some cases
[*] Remove combat stance hints when doing tree chopping tutorial stages (you need to use combat)
[*] Adjust workplaces list scrollview to fit available space properly
[*] Block combat input if player actions menu open
[*] Force workplaces list scrollview to top on refresh
[*] Block combat input if in object move mode (eg. move build plan post)
[*] Update diagnostics reset player command to handle new conditions
[*] Add frame control manager for explicit script order handling
[*] Add new AI behaviour to drop all carry items
[*] Start adding some holstering and dropping items when NPC start new jobs
[*] Increase arrive distance on most AI jobs
[/list]