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Foundation

A new era of organic city-building simulation!

1.7.11 UI/UX Patch is live!

Good day Lords & Ladies!

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)
  • add: Map selector placeholder modded map description
  • add: Map selector placeholder modded map screenshot
  • add: Option to hide autosaves in load menu
  • add: Option to turn off tree and grass sway to prevent motion sickness
  • add: Stockpile tooltip in resource window
  • add: Toggleable FPS visibility in the General options
  • add: New golden buttons implementation
  • update: Improved text contrast and shadows
  • update: Tweak estate headers (Labor/Kingdom)
  • update: Multiple layout, labels and icon tweaks
  • update: Information Module notifications – visibility improved
  • update: Clear building search box when switching categories
  • update: Help menu – Streamline text wording
  • update: Improve load game layout and sorting
  • update: Improve promotion sorting order
  • update: Improve save game layout and sorting
  • update: Improve the workplace list sorting
  • update: Improve zooming on elevated terrain
  • update: Lock environmental animations at speed x1
  • update: Locked buildings provide info relative to their unlocking conditions
  • update: Tweak delivery quest steps
  • update: New event illustrations
  • update: Adjust dropdown and combobox positioning
  • update: Action Menu – UX/UI iteration
  • update: Port the tombstone window to the new UI style
  • update: Visitors follow interaction via quest module changed to locate
  • update: Tweaked training dummies description
  • update: Localizations
  • fix: Outside Territory notification when moving a tavern with a bridge
  • fix: Automated fountain musical parts should display a function
  • fix: Bailiff – The tooltip to locate the mineral’s location is empty
  • fix: Missing resource counter is counting each building parts as individual structures
  • fix: Building status not always representative of current status
  • fix: Crane storage not showing resources
  • fix: Double “achievements disabled” notif when loading a game
  • fix: Estate conditions should never be red when the value is sufficient
  • fix: Forester status should be “No tree type selected” when no tree type is selected
  • fix: Immigration blocked notification missing
  • fix: Livestock spawning location not working
  • fix: Possible to have ‘stuck’ message that gives no information in logs
  • fix: Missing success probability when a military mission continues
  • fix: Reloading a save with an ongoing military mission can have various issues
  • fix: Hot reload destroying the minerals depots that have a structure
  • fix: Rounding issues for values throughout the game
  • fix: Scroll bar reset position when closing / reopening
  • fix: Stuck soldiers can remain stuck forever
  • fix: Reduce military mission rewards
  • fix: Days left of active military quests remain at 0 after the initial 20 days
  • fix: Cost to unlock the tavern wall
  • fix: Switch the default forester tree state to true
  • fix: Various UI presentation fixes and tweaks
  • fix: Villager status when soldier job is removed
  • fix: Soldiers can be selected whilst invisible at quest location
  • fix: Wrong granary description (stores “granary-type” food)
  • fix: First buildings unlocked were not showing as quest reward
  • fix: Resources list is misalignment
  • fix: Ressource tab cannot be closed using the Esc key under certain circumstances
  • fix: Automated fountain musical parts should display a function
  • fix: Estates value text colors incorrectly changed
  • fix: Load game mod list exceeded defined space for warning window
  • fix: Infinite quests displaying days left in their tooltip
  • fix: Esc button should close system menu
  • fix: Esc key should cancel building placing and system menu sub window
  • fix: Villager Stuck Notification Log when destination object does not exists anymore
  • fix: Possible to promote villagers without having gold
  • fix: Environment map lighting
  • fix: History tab for saves 1.7.10 and before, now list all completed missions from day1
  • fix: Transporters bypassing stockpile
  • fix: Military panel visuals when a quest expires
  • fix: Missing building description tooltips for multiple monuments
  • fix: Building completed notification loses building name on reload
  • fix: Applied dynamic reserved width to military lists
  • fix: Crash caused by mod game rule
  • fix: Crash on very early building part destruction
  • fix: Crash when a building part is deleted with active inventory
  • fix: Crash when accepting a military mission
  • fix: Crash when attempting to deposit resources in a non-existing crane deposit
  • fix: Crash when load selected and savegame list is empty
  • fix: Crash when performing force finish on parts of the bridge
Modding
 
  • add: Ability to customize core prefabs
  • add: Modded maps preview customization
  • add: Expose additional classes and core content
  • update: Mod logging improvements
  • update: Modding documentation fixes and improvements
  • fix: Existing savegame mod reordering fixes
  • fix: Mod custom behavior tree node fails
  • fix: Other modding-adjacent bug fixes
  • fix: Crash on modded bridge building part removal
  • fix: Crash when building monument mod with tree building part
  • fix: Crash caused by mod game rule
Modding wiki

Modding documentation and changes can be found over on the modding wiki.

– The Polymorph Games Team

 

1.7 New User Interface (UI) Update is now live!

Greetings Medieval City Planners,

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
 

Preview build: Alpha 1.7 is live!

Hey everyone, today we have exciting news!

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.

 

1.6 Content patch is now live!

Hello everyone! 

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: Missing parts of the legacy church
  • Add: Musical Fountain – Musical Composer
  • Add: New workstation animations & VFX
  • Add: Promotion list sorting
  • Add: Quarry Depots – Inventory Visual+Gems Texture
  • 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

– The Polymorph Games Team

 

Minerals & Craftmanship 1.6 Update is now live!

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 whole Polymorph Games team

 

Minerals & Craftmanship 1.6 Update: Release Date News

Exciting news!

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 work
A builder scrutinizing new plans
A 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)
  • New buildings capabilities
  • Artisan workshops
  • New production chains
  • Pathing inside buildings
  • New modding features

– The Polymorph Games Team

 

Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!

Happy Friday everyone!

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!

Changelog

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.

Gameplay

New features

  • 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

Improvements

  • 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

Art

Buildings

  • 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

Environment

  • New grass texture
  • New cliff texture

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
  • More details can be found on the wiki

 

Preview build access instructions (Steam)

If you would like to take a look at the Minerals and Craftmanship Preview build you can switch over to it via the Steam Betas in your Foundation properties.
 
  1. Choose Foundation (Steam Library)
  2. Click Manage (Cog)
  3. Click Properties
  4. Click Betas (tab)
  5. In the “Select the beta” dropdown choose Preview

(If you don’t see the preview option restart Steam)

Preview build access instructions (GOG)

If you want to take a look at the Minerals and Craftmanship Preview build you can switch over to it via the GOG Betas in your Foundation configuration details.

  1. Choose Foundation (GOG library)
  2. Click settings
  3. Click Manage installation
  4. Click Configure
  5. In the “Beta channels” dropdown choose Preview
 

Insights: The music of Foundation

If you have played Foundation you have most likely noticed the immersive soundtrack that compliments the game and evolves as you play. Just as the game is in development, so too is the soundtrack that paints a musical background picture as you build your village.

Today, we are updating the Foundation Soundtrack. An additional 8 tracks will be added, plus a bonus, solo piano arrangement, exclusive to the OST, taking the soundtrack to a total of 21 tracks.

The Foundation soundtrack is available now on Steam and GOG!

As your village grows and your villagers gain status, the music also grows alongside it, from the early game, single instrument compositions to later, level 2, ensembles.

To create the epic musical background for Foundation we looked to Audinity, veterans of the medieval/historical video game genre. Their portfolio includes games from Paradox (Crusader Kings 2, Europa Universalis IV), THQNordic (Knights Of Honor 2: Sovereign, The Guild series) alongside smaller indie developers like ourselves.

Ash, our Community Manager, had the pleasure of chatting with Yannick and Robin, founders of Audinity, to get a deeper insight into who they are and their work on Foundation.

—————

Ash: Can you start off by telling us a little about yourselves? How you got into music composition and more particularly video game soundtracks?

Robin: My name is Robin Birner, I am a German composer from Bamberg, that’s in the northern part of Bavaria, and together with my partner in crime Yannick I have been writing music for video games ever since I was 16 years old. I have always been fascinated with video game soundtracks from an early age and got deeper into music when I started playing the piano as a child. Later on, because I got bored by the piano, I started playing the church organ and finally got my hands on modding my favourite video games. That’s also when I met Yannick and the rest, as they say, is history.

Yannick: I am Yannick Süß (sorry to all non-German-speaking people who don’t know how to pronounce that weird-looking surname in German, it actually means “sweet”!), I am a video game composer from Munich, Germany and just like Robin, one half of Audinity. Since last year, I also develop and realise video game music concerts together with orchestras, ensembles and event organisers.
Music has always been an important part of my life – I originally wanted to become a pianist, but then I realised that I lacked the skills and that it also was much more fun to just play and rearrange my favourite video game and film music tunes on the piano, instead of just practising scales, which ultimately led to me starting composing music myself. Several years later, writing video game music is what I now do for a living, together with Robin. 

Ash: You have worked on some big games already with Paradox and THQNordic. Can you tell us more about Audinity and how you came together?

Yannick: We first met when both of us were still going to school! When I was 16, I was writing music for The Guild 2 – Renaissance by JoWood Entertainment (which later became THQ Nordic) and realised that I would need some help with it. At the same time I was part of the team of a modding project for a German video game, and they told me that I would work together with another composer which turned out to be Robin – who was even living very close to me! We met for a pint of beer in my favourite Irish Pub, and that beer basically started Audinity! We worked together on The Guild 2 – Renaissance as our first joint project, founded our company Audinity soon after and, most importantly, have developed a great friendship (although we sometimes appear like an old married couple as we have been told several times already…)

Robin: It has been 10 years already, so I think we are allowed to sometimes behave a little like an old married couple.

“We decided that we simply HAVE to work on this game”

Ash: You have been involved with Foundation for some time now, when did you become aware of the game and how did you get involved with Polymorph Games on Foundation?

Robin: There is a saying that “Sometimes the best things in life happen by accident.” That was for sure the case with Polymorph Games. In late August 2017, I stumbled upon the only existing YouTube video of Foundation, consisting of an interview with Phil and Leo at gamescom in Cologne. They talked about the concept of Foundation and showed a rough prototype of the game, which was already very impressive.

During the interview it became clear that Foundation was more than yet another city builder. It pushes the boundaries of the genre by introducing gridless city building as well as many features from some of our favourite video games. After a brief conversation with Yannick, we decided that we simply HAVE to work on this game and to reach out to the developers. In the end you could say it all happened thanks to the YouTube algorithm.

Ash: We are very lucky to have you working on Foundation! Can you tell us more about how you collaborate to create beautiful music? Do you have a studio you jam together in or do you try to keep as much distance between each other as possible?


Yannick: Well, let me say it cost us blood, sweat and tears when we once tried to compose a song together in the same room, that might be a story for another time… no, in all seriousness: we have separate studios, but yes, we work very closely together on all of our music, with lots of constructive discussions, brainstorming and extensive feedback sessions before we send out music to a client. Working together for about 10 years now, we have kind of musically grown towards each other, so we have learned to compose our video game music so that it sounds as if it came from one person only. This is very important if two people are working on the same soundtrack, you want a homogeneous style and sound.

“Foundation looks different than other games and thus has to sound different, too”

Ash: Whilst we are on the topic of style and sound, Foundation is a medieval city-builder and as such is going to require some knowledge of medieval instruments. Do you get to play any instruments to create the soundtrack?

Yannick: Over the years, we have developed our own expertise of writing music for historical and in particular medieval video games, so we have grown some special knowledge about medieval instruments and music. But when it comes to playing medieval instruments, we prefer to leave that to the experts. In the Foundation Main Theme for example, you can hear some beautiful live recordings of a medieval viol and a saz. We also use virtual instruments for the in-game music though, you can make them sound ultra realistic nowadays.

Ash: Have you used any particularly unusual objects to create a sound you were looking for in the past or on Foundation? 


Robin: Yes, indeed – we used Yannick’s vocal talent for the main theme, but later agreed on removing it from the track. It doesn’t get more unusual than that, right? All jokes aside – there are a lot of manipulated instruments in the soundtrack: From stretched church bell sounds to pitched down Cisters. We always try to bring in some unique elements to our music to make it stand out.

Ash: Your main focus and experience seems to revolve around the medieval period do you have a particular interest in historical games and is it something you felt was the right fit for Audinity or has the medieval focus evolved naturally?

Yannick: Both Robin and I have always loved to play medieval strategy games and still play a match of good old Age of Empires 2 against each other now and then. I personally have always been very fond of authentic medieval and renaissance music and have studied it extensively. So being able to write the style of music that you love for the kind of games that you love is actually something we both couldn’t be happier about. We have worked on many historical and medieval video games over the years and we love it.

“One of the most important requirements a sandbox game like Foundation has, is non-fatiguing music”

Ash: How did you go about researching the music style for Foundation? It must be particularly hard with very little to go on to create an authentic medieval sound, where there any particular influences you took when creating the soundtrack?


Yannick: First of all we tried to create a unique sound for Foundation, something that hasn’t been heard in other medieval or citybuilder games before. Many games in that genre have orchestral music that is sweetened with some medieval phrases or instruments. Foundation looks different than other games and thus has to sound different, too. So we had the idea to not use orchestral instruments in the in-game soundtrack at all and only use authentic medieval instruments. For the musical style itself, we tried to be very authentic in order to create a medieval mood, but since the visual style of the game itself is not aimed towards ultra realistic we tried to incorporate that style into the music as well.

Ash: We have only mentioned the Foundation Main Theme so far but there are already a great number of tracks you have created for Foundation. Can you tell us a bit about the requirement for different pieces within the game? 


Robin: One of the most important requirements a sandbox game like Foundation has, is non-fatiguing music. A game you can play for a thousand hours needs music which doesn’t get on your nerves if you hear it countless times. Right now, we achieve that by having three levels of tracks in the game. 

Once you start a new game you will notice that there is no music at all until you have placed your town centre. From there the music gradually evolves based on the size of your medieval city. As soon as a town centre exists, you hear what we call “level 1” music, which consists of short melodic snippets played by one single instrument. 

Those snippets are approximately one minute in length and written in such a way that they organically blend with the game’s ambience. For those of you who don’t own the game yet, you can listen to the “Terroir” track on the soundtrack to get an impression of how it works.

Then we have “level 2” music, which completely replaces the “level 1” tracks once your village has reached a certain size.

Now the music, consisting of small medieval ensembles playing “village dances” and fully fleshed-out arrangements, becomes more prominent.

Also, the main theme is featured in “level 1” as well as “level 2” in suitable arrangements, so it blends nicely with the rest of the music.

This means the main theme does not merely appear secludedly in the main menu but is also part of all stages of gameplay. For us, that is really important to give the player a sense of following a continuous pathway on his or her journey throughout the game and to interconnect all levels. 

Ash: How did you go about creating the contrasts between the level changes? What musically signifies a change between a serf and a commoner for example?

Yannick: We wanted the music to reflect the development of the village. At the beginning of the game, the village is still small and not much populated. So at that stage in the game we just use some medieval instruments that play solo phrases and then fade away again to just sound effects for a while. The music for the commoners is much more lively and we use an ensemble of medieval instruments that play together, because the village itself is bigger, more populated and more is going on now. The music tracks are now longer, more consistent and not as fragile as in the early stages of the game.

Ash: Whilst playing the game and during the game development has your work changed? Have you played the game and thought ‘that’s not right!’?

Robin: Thankfully, that has not been the case on this project. It was very important for everyone involved to add music to the game as soon as possible to prevent that from happening.

Ash: That also shows that you understand the game and the musical requirements for it, I know that you do enjoy playing Foundation when you can Robin! Germany is well known for it’s love of strategy games, is the Citybuilder/Strategy game a passion of yours?

Robin: I think it’s safe to say that Yannick and I are both passionate players when it comes to Citybuilder and Strategy games. It’s true that I play Foundation whenever I can, but. (un)fortunately, music kept me pretty busy over the last couple of months. One of the many great aspects of Foundation is the amount of time you can spend just watching your city come to life. I enjoyed that a lot before the Early Access launch.

Ash: I have already lost count of the number of hours sat mesmerised by my growing cities! I’m very privileged to be part of the team and seeing things grow in the background too. How have you found working with the team at Polymorph Games?


Yannick: We love working with you guys! Seriously, it’s a fantastic experience – we enjoy being in close contact with you and the developers, Philippe and Léo give very professional and constructive feedback to our music that is easy to work with! A particularly fantastic experience was when you guys invited us to join you in Boston for PAX East this year! Spending time with you there, we again realised more than ever before that you are not just skilled video game developers but also a bunch of really great people that we are happy to know.

“We had the idea to use Gregorian chants for the Main Theme, when we sent it to the team, they were just asking what this weird vocal stuff is supposed to be?!”

Ash: I guess we owe you a beer for that compliment! But it can’t all be sweetness and light. Have you had any disagreements on the Music composition for Foundation?


Robin: While collaborating in a highly subjective creative field like music often results in disagreements, I can proudly say that so far Foundation is the project with the least disagreements we have worked on. There are various reasons for that, the most influential one being that we decided to set ourselves strict limitations to work with – such as to only use certain instruments or keys for the music. Once everyone agrees on what not to do, you automatically will have less disagreements. That being said, you should probably ask us again after release because there is still some music to write…

Ash: There is a life-lesson right there! Has there been anything that you tried that didn’t work?


Yannick: I was hoping to keep this secret but…  we had the idea to use Gregorian chants for the Main Theme. I put myself before a microphone, sang my heart out and recorded myself several times to imitate a Gregorian monk choir, even with super deep latin lyrics! When we sent the first draft to the team, they were just asking what this weird vocal stuff is supposed to be and that we better leave this out. Retrospectively this was probably a good decision though…

Ash: Ahaha! Maybe you should record a personal chant album, I hear there is a market for it!
Is your work now complete on Foundation? Or is there still more to come that the community will get to hear in the future?


Robin: There is way more to come. We have recently finished another batch of music, which was added to the game in the Fall Update and doubled the amount of “level 2” music. In addition to that our plan at the moment is to have another musical evolution for the later stages of the game, so stay tuned for a lot of new tracks for the Official Soundtrack Release as well.

Ash: One last question. For anyone thinking about getting into video game music composition do you have any tips or advice?

Yannick: There is no golden path to follow. Just be yourself, show your passion for video games and be very patient. 

Robin: Don’t try to follow the path from someone else. Rather create your own path. Take music seriously but not yourself. Collaborate. Because in the end it’s all about collaboration.

Ash: Thanks for taking the time out to give us some deeper insights into Audinity and your work on Foundation. It is as always an honour and a pleasure and we look forward to hearing more of your work in-game!

 

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
 

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