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November 2020 Update - Alpha 4 Complete!

Welcome to the amazingly-ahead-of-schedule November dev update forKing under the Mountain! Very good news this month in that everything on the roadmap for Alpha 4 has now been delivered, and a little extra to boot! So without further ado, heres a run-through of whats been changed or added. The biggest addition is that there is now a full job prioritisation system! A new top level menu, Priority has been added which gives you the following new options:
Job priority menu As you can see in the screenshot, when this menu is open the priorities are shown in-game. Previously settlers would pick whichever the nearest job to them was, in order of the professions that they had activated. Now the same still happens, but respecting the priority assigned to a job first so all the Highest priority jobs will be assigned first, then Higher and so on. Finally youll be able to instruct your dwarves what it is you want completing next! As well as being able to set the priority of jobs waiting to be assigned, such as orders like mining and logging, furniture which creates jobs, like a crafting station, can also have a priority assigned which gets passed on to the jobs it creates. This goes even further in that some rooms like the kitchen and farm plot generate jobs without being specific to any furniture, so those rooms can also have a priority assigned (when interacting with the room/zone) which gets passed on to any furniture that already exists or is set to be constructed. So theres a lot more going on than you might think! Id love to get some feedback on the way this has been represented in-game, both from the choice of colours which Im not very sure about, and the use of arrows to represent the priorities too. Oxygen Not Included by Klei (a fantastic game) has a similar system, but uses numbers from 1 (lowest) to 9 (highest) to represent priority. Do you think that would be better here? Theres another equally huge (at least in terms of quality of life for the player) addition in the form of an entirely new management screen to go alongside the existing Resources and Settlers screens crafting management!
The crafting management screen This screen first lists each type of crafting, along with any furniture that crafting can be performed at, and the rooms that furniture can be placed into. Right now, every type of crafting is only performed at a single crafting station which is found only in a single type of room, but the game allows for more complex setups and they could be modded in right now. Clicking on a type of crafting shows the set of different items or liquids that are produced by that crafting type. These rows allow you to set a total number of items to maintain in the settlement, that is, have a total number of items which may or may not be in use. This can be set as a single figure for the whole settlement or scale based on the population as shown. Items are consumed or effectively removed when they are used in furniture construction (such as tools on a workbench) so once this has happened, more will be created. Barrels and cauldrons feel like a special case because once they are placed as furniture, they no longer count as an item, though they appear identical visually, so Im interested to see if people find this confusing and end up with more barrels and cauldrons than they expect. This row also gives you a total count of how many are currently in your settlement a more detailed breakdown can be found in the Resources screen. Clicking on one of these item or liquid product rows shows the different crafting recipes that produce the desired output. A crafting recipe is a set of input items or liquids, which get converted into a set of output items or liquids, though currently every crafting recipe only produces a single type of output, but this doesnt have to be the case. Most crafted outputs are produced only by a single recipe, a good example of an exception are wooden planks which can be crafted out of wooden logs or mushroom logs, which are counted and tracked separately, or metal blooms which have specific crafting recipes for specific materials. Any input items which dont use a specific type of material, allow the player to now pick a material to always use in that crafting. Theres also a mini set of priority options for the crafted items and liquids, setting this will set the priority of which crafting recipe is selected next recipes of the same priority are chosen from randomly, at least for all of the recipes that have their input requirements available. Each crafting station also has a new Crafting button to launch this screen filtered to showing everything already expanded for the crafting type it uses. The crafting types, furniture, crafting recipes and default amounts to produce are all easily moddable, and this screen is a good representation of the mapping from the data files to how they are represented in-game. Between the addition of crafting management and the priority system, players should now have the tools they need to manage settlements that were getting a bit too complex without them. Being able to manage and prioritise the production of beer in particular should be of great use, as the previous release probably led to an over-abundance of barrels being crafted for most players! While those two are the main additions (and what was listed on the roadmap), thats not all for Alpha 4! Theres even more quality of life improvements in the form of new Cancel and Demolish options in the build menu.
Build menu with new Cancel and Demolish options The cancel option works much like its counterpart in the Orders menu it is used to mass-cancel any queued up constructions (furniture, bridges, doors and walls). Deconstruct is used to set constructed furniture, bridges, doors and walls to be removed. No longer do you have to click on each thing individually and set it to be torn down! Along with this work on managing constructions, the game now keeps better track of which material was specified to be used by the player in the construction. An earlier update (one that automatically resets material selection when none of that material is available) had broken this functionality, so now that improvement still works alongside the game again correctly respecting any choices by the player. In other words, set a wooden piece of furniture to be constructed with Any material and the game will handle it as best it can, potentially even resetting what it has selected initially, but if the player manually chooses a material to use, it will always stick to that selection. Although theres not much interest in modding yet, Ive added a placeholder sprite as a fallback (literally a square with the text placeholder on it) which the game will now use if any sprites are unavailable for some reason. This shouldnt happen in the base game, but when attempting to mod something, a modder can easily forget that a change in one place may mean new sprites are required. Until now the game would have rendered nothing or even crashed if these werent available, but now the placeholder graphic should make it clear where these are needed. Although Im making this game as a one-man team for the design and development side of things, it wouldnt be possible without a bunch of very talented freelancers working on the art and music. Theres currently a lot going on in the artwork side of things, to get everything produced forKing under the Mountain to press on towards the Steam Early Access release. Theres even quite a lot that has already been produced which hasnt been revealed yet that Im very much looking forward to sharing in future updates. This Alpha 4 release does contain one artwork improvement though the constructed stone and wooden walls:
Old walls on the left, new on the right These constructed walls, the stone version in particular, were actually my own programmer art of attempting to copy the Prison Architect style for how walls work (although being able to handle a thickness of more than one tile). In fact the very very first code written forKing under the Mountain was figuring out these walls and how to render them, as you can see from my channels very first video from all the way back in 2015. Theres a lot more to come, including overhauling quite a bit of how the environment looks in the game, so look forward to that! Finally, in the process of writing this update a community member was having issues running the game. After a bit of investigation we figured out that the laptop used no longer had enough memory to start a new game or load an existing one. The additions are adding up! To help with this a little though, a secret feature has been added to let players modify the size of the map when starting a new game. This is done by editing the seed.txt file alongside the game launcher. Previously this was a text file with the number 0 in it only. You can change this to a different number to set the map seed for the random generation, in other words setting it to a number other than 0 will cause the game to generate the same map each time, much like seeds used for random generation in games likeMinecraft. This file now contains a second line, which reads 400300. This corresponds to a map size of 400 tiles wide by 300 tiles tall. You can change this text, and as long as the format is the same (i.e. XXXxYYY) the game will use that size for the map instead. This was added to let computers without enough memory to generate the current map size still run the game with a smaller map, but you may want to try a larger map too. A word of warning the minimap does not currently scale properly, the size of the minimap in pixels is the size of the map in tiles, so a very large map will cause the minimap to obscure the whole game. This will be improved in a future release, I just wanted to get something added quickly for the players affected to still be able to run the game. Picking the map size and random generation seed will be built into the UI properly at some point. At some point Ill have to think about optimising the memory use, though ideally the longer I can put that off, the smoother things will be. There is a potentially fun side effect from being able to control the map size, you can now create a tiny pocket world as a challenge of playing the game with very limited space and resources.
A small pocket world And thats it for this month and Alpha 4! Alpha 5 should see the remaining very-clearly-missing quality of life improvements in the form of stockpile management and support for multiple saved games/settlements, and then goes on to the lay the remaining groundwork systems a particle effect system and constructed roofs and flooring to support the big content additions of alphas 6 through 10. Thank you to all of you sticking with the development of the game! If you havent done so already, you can wishlist the game on Steam at store.steampowered.com/app/930230/King_under_the_Mountain/ though if you already have access via Kickstarter or Itch.io you will be receiving a Steam key for free!


[ 2020-11-24 11:45:49 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

[ 6140 ]

16.99$ (15%)
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