fbpx
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

 

Polymorph Games

 

Join us!

Facebook Twitter Youtube
© 2016-2019 Polymorph Games - contact us - privacy policy