In this update9
Full notes
Full Crown of Kings update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Events
- Performance
- Balance
Crown of Kings changes
Crown of Kings – Act I Update v0.29
Here's another development update for Crown of Kings. Version 0.29 has been a productive milestone full of system upgrades, polish, and structural improvements that bring the game another step closer to release.
Modular Damage Effects
Each damage type now carries unique visuals, sounds, and game-play consequences. Fire burns, force can knock enemies back, acid corruption can damage equipment, and so on. This change adds a lot more identity and feedback to combat. I’ll continue balancing and fine tuning as development continues, but the foundation is solid.
Map and Document Overhaul
Maps now have a real purpose. Using a map item reveals that dungeon floor’s layout, chest locations (color coded by content), keys, entrances, and exits. The fog of war is also removed, letting players see the entire floor map's unexplored areas.
The document trader in the village now gives better rewards for parchment stacks, and scrolls remain rare finds among the papers scattered through the dungeons. Documents like Wills and Deeds don’t serve a purpose yet, but will become valuable in Act II.
NPC Dialogue Nudging
The Gossiper NPCs now greet the player with small gestures, a throat clearing sound, and a subtle animation and text prompt to draw attention. This helps make sure players who enjoy story content won’t miss them, while those who prefer to skip can still move freely.
Breakables... Sure to Break
Crates and barrels now break exactly as expected. If you swing at a breakable object while facing it, it will register every time. This makes looting smoother and removes the frustration of missed hits.
Backpack Feedback System
Inventory messages are now queued so none are skipped. Important messages like inventory full, quest rewards, or silver gains will always display clearly, one at a time.
Visual and Technical Improvements
The village map now uses a 2D top-down texture instead of a second camera, improving both performance and appearance.
The grass shader has been adjusted to move naturally without the “underwater” look.
All audio clips were reduced to 70 percent quality to cut file size with no noticeable loss.
I reorganized a lot of code and scriptable objects for faster iteration and stability.
The project has also been upgraded to the latest secure version of Unity.
Balance and Item Adjustments
Flowers now stack to 25 instead of 50.
Lockpicks appear more often in merchant inventories.
Potion and scroll availability was adjusted for better balance.
Gear in Act I is now limited to one socket per item.
Bug Fixes and Behavior Improvements
Potions and scrolls can no longer be used while attacking or jumping.
A potion bottle now appears in the player’s hand when drinking.
Buy and sell feedback now shows the exact amount of silver exchanged.
Invisibility and Silence potions now work correctly.
The Mass Smash scroll now affects a larger area.
Enemies no longer walk on acid pits.
Dodge and Flank systems were improved, and the Flee system removed for now.
Stamina now refills near-instantly when idle in the village.
Development Tools and Web Integration
I updated the pitch deck, created a press kit for content creators, and launched a developer wiki for Crown of Kings. I also built Unity editor tools that pull data directly from the game to keep the wiki and site synchronized.
What's Next?
I want to add new quest objectives for Quest 2, 3 and 4 (in Act I) before moving on to develop Act II. These objectives will introduce certain features or mechanics to the game. For example, in Quest 2, I want to give the player a
Source
Changelog.gg summarizes and formats this update. How we read updates.
