TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 10 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]

Steam ImageSteam ImageSteam ImageSteam ImageSteam ImageSteam Image
June 2020 Update

Welcome to the monthlyKing under the Mountain dev update! Very happy to say that development is back on track now after all the disruption from covid-19 and other sources the past few months. That said, I was expecting to have more gamedev time than I have had this past month after my day job changed to 3 days a week, turns out they cant make do without me so Ive been asked to work most of those extra days! Will see how that pans out. It must be months now that Ive been promising brewing beer is just around the corner for these forcefully sober dwarves, and Im afraid to say thats still the case I spent what time I had in the last month polishing the edges of alpha 3 and then investing quite a lot of effort in making crafting stations require tools during their construction. Previously, crafting stations just required a few stone blocks or wooden planks for them to be constructed, and they would magic into existence a few relevant tools to be used as decoration (dwarves would need to equip the relevant tool from their inventory to work at the station), which was more of a holdover from the initial prototype days rather than any conscious decision. One of the main design goals withKing under the Mountain is a reasonable level of realism in the simulation of the game world, so I never really liked these tools just appearing out of nowhere as decoration (you can look forward to beds needing cloth materials to construct them as well). Now, instead, constructing the crafting station requires the tools that would previously have been freely created as decorations to be actual requirements in the construction. This means your supply of tools will mostly get baked in to the construction of furniture (until it is removed at least), but the upside is that dwarves no longer need that tool in their inventory, instead they walk over and equip the item directly from the top of the crafting station, work as normal, then place it back after (undoubtedly a bug has been introduced if a dwarf drops dead while having this tool equipped as it goes to their corpse for the moment thats one to sort out in the future, right now dwarves probably wont be working if theyre knowingly close to death, perhaps a cave-in could do it). The main benefit of this is that as a player youre not relying on the few dwarves with the right tool equipped to be able to work on the crafting jobs, instead any dwarf with the correct profession can come and do the crafting work (though youll want more control over this in the future when crafting quality is introduced). Heres a video of it in action with a woodcutters bench now requiring a saw and axe to be created, but the saw is used as part of crafting a log into planks. [previewyoutube=jO1_mj0zTMc;full][/previewyoutube] Astute players will be wondering What if I build so many of these I dont have any axes left to chop down trees? Well, this has led to the implementation of the first non-tutorial hints the game now gives you a (currently one-time) message if you use up all your axes, chisels, planes and so on with a note to either craft more or deconstruct one of the pieces of furniture to get them back. Soon players will be able to specify what should be crafted rather than the current automatic system. The whole feature looks pretty simple but there was quite a bit of work in getting the AI to either equip a tool from their inventory or wait and pick it up from the crafting station as appropriate! This does bring something of a requirement for more tools at the start of the game previously every dwarf would spawn into the game with one of each of the tools for their assigned profession. Instead each settlement now starts with a set number of specific tools. They are currently randomly spread between the dwarves but when more work has been done with container furniture such as chests and crates, I expect these items will start in a crate or similar ready to be picked up and used. As things currently stand, the player now needs to designate a tools stockpile for the dwarves to place them down so they can get into the right hands. The increased tools at game start has been balanced out a bit by the fact that immigrants in the 2nd year and onwards no longer bring extra tools or seeds, youll need to craft or farm these yourself! They do at least still bring a big stack of rockbread rations, so they shouldnt starve for some time, but I expect the progression of population size is a bit trickier to manage now (Id love to get some feedback on how people are finding this). As another nice tidy-up type of task, its been requested a few times if something could be done about all the dwarves clumping up together and getting stuck in queues once the population gets a bit bigger dwarves that are colliding with another dwarf go at half speed. A slight improvement has been added to the AI pathfinding so that a dwarf will every so often slow down a bit more if it notices that other dwarves in front of it are heading in the right direction. You can see this in the following video where lines denote the direction and speed dwarves are attempting to move in white means they are unimpeded, red if they are colliding with another dwarf and going slow, or blue if they have decided to slow down even more to let those in front escape: [previewyoutube=BkqL4Z6yE6E;full][/previewyoutube] Its not perfect as a particularly large pile up of dwarves at a bottleneck like the one above will still cause a traffic jam, but then Id rather leave that to the players to design their settlements to be more efficient and avoid these chokepoints. In a more technical change, the version of Java that the game is built upon has been upgraded from Java 8 to Java 11 now using the OpenJDK libraries rather than Oracles JDK. Oracle decided to make the license more restrictive after Java 8 and businesses either needed to start paying a fairly expensive license (too expensive for a game which doesnt make a profit yet!) or switch to the OpenJDK implementations for any future updates which is what prompted the change, rather than any requirement from my side. Everything *should* still be working as it was, though if you were running the game straight from the .jar file (perhaps more for the Linux players out there) youll also need to be running Java 11 or later now. Mostly Im interested in if this causes new issues that Ive not run into while testing yet everything seems to work the same now but Im nervous with such a large underlying change that it might affect players on different systems. Ive recently replaced my development PC with a hefty upgrade, which had the nice side-effect of exposing an issue that was stopping the multi-language fonts from working correctly for some people that I was never able to reproduce on my old machine. Fixed now, and also the Japanese translation has had a lot of work put in by the Japanese community so thats close to being quite usable for Japanese-speakers which Im very happy to see. In fact on that note the latest version with all of the above is now live on Itch.io at the usual place rocketjumptechnology.itch.io/king-under-the-mountain Barring any crash-fixing releases, this means Im now done with development for Alpha 3, and onto Alpha 4 at long last, which I hope wont take anywhere near as long as the last couple, not least because the tutorial feature was already pulled forward from alpha 4 and implemented. Heres what there is to look forward to for the immediate future:

  • Brewing and Taverns a particularly hefty feature as it not only involves the fairly detailed, fairly realistic approximation of the process of brewing beer and serving it out, but also the short and long term effects that can have on your populace!
  • Production Management finally the player will be in control of what is produced and where. Im undecided yet on if this should entirely replace the current completely automated model, or keep some parts of it for the relaxed hands off approach the game offers currently (thoughts and feedback much appreciated!)
  • Job Prioritisation This should at least cover a work on this thing as top priority button, but possibly also a mechanism for defining which types of jobs are in which priority order for the whole settlement something like the approach used by Rimworld currently job priority is using the skill level a dwarf has in a particularly profession (which isnt really a feature yet) and then distance to the nearest job of that profession.
As mentioned, the tutorial was brought forward out of Alpha 4 so theres really not much left in it, just the above! It feels like after getting the initial mod support in place and deferring the rest of it until after the Steam launch (and the recent general tidy up of smaller tasks), development has climbed over a hump it was stuck on for a while and the upcoming roadmap looks much smoother than the first couple of alphas. In fact most of the alpha milestones are much smaller than they were now, at least until alphas 8, 9 and 10 mostly due to the introduction of combat and the many things that entails, but once the game gets to that point it isnt far from the Steam launch! Onwards and upwards then, and see you next time!


[ 2020-06-29 16:25:56 CET ] [ Original post ]

King under the Mountain
Rocket Jump Technology Developer
Rocket Jump Technology Publisher
2021-11-24 Release
Game News Posts: 58
🎹🖱️Keyboard + Mouse
Mixed (129 reviews)
Public Linux Depots:
  • King under the Mountain Linux [712.99 M]
King under the Mountain is a simulation-based settlement-building strategy game set in a fantasy world.

The game is based around these central pillars:
  • A simulated world – The game world is built on a series of interlocking systems which combine together to simulate a living, breathing world. As night changes to day, trees and plants will grow (or not) based on sunlight and rainfall. The local environment and changing seasons have effects on the native flora and fauna. Your settlers and other characters have their own personal social and physical needs that you’ll have to fulfil to keep them happy (or at least stop them from breaking and going insane!)
  • Procedural generation – Every map is randomly generated from an initial seed (a large number) so that no two maps will ever be the same – unless you choose to use the same seed! The art assets for the game have been created in such a way that they can be drawn by the game engine for near limitless variation in colour – so every tree, plant and character will have their own unique combination of colours and appearance.
  • Peaceful expansion – It’s an important design goal that it’s possible to play the entire game without getting into armed conflict with other factions (if you choose to). Although weapons and combat can be significant parts of gameplay, we wanted to make sure you can peacefully build up a fully-functioning town to have the satisfaction of sitting back and watching your settlers go about their business in an “art farm” style of play.
  • Multiple ways to play – As well as different ways to build and grow your settlement (do you focus on mining? farming? crafting? buying and selling goods?), in King under the Mountain you can play as several different races and factions each with their own unique gameplay elements. You could build a dwarven fortress dug deep into the side of a mountain, a town of humans at an important river crossing, or a tribe of orcs hunting and raiding others. More than just different races to play as, we want to introduce completely new play styles as unusual factions – perhaps a lone wizard building their secret lair with golems they have constructed, an evil necromancer raising an army of the dead, a dragon amassing a hoard of gold in a giant cave system, or even an invasion of demons attacking the material world.
  • Player-driven content – Have you ever spent hours in a creative game building something, only for it to sit hidden away on your computer? In King under the Mountain, players can opt-in to automatically upload their settlements for other players to visit. This drives the basis of the adventure mode – you put together a party of champions from your settlement’s population, and go off on an adventure to explore another player’s creation. This mode will involve turn-based tactical combat as you explore and battle through another player’s fortress, claiming rare resources that may be difficult or impossible to acquire otherwise. It’s important to note that nothing will be lost by either player in this encounter – you don’t actually “attack” the other player, only a copy of their settlement, and there are benefits to be gained by both parties.
  • Mod friendly engine – Another big design goal is that everything you see or read in the game (and the variables behind them) are fully open to modification. In fact, the base game is built as an engine with one base mod applied to it (which modders can look at to see how things work).

MINIMAL SETUP
  • Processor: Intel Core2 Duo 2.4Ghz or HigherMemory: 4 GB RAM
  • Memory: 4 GB RAM
  • Graphics: Intel HD Graphics 3000
  • Storage: 500 MB available space
GAMEBILLET

[ 6047 ]

26.34$ (12%)
12.42$ (17%)
17.80$ (55%)
4.24$ (15%)
12.38$ (17%)
21.30$ (15%)
1.77$ (11%)
52.19$ (13%)
20.65$ (17%)
16.79$ (16%)
29.69$ (15%)
8.59$ (14%)
13.79$ (8%)
12.59$ (16%)
6.53$ (18%)
25.16$ (16%)
8.37$ (16%)
12.59$ (16%)
16.59$ (17%)
8.47$ (15%)
10.18$ (83%)
6.87$ (14%)
9.65$ (66%)
16.96$ (15%)
9.31$ (15%)
24.89$ (17%)
16.96$ (15%)
20.74$ (17%)
16.96$ (15%)
17.19$ (14%)
GAMERSGATE

[ 981 ]

0.87$ (91%)
3.96$ (64%)
24.49$ (30%)
7.83$ (74%)
0.69$ (86%)
3.96$ (67%)
1.84$ (74%)
0.18$ (91%)
5.0$ (75%)
19.79$ (34%)
14.99$ (40%)
1.84$ (91%)
2.99$ (25%)
1.31$ (81%)
1.8$ (89%)
4.35$ (83%)
11.69$ (10%)
17.99$ (10%)
15.17$ (49%)
14.99$ (50%)
14.99$ (50%)
2.25$ (89%)
15.0$ (75%)
0.37$ (63%)
1.5$ (92%)
20.0$ (50%)
10.91$ (22%)
1.58$ (77%)
5.1$ (66%)
6.25$ (75%)

FANATICAL BUNDLES

Time left:

356421 days, 21 hours, 51 minutes


Time left:

8 days, 5 hours, 51 minutes


Time left:

4 days, 5 hours, 51 minutes


Time left:

3 days, 5 hours, 51 minutes


Time left:

10 days, 5 hours, 51 minutes


Time left:

36 days, 4 hours, 51 minutes


Time left:

18 days, 5 hours, 51 minutes


Time left:

21 days, 5 hours, 51 minutes


Time left:

7 days, 5 hours, 51 minutes


Time left:

23 days, 5 hours, 51 minutes


Time left:

31 days, 5 hours, 51 minutes


HUMBLE BUNDLES

Time left:

8 days, 23 hours, 51 minutes


Time left:

11 days, 23 hours, 51 minutes


Time left:

16 days, 22 hours, 51 minutes

by buying games/dlcs from affiliate links you are supporting tuxDB
🔴 LIVE