Hear ye, hear ye! Dungeons & Kingdoms Dev Update - New Beta Version 0.377

Dungeons & Kingdoms

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.

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: [h1][b]Dungeons & Kingdoms Dev Update - New Beta Version 0.377[/b][/h1] [img]https://clan.akamai.steamstatic.com/images/45109403/02b6124fcd26e9bf2d768eb353b54d37b16030f6.png[/img] [h2]Changelog[/h2] [list] [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 [/list] [img]https://clan.akamai.steamstatic.com/images/45109403/5870b96155cf256c5f878e69f29723975d2e5d1c.jpg[/img] For the Kingdom!