fbpx
Foundation

A new era of organic city-building simulation!

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
 

Second Content Update: Alpha 0.4.0.1107

Gameplay:

  • Housing upgrade can be managed globally and individually
  • Increase splendour given by building a market
  • Add Bailiff Feature
  • Add Tax Collector function
  • Add Portrait To Villagers
  • Improved Estate Progression
  • Improved Balancing
  • Improved Need Filling
  • Add New Events
  • Church Capacity now considered
  • Villagers can now be sent to the Monastery
  • Add Functionalities to Keep
  • Add new Quest Types
  • Resources can now be stockpiled
  • Add a Workplace Window with a all production buildings
  • Hunters can’t hunt in small tree forests
  • Add Traditional Chinese and Korean support
  • Improve path finding: villagers can use more than one building entrance
  • Add a loading screen
  • Display how many villagers lacks a certain resource type
  • Improve error handling when loading a mod with errors
  • New way to setup resource accepted in warehouses
  • Speed up trading resource amount when holding mouse press on + or –
  • Doubled berries production
  • Integrate the war event when having a Keep
  • new coastal/mountain map
  • Auto-Save enable/disable option
  • Edge Scrolling enable/disable option

Modding

  • Add a Mods menu to enable/disable mods
  • Mods can declare new languages
  • Mods can declare new balancing
  • Mods can declare new Trading Village
  • Documentation can be found here : https://www.polymorph.games/foundation/modding
  • fix: crash when building a keep
  • fix: estate information is now saved properly
  • you can now publish your mods through https://foundation.mod.io/ which are then accessible ingame
  • mods published on mod.io are accessible through the main menu
  • a demo mod is now accessible

Improvements

  • Fix: Villagers were sometimes stuck to market
  • Fix: Markets now indicate their sells after a reload
  • Fix: Trader selling and buying quantity should now reflect values set by the player
  • Fix: Bakery production is now fixed
  • Fix: Construction visual of the well.
  • Fix: Iron Mine would not produce any iron ore
  • Fix: Quest about placing village center would not resolve
  • Fix: Slow unhappiness stacking when upgrading house
  • Fix: Warehouse capacity display
  • Fix: zoning crash on previous savegames
  • Fix: road sign construction
  • Fix: door attachable on Church, Rustic Church and Rustic Lord Manor
  • Fix: add construction step and building zones to Rustic Lord Manor
  • Fix: improve performance by reducing navmesh refresh
  • Fix: crash when building a church containing certain part
  • Fix: female character was offsetting or turning invisible
  • Fix: crash when destroying a warehouse in specific context
  • Fix: merchant texture
  • Fix: monk would not go to the monastery production buildings
  • Fix: monk visual restored on loading
  • Fix: inventory in the top toolbar now displays stock in markets
  • Fix: fishing boat are now grounded
  • Fix: prevent worker assignation from the workplace list view when workplace is full
  • Fix: improve transport logic
  • Fix: workers may get stuck after loading a game due to behaviour reinitialization
  • Fix: trader buying too much resource
  • Fix: reserved resource double consumption (had no impact on the game)
  • Restored Forager work cycle duration to 30sec.
  • Game Highest Speed has been reduced to x3 which is the initial intended max speed.
  • Optimize zone painting for improved performance
  • Activate Level 2 Music when Commoner status is reached
  • compressed save games
  • update localization
  • improve building entrances path
  • unlock zone residential once housing is unlocked
  • add farm view
  • add “clear crop field button”
  • nerf berries work cycle duration
  • tweak weapon smith
  • tweak resource on trading villages
  • can no longer change monk job
  • add cost to Rustic Lord Manor
  • add splendour to Rustic Lord Manor
  • add angles to Rustic Church parts
  • hide large map padding

 

 

 

Join us!

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