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Foundation

A new era of organic city-building simulation!

Winter Update is LIVE!

Hi everyone! 

We are excited to announce that the Winter Content Update is now LIVE!

The Winter Content Update brings many new changes, content and improvements! You can check out the full changelog at the end of this announcement but let’s dive into a few of the highlights.

Villagers will now automatically move home!

If a villager lives too far from their workplace they will become unsatisfied with their housing and will look to fill any empty housing slots closer to their workplace. If none are available they will look to swap with another villager or even evict lower status houses so that they can move and upgrade, if the house is in a desirable enough location.

If a villager cannot find a house that will satisfy them then you will be notified via the warnings panel so that you can rectify the issue.

The Lord Manor has seen some love for this update including all-new monument parts as well as a new assignable function, the Study Room.

The Study Room, once assigned and staffed, will allow a Scholar to study blueprints that you might be rewarded. Without giving too much away, these blueprints won’t be easily acquired, in fact, some villagers may not survive!

The Wooden Keep has also been improved with new parts including a barracks building to house your soldiers, as well as multiple decorative items to set up your military camps.

We have made some major changes to the Military system and quests for the Winter Content Update. You will now need to raise your chances of a successful campaign by both training and equipping your soldiers with weapons.

Once trained you will be able to send your soldiers on an extended campaign where you decide the right time to bring them home. Each mission will vary in difficulty but the higher difficulty missions will bring greater rewards.

To facilitate these changes you will now find a new Military manager panel. Here you can check on your soldier’s stats, equip weapons as well as keep track on available and ongoing missions.

Beer! The Winter Update sees the, much teased, introduction of the beer production chain. Similar to wine, beer is sold in the Tavern as a luxury item and brings with it 2 new production buildings, namely the:

Hop Farm

  • Produces Hops
  • Added: Hops

And The Brewery, which can be found in the Public Buildings panel.

  • Produces Beer from Hops, Wheat & Water
  • Added: Beer

With the introduction of the Military Manager panel, we have tidied up a few elements of the UI and also introduced a new Estate Manager panel. You will now find the estate unlockables and the military manager have their own buttons in the top-right menu cluster.

As well as that we have added a new part preview to the build menus. Hovering over public buildings will show you a preview of the building and each monument menu will also give you a useful visual guide to the part you are picking.

The Winter Content Update will now give you more control over the status of your villagers. It will be up to you to decide which villagers are allowed to rise in their societal rank.

This will come at a rising cost dependant on the status upgrade but you will also need a Lord Manor with Great Hall function to be able to hold court and decide on status matters.

Once your lord manor has built you will have the opportunity to upgrade your villagers at the end of each month but only if their needs for the current status have been filled.

Housing already plays a large part in villagers’ happiness, with the new system you will find that commoners will now require a level 2 (stone) house. You will need to improve the housing desirability of an area to ensure that your commoners and citizens get the house they deserve

The above highlights are just a few of the changes and improvements. Check out the full changelog below:

Additions:

  • Villager move home
  • New status promotion system
  • New military system
  • New parts in the Keep monument
  • New beer production chain
  • Visual building and building part preview
  • New onboarding quests
  • A new weather effect
  • New achievements

  • Jewels (reward)
  • Blueprints (reward)
  • Lord Manor weathercock animations
  • Woodcutter walking animation
  • Hunter animation + bow weapon to hunters
  • Envoy idle (reading scroll) animations
  • Weaver cloth animation – wind effect
  • Allow different tool in separate hands
  • Individual job outfits

Improvements

  • Shift-Click keep building part and orientation selected on shift-click
  • Unique need concept
  • Separated housing (levels) and water needs in villager information window
  • Help icon on promote window
  • Set barracks as dorms for soldiers
  • Wooden bridge cost
  • Bakery – change bread in oven for an unbaked one
  • Lord Manor Balancing and New part costs
  • Updated Help menu
  • Restore event window on load game
  • Female face
  • Updated localizations
  • Multiple Hurricane Engine improvements & optimizations

Fixes

  • Non-valid bridges with no positioning warning
  • Material – Multiple materials display as plain grey.
  • Update upkeep cost when editing a monument
  • Wrong calculation when removing resource of warehouse
  • Inn Gateway building zone
  • Upkeep total when game speed is high
  • Entrance/exits being too close to the sides

Modding:

  • Custom Component: Write your own component with custom data and update function, allowing you to control object transform. This will allow way more interaction with the game in the near future.
  • Military system: missions, rewards
  • Update Modding documentation
  • Fix: Custom maps – Remove resources that aren’t over their preferred terrain
  • Fix: Prevent incorrect mods from loading
 

December Update News!

Hey everyone!

We have some news on the next content update!

… 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.

And finally…

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

 

Fall Content Update is LIVE!

Fall Content Update – v1.4 is LIVE!

Hi everyone, the Fall Content Update is now LIVE!

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:

Dairy Farm

The Fall update sees the addition of a new production chain starting with the Dairy Farm.

  • Produces Milk from Cows
  • Added: CowsAdded:
  • Milk resource

Cheese Maker

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

Tavern

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.

Bridge decorations

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.

The Horse

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:

  • Updated Tutorial
  • 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:

  • Happiness
  • Employment
  • Residency

Buildings

  • Added Capacity to some building parts
  • Bonus to bailiff depending on building part splendor
  • Updated maintenance costs to include capacity

Resources

  • Removed: Leather

Map importer

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
 

Upcoming Content Update News!

Hey everyone!

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!

A first look at the new Dairy Farm
 
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.

 
Coal hut workstation animation

Weather variation
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. 

Bridge Improvements
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. 

And finally…

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.

Release schedule

We plan to have the update ready for release within the next few weeks so keep an eye out for further announcements.

All the best
-The Polymorph Games Team

 

July Content Update News!

Hey everyone!

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!

Bad Weather

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.

Building Construction

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.

Modding

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.

Release schedule

The update release date will be announced soon, so keep your eye out for more news on the ETA.

All the best
-The Whole Polymorph Games Team

 

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