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October 2020 Update - Alpha 4 Release

Hello and welcome to the resumed King under the Mountain dev update! Im happy to announce that the remaining pieces of work for the brewing beer update were completed, so this has formed the initial Alpha 4 release. In a slightly different format I thought Id explain the process (for the players point of view) to making use of this new and perhaps crucial feature. First of all, rather than being somewhat random, each new settlement now starts with a fixed number of a fixed group of seeds for planting, as shown here:
In the not too distant future, starting resources will be customisable by the player upon starting a new settlement (the embark screen!), but while this feature is not yet implemented, this is the stopgap solution. Expect some seeds like wheat to be more valuable than others, as wheat tends to go a bit further to feeding your population due to the bread baking production chain (at the cost of more time, labour and furniture). A new settlement will probably want to spend its first spring focused on planting all of these seeds so they can be harvested in autumn to provide food for the settlement past the initial supply of rations, and now also produce beer! With most features inKing under the Mountain, I put a fair amount of research into understanding how the production chains in question work in real life, using this as the basis to have a grounding in reality, before removing or simplifying some parts so the game isnt too grindy with small details. Take the opening line of the wikipedia page on beer Beer is one of the oldest and most widely consumed alcoholic drinks in the world, and the third most popular drink overall after water and tea. Beer is brewed from cereal grainsmost commonly from malted barley, though wheat, maize (corn), and rice are also used. During the brewing process, fermentation of the starch sugars in the wort produces ethanol and carbonation in the resulting beer. Most modern beer is brewed with hops, which add bitterness and other flavours and act as a natural preservative and stabilizing agent. As malted barley is the most common ingredient, right now that is the only way to produce beer in the game, though I intend to add other methods and other alcoholic beverages over time (or perhaps the modding community will step in before I get there!) So in reality beer is produced from water, barley (or another cereal grain), hops for flavouring, and yeast for fermenting. I decided not to model the yeast aspect of fermentation explicitly, instead you can assume your brewer dwarves keep a small supply with them to be added where needed. That leaves water, barley and hops. Water is clearly an already very important part of gameplay (there are not many quicker ways to killing off a settlement than removing its water supply) although moving it around currently leaves a bit to be desired (look forward to piping and aqueducts in the future!) Long time players may remember that both hops and barley were already implemented along with the current batch of crops, though they were removed for a while as there was no use for them in game. Clearly that has changed so youll now want to start farming barley and hops to produce beer!
Once your settlements most pressing needs are seen to, you can now start to think about the construction of your first brewery. The beer production chain makes use of a new item a metal barrel called a tank. One of the many additions to the games codebase for this feature was to allow for liquids as both inputs and outputs in a crafting process, which beer production is a big part of. To support construction of your brewery youll need a decent metal production chain fuelled by either charcoal from lumber or coke from coal.
This allows for the production of metal plates and barrel hoops, both of which are the input materials for the new metal tank item. Setting up a brewery is a much more resource-intensive venture than anything else in the game currently! The first step in beer production from the raw materials is to turn the barley from your farm into malt, using a malting station at the new brewery zone. Theres also a new profession required (the brewer) and your settlement is not guaranteed to start with any active brewers, so look out for this as a potential problem with your first brewery!
The malting station, with included water tank and mini-kiln, takes your freshly harvested barley and turns it into sacks of malt. In reality, there are several steps to producing malt, but I felt it worth simplifying those steps to a single piece of furniture which combines all of them behind the scenes to a single crafting process in King under the Mountain. The player does not get away with it too easily however, as after producing the malt it also needs milling (producing milled malt) which currently takes place at the hand-operated gristmill located in a kitchen. I thought it might be interesting to have the production process need to change locations between a brewery and another zone, but I may end up adding the gristmill to the brewery. In either case, Im also planning to add easier, more traditional milling methods (a literal windmill or water-wheel powered mill) in the future. Once you have your milled malt, its on to the mash tun where it is combined with water to produce wort.
As part of overhauling the liquid-management system in the game, water can now be transferred in other containers than just buckets. Fortunately this means the 6 units of water required by this crafting recipe can be delivered in one go by a dwarf hauling a barrel to the river, filling it, and dumping the whole barrelful in one go! As an aside, the game also tracks liquids in containers better than before, so soup left over in a discarded cauldron can now be used correctly rather than being thrown away as it would in the past. Flavouring (i.e. the hops) are added in a brew kettle (also known as a copper, although it does not need to be made out of copper *yet*) to produce hopped wort, which is the final step before fermentation.
Finally, the hopped wort is moved to a fermentation tank for, no surprise, fermentation, which produces the final beer. Fortunately for your now metal-deprived dwarves, these can be constructed either automatically by placing a metal liquid tank, or crafted by a stonemason out of stone blocks.
Once the beer has had enough time to ferment, it can be decanted back into a barrel, ready for consumption as glorious dwarven beer! All thats left is to build the most important piece of furniture of all the beer tapper in (of course) the feasting hall for your dwarves to enjoy!
And thats the beer production chain! It almost goes without saying that dwarves much prefer drinking deliciously brewed beer rather than water from a barrel, and will be much happier in your settlement after a good drink. Beware though, as if a dwarf drinks nothing but alcoholic beverages for several days in a row, they will become dependent upon it to get through the working day. While this applies, theyll still have the same happiness bonus from drinking beer as before, but if it runs out, expect a disastrous hit to happiness while they go through the withdrawal effects of going sober! The management of tracking if a dwarf is drunk and/or dependent on alcohol is using a status effect system which I dont think Ive detailed in a dev update yet. Its the same system that makes the progression of hungry > starving > dead (and the counterpart for being thirsty) work in the game. Perhaps this will be worth detailing in a future dev update? Constructing a functioning brewery requires a surprising amount of metal ores, ingots and fuel to get going, and with this update you may find more than ever that you want your dwarves to produce certain quantities of items in a certain order, or more likely not produce other items that they currently are doing. This really necessitates the ability for the player to control what is crafted, AKA production management, so thats the next feature which is being worked on for Alpha 4! In a similar vein, being able to prioritise which jobs you want doing urgently rounds off the roadmap for Alpha 4 and probably what is most necessary at this stage. Finally, a note of thanks to community member gammalget / falkowich who offered some help in diagnosing and fixing the issue thats been plaguing the Linux version of the game since the Java update. Im happy to say this has now been resolved so Linux players should be able to use the executable provided rather than need their own installation of Java to run the game. If you find any issues with this or any version ofKing under the Mountain, the best option is to drop a message in the official King under the Mountain Discord server in a relevant-looking channel. Im also on hand to answer questions directly there, if youre interested. On that note, thanks as always for sticking with development of the game (or at least this update) and see you next month!


[ 2020-10-25 23:20:38 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

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43.99$ (12%)
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