Dungeons & Combat
The higher difficulties of dungeons are not available straight away and must be unlocked.
Kings and Heroes is rogue-like in the sense that dungeons are procedurally generated, and that wiping in a dungeon means the end of that dungeon run.
While there are caves and crypts to explore out in the overworld, the main dungeons are accessed by speaking to specific NPCs in the hub town of Everdale. This is also a good place to find other players for your party!
'Trash' mobs will hold value in the fact that they drop items that can be salvaged to gain crafting components.
PvP is something the team has wanted from the beginning. While the focus for launch is on getting dungeons and the world settled in, PvP Battlegrounds will follow shortly in the coming months.
PvP will be an opportunity for certain utility skills to shine. i.e. a wizard can detect invisibility to counter stealthing rogues.
The game is centered around procedurally generated dungeons, but there is a large 'overworld' to explore with NPCs and things to find and do
There are different tile sets for the dungeons including caves and crypts. Because they are generated you won't be running the same dungeons over and over again
Dungeons will have traps, tricks and secret doors
Currently 5 difficulties for dungeons. A solo player might find it tough to attempt higher difficulties
No tab targeting, all skill shots. Aiming is important!
The overworld supports hundreds of players at a time, but the dungeons are instanced for 1-8 players within a party
NPC levels in dungeons scale based on the party's average level, and also the selected difficulty of the dungeon
Difficulties range from 'Easy' to 'Insane', and effect enemy levels, stat modifiers, AI, and the abilities they use
Dungeons have floors that go either up or down. The further into the dungeon you go, the higher chance for better loot to drop. Floors have various 'themes'
Dungeon generation is dynamic. Many traps, secret doors and rooms. Dangerous platforms that require movement skills like double jump or teleport to reach.
Dungeons shouldn't feel repetitive. There is a lot of variation of rooms and a wide array of enemies that it should feel fresh and new each run
Dungeons will have a purpose and really mean something
If you die, you first enter a 'downed' state that incapacitates you. party members can try to revive you
So far clerics are the only class that can resurrect dead players while in combat.
If everyone in the party dies, it's a wipe and the run is over. You must begin a new dungeon
Combat system more akin to Dark Messiah minus all the kicking
Players crit by hitting the appropriate weak spots on an NPC's hit box. It is purely player skill based. NPCs in higher difficulty dungeons might have a better chance of critting on players.
The servers are hosted live-- no pausing!
There are plans to release tools to allow player made dungeons. This won't be available right at release, but will be some time during Early Access.
Players can choose dungeon size during dungeon creation. There are 5 sizes ranging from small to huge. A small might take about 30 minutes while huge may take hours.
Dungeon difficulties and sizes are a reflection of how many people you are grouping with. Solo players can run small/easy dungeons, while large parties can take on bigger and badder ones. We want to encourage group play, since this is first and foremost a multiplayer game.
There is no 'hardcore' mode that results in the permanent death of your character. Wiping in a dungeon results will end that adventure and a new one will need to be generated.
Loot
The best gear in the game is obtainable via both dungeons AND crafting. The team wants to reward players who put in the time in either faucet of the game.
No class restrictions on weapon types. Everything is available to use for everyone.
Currently gear is not soulbound. Anything can be traded between people.
Lots of loot obtained from dungeons, as well by crafting. Most loot is randomly generated. Different qualities of loot. Salvaging will be a thing.
NPCs equip the gear that they drop. If an NPC is holding a powerful looking weapon, it might hit you a lot harder but if you can kill it you can take the weapon from them!
Crafting levels independently with it's own progression. Players don't have to choose between combat and crafting.
Many items in your inventory are stackable.
Loot is shared, and currently supports free-for-all and round robin. The team is looking at other loot systems and possibilities
The World
NPCs in Everdale will have pathing and voice acted dialogue.
Although it's not yet available, there is a world map.
There will be dragons!
Some areas in the overworld will be very challenging and require a group.
World bosses, such as the dragon, are planned. It is uncertain if they will be available right at launch.
It would be wise to spend the first few levels in town and running dungeons to gear up before braving the more dangerous overworld.
While Everdale is the central hub of the game, there are lots of settlements and points of interest in the open world. Caves, ghost towns, forests, swamps, NPCs to meet (or fight) Lots of exploring
While dungeons are scalable, the open world is static
Quests won't be traditional, but rather item based. Find an item out in the world and bring it to an NPC that is interested in it, and learn the story about it. Make a choice to turn it in to that NPC for a reward, or find someone else who might also want it.
While dungeons are instanced, the over world is completely open. Different 'servers' will exist to help maintain healthy player population.
Mobs will have designated spawn areas, but can wander and path.
Character Creation
6 character slots
5 classes: Champion, Cleric, Wizard, Rogue, Ranger
6 classic stats: STR INT WIS DEX CON CHA
Classes display preferred stats on the right of the screen when selected (example: clerics primary stat is WIS and secondary stat is INT)
Races have further stat modifiers
Players roll to assign their stats. They are randomly generated, but a player can roll as often as they like until they are satisfied with the result
Alignment system offers choices among the classic Lawful/Neutral/Chaotic/Good/Evil spectrum (Chaotic Evil, Lawful Good, Pure Neutral, etc) There are plans to expand on this alignment system
Character Customization features sliders and shaders for gender, height, skin color, age, hair style, hair color, beards, traits and eye color
Character Creation is still pre alpha, and many options and variations haven't been added yet
The odds of rolling 18s across the board are so low that it is highly unlikely you will ever achieve this. Don't even try ;P
Classes
There isn't a hard system of the 'trinity' but there are tanking and healing roles. Tanking is dynamic, using body blocking and becoming a barrier between NPCs and allies. No dragging mobs to a designated spot for killing.
Abilities are accessed by the action bar. They are limited by cooldowns.
Classes who have specific roles such as tanking and healing make running dungeons much more effective and quicker, but they certainly aren't required.
Players will begin with around 5 abilities to start and have to learn the rest.
While some classes may be better at mitigating damage or healing, there is no 'trinity'. Dungeons are a bit more chaotic and any composition can be viable. All classes will be able to solo
Classes that are available right at launch do not have pets/minions/summons in their toolkit, but the systems are in place for future classes. Some classes will be centered around minions/pets. Currently some NPCs have this ability.
Rogues may be the primary lock pickers, but players could find keys as well. There are also magical locks that might require a spell or special magic key to unlock.
Lots of skills in the game. They have 5 ranks each. Some skills are available through a trainer, while others need to be discovered
Utility skills exist, such as lock picking, disarming traps, and illuminating dungeons
There are no class restrictions for gear, but there will be natural advantages and disadvantages that fit the class fantasy. A wizard can deck out in full plate, but it might not be tactical to do so
Rogues can sneak, pick locks and disarm traps!
Other
We are considering purchase bundle deals for steam.
The world servers are currently set to sustain 150-200 characters.
Players can chat across all the servers.
In the next month we want to bring more information about story and lore.
There are no restrictions on streaming Kings and Heroes during Early Access.
There are potentially up to 250 inventory slots per character.
There are no weight limits-- players won't have to worry about being overcucumbered
There is a HUD, it's just not ready to be shown yet.
Players will log into the game with their steam account, but when they create their characters they can choose the character's name.
Industry games will be hosting the servers. We are exploring possibilities for international servers
There will be no subscription to play. Buy once and get the entire game. No plays for microtransactions
PVP is planned for the game, but might not be available right at launch. No friendly fire
Plans for Steam Workshop and Modding, but will probably be very limited during early access.
Plans to have large free content updates every 2-3 months during early access
Plans for a more horizontal level cap rather than adding additional levels post game. however, still in early design phase. Currently there are 50 player levels
The game is Action based. Hit boxes are dynamic. higher crit chances in specific areas such as head and back. This goes for players as well.
Lvl 50 will be the cap, and depending on your play style could take approximately 40-60 hours
Friend list and trading is in the game. Plans for guilds. No in-game mail
Industry games will be hosting the servers. We are exploring possibilities for international servers
There will be no subscription to play. Buy once and get the entire game. No plays for microtransactions
While the game has a lot of MMO-like features, we don't think that it hits all the check-boxes that make a game an MMO. The direction of the game will take it closer to this mark as content is added.