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Foundation

A New Era of Organic City-Building Simulation!

The 1.9.7 QOL Update is Live!

Hello everyone!

We are excited to announce that the 1.9.7 QOL update is now available on Steam & GOG!

1.9.7 is the first of our Quality of Life (QOL) updates as we work toward the game’s Full Release. For more information on the recent change to our release plan, check out the link at the bottom of this announcement.

Your feedback is very important to us and we have looked to address some of the most requested QOL features in this update, as well as further improvements we have been planning. Let’s dive right in and take a look at what you will find in the 1.9.7 QOL update…

Interior Access

Previous to 1.9.7, some monument buildings required a separate door, which could limit creativity and also did not make sense for a monument as a whole. Now, with 1.9.7 buildings will check interior access to the whole building, meaning that a single door could be enough. For example, an entrance to your treasury could be part of an attached Great Hall.

Furthermore, so that you can check that your buildings are accessible, we have added a handy toggleable tool that will clearly show when your buildings have interior access, letting you know if they are fully navigable or not.

Buildings Function Status

Buildings now have a clear function status with feedback to the player that will indicate when they can no longer work if one of their construction requirements is missing. Restoring the condition will resume the workplace.

Ghost Construction Preview

Another much-requested feature was the ability to see your ongoing construction sites when placing new buildings. Now in 1.9.7, all other buildings under construction will show as ghost visualizations, making for much easier placement of new construction projects or when editing Monuments.

Improved Construction Flow

One issue frequently raised in the community centered around how builders were affecting the construction flow. Previously, builders would be sent to construction sites based on their proximity to a site. This could cause projects to be completed in an unexpected order making it hard to plan.

With 1.9.7, builders will now prioritize constructions based on the order in which they were started making it easier to plan your projects. We have also improved the algorithm so that builders will be dispatched more evenly between different types of construction projects so that all your builders don’t get tied up on any mega-projects.

Traveling and Work Time

We have now removed the villager’s travel time from their overall work time, enabling your villagers to use their work time more effectively. For instance, crop yields and production cycles will be more consistent, despite any long distances your villagers may have to walk to get to work.

Villagers require to fulfill their needs of course, so efficiency can still be lost with large work-to-needs fulfillment distances.

Improved Map Generator

We have made some major improvements in 1.9.7 with an overhauled Map Generator. You’ll find improved visuals and shaders making it much easier to identify elevations on the Map Gen minimap.

Additionally, we have addressed a couple of bugs and implemented further improvements, so that you should no longer encounter any micro-territories or broken territories on your maps nor find any inaccessible mineral deposits.

Resource Favorites

This one has been at the top of many of your feature requests… It is now possible to choose your favorite resources to add to the Resource Bar! Mark as many favorites as you wish in the resource window of the Book.

The Monastic Emissary & Mandate Window

A new building function has been added to the Monastery! The Emissary Office will employ a Sister or Brother in the role of Emissary (similar to the Bailiff role), dealing with Clergy privileges and mandates. Consequently, we have also revamped the Mandate Window to take into account the new Emissary role.

Housing Upgrades/Downgrades

When a House is upgraded or downgraded, it would previously revert to its foundation construction stage and could easily be mistaken for a brand-new house. To remove this potential confusion, houses will downgrade or upgrade to a later construction step, making it more clear what tier of housing it is, as well as no longer looking like a fresh construction.

And More!

Indeed! There’s more! We have a bunch of bug fixes coming with the 1.9.7 QOL update. You can check out the full changelog below.

Changelog

New

  • Added Interior Access visualization and construction toggle
  • Players can now specify their favorite resources in the top resource bar
  • Added a Bailiff option for the Monastery: The Monastic Emissary, a Brother/Sister working at the Emissary Office
  • Ghosts of buildings under construction are now displayed when you are in Construction/Edit mode

Update

  • Construction sites are now prioritized by start time, not by closest distance
  • Workers should go to their workplace before starting their work time
  • Display attach node only when snap mode is toggled or part needs to be mandatory attached
  • The Market Monument has been turned into a building with parts instead of a Monument with sub-buildings.
  • Moved the Clergy Privilege and Clergy Influence mandates to the Monastic Emissary
  • Overall improvement of the Mandate window & tooltips
  • Improvements to monument attach nodes
  • House Upgrade/Downgrade transition improvements to show construction steps and not new build
  • Tavern Kitchen – worker quantity now scales with building capacity
  • Treasury – Gold coins are no longer lost when the maximum treasury limit is reduced
  • Various UI improvements

Fix

  • Soldiers – soldiers using the barracks as their houses could not fulfill their needs when the monument is being expanded.
  • Bailiff – Changing the bailiff resulted in the edict “contractual wage” to not be applied until reload.
  • Book – Logs – Newcomer notification was not updated “live”
  • Monument Editing – Display all possible attach nodes when a part is being placed / moved.
  • Cloister – Could not start construction if function was switched
  • Monument Editing – Prevent parts from being attached to house attach nodes.
  • Building Highlight – Sometimes, a building would remain highlighted even if the window is closed and the cursor is not on the part.
  • Mandate Window – The window did not close when the Great Hall was destroyed.
  • Deliver Wood Quest – Displayed requirement was 50 but required 100 to complete
  • Unlockables – Show part’s description when there is no building function
  • Missing Unlockable descriptions on Candle & Commonware extension
Map generator

Update

  • Improved elevation texture visuals

Fix

  • It was possible to have a broken territory on specific generated map seeds
  • Some territory regions were too small
  • Some maps had unreachable village path exits
  • Some setting changes could create unwanted bumps on islands
Modding
  • Expose – COMP_BUILDING:getEditMode
  • Expose – Mandates
  • Territory Tooltip – Always shows “coins / week” even if resource is changed
  • Support buying from trade routes with certain condition
  • Updated modding wiki

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 come and join us on our official Discord server.

Also, check out the recent announcement of a change to our release plan here.

The Polymorph Games Team

 

Experimental Branch April Update

Hello everyone!

Foundation’s experimental branch has just been updated. Below you will find a changelog with all the details about what’s included.

If you’re interested to give this version of the game a try, here’s how:

  • Open Steam
  • Right-click on Foundation from your game library
  • Click Properties
  • Click Betas
  • Choose experimental_tavern_taxation from the dropdown menu
  • Reload your game

Changelog

Game Balance

Workplaces

  • Increased Bakery’s Bread output from 8 to 9
  • Increased Brewery’s Beer output from 2 to 3
  • Doubled the Beer Brewery’s intput storage
  • Reduced Butchery’s Meat output from 5 to 4

Trading

  • Swapped Myddle’s Boar for Grapes
  • Reordered Northbury’s resources

Meat production

  • Increased Butcher Boar input storage from 10 to 20
  • Increased Hunter’s Hut production cycle from 20 to 30 (pre-prototype value)

Cloth

  • Increased selling of Cloth from 1 to 2
  • Increased buying of Cloth from 3 to 4

Wool

  • Reduced Wool output of Sheep Farm from 3 to 2 (pre-prototype)
  • Reduced Wool input of Weaver Hut from 4 to 3
  • Adjusted Wool storage input of Weaver Hut from 40 to 30

Clothing production

  • Reverted cycle time to pre-prototype
  • Increased Wool production at Sheep Farm from 2 to 3
  • Increased Wool cost at Weaver from 1 to 4
  • Increased Weaver and Tailor input storage to 40

Common wares production

  • Reverted to 1 cycle of 30s instead of 2 cycles of 20s

Tier 2 upkeeps

  • Reduced Wheat Farm Worker upkeep from 2 to 1 coins per worker
  • Reduced Sheep Farm Worker upkeep from 3 to 1 coins per worker
  • Reduced Weaver Hut Worker upkeep from 3 to 2 coins per worker
  • Reduced Stonemason base upkeep from 10 to 8 coins
  • Reduced Tailor base upkeep from 10 to 8 coins
  • Reduced Wheat Farm base upkeep from 5 to 4 coins
  • Increased Bakery base upkeep from 5 to 7 coins
  • Increased Windmill base upkeep from 5 to 6 coins

Bread production

  • Increased Farm’s Wheat value per gather to 0.065
  • Increased Bread output at Bakery from 9 to 12
  • Increased Windmill’s cycle time from 15s to 30s
  • Doubled Windmill’s recipe from 4 Wheat to 1 Flour to 8 Wheat to 2 Flour

Myddle

  • Replaced Myddle’s Flour for Beer

Taxation advanced onboarding

  • Increased minimum coins from 100 to 200 for the taxation onboarding

Tools advanced onboarding

  • Removed Warehouse storage condition for the NoTools onboarding

Updates

  • Meal icon
  • Berry Brew icon
  • Kingstone Abbey heraldry
  • Levy Mandate illustration

Fixes

  • Bailiff selection didn’t take villager status into account
  • Common Resources mod prevented houses from being built
  • The ‘Gain influence with one Estate’ and ‘Revise one Estate Privilege’ wouldn’t let players choose the Clergy or Kingdom options
 

1.8 Fall Update is now live!

Consulter la version française de cet article

Greetings beloved builders,

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 Workshop
Common 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.

– The Polymorph Games Team

 

Preview build: Alpha 1.8 is live!

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.

  • The Polymorph Games Team

 

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

 

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