![]() ![]() The save files themselves have been overhauled so that they use compression, so in previous versions a save file would be 30 to 50 megabytes, now one is generally around 2 and a half megabytes! This means you're not limited to a single saved game at a time anymore! Long overdue like most of the features in the pre-Steam Alpha roadmap and I'm very happy to see it added. So you can name your settlement now, but why does that matter? To help you identify different saved games! Above is the load game screen that's just been added to the main menu (though I'm sure most of the time players will just hit "Continue game" to continue their current save). There's a lot of artwork in progress and also already completed for features to be added in the not too distant future, but I'd prefer to keep the reveal of those for when the features are actually implemented properly. Also the grass flooring itself has had an overhaul to look better too. On the left in the picture above is my old programmer art wavy-edge type of flooring overlaps, and on the right something looking much much better for different types of floors (see if you can spot how the dirt onto stone looks different, it's subtle!). ![]() Thanks to one of the several very talented artists I'm working with, there are now new visual assets for the way floors overlap onto each other. While this feature has been tested and works well as far as I can tell, I don't believe anyone has tried this feature out properly on a Twitch stream yet, so please let me know if you're going to give it a try! Twitch integration! While playing the game on Twitch, you can now connect your account using the game's options menu, and this will reveal the options shown above to have settlers in-game automatically have names based on current Twitch viewers, with an extra option to prioritise Twitch subscribers before other viewers. Perhaps not too exciting by itself but it leads on to. ![]() Speaking of customising settlers, you can now rename them in-game. In the future this screen will contain a lot of options to customise your starting settlers, items, even the map itself before starting a new game, but it's nice to have even this in the meantime. This means if you discover a map you particularly like, you can use the same seed again in the future to recreate it, or better yet, share map seeds with other players. You can enter text into the map seed field if you like, though the game will turn it into a long number as shown. This allows you to set a name for your settlement (or let the game randomly generate one) as well as set the seed - the number used to initialise the random generation - before starting the game proper. Another month, another year even, and so it's another dev update for King under the Mountain! There was another fantastic burst of progress this month culminating in the first release of Alpha 5, covering half of the items from the Alpha 5 roadmap already - so I'll jump straight in to the new developments!įirst of all there is now a (very bare-bones) embark screen (i.e. ![]()
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