News Liste Kingdom Builders

[0.16.0] Dungeon Update
Kingdom Builders
22.06.21 14:46 Community Announcements


[0.16.0]


Added


  • Player XP & Levels[list]
  • the player character now has a level
  • leveling up gives you skill points that you can spend on upgrading character attributes (see below)
  • you can level up by accumulating XP from defeating enemies
  • each level takes a certain amount of XP to advance to the next level (this is shown at the bottom of the HUD)
  • a level up will be shown with a VFX on the player character as well as with a UI notification

  • Character Attributes
    • every time you level up as the player, you get 1 skill point to spend on character attributes
    • you can not only upgrade the player character attributes but also those of any villager
    • to do this, there is a new building added: the barracks
    • [list]
    • when a villager is assigned to this building, you can open the character attributes upgrade panel
    • you can choose to upgrade either vitality or strength attributes
    • vitality will give the character more health
    • strength will give the character more attack damage when fighting with a weapon

    [/list]
  • Dungeons
    • dungeon / cave entrance[list]
    • there is now a cave entrance on the regular map
    • when you approach it, you get a prompt to enter the dungeon
    • entering the dungeon will stop the overworld simulation (so no more food consumption and no raids will be
    • happening while you are in the dungeon)
    • if the player dies inside the dungeon, they will respawn next to the dungeon entrance
    • if a villager dies inside the dungeon, the player can revive them just as before next to their residence after
    • the player leaves the dungeon
    • health regeneration works the same way inside the dungeon as it does outside of it (you have stay clear of
    • taking damage for a while for it to start)

  • procedural layouts
    • every time you start a new savegame, you will get a new dungeon layout
    • there will always be a start room in which you spawn next to a ladder (which you can use to get out of the
    • dungeon)
    • your goal is to get to the end room which has a ladder that goes downward to the next lower floor
    • before you can use this ladder, you will have to find the key that opens the hatch which will be carried by an
    • enemy on that dungeon floor
    • rooms will be randomly sized and laid out, connections will be made so you can go from the start room to the
    • end room, but there is a chance for loop connections to be added as well

  • new enemies
    • we added 6 new enemy types that can be found in the dungeon floors
    • each of these types has a different behaviour and a different type of attack

  • enemy levels
    • all enemies in the game can now have a level which increases their health and attack damage

  • floors
    • the dungeon has 20 floors for now
    • completing a floor by descending to the next floor will allow you to go to that floor directly next time
    • entering a dungeon (i.e. you can go to the lowest floor you have ever set foot on)
    • completing the dungeon in this version will not give you a reward for now, but we are planning to add more
    • rewards in an upcoming update (we need to add new types of items that can be rewards and this requires design first)
    • XP and level ups are the only reward so far, but again, this is not intended to be final
    • you can farm XP on already completed floors if you want by entering them again since enemies will respawn once
    • you exit and re-enter the dungeon

    [/list]
    [/list]

    Changed


    • villagers that have low health now try to stay clear of combat or taking damage (further improvements coming)
    • enemies that perform a charge attack (e.g. hogs) now perform a line of sight check before charging
    • raids are now also using enemy levels to start easier and get more difficult over time
    • residence buildings now show the character attribute levels of the villager living there (makes it easier to choose
    • the correct villager to revive)
    • we adjusted the scale and layout of UI items on the HUD

    Fixed


    • we fixed an issue where characters (player & villagers) could get stuck in a state thinking they were carrying an itemeven though they were not [list]
    • this was happening when AI and the player would pick up an item in the exact same frame
    • it should now not happen anymore during gameplay
    • possibly corrupted savegames should be fixed after upgrading to the latest version and loading the savegame
    • if it was not fixed for your savegame, please let us know on Discord and send us your savegame there

  • we fixed an issue where the hog/boar enemy would hit a character but not stop its dash animation and deal damage
  • correctly
  • we fixed a visual difference between villager and player health bars and also gave the player health bar an outline to
  • be more easily visible when in combat
  • we fixed an issue with some UI sprites that were rendered at a lower resolution than intended, resulting in artifacts
  • on their edges
  • we fixed the shader for the smoke of the residence buildings which was affected way too much by the sun light's color
  • we added a short, random delay for carriers when performing tasks so that the chances of them syncing perfectly are
  • decreased (they were sometimes walking inside each other for periods of time)
  • we fixed a bug where the random selection for player character models would assign a female mesh to a male name
  • [/list]

    [0.16.1]


    Fixed


    • we fixed music never playing in the main game outside the dungeon


    [0.16.2]


    Added


    • we added support for steam cloud saves
    • we added our story trailer to the game; it shows up every time you start a new savegame (you can skip it)
    • we added a more obvious info panel about our early access process

    Changed


    • we increased the base speed of the pack mule so that you don't have to wait for it to catch up
    • we changed companion AI behaviour so that they no longer start mining when you hit mineables with your sword
    • (hits with 0 damage will be ignored)
    • we improved companion AI behaviour so that they are now aware of enemy attacks and will actually try to evade hits
    • we changed the way new trees are spawning: they now have a minimum distance from a building (except the forester hut)
    • [list]
    • this should prevent them from spawning right in the middle of your village

    [/list]

    Fixed


    • we fixed an issue where on certain floors in the dungeon some enemies would spawn inside the walls
    • we fixed a bug that allowed the pause menu to be opened in the main menu
    • we fixed a bug that could end up with weapons having no collision and falling through the ground when swapping out the
    • weapon of a companion
    • we fixed a bug that would result in the lava head enemy's fire trail being clipped
    • we fixed a bug that resulted in the packmule playing its walk animation even when standing still
    • we fixed a small visual glitch on the skeleton enemy when it ends its attack animation
    • we fixed the display of button hints on the quickbar that was broken when playing with controller
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    Release:24.06.2021 Genre: Action-Rollenspiel Entwickler: ebb & flow games Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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    End of Development Announcement
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