… but first we would like to take this opportunity to thank every single one of you!
We have recently surpassed 200,000 sales of Foundation and thanks to all of your support and feedback we are able to realize the game of our dreams, and hopefully yours too.
From the whole team… Thank you!
The December Update
As you can probably tell from the title we are planning to release the next update before the end of the year. We will bring you more news and more details on the update once we are closer to release but in the meantime here are some of the things that will be making it into the next content update:
Villagers will move house when too far from their workplace. The lord will also have the authority to force them to move.
Jobs will be directly linked with villager status where you as the Lord will have more control over status promotion.
Improved military system with stats, levels, and equipment.
New production chain with two new buildings; The Hop farm & the Brewery.
New buildings parts and function for the Wooden Keep.
New Character visuals including new job outfits.
New weather visuals.
New sounds including workplace animation SFX as well as UI SFX.
New modding capabilities: Custom components and behavior trees .
The changes to job roles and villager status will be major and due to this, we are planning to release a preview build in order to test and gather player feedback on the new feature. Keep an eye out for further announcements on the preview build release.
We have even more planned for the December Content update and we will bring you more information soon.
We are excited to announce our attendance at MEGA & MIGS 2019 this coming weekend!
If you are in and around Montreal this weekend then you can check out more here.
We look forward to seeing you there! -The Polymorph Games Team
Welcome to Devlog #11, where I will be giving you some insight into what the team has been working on since the last update.
I don’t often do this but let’s kick off by talking about me! Well… not so much me but at least what I have been up to.
In the last update we introduced a way for players to create their own custom maps that can be uploaded to mod.io for everyone to play. With this in mind, I have been learning some basic modding and creating a custom map that is available now in-game. I have then gone on to use this map as a template for a custom map tutorial video which can be found on our YouTube channel.
Check it out if you fancy making your own map.
For any queries and help with map modding we have a very knowledgeable modding community over on our Discord server that will be more than happy to help.
For those that would prefer to wait for a map generator, it will come before the full release, in fact, over the last couple of weeks, Ben has started work on an early prototype for a procedural map generator.
Moving on to Vincent, who also hasn’t been mentioned in a recent devlog, but for good reason, as he has been hard at work on job outfits for villagers. This has been no small task with multiple job roles for both female and male villagers.
You can see a few examples below of the new outfits:
More recently Christopher has also been working with Vincent on villager outfits, though for Christopher he has been looking at the villagers themselves and allowing for the integration of all the new outfits as well as hair styling. Alongside this, he has been working on some performance optimizations for villagers which should hopefully see some fps improvements in the future.
I know this one will make you happy… one further thing that Christopher has started initial work on is the possibility to force villagers to move home!
Having done some great work on the new workplace animations in the last update, Michaël has also been working on the villager job outfits, in his case he has been looking at skinning the new outfits on the 3D villager models.
Needless to say, the villager outfits are coming together well.
Claudine has begun work on some visual research for new environment biomes, creating mock-ups and sample textures for visual reference. Here you can see a couple of mock-ups of how things might look:
She has also been looking at a ways to improve and polish some of the current in-game assets and textures, such as improvements to trees, water and ground textures.
Some time ago we teased the Brewery and now we have a Tavern but no beer. Never fear though, Loup-Gabriel has been working to complete the brewery as well as working on the hop farm.
Loup has also been working on a new production chain but there will more info on that in a future news update, however he has also been working on some new decorative items that will work with the new production chain, so I’ll leave that one to your imagination for now.
Maxime has been continuing work on improving performance for low-end systems, as well as general optimizations, when generating models, and improving LOD generation.
He has also been working on ways to provide pathing feedback to players when placing buildings and creating the dev tools required to configure this in our Hurricane engine.
Nicolas has, as always, been thoroughly testing improvements and gathering information from the community regarding any bugs and feedback.
As well as this he has been working with the engine programmers investigating possible performance optimizations, one of which was released in a hotfix patch last week to improve performance for larger cities.
Talking of large cities and performance, Phil has been looking at ways to improve villager needs efficiency. This, tied in with villagers moving home will see some major improvements to your overall village/city efficiency in future updates.
Finally Léo has been looking at many aspects of the Hurricane engine, working with and helping the team.
In no particular order he has been looking at
Improvements to our shader system
Improvements for our skinning system (new villager outfits)
Investigating RAM usage with an eye to improve memory allocation tracking
Undertaking performance analysis between updates
Prototyping terrain improvements that support more ground types and vegetation (Biomes)
Improving the dev tools including the in-house Hurricane editor. For example we now have a new Asset Preview allowing the team to easily explore game assets.
I hope you enjoyed the read! We have a lot of improvements coming and work is well underway for the next update but there is still much to do. Until next time… Cheers! -Ash (Community Manager)
We have a lot of exciting new content in the Fall Update as well as new features, changes and fixes.
You can check out the full changelist below:
The Fall update sees the addition of a new production chain starting with the Dairy Farm.
Produces Milk from Cows
The Cheesemaker is the next progression in the new production chain. Milk, produced at the Dairy Farm will be processed into Cheese by the Cheesemaker.
Cheese can then be sold at the market as a food resource to satisfy villagers’ food needs.
Produces Cheese from Milk
Added: Cheese resource
The Tavern will be a place for your villagers to relax after a hard days work, where they can purchase some wine and also get themselves a hot meal if there is one available.
The Tavern, as all other Monuments, consists of multiple Monument including a Service Counter, for storage and staff, which combined with the Public Lounge will allow you to sell wine to your citizens. The Kitchen will provide meals that will be bought (if available) when wine is purchased.
There are also many decorative items that you can place on your Tavern which will give you even more creative options to decorate and personalize your creations.
The stone bridge now includes a host of new decorative items added that you will can snap to the bridge. With gates, a portculis and bridge towers, to name but a few, you will be able to make an impressive waterside entryway to your cities.
Added: Bridge decorations
Improved Bridge Collision and pathfinding
Added: Warning of incorrect placement
Monument functions will see some changes in the new update, these changes bring a new feature to Monuments which will allow you to choose which Monument part is assigned a particular function.
Some factors of the Monument parts will have an influence on the Monument functions, for instance, the capacity of the part and the quality of the materials used.
The Fall update will also see the introduction of the Great Hall, where you will host any Envoys that visit your settlement but will also bring an added bonus of doubling the Splendor for the Monument part that it is assigned to.
For now, the Horse will only be used by the Envoy to bring you quests but there will be more functions for the Horse in future updates.
Added: the Horse
Envoy visits the Great Hall
Another new feature on its way in the Fall Update will see the introduction of multiple workstation animations which will increase the number of animations within a production building.
We have also updated and improved on some of the previous animations.
Added: Envoy animations
Added: Grindstone animation
Added: Bakery oven animation
Added: Market tender animations
Improved: Harvesting animations
Fixed: Some animation character rotation
Monuments now have 3 tabs:
General – General Information
Edit – Edit Monument
Parts – Shows parts; allows function assignation. – New delete option per part
Within the Parts tab you will be able to assign varying functions to some of the parts using the new assignable functions feature.
Some functions will require extra maintenance costs, hovering over the function will show the effects of the function being assigned.
Other changes to the UI and UX include:
Confirmation popup on part deletion
Taxes collected now show in the budget window
Major improvement to the Monument assemblage experience
– Monument parts can now be attached in 3D, so players only need to place the mouse to a node to have the part attach.
New Immigration factors
Immigration is now governed by:
Added Capacity to some building parts
Bonus to bailiff depending on building part splendor
Updated maintenance costs to include capacity
For the first time, modders will be able to import their own map in the game.
Added: Map importer – Allows for the import of heightmap data for the creation of custom maps
Here’s an example of a Quebec City imported map:
Other Modding Additions
Livestock and tool prefabs are now exposed and usable for modding
New buildings, building parts, resources and jobs assets are now available.
A resource can now have multiple resource types
The market tender behavior is now available
Building part functions are now assets, declared individually. – Core building part functions have also been exposed to the API.
Fix: Infinite loading on low-end computers
Fix: Bridges (pathfinding / collision)
Fix: Do not remove bridge pathfinding connections when placing an obstacle under it
Fix: Removed housing lvl 2 door at the wrong location
Fix: Adjust housing collider sizes
Fix: Warehouse & granary resource visuals
Fix: Granary Collision
Fix: Forester planting multiple trees standing at the same spot
Fix: Fishing spot heights (all maps)
Fix: Rustic Church Basement
Fix: Beekeeping entrance
Fix: Avoid crashes when mods are disabled or changed
We are excited to bring you news on the plans for the upcoming content update!
This update will bring a plethora of new content to the game, so without further ado let’s take a look at what is to come in the next update.
New Monument: The Tavern
If you have seen the recent teaser you may have already guessed it but the next update will see the introduction of a new Monument, The Tavern!
As the Tavern is a monument it will consist of multiple parts. These parts will include a Public Bar room, Kitchen, Sleeping Room, Stables and many decorative items.
The Tavern monument will have limited functionality in this update but more functions will be added in future updates.
New Production Chain
A new production line will be introduced in the next update which will see the addition of the Dairy Farm and Cheese Maker.
These new production buildings will add both Milk and Cheese resources into the game, as well as new buildings and of course Cows!
Assigning Monument Functions
One exciting new feature, coming soon, will be the ability to assign functions to monument building parts.
With this new feature, the player will have the ability to assign some generic parts a function that is relevant to that monument type, allowing players much more control over their monument building functions and overall creativity with building parts.
The Lord Manor monument set, for example, currently includes a treasury building and a Bailiff office. These building parts will become generic and the players will be able to assign the treasury and Bailiff functionality to the generic parts.
The new update will also see the addition of the Great Hall to the Manor monument functions. The Great Hall is where you will host any Envoys that visit your settlement. Assigning the Great Hall function to a building part will have the added bonus of doubling the splendour for that building part.
Some factors will have an influence on the Monument functions, for instance, the capacity of the part and the quality of the materials used.
Further Monument functions are planned to be added in later updates.
New Immigration Factors
Currently, new villagers join a players village in pairs, with the time between immigration waves being governed by overall villager happiness. The new update will bring some major new changes to immigration, we will be introducing new factors to govern the size of the immigration wave giving you more control over the growth of your city.
In a change to the current system, ‘Happiness’ will affect the immigration count rather than the time between waves. A happier populace will increase the number of new villagers joining a settlement.
In addition to this, ‘Employment’ will also factor in to the quantity of new villagers arriving in a settlement. Having more unemployed villagers in a settlement will reduce the amount of new arrivals in the next immigration wave.
A third factor being introduced will see a players homeless villagers having an impact on new arrivals. The ‘Residency’ factor will require villagers to be housed and if they aren’t, each homeless villager will be factored in to the next immigration wave, reducing the number of new settlers joining a village.
More Workstation Animations
We will be adding even more animations in the next update alongside a workstation animation feature.
The new feature will bring multiple animation to workstations which will increase the number of animations within a production building. For example, the bakery will see a new workstation where one villager will be working the bread whilst a second villager is working the oven.
In a similar vein, the blacksmith will see a new grindstone workstation animation added that will have a second villager grinding tools whilst the first works with a hammer on the anvil.
With the new update we plan to add some weather variation to the standard gaming environment.
The new weather effects won’t have the same impact on the challenge to the game as the bad weather event but will increase the level of immersion with variations in the weather environment between sunny, cloudy and rain effects.
Bridges will be getting more detailed with the addition of bridge decorations! There will be a whole host of additional options to improve the look of your bridges, from simple banners to more ornate gates and towers.
Additionally we are looking into improving pathfinding and collision for bridges to ensure they are usable once built and placed correctly.
A Horse of course!
That’s right, we will be introducing the horse into the game, starting off as a vehicle for the Envoy.
We will be adding in the possibility to import heightmap data! Initially this will allow modders to include custom maps with their mods or even create a mod that is just a map.
We will be including more villager outfits and applying many bug fixes and improvements, including fixes to improve blocked pathing issues.
We plan to have the update ready for release within the next few weeks so keep an eye out for further announcements.
In the last Devlog some of the team, were packing their bags and heading off to Köln for gamescom 2019. The team are now back and working hard on the next update and we are very happy to report that gamescom was a resounding success with Foundation being nominated for Best Strategy Game in the gamescom 2019 awards!.
We met many new fans as well as veterans of the game. The booth was full from start to end and we would like to say a big thank you to everyone that dropped by the booth during the week! Thanks also to those that braved the photobooth where it was all getting very medieval.
Whilst we were in Germany showing off Foundation, the rest of the team were still back in Quebec City so let’s find out what they have been up to whilst we were away.
To help the Gameplay Programmers Ben has been working on a behaviour tree Debugger which will show the current state of a villager in the Hurricane editor. This will make a big difference when searching for issues and bugs in the behaviour of the villagers, particularly as we add more content to the game.
Max has also been hard at work on the dev tools to improve the development process. One such improvement is allowing the Hurricane editor to be ‘moddable’, using Lua, by any of the developers. This will allow them to create their own functions/actions in the editor which are more targeted at their own individual workflow and job role.
On top of this, he has also been working on LOD generation, in order to increase optimization for low-end graphics cards.
Christopher and Loup-Gabriel have been working on Weather Systems. This will be a new environmental feature that has no direct impact on gameplay but will help to immerse the player in the world.
Each map will have Weather Systems configured individually to both add variety and ambiance to the maps.
Weather Systems are still work in progress but below you can see a couple of examples of work so far.
Additionally, Christopher has been taking an initial look at Villager life cycles including aging and eventually the death of a Villager.
As well as the Weather Systems Loup-Gabriel has also been creating placeholders for all the upcoming buildings in the game. These are basic visuals that will help to get an idea of how everything will look in the final game and make sure everything is fitting together visually.
He has also been working on some new decorative items for the stone bridge that will be placeable on bridge nodes.
You may have seen a horse rider in need of coffee in a recent Social Media post… Well, Michaël has been working to polish the horse and rider animations including the King’s Envoy animations as well as uphill and downhill animations for the horse itself.
Here you can see the new horse reins and improved rider animations as the envoy heads into town.
We have also been keeping an eye on player feedback and working on some of the major issues currently affecting many players. Phil has been looking at a fix for the housing building loop bug where houses will continue to be built and not occupied. As well as this he has been looking to improve the collision on the granary which can be too easily create stuck villagers.
Thanks for reading and we’ll catch you all soon with more news from the team.
We are taking Foundation to gamescom next week! If you are heading to Köln, you can drop by and say hello and we even have a photobooth where you can get your photo taken with some of your favourite characters from the game. We will also have 6 stations where you can try out Foundation, if you haven’t already.
As some of the team are packing their bags to head off to gamescom this is a perfect time for us to catch you all up on what the team have been up to in the last few weeks.
Environment and ambience
Claudine has been researching some visual variations to increase the ambience of the Foundation environment, including new weather effects as well as looking at options to increase the variation of vegetation.
You might also be pleased to hear that she has also started visual research for future buildings and monuments such as the Castle monument!
As you have previously seen, Michaël has been creating a new ‘vehicle’ for use in the game which Christopher has now been working to implement for a future update. Its first use will be for the when envoy is coming to town to deliver a mission from the King.
The last update saw a number of new animations added to Foundation, for instance the farming cycles have seen a lot of love with new seeding as well as harvesting animations with the scythe.
Michaël is now hard at work on some new animations for production buildings where we will be increasing workstations in some of the buildings and adding new ones to others. For example, the bakery will see a new workstation for a second baker to be working at the oven whilst the other kneads bread.
He has also been working on new walking cycles for specific jobs as well as new animations for some tools with both single and double-handed uses.
Concept art for job visuals are being worked on and expanded by Vincent, which will see new outfits for jobs such as the Hunter, Forester, Miner and more. On top of this he has been working to increase the variety for character visuals, such as new haircuts for both female and male villagers.
Villager immigration improvements
Immigration is something that we are looking to improve and with this in mind, Christopher has been working on new immigration factors. These factors will see the way current immigration works changed to give you more control over the growth of your city.
With these changes, new factors will affect the quantity of villagers joining your village per immigration wave.
Assignable Building Functions
Phil has been working on some changes to the way monument functions are implemented. In an upcoming update we will see some of the current monument parts become generic.
Some building parts will have a “capacity” which can be assigned as a villager capacity for that building or if players choose that part to be a treasury, for example, then the “capacity” will be combined with a treasury multiplier to create an overall treasury capacity.
This will free up some of the existing parts to allow them to be used more creatively whilst giving you more control over what parts will have particular functions.
The Great Hall
Speaking of assignable building functions, one such function we are currently developing is the Great Hall, which can only be set to 1 building part in all the city. This function will allow you, the Lord, to determine where you will receive requests from envoys. This functionality will also expand in the future.
We are always working hard in the background to improve the game engine to allow the team to improve both the way we create assets, transitions and new features.
Ben has been working on a timeline feature as mentioned in a previous devlog, this is being improved to allow for better handling of the AI and behaviour tree. These improvements will help for game optimization as well as debugging for future updates and improvements.
We have also been testing and working on improvements for GPU compatibility, specifically Léo has been testing AMD graphics cards for better compatibility as well as investigating crash reports to smooth out the player experience.
Max has been hard at work on Improvements to graphical optimization as well as modding compatibility across game versions to prevent crashes when mods are removed from existing savegames.
Stay tuned for announcements as we will be bringing you more news during gamescom.
As mentioned in the recent July Content Update News we will be introducing a new weather system. Bad weather is going to affect the yield of your crops. To start with this will be limited to wheat fields but will be expanded on in the future.
It would be easy to just have those crops disappear or just less production but we want to heighten immersion. With this in mind, Claudine our Senior Artist has been working on rotten crops. Nice!
Below you can see the contrast between a healthy crop and a rotting wheat field during bad weather.
How on earth do those fishermen and woman find those fish that they bring back? It’s a good question and more importantly how do you, as a player, know the best place to position a fishing hut? This is something that Loup-Gabriel (FX Artist) has been recently working on. In the future you will be able to identify fishing spots by the schools of fish and plan your production around them.
The upcoming update will bring with it a number of balancing changes. To help with this, Christopher (Game Programmer) has been working on a Resource analytics tool which will allow us to track the overall cost and revenue of every resource in-game.
We have had a lot of feedback from the community and this tool will prove invaluable to help get the balance right and fine tune the game.
With the aid of Christopher’s new Resource Analytics tool, we will be able to balance production costs and trading values much more easily and efficiently. Phil (Creative Director) and Nicolas (QA Manager) have begun to work on the balancing of the estate progression costs as well as looking at balancing for the new weather system.
Ben, our new Engine Programmer has been working on improving some internal processes with the aid of a timeline tool. This tool will allow the artists to easily transition and blend between animations/FX. Previously this would have required a Game Programmer to write any changes into the code.
With this tool, there will be much less requirement for the Game Programmers involvement in the animation/FX process which will help to streamline workflow.
As an example, the new weather system will require a transition between sunny and rain effects. The timeline tool will allow a more automated process which can be changed on-the-fly to see the changes and effects of any animation or FX.
A future update will be looking at the military quest system and we are also looking at some more visual improvements for the soldiers. Michaël (Animator) has been working on some new soldier training animations.
Soldiers will not always be training though, you will also find them patrolling your cities
Improving Particle System Performance & Functionalities
To better support the new Weather System Léo (Technical Director) has been improving and optimizing the Hurricane particle system.
The Weather system has required the addition of new particles, with these additions he has also been working on optimization to reduce the load on your PC from the particle system. These optimizations will help to offset the new additions so you can all get to see the gloomy ambiance when the bad weather hits.
There will be more news soon on the July Content Update ETA so keep an eye out for announcements.
We are happy to present to you what you can expect in our next content update!
For this update, we are focusing on improving the core game experience as well as adding new features and buildings. Expect major changes in the gameplay meta!
A weather system will be added in the next update, starting with the introduction of rain. Not only will this add to player immersion with suitably gloomy clouds, lighting and of course rain effects but the weather is also going to bring with it additional challenges.
Rain will indeed impact your crop yields, but will improve fish yield! You will need to be careful to produce enough food to sustain your population needs during this period.
A new building: The Granary
The bad weather and reduced yields are going to require you to plan ahead as poor preparations will see your people starve and leave. To aid in this we will be introducing a new building: The Granary!
This new building will allow you to store a reserve of food resources. It will prove useful when undergoing bad weather. In addition, the Warehouse has been modified to only stock non-food resources. Don’t worry about food trading, the traders will visit your granaries as well.
Major changes to balancing
Balancing will be a large focus for the next update. As we add more content to the game, the economics and flow of balance is evolving as well.
One of the things you can expect is having a limit to berry bushes and schools of fish yields. They will replenish over a time cycle. As such, fulfilling your population with berries will be more challenging.
Further balancing changes will focus on a building’s desirability. There are a number of buildings that we have introduced to the game during the alpha phase, that are missing their desirability influence.
Desirability has an effect on housing upgrades, whether negatively or positively, and as such will have an influence on where you choose to zone housing for your villagers. Not only that but desirability gives you some control over housing upgrades by making an area more (or less) desirable to live.
With that in mind, we will be adding desirability influence to those missing buildings, such as the Rustic Church & Lord Manor buildings as well as those that negatively influence desirability.
We’ve also improved the desirability visual representation.
In order to make them more immersive, we’ve been improving the visual of building construction steps. We will be integrating a couple of those in the next update.
Warehouse resource visual
Currently, many of the resources stored in the warehouse are stored in boxes. This makes it somewhat difficult to identify, visually, which resources are being kept in each warehouse.
It has always been our intention to allow easy identification of warehouse storage and the next update will bring a couple of new visuals to help you see ‘at a glance’ what a warehouse is stocking.
We will be adding support for modding dependencies. While downloading a mod, you’ll be able to download all dependencies from that mod in a single click.
The update release date will be announced soon, so keep your eye out for more news on the ETA.
With the introduction of the recent content update, we will next be focusing on improving the core experience. Here are a few of the things that we have been working on.
How Is The Weather Today?
Eagle-eyed players might have noticed weather effects in the Early Access trailer… These weren’t just for show and we are currently working on the introduction of the first weather system to Foundation. Of course, we like to tease a little, so you might be interested to know that weather won’t be purely aesthetic!
We have previously mentioned that we are working on an updated mission system for the Kingdom Estate. We will be looking at this for a future update but we have started work on the concept art for soldier levels.
As we add more production chains through development we will need to constantly update balancing in the game. There is still much more balancing to do and it will need continuous tweaking during development. For this end, we are working on an internal tracking tool for the cost per resource, which will help us for future balancing of the game.
It’s All In The Detail
The level of detail in Foundation (call us biased if you like) is already quite incredible but we are striving to always increase the level of immersion. We are currently working to improve and increase this with more detailed and varied construction steps.
Bug Fixes and Patch
New updates do, of course, inevitably bring with them new bugs. The community have been feeding back to us any issues created by the last content update and we are currently in the process of preparing a new patch for release in the next few days. We will announce more details and changelog once the patch is ready for distribution.
Part of the recent update introduced many new modding features, including the possibility for modders to create their own monuments. The modding community have risen to the occasion and have themselves been working hard on new mods since the update. Check out this creation from Paddy Fitzgerald using the new ‘Stone Gate Set’ mod by vjraymon
If you have created a mod for Foundation in a previous version please don’t forget to update your mod and change it’s status to ‘public’ for the newly released update.
We hope everyone is enjoying the new Wine update! Feedback has been very good and the community have been sharing their creations on Discord. These screenshots from Milinia and SLy particularly caught our eye!
Thanks for checking out this weeks’ devlog and we shall see you soon for more news on development.
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.
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.