We hope you’ve been enjoying the user interface update we pushed last June. We know you’re eager for even more Foundation content, which is why today should be of particular interest to you as we officially launch the 1.8 Fall Update to shake things up!
New Buildings For All!
One of the most widely requested features for Foundation is the addition of new buildings for your settlements. You’ll be glad to know that the team has been hard at work to introduce not one, but two fresh production buildings for the game: the candle workshop and the common wares workshop!
Candle WorkshopCommon Wares Workshop
Sharp-eyed players will also notice “Citizen” promoted villagers now have a second “Goods” need under their status. In addition to common clothes, they will now require common wares to be 100% satisfied. Talk about being entitled!
Construction Step Bundles for Added Immersion
While looking at ways to improve Foundation, it became apparent that the construction process for buildings needed work. We’ve asked ourselves how we could create a more logical and immersive experience. Before 1.8, builders would try to complete their tasks and stop if resources were insufficient. Now, they have to gather the required materials to the construction site beforehand. Only then will they be able to start working.
To go into more details, materials will be brought following the bundles’ order, to complete them as fast as possible. If a bundle is missing a material that is not in inventory, then the transporter will start to bring the resources for the other bundles.
Building parts’ progression can be easily seen by hovering over the construction progress bar
Construction steps allow more flexibility for your city planning with the added benefit to be more in line with what you’d expect from working on buildings. You can start with the foundation of, say, a church, and come back to it later in order to complete work on the next step. This way, you’re never stuck in a rut!
The Ins and Outs of Stockpiling
One feature we recognized as in need of improved communication relates to stockpiling.
This feature allows you to prevent villagers from using resources by toggling the stockpiling function on or off in the resource panel. Or, alternatively, directly in the resource list of the Book. Very helpful when looking to complete delivery missions!
With 1.8, we have improved this communication with a warning when there are missing resources in a workplace due to stockpiling. Additionally, the stockpile icon now shows over resource icons in other panels and windows such as workplace inventories.
New stockpiling presentation within workplaces
Even more QOL changes
Each new update is a chance for us to optimize the overall gameplay experience and refresh our existing systems. The 1.8 update is no exception. Here’s a preview of what’s in store for you the next time you launch Foundation:
Added related resources in the villager needs tooltips
Added tooltips on information module checkboxes
New trader blocked notification
Added inventory for all workplaces in condensed view
Improved inventory issues feedback
Building panels remember collapsed groups of parts
Estates layout is now more compact
Confirm renaming with Enter key
And more!
The new Needs tooltip in all its glory!
Continued support towards the modding scene
Modding is close to our hearts. We enjoy how imaginative some of you are with Foundation. Get your creative juices flowing, because 1.8 introduces custom mandates for bailiffs! You heard that right: thanks to mods, bailiffs are no longer limited to gaining influence or inspecting mineral deposits. We can’t wait to see what you’ll end up with!
Previously, one of the only ways to contact modders was through the report tool—which proved to be a problem, as it’s not designed for this. Starting with 1.8, we fixed this by adding web links to all mods so it’s easier for you to connect with mod creators. The new link will open a browser where you can comment and get help directly from the mod creator.
Weblinks to Mod.io in Foundation
We also added a dropdown filter for your mods. Rejoice!
Mods dropdown in Foundation 1.8
We are eagerly looking forward to hearing from the community about the 1.8 update for Foundation!
1.8 Changelog
add: Common Wares Workshop add: Candle Workshop add: Additional parts can be unlocked for these buildings add: construction step bundles add: new tooltips add: new resource icons add: workplaces condensed view now displays a combined inventory (condensed view) add: “trader blocked” notification add: confirm renaming with Enter add: collapsed masterpiece parts groups are remembered through all building panels add: construction bundles topic in the help menu add: tooltips and localization for building parts “Locate” and “Destroy” buttons
update: community localizations improve: stockpile communication improve: storage issues feedback improve: hyperlinks style improve: buttons (red/disabled/small) improve: compacted estates layout improve: now communicates max instance of a part improve: dynamically update when unlocking building parts
fix: wooden keep doors fix: info module buttons
Modding
add: custom mandates for bailiffs add: debugging tools add: weblinks to mod.io add: mods dropdown sorting add: expose wax resource
improve: minimized text cutoff in mod buttons that were too short
Modding Wiki
Modding documentation and changes can be found over on the modding wiki.
A preview build of the upcoming 1.8 Fall update is now available via the Steam betas option tab (access instructions below).
Whilst we continue to work toward the core updates, the 1.8 Fall update comes as a bonus that also enables us to add in some smaller features in preparation for the bigger updates.
We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam or GOG forums or alternatively you can join us on our official Discord server.
Preview build highlights
Two new production buildings
The Candle Workshop and Common Wares Workshop
Construction steps and bundles
More logical construction steps for buildings, including the addition of resource bundles for each step.
QoL and UI
New tooltips, improved layouts and a number of QoL improvements such as improved stockpiling feedback.
Modding
An enhanced mod browser, including direct links to mod.io to allow for easier communication with modders.
Modders also get some new stuff, including a debugging tool. More info can be found on the modding wiki.
Preview Build Access Instructions
Note: Preview build saves will be compatible with the full release of the 1.8 Fall update. Most mods will requiring migration for the full 1.8 release. We recommend starting a fresh save or playing a vanilla for the preview build.
Steam
If you would like to take a look or help test out the preview build, you can gain access via the Steam betas tab in Foundation properties.
Right-click Foundation in your Steam library
Click on properties
Navigate to BETAS
Choose the ‘preview – Next Build Preview’ option
The game will automatically update but if it does not you may need to restart your Steam client.
GOG
Open the Foundation game, options menu within your GOG Galaxy library
Choose Manage installation -> Configure
Within the Betas channels choose preview
Click OK
The game should automatically update but if it does not you may need to restart your GOG Galaxy client.
We hope that everyone has been enjoying the new user interface (UI) which, as mentioned previously, was only the 1st phase of a continuing UI/UX development.
Today we have released patch 1.7.11 which brings some further quality of life (QoL) features to the recent 1.7 UI/UX update, as well as some overall user experience (UX) and accessibility improvements.
The patch will also squash a few medieval bugs as well as address some crash fixes, as we continue to improve on the already stable 1.7 update.
Here are a few highlights of what you will find in today’s patch…
New counters
The recent new UI introduced clickable counters that would help track issues such as missing resources or workers.
Two new counters have now been added that will let you know, at-a-glance, how many buildings are under construction as well as a counter for paint zones issues. Clicking these counters will cycle through said buildings locations for easy tracking.
Manual input: trade quantities
Based on community feedback we know many of you will be happy to see this next feature added.
The trading resource quantities can now be edited manually via numerical text entry, directly into the resource table. The buttons are still there of course and don’t forget you can click and hold the buttons to increase or decrease the quantities in larger steps.
Tree and grass sway
Another great example of community feedback comes with this next change. Tree and grass sway animations have been normalized to run at x1 speed no matter the speed setting above pause. This should help those that suffer from motion/simulation sickness and even those that don’t.
For more severe cases we have also added the option to turn off the environmental animations entirely.
Main Menu improvements
When starting a new game, the map selector now shows a short description of the map, as well as a handy thumbnail image of the map itself. Modders are also able to add thumbnails and descriptions with their own maps, though current ones will need to be updated.
Layouts for both the loading menu and save menu have been improved, making it easier to find the save you wish to play. It’s now much easier to see information pertaining to a save file, whilst easily sorting the list via various sort options. Additionally, it is now possible to filter out autosaves and remove them from the viewable list.
And more…
Distance to workplace information returns with this patch. More specifically when assigning villagers to a workplace using the dropdown, you will now see the distance that workplace is from the villager’s home or village center if homeless. We all love an efficient village!
We are aware of some issues relating to zooming, specifically around elevated terrain, so we have made some improvements to the way that zooming is handled. More work will be done on the camera in future updates but this should help to improve the control over high terrain areas.
Text contrast and shadows have been enhanced throughout the game, which brings a cleaner look but more importantly, increased readability for everyone. Further improvements are also planned as we continue to refine the new UI.
There are many more tweaks in the 1.7.11 patch, as well as a bunch of medieval bugs vanquished and a number of crashes addressed.
As always, we would like to say a big thank you for your continued support and invaluable feedback.
Changelog
add: Textfield functionality to resource trade quantity in the Book
add: Counter – missing paint zone
add: Counter – ongoing construction
add: Collapsible monument parts groups when editing (reintroduced)
add: Distance to workplace when assigning worker via dropdown
add: Full tooltips – estate unlockables
add: Military mission, panel sorting
add: New map selector integration (first iteration)
Today is the day we know many of you, including ourselves, have been looking forward to: the release of the 1.7 New User Interface (UI) update!
As you will see, everything has changed. In the actions bar, you will find all the tools you need to build, zone and delve further into your village details (with the multi-pages Book feature!). You’ll also enjoy a much more detailed informative module at the top, revamped building and villager panels, a new quest module and more streamlined notifications.
You will find a new Quest panel where you can pin quests and keep a track of available missions and an overhauled help menu that will give you some further pointers and information on the games’ systems.
Saves now have a screenshot to help you identify your save at-a-glance, and the settings menu (and game) in general, is much more easy to use and navigate.
That’s not all of course! We have made further improvements to the engine during this time, that should see your fps improve as well as further bug fixes.
In summary, anything and everything is new and we hope you enjoy the new experience the UI will bring to the game!
Behind the scenes of last year development
This last year has been very busy for our small but passionate team. As many of you know, Foundation is made with its own game engine. This gives us the liberty we need to create the game as we envision it, but it also requires more time to develop some features as we also have to develop the tools we require beforehand.
Much of the team have been focused on the programming that was required to implement a whole new UI:
Creating a complete GUI Editor from scratch
Improve massively on our GUI engine
Improve our 2D rendering pipeline
Develop a completely new font rendering system to support font variety and scaling
Refactor the whole UI code base around the new UX
Implement all the new QoL that the new UX required
An overview of our engine custom GUI editor
Other members of the team also worked with Dan, our UI/UX developer to create the multitude of custom art that can be seen throughout the new interface.
With the UI/UX phase one complete and the major groundwork set for later phases, we can now switch our main focus and push on with more gameplay and content additions still to come, in the upcoming Core updates!
1.7 Changelog
add: new HUD
add: new help menu
add: new actions bar
add: new Book feature
add: new sortable villager panel to Book
add: new sortable workplace panel to Book
add: new trade and resources panel to Book
add: new budget overview panel to Book
add: new estates panel to Book
add: new army manager panel to Book
add: new log panel to Book
add: new buildings panels
add: new building status indicators
add: new construction menu
add: search function to construction menu
add: category filters to construction menu
add: new Information panels
add: new issues counters
add: new monthly budget reports
add: new quest Module
add: new pinnable quests
add: new notifications system
add: new tooltips
add: new event pop-ups
add: new custom art – events
add: new custom art – information panels
add: new resource icons
add: new main menu
add: new load/save windows
add: new mods window
add: loading screen
add: new settings window
add: new achievements window
add: savegame – automated thumbnails + save meta info (villager count, playtime, etc)
add: new audio
add: more control remapping options
fix: tavern bridge placement
update: community localizations
improve: building overview tab with worker assignation shortcut
improve: UI Scaling, including clean font scaling
improve: language switching
Modding:
add: static sized arrays support
add: support for atlas cell image assets
expose additional animations
fix: mod unload order
fix: custom type list property always using default value instead of assigned value
A preview build of the upcoming 1.7 UI update is now available via the GOG or Steam beta option tab (access instructions below).
For the past months, we have been working hard on a complete rehaul of the UI. Phase I is almost complete and we are excited to bring you a preview build, so that you can all take a first hands-on look at the new revamped Foundation interface.
We still have some outstanding improvements to make in Phase I, but now is the perfect time for us to gather your feedback. We would love to hear your thoughts and suggestions in the preview feedback thread here (Steam) or GOG forums. Alternatively, join us on Discord where we have a dedicated channel for the 1.7 UI preview.
Vanilla (non-modded) save games from the current live build should, in most cases, be compatible with the preview build. However, as always with a preview build, we thoroughly recommend trying a fresh game to get the full benefit and experience from this update.
Many mods will require a migration update and will not initially work, and as such, modded saves will likely need to wait for mod updates and the full 1.7 update. We will be working closely with the modding community to help them get updated as quickly as possible during the preview stage.
Preview build saves will be compatible with the full release of the 1.7 UI update
Phase I is a huge foundation [Warning: pun overuse] for more improvements to come with subsequent phases looking to fine-tune the art style, improving usability and UX as well as looking deeper into accessibility features and then final UI polish.
We hope you enjoy the new look UI and we look forward to hearing your feedback.
Access instructions
If you would like to take a look or help test out the update preview you can gain access via:
Steam
Right-click Foundation in your Steam library
Click on properties
Navigate to BETAS
Choose the preview – Next Build Preview option
The game will automatically update but if it does not you may need to restart your Steam client.
Please note: The preview build is work in progress and may contain some bugs. Any Bugs you might find can be reported here on the Steam forums or you can join us on Discord where we have both feedback and bug reporting channels.
GOG
Open the Foundation game, options menu within your GOG Galaxy library
Choose Manage installation -> Configure
Within the Betas channels choose preview
Click OK
The game should automatically update but if it does not you may need to restart your GOG Galaxy client.
Please note: The preview build is work in progress and may contain some bugs. Any Bugs you might find can be reported here on the GOG forums or you can join us on Discord where we have both feedback and bug reporting channels.
Today we are announcing the release of Alpha 1.6.23.1021!
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.
Promotion Sorting
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.
More Names!
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.
Masterpiece Polish
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.
Melody Composer
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.
Improved AI
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.
New Animations
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 wiki
Modding documentation and changes can be found over on the modding wiki.
Changelog
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.
Add: Quit to Main Menu and Exit to Desktop confirmations – Adjust texts
Add: Utility Agent – Villager AI improved for needs fulfillment
Add: Various tooltips
Add: Villager Names
Add: Warehouse/Granary tooltip
Add: Warning panel should remember last severity selected
Update Art – Various Masterpiece polish
Update: Army Manager – “Army” and “Battle History” should be sticky at the top while you scroll down.
Update: Improve builder’s priority system
Update: Improve trade quantity inputting for high numbers
Update: Masterpieces – Prevent unusual combinations of conditions and masterpieces
Update: Mineral Depots – Add entrance arrows for the crane.
Update: Monument – Legacy Rustic Church – shape and collision adjusted
Update: Monument – Market – Market Table, of any type, should be a mandatory part of the construction.
Update: Resource list order
Fix: Anim – Glass Smelter – missing tool
Fix: Audio – Different behavior when reaching speed 0 using the “-” and the “spacebar” button.
Fix: Bailiff – Prospection tools are missing from the animation.
Fix: Churches – Remove the priest text
Fix: Core – Never Block House Entrance
Fix: Deserialize and reapply crop yield bonus
Fix: Farm Fields – Performance takes a hit when switching from Sowing to Growing.
Fix: Fisher – Bonus is not adequately applied during bad weather, reducing the yield instead of augmenting it.
Fix: Goldsmelter – Worker from the indoor workstation exits the building through the wall when the work cycle is done.
Fix: Knight Statue – missing marble texture
Fix: Major Performance issues when opening the Low Warning notifications on a large city.
Fix: Masterpiece – Barracks construction steps can be seen floating when attached to the top of another part.
Fix: Masterpiece – Fountain can still be unlocked even if a villager leaves during the bad weather event.
Fix: Masterpiece – Lush Garden bonus effect is not functional and does not increase the splendor of the building.
Fix: Masterpiece – Standalone masterpiece with the Maintenance effect will display it in the global game rule when it shouldn’t.
Fix: Masterpiece condition – Must be part of Great Hall not updating in general tab when assigning function
Fix: Military Quests – User can receive hard and extreme difficulty missions without having met the requirements.
Fix: Mineral Deposit – Rare – Sometimes unrelated materials are deposited into the quarries.
Fix: Monastery – Doors attached to herb garden are preventing the monks from entering the building.
Fix: Monks – Incorrect situational message when working
Fix: Monks – Monk leaving winery work station doesn’t use path
Fix: Monument – Changing the material set apply the last choice
Fix: Monument and Building window seems to open far away from building and to expand out of screen.
Fix: Need Cycle – Villager will stop going for needs under specific circumstances, resulting in multiple needs to be skipped even if plenty are available.
Fix: Need unfilling on load game (housing and church)
Fix: Pathfinding – Pathing through the wooden keep for soldiers issue, depending on the setup.
Fix: Pathfinding – Rare situation where the builders cannot path to build decoration onto the bridge.
Fix: Pause Game – Possible to have state in which the game does not resume from pause.
Fix: Prevent soldiers and bailiff from lossing happiness while on mission/mandate
Fix: Prospection Mandate – Ensure window has a maximum size and a scroll bar to allow for large number of deposit.
Fix: Rustic Church – Door C does not allow to enter the church core if placed on a tower
Fix: Rustic Church – Specific setup will prevent villagers to path properly into the core.
Fix: Save and Load – Noticeable dip in happiness when reloading a save game.
Fix: Sheep Statue – Impossible to build a sheep statue, the statue is never delivered to the building’s location.
Fix: Some masterpiece game conditions are very CPU expensive when moving the whole building
Fix: Statue – If a building containing a statue is cancelled during construction, the statues orders are not cancelled.
Fix: Stone Quarry – Initial construction posts are floating when the construction begins.
Fix: Various visual FX tweaks and fixes
Fix: Warehouse / Granary – Possible to exceed maximum capacity.
Fix: Warning pannel – Some workplaces aren’t showing the “full workplace” warning
Fix: Wooden Keep – Height adjustment arrows are located too high
Crash Fix: Crash when mod dependency is hidden on mod.io
Crash Fix: Rare crash – Game crashes when deleting an Automated Fountain when there’s nothing else built in the game.
Crash Fix: Rare crash – Game crashes when deleting part of the tavern bridge and reload the save.
Crash Fix: Rare crash with no space for housing notification
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!
WHAT’S NEW
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.
New Productions
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.
Bailiff Mandates
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.
Visits
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 animations
New modding functions and capabilities
New sounds
New improved grass and cliff visuals
9 new achievements
Plus many fixes and improvements
You can check out the full changelog below:
1.6 Changelog
Gameplay
New features
New: Minerals sources that can be prospected and extracted
New: Production chains related to minerals
New: Masterpieces
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
Improvements
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
Add: localization
Art
Buildings
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
Environment
New grass texture
New cliff texture
Bug fixes
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
notification window
Modding
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.
Pilgrims visiting the Shrine
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.
New Achievements
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.
New Animations
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.
The Jeweller checking the quality of her workA builder scrutinizing new plansA new statue takes shape
Finally…
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)