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: [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!