[u][b]Update 1[/b][/u]
[b]*Important!*[/b] Please note that with Update 1, [b]all previous saves will no longer work[/b]. You will have to start a new save file after the update. This is due to a number of changes including the new Prop System and Modding support.- [b]Placeable modular walls:[/b] available in two materials; stone and wood.
- [b]2 new map scenarios:[/b] new starting points and resource node placements.
- [b]Decoration and Prop Tool System:[/b] all decorative objects (known as Props) placed will now have a ‘beauty value’ which will directly affect the happiness of surrounding houses within their radius. Players now also have much more control over the placement of props, no longer restricted by the grid system.
- [b]Modding update:[/b] Modding tools for buildings. Check out [url=https://dk.mod.io/]dk.mod.io[/url] for more info coming on June 24th.
The dev team is also actively working on Loading, Memory and other Performance improvements. These will be rolled out on a regular basis, so keep an eye out on [url=https://twitter.com/DistantKingdoms]Twitter[/url] and [url=discord.gg/DistantKingdoms]Discord[/url] for patch updates!
We previously mentioned that new maps would be part of Update 1. Unfortunately this has been removed for now. But never fear! The team are still working on this, but it will be moved to later on in the Distant Kingdoms timeline. For now, we want to focus our attention on what the community is most eager to see; Adventuring & Exploration. All our design efforts have been shifted to delivering the best possible experience for all our eager adventurers. Which leads us on to...
[u][b]Update 2[/b][/u]
The main focus of Update 2 will be a complete overhaul of the adventuring and exploration system. Our goal is to incorporate much of your feedback throughout Early Access and to really meet our original vision and goals for this system. However, as we are still in the pre-production phase, it’s highly likely that the [b]following gameplay mechanics may change as we develop and polish them[/b]. We’ll update you nearer to the Update 2 release time, when we have more concrete details for you. In the meantime, take a look at some of the ideas we’d love to bring to you in Update 2! [u][b]Turning adventurers into Heroes[/b][/u] We want to make our Heroes truly worthy of the name and have them interact with Ineron in meaningful ways, whether that’s through a more reactive exploration mechanic or adding greater depth to Heroes. Some ideas we’re looking at include:- Interactions between Heroes and buildings within your settlement, and how the events system may affect them.
- Looking at the depth of exploration events by adding choices, consequences and rewards.
- Adding skill progression to Heroes and developing their characters.
- Having exploration events and Heroes more closely linked, with the likelihood of success being directly driven by Hero actions and skills.
- Examining how your Heroes may earn boons or debuffs, based on how well their current adventure is going.
- Redesigning the appearance of exploration events, the world overview and the party management interfaces.
- Injecting further lore via Hero biographies and exploration events.
- Watching Heroes traverse settlements and terrain as they explore.
- Replacing hexes with more organic regions to further accentuate the natural landscape.
Thank you again for all of your feedback and support since our release into Early Access. The future of our Kingdom wouldn’t be complete without your input, and we want to assure the community that we will continue to listen to feedback as we implement these game changes along our Roadmap.
We can’t wait to bring you more news and updates soon!
