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Foundation

A New Era of Organic City-Building Simulation!

Devlog #06

Hi everyone and welcome to Devlog #06!

Let’s dive straight in to the news…

QoL Poll Results

As you may have seen, last week we submitted 10 community Quality of Life suggestions for you to vote on. The results came in and work is already under way to implement your chosen suggestions:

  • Button to pause production in production buildings

A great suggestion and one that will make managing resources easier. To add to this suggestion paused buildings will have their maintenance cost reduced by half.

  • Add ‘unemployed only’ filter to worker assignation drop down
  • Villager Pane displays the Workplace/Home Distance

Managing your villagers work/home distances and optimising travel distances will be much improved with these suggestions. Great choices!

  • Return resources for buildings that have building work cancelled

We have taken this suggestion and plan to expand upon it. When destroying buildings you will get 50% of the resources back that were used in the initial construction.
Additionally placing a building accidently will no longer be a drain on your gold reserves. Cancelling a construction that has not yet started will return the gold outlay for that building.

  • Farms have separate fields defined

Another great suggestion which will allow you more control over the placement and segregation of your fields. We are also reworking and optimising the production cycle of fields and we will hopefully add this to the QoL update depending on testing.

Modding Preview

We continue to work on modding functionality. We are changing when mods are loaded so rather than being loaded as Foundation starts they will be loaded at the same time as a save game, additionally we have been working on more changes to allow mods to be loaded mid game as apposed to the current situation where once a game has started no more mods can be added.
There are also still a few optimisations being worked on to ensure mod dependencies are handled correctly as well as a few bugs that needed to be fixed.

If you would like to try your hand at modding you will need to use the Lua programming language to create any mods in Foundation. Documentation for the Modding Preview (1.2.0) can be found here.

You can also join in the modding chat on our Discord server.

Wine Production Chain

As you saw in Devlog #05 we have been working on some new farms and fields. The two crops that you saw in the last devlog were grapes and hops. Well done to those that guessed correctly!

Further work has been done on the wine production chain, including the Vineyard building which is currently being worked on

Here is a first look at the Winery! It’s soooo cute!!

Of course wine needs a suitable storage vessel. We are not talking wine bottles here, we are talking bigger scale storage! Below you can see work in progress on the Cooperage.

Thanks to everyone that got involved in the voting last week and if you have suggestions that you would like to share you can add them to our tracker here.

The Whole Polymorph Games Team

 

Devlog #05

Welcome all to an all new Devlog!

Firstly we would like to start with word on a new Quality of Life Update!

Since the Early Access launch, we have received a bunch of great QoL improvement suggestions from the community. We’d like to know which ones are most important to you. 

We have submitted 10 suggestions for you to vote on and we will prioritize the top 5 for a QoL update!!

Voting is now open!!

If you have any suggestions that you would love to see implemented, you can add yours for review on our tracker here.

Back from voting? Let’s tell you what we have been working on!

Modding Preview

In the last Devlog we announced the release of the modding preview. Thanks to the modding community testing has gone well with only a few small bugs that were quickly fixed. 

We still have some more work and testing to do on the modding update but we hope to release it on the main branch within the next couple of weeks. Though this will depend on further testing and fixes.

Farms and Crops

We have already hinted that we will be introducing some new crops into the game. With these new crops will also come new farm buildings! Here is a little visual hint to those crops the team have been working on. Can you guess what they are?

New Military Quest System

In the last couple of days we have begun initial testing of the new military quest system that will be the focus of the Kingdom Estate progression. 

We will start out by testing the basic mechanics of the system with a single multi-level mission. Once we are happy that the quests are acting as they should we can begin to add more missions and depth.

One new aspect of these missions is the probability of success and failure. To increase the chances of a successful mission you will need to train your soldiers or they could end up like this…

or worse!

Of course, the soldiers will need weapons and those weapons won’t make themselves

… And there’s more

As you can see, we continue to work on the animations that will make the game even more immersive. 

For all the equestrians out there, here’s a little peak of a beautiful moment between man and horse

There has also been some great work done on a new monument! That’s just a teaser though as there is still more work to do. We’ll let you know more in a future devlog.

We will bring you more news in the next couple of weeks, all that’s left to do, if you haven’t already, is go and vote on the QoL update! Voting closes on Monday so don’t delay to have your say… did we just rhyme that?!

Enjoy your weekend everyone!

The Whole Polymorph Games Team

 

Devlog #04

Friday is upon us once again and it’s time for another Devlog!

This week we are going to focus in on modding… Everyone loves a good mod, including us!

What have we been up to this week?

Whilst work continues hard on the Major Content Update we have also been working on opening up the modding capabilities. Over the past weeks, some of the team have been working on the modding tools, code and API to give modders a plethora of new tools and options.

As we write this the team are hard at work on a preview build that includes some major modding features that will allow the modding community to take their mods to a whole new level.

This preview build (1.2.0) will be available on a public preview branch in Steam (Betas) whilst we work with the modding community to stress test the new features.

If you are a modder and would like to test the new update, you can provide feedback and chat with other modders on our Discord Server where we have a dedicated channel for feedback of the preview build.

To gain access to the preview build on Steam:
-> Right click Foundation in your game library
-> Click Betas tab
-> In the drop down choose modding_preview

To gain access to the preview build on GOG:
On The Foundation game page…
-> Click More
-> Settings
-> In the Beta Channel dropdown click ‘On’
-> In the Channel drop down click Modding Preview

What can the modders do with this update?

Some of the new features include:

  • Create workplaces
  • Create monuments and bridges
  • Create walls
  • Create particle effects

We have also included a new mod example that will show the possibilities of new modding features.

And there’s more! You can check out the full list of new features as well as check out the modding documentation on the modding wiki here.

How can players help?

Good question! Any mods created for the preview build will not be available in the main branch of the game but both the preview build and test channel on Discord are open to all players so you can keep an eye on progress and if you would like to test the mods and the build you are welcome to join us.

Once the preview has been thoroughly tested (and fixed if needed) we will move it to the main branch and modders will then be able to add their new mods to mod.io for integration into the game.

Time for a teaser

Here is a first look at one of the new buildings you will find in the upcoming Content Update.

It’s thirsty work out in the fields but a good local beer can help quench that thirst…


Testing can be fun!

Our QA Manager has been testing Foundation to its limits this week and sometimes the question ‘What will happen if?’ can get out of hand!

Renaître de ses cendres

A couple of weeks ago we commented on the devastating fire in Paris and the community’s reaction. This week we would like to follow up on that with this outstanding reproduction by MajesticIX.

We hope you enjoyed this weeks Devlog and have a great weekend everyone!

The Whole Polymorph Games Team

 

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