It’s been a little time since our last communication but this does not mean we have been resting on our laurels. We know you are all eagerly anticipating the new UI and the improvements that will come with it.
An update on the UI rehaul progress
The very first phase of the new UI implementation is nearing completion. With that said, we would like to share with you some of the work that has been involved with creating the new UI, and to let you know what has been going on in the background for the past few months.
Late last year, we teased you all with some sample images of our UI rehaul. These initial images were conceptual and only a taste of what to expect. Since that time, our UI/UX designer and a good chunk of the team have been busy implementing the full redesign in-engine.
If you have played the game and seen the old UI you will be well aware that although it was functional, it was lacking in many places, not particularly intuitive and also not very aesthetically pleasing. As such, the redesign has required major work. Every menu, icon, HUD element, feedback module… it’s a long list… needed to be updated, redesigned and in some instances built from scratch. Such is the cost of progress.
Once the new design foundation (pun intended) was laid out and agreed upon, work could begin on asset creation, whilst in the background, we ramped up work on the engine. What came out of this was a brand new Interface tool (imaginatively called the GUI editor). This tool effectively allows us to build, visualize and tweak the interface without programming (because yes, the old interface used to be generated purely by code). As we progress, we’re constantly making the editor even more powerful, to allow for new features in the game for you, the players.
On top of this we have been making further updates to the engine to allow for enhanced UI visuals including better font rendering, to improve scaling, for the large differences in resolutions throughout the player base.
Much of the new interface is now in place and we are on the final run toward testing, feedback, tweaking and subsequent release. There are still a few elements that need to be worked on, some remnants from the old UI that need to be replaced and we will need to further tweak and improve on the work so far before release.
We know you are eager to see more teasers of what’s to come and of course we wish to oblige…
In other news
The UI has not been the only focus of recent development work. Some of the team have also been working in the background on more long-term goals such as overall art direction and preparation for future content updates.
Some of you may have noticed the changes to the market tents in a social media post some time ago, this was only the start of a broader improvement in the overall art direction. Further work has since been carried out on buildings such as the bakery and in time we will revamp and enhance the majority of the art and assets within the game.
The art team has also been working to design and create tools that will allow for a better way to render environmental aspects and transitions within the game, such as those between grass, sand and rocks. Similarly, they have been looking at ways in which to improve the look and variation of environmental factors such as vegetation, lighting and overall ambiance.
These changes and improvements to the art style will not be part of the upcoming UI but you will be seeing more of them in the future.
We will update you all with an ETA for the release of the UI update in the coming weeks.
Happy New Year everyone! We hope you all had a wonderfully festive holiday!
We are thrilled to present to you today, an updated roadmap that contains information on many of the new features and content coming to Foundation this year.
Updated Roadmap & Release Schedule
Our objective is to release 3 major updates over the course of 2021. The first of which will be the much anticipated new UI.
This will be followed by 2 Core Updates that will bring an array of new features and additionally continue to improve on the UI and UX.
We have set out below further information on what you can expect to see in these updates.
Update 1 will bring a major improvement to the game in the form of the UI rehaul. You can expect to see a new HUD, building menus, villager menu, information panels and of course much, much more.
The main HUD will see a plethora of improvements that will contain easily identifiable information on resources, events & quests as well as more information panels for quick overviews of your current village.
Many of the information and management panels will all be tied together in an easily navigable and streamlined “Book” (name subject to change). The Book will include tabs and shortcuts that will link directly to facets including: Villager information, Workplaces, Estates, Budget, Resources and your Army. Each tab will include improved ways to sort and search for information that you need, all at your fingertips.
A new main menu will include more detail when looking through saves, a new options menu, help menu, mod menu,… in fact every aspect of the UI will be new and improved and as such will also bring a host of UX improvements.
We will continue to build upon the UI/UX Update with further updates and improvements after its initial release.
Core Update II will focus on improving the Estate mechanic. Your influence with an estate will vary over time, creating a choice of which estate(s) to invest in. Increasing your influence with one estate will have an effect on other estates and as such will affect the path you choose when building your village.
A new feature will be introduced with Core Update II in the form of Building Decay. Every placeable building will require maintenance and if not maintained the building will decay over time.
In order to maintain buildings within your village, you will need to place and staff a maintenance workshop. Each workshop will prioritize and maintain buildings that require repairs and pull resources that are needed to repair those buildings.
As buildings decay, productivity and desirability will be affected and if allowed to decay too far, buildings will become unusable and will need to be dismantled.
Houses occupied by villagers of lower status than the house, or left uninhabited for too long will begin to decay and may require repair.
Further UI/UX Improvements
Core Update II will also continue to improve upon the UI and UX with more accessibility options and menu improvements, taking into account player feedback as we further build on the previous UI/UX update.
Core Update III will add a number of new features that will change the way in which your village population can vary as well as bring new and improved detail to maps.
Families & Aging
A family mechanic will allow for the birth of children who will age, work, create their own families and eventually pass away, bringing a full cycle to village life.
Varying factors will increase the chance of villager disease that will come with consequences to your workforce if left unchecked.
As your villagers now walk through the valley of death they will need a place to be laid to rest.
Map Visual Edges
Map edges will be visually improved.
Varying biomes will add to the variety of map environments.
Land fertility will differ, depending on environmental factors allowing for crop-specific fertility.
A much requested feature will see the introduction of cobblestone roads that will increase efficiency in your villages.
The updated roadmap can be found over on Trello where you can keep up-to-date with all the progress.
Up to Full Release
More features will be implemented up to the full release, including:
A major expansion and overhaul of the narrative elements & events
Vehicles – where appropriate, villagers will be able to own and use horses
A third level of housing status and density
A Safety need will see more use for soldiers and defense structures
Information map – a zoomed out map showing an overview of available resource nodes and layers
Pastures – allowing for zoning of livestock areas
The full release will not be the end of development and we will continue to work on features not yet implemented such as a map editor, creative mode and a photo tool as well as work on further DLCs that were planned as part of our original Kickstarter campaign.
Today we are announcing the release of Alpha 188.8.131.521!
If you have been reading the recent Devlogs and News you will have seen that we have been working on a content patch for the recent 1.6 Mineral & Craftsmanship update.
This patch will provide some polish to the 1.6 update and bring with it some highly requested quality of life improvements as well as additional features. You can check out the summary of the patch contents below, which includes a full changelog.
We have received many requests for an improved promotion window more specifically the ability to sort promotions.
This content patch will now allow you to sort the population by various parameters whilst also being able to easily focus on a villager’s workplace, their house, and the villager themselves, making it much easier to identify those you wish to promote.
Another request that has been high on the agenda has been for more names. You will now find 1000 new names added to the game, so you should not be seeing Female #44 or Male #808 for some time. Note: More work on names will come with a planned family feature in a future update.
Additionally, we have added the ability for you to rename villagers. You can now have all your family, friends or community members living in your villages.
Masterpieces were introduced in the recent 1.6 Content Update and this patch aims to polish up the Masterpiece systems as well as some visuals and an added bonus feature.
Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that include a bonus once built to meet certain conditions. The conditions for the bonuses have been tweaked with this patch to better suit the Masterpiece it relates to.
The Giant Gate Masterpiece has seen a little polish and now comes with additional parts for you to build the perfect entryway to your city. There is also the addition of a new wall for the Gate that will for now, be available via the walls menu once unlocked.
A new melody composer can now be found in the Automated Fountain Masterpiece which will allow you to flex your musical talents and create beautiful music.
Additionally, you can now customize your church bells, controlling when the bells toll as well the tone of the bells.
Quarry Depots and Visuals
Quarries will now require a large crane be built which will act as a resource depot for the extracted resources of that quarry. Miners will store resources at these depots where they can then be used or transported to warehouses closer to your production buildings.
The stored resources within these depots will also come with improved visuals making it easier to identify the resources at-a-glance.
Villagers have got cleverer… bigger smarts… more intelligent, yes!
Builders will now prioritize a building site’s proximity to their builder’s workshop when looking for work. This will keep them from traveling unnecessary long distances and consequently, it also gives you a better opportunity to optimize the positioning of your builder’s workshops.
Needs fulfillment has also been improved with new AI behavior that will see villagers searching out close-by needs based on the fulfillment of their previous need. This should improve the overall behavior flow and efficiency of villagers in their free time.
The team is always looking at ways to improve the Hurricane engine and one such improvement has enabled us to integrate animations into moving workstation parts. This new tool will allow us to bring a whole new level of immersion into your villages.
You will find a number of new animations with this patch including a couple of both new and improved, thanks to community feedback.
Help Menu Additions and Tooltips
The help menu has been tweaked overall and now includes a new section on Masterpieces. We have also added new tooltips for Masterpieces and warehouses to help explain their functions and relevant conditions.
Additionally, you will find a prompt when quitting to the menu or exiting the game. No more unintentional loss of game-time!
Bug Fixes and More
Alongside the changes above, this patch will come with a number of bug fixes and other improvements, including:
New sounds for mining and other workplaces
More UI tweaks, such as an improved resource list order
Changes to the mineral distribution system when prospecting mineral nodes. For example, Iron will be much easier to find earlier in your searches.
Multiple pathfinding fixes
And more… a full changelog can be found below
Modding documentation and changes can be found over on the modding wiki.
Thank you to everyone that has provided feedback, crash and bug reports. All of your reports have allowed us to fix a number of issues as well as make improvements as we continue to develop Foundation.
We can’t wait to hear your melodies! Join us on our official Discord server and join in the conversation.
Add: Allow villager renaming
Add: Church tower bells control
Add: Fountain sound
Add: Giant wall – unlock wall when unlocking the masterpiece
Add: Masterpieces topic to Help Menu
Add: Menus – Add a “Data will be lost, are you sure?” before Exiting the game or returning to the main menu.
The Mineral & Craftsmanship update added some big content and systems to the game and the team have been working to fix any remaining bugs but also to polish the content that was added.
Consequently, we are now working on a content patch that will add some further improvements to the recent update. This patch will not only improve on some of the visuals but will also expand the masterpiece parts.
1.6 Content Patch
More specifically the 1.6 Content Patch will include:
Visual improvements to the quarry depots
Visual improvements to the mineral deposits including improved textures
Improved mineral distribution
Visual tweaks to Masterpieces
New parts for the Gate Masterpiece
New sounds for mining and workplaces
New animations including workshop and building animations
We are sure you will be excited to hear that the 1.6 content patch will also include the following QoL improvements:
Promotion window sorting
Many more villager names and the option to rename villagers (planned)
With that, let’s take a closer look at what the team are currently working on…
Buildings & Masterpiece Polish
Claudine and Loup-Gabriel have been enhancing some of the building visuals, polishing current buildings with improved basements and grounded doors as well as working on the new Masterpieces.
The Gate Masterpiece, in particular, will see a new wall part as well as even more parts for you to build that perfect entrance to your city.
More Visual Polish
Enhanced textures are being worked on for the Mineral Deposits with Claudine currently working on a more refined Gold texture. You can expect to see more improvements to the deposits and quarry depots for the upcoming content patch.
Quality of Life Improvements
Christopher has been busy on a number of improvements including, updating the notification panel to remember your severity choice and refining the action button and warnings. These changes can be seen live right now in last week’s hotfix which also included Christoper’s work to allow multiple Masterpieces on the same monument.
On top of these changes, he is currently working on the villager promotion window to show more information in addition to some added control in the form of a sortable promotion list!
Building & Workshop Animations
Something we have been wanting to add for some time is more interaction between workers and the buildings, for example, the gold smelter pouring liquid gold from the cauldron when smelting.
Up until recently it hasn’t been possible… but now it is! With this newly created ability, Michaël has been working on new interactions between buildings and workers that includes moving parts on the buildings themselves.
In the past few weeks, we have been gathering feedback from the modding community to see what new features and content they would like to see unlocked. Armed with this feedback Max has been busy opening up new options for modders to create extra content.
For example, last week’s patches saw a new behavior tree for custom guard behavior. This will allow modders to create custom locators for guards so that they can patrol your villages.
Additionally, the recent patches have exposed a whole host of assets for modders to play with, such as building functions for the new quarries and workshops, masterpiece parts, villager jobs and much more. Full modding changelogs can all be found on the modding wiki pages.
Alongside this, Max has been working to add in some quality of life improvements and bug fixes for both modders and players alike. Modding logs have been augmented to catch errors in created mods and a useful QoL update has seen a new prompt when a player loads a save that might be missing mods. This will allow you to download the missing mods directly when starting a save game.
Both Max and Leo continue to work on performance optimizations improving the game for players and modders alike.
Vincent has been working on a top-secret project for a future update. Unfortunately, we can’t bring you more news on this just yet but it will bring some extra life to your villages.
To wrap up this Devlog we have some particularly exciting news that we know you will all be very happy to see. Dan has been working on the UI redesign whilst also improving the user experience wherever possible. The design phase is progressing very well and thanks to the UI tool that is being created by Ben, integration will start soon.
Once that big chunk of work is done, we will iterate both on the UX and the style of the menus, so expect changes along the way.
We are excited to reveal to you an exclusive sneak peek of the work so far:
You can see more samples of the work in progress UI in the recent article from Rock Paper Shotgun.
We would love to get your feedback, so don’t forget you can join us on our Discord server and let us know your thoughts.
Lords and Ladies, we are excited to present to you the Minerals & Craftmanship 1.6 Update, now live on Steam & GOG!
Savegame compatibility warning: 1.5 saves will be compatible but some of your buildings may be removed if they were placed on one of the new mineral deposit sites. Also, note that your builders will now require a Builders’ Workshop.
It’s a big one, so let’s take a look at some highlights of what you can expect in the new update and let you get quickly into discovering the new minerals and crafting up some masterpieces!
Discover and Extract New Minerals!
New Mineral deposits can be found scattered throughout the maps, containing nice shiny new minerals, from gold-rich veins to glittering quartz nodes. These deposits can be prospected by your Bailiff in order to identify the ore they contain.
Inside the Mineral deposits your Bailiff will find both rare minerals as well as more common ones such as Iron. Once discovered the minerals can be extracted by clicking the deposit and building a quarry.
Extend your Buildings and Build Masterpieces
Buildings can now be extended with new parts. The first building extensions will take the form of crafting workstations that can be added to the Builders’ Workshop. These crafting workstations will allow your builders to craft various objects such as sculptures and stained glass.
Note that Builders’ Workshops are now mandatory for the building of any construction.
Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that will give your village unique perks once built. In total, there are 9 Masterpieces to discover and build.
Each masterpiece will unlock when specific conditions have been met. For example, this could be when your soldiers emerge victorious from a faraway mission.
All of the new minerals can be used in production buildings as well as in the new Masterpieces. Further, new production buildings have been introduced to refine these minerals to be ready for use, such as the new Gold Smelter that turns Gold ore into Gold bars, the Glassworks that will work quartz into glass as well as a Jeweler who will make good use of any gold and gems you might find.
The Bailiff’s role has been expanded and can now undertake Mandates. These mandates will range from prospecting the new resource deposits to gaining influence with an Estate or researching blueprints. Yes, the scholar was unhappy and has now left!
Pathing Inside Buildings
Villagers can now path through monuments! This means that Monks can now get to those inner courtyards and soldiers can protect the pass. Pathing inside buildings will allow particular villagers to enter and exit through separate monument doors. Pathing will have conditions so that only those that should be allowed through can get through.
Word of your settlement is growing stronger. Not only will there be visits from envoys but there will be new visitors arriving at your village. Pilgrims might visit your shrine masterpiece and one of your monuments, that is perfect for taking in guests, might also receive a visitor under certain conditions.
Even More New Features
As you may know, we are working on a full UI overhaul. In the meantime, you will notice a new notification panel that will help to see warnings of potential issues in your village as well as a log of your missions and quests including currently active quests.
Bridges can now be raised in height as well as length. Yes m’lord, you can now raise your bridges up high, the sky is the limit!
The List Goes On…
The Minerals & Craftmanship update will also include:
New modding functions and capabilities
New improved grass and cliff visuals
9 new achievements
Plus many fixes and improvements
You can check out the full changelog below:
New: Minerals sources that can be prospected and extracted
New: Production chains related to minerals
New: Productions chains
New: Buildings can now have multiple placeable parts
New: Builder now has his workshop
New: Builder’s workshop can be extended with crafting extensions
New: New unlockable builder’s workshop parts
New crafting feature: craft sculpture and stained glass
New: Bailiff can have mandates assigned like prospecting minerals and influencing estates
New: New notification panel
New: Pathing can now go through buildings that have multiple entrances
Add: Completed monument parts activate its function, (no need for an entire monument to be built before it becomes usable)
Add: Gold has been separated in two new resources: Gold Coins and Gold Bars
Add: Improved performance when editing a monument
Add: Transporters will now carry materials to construction sites
Add: New uniformized build flow between buildings and monuments
Add: “getting started” section to help menu
Add: Davenport now sells gems
Add: Allow multiple transporters to carry materials to construction sites
New Builder’s workshop and crafting extensions: sculpture, stained glass, jewelry
New mineral sources and quarries installations
New Glass Smelter
New Gold Smelter
New customizable fountain, stained glass
Characters and animations
New miner’s job outfit and animations
New Glass Smelter & Gold Smelter animations
New grass texture
New cliff texture
fix: soldier/monks could get stuck on bridges
fix: Wooden Keep Door B
fix: tavern bridge bug
fix: transporters and builders flow (pause & builder allocation)
fix: missing tavern chimney texture
fix: path finding issues when house upgrading
fix: crash when the same game file is empty
fix: crash when closing the game due to unsupported OpenGL version
fix: rare crash with promotion
fix: clear preview on bridge
fix: freeze on clear preview
fix: wooden bridge entrance PATH & slope locator position
fix: showing bulldozer button on destructible building when under construction
fix: mod list disappearing when scrollbar is added/removed
fix: crash when destroying building too close to map edges
fix: rare crash during tax collector collection
fix: drop-down scroll bar behavior
fix: wooden keep stair colliders
fix: a crash in mod list menu
fix: rare crash in workplace list window
fix: building parts are not child of the core part anymore
fix: crash with public lounge function activationfix: crash with
Add: mods hot-reload with Ctrl+Shift+R
Add: creation of new asset and data types, and extending existing asset, component and data types
Add: creation of behavior trees and custom behavior tree nodes
Add: access to events
Update: example 02 mod bridge
Update: Remove Mover from Building Part Asset
Update: Batch all Modding logs in a single file to avoid opening too many files
Update: Foundation log file and mod log file are now readable during execution
fix: asset retrieval by scripting ID was not allowed in some cases
fix: VS Code snippets
fix: restore some missing textures
The full modding changelog can be found on the modding wiki.
Let us know what you think or discuss the game with our awesome Foundation community on our official Discord server.
The Minerals & Craftmanship Update will be released on Tuesday, July 14
The 1.6 preview build has now been thoroughly tested and the additional content is coming together. All this means we can today announce the release date for the upcoming Early Access 1.6 update.
Announcing a New Addition: The Masterpieces
In addition to the content previously announced we have also been working on a new feature coming in the 1.6 update… Masterpieces!
Masterpieces are unique sets of parts that will become available via inspirational events that will occur during gameplay. Once obtained the masterpiece parts set will be available to incorporate into any monument, transforming it into a unique monument.
Each Masterpiece can only be built once and will make full use of the new minerals and crafting stations now available.
There will be a total of 9 Masterpieces for you to discover and build in the 1.6 update release. All 9 Masterpieces will come with their own exclusive effects such as the work in progress, Shrine Masterpiece pictured below.
The Shrine will be unlocked via a miracle event and once built will become a place of pilgrimage for people far and wide and will come with the added effect of increasing immigration to your settlement.
To complement the new Masterpieces, each one will unlock a related Steam achievement. This will take the take number of achievements available in the game to 21.
As well as all the new content coming in the new update we have also been working to increase the immersion. The 1.6 update will additionally come with new workstation animations to bring the new buildings and content to life.
If you hadn’t already seen the previously news, here is a brief summary of what you can expect in the Minerals & Craftmanship Update, coming on July 14!
New feature: Masterpieces
New discoverable mineral resources
Bailiff Mandates (Including prospecting for minerals)
Just in time for the weekend, the Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!
We are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, only the Valley map is available to play in the preview build. To get the full experience of the preview build we have also limited the save files on the preview build so you will need to start a new game that you will then be able to save and load as normal in the Preview.
Note: Custom maps are still available however these will not currently contain the resource nodes that are part of the update.
Mods will also require updating by the mod creators and modding community and will not be immediately playable.
Let us know what you think…
We hope you enjoy the Preview and we would love to hear what you think.
If you would like to send in your feedback you can do so via this feedback form.
You are, of course, also welcome to discuss the game and report bugs as usual on the Steam discussions forums or join us on our Discord server.
Thank you in advance and we look forward to hearing from you and reading your feedback!
We have a bunch of new features and content included in this preview build of the upcoming update. You can find a changelog below and more detailed information on some of the new content can be found in our previous announcement here.
New minerals sources that can be prospected and extracted
New production chains related to minerals
Buildings can now have multiple placeable parts
Builder now has his workshop
Builder’s workshop can be extended with crafting extensions
New unlockable builder’s workshop parts
New crafting feature: craft sculpture, stainedglass and jewels (not all available yet)
Bailiff can have mandates assigned like prospecting minerals and influencing estates
New notification panel
Pathing can now go through buildings that have multiple entrances
New customizable fountain
Parts that are built instantaneously activate its function, thus, no need for an entire monument to be built before it becomes usable
Church capacity is now considering multiple cores
Gold has been separated in two new resources: Gold Coins and Gold Bars
Improved performance when editing a monument
Transporters will now carry materials to construction sites
New uniformized build flow between buildings and monuments
Builder’s workshop and artisan extensions: sculpture, stainedglass, jewelry (not all available yet)
New mineral sources and quarries installations
New Glass Smelter
New Gold Smelter
New customizable fountain, stainedglass
Characters and animations
New miner’s job outfit and animations
New Glass Smelter & Gold Smelter animations
New grass texture
New cliff texture
Add mods hot-reload with Ctrl+Shift+R
Add creation of new asset and data types, and extending existing asset, component and data types
Add creation of behavior trees and custom behavior tree nodes