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Foundation

A New Era of Organic City-Building Simulation!

Modding Mondays Episode 3: Day – Night Cycle

Hello builders and welcome to this third episode of our Modding Mondays series

Today we have the pleasure of showing off the very fresh Day – Night Cycle mod from Minotorious. 

If you’ve been hanging around on our Discord, you know just how involved Minotorious is in the community. With more than 10 mods under his belt, we felt like it was time to share one of his own creations here.

Adding even more immersion to Foundation

The Day – Night Cycle mod adds a new and immersive gameplay feature to Foundation. By using a sundial (see below), you’re able to adjust various settings:

  • Turn the sun on or off
  • Set the camera shader
  • Set the shadow direction (default: 12 o’clock direction)
  • Set whether you want dynamic simulation or not
  • Set the dynamic simulation’s speed

The sundial needs to be built like any other building in Foundation. Keep in mind that in order to use the Day – Night cycle mod, you’ll need to install the Foundation Extended Building Functions dependency, also from Minotorious. 

If you’d rather not toy with all these settings, you can instead install the automatic version which does the same thing only, well, without your input!

As is often the case with original creations, the Day – Night Cycle mod happened a bit randomly:

The Day – Night Cycle mod was more of a happy accident than something actually planned. I was checking what objects I could access inside the game that the developers had not exposed to modding yet when at some point I came across the game’s Sun. From that point on I made a little plan on how to implement the Day – Night Cycle and got to work. A few workarounds and 1-2 days later the mod and the little sundial controller started taking shape.

-Minotorious
The Day – Night Cycle mod in action

Empowering modders since day one

From the beginning, we’ve believed in community-driven content for Foundation. In fact, it’s a must for this type of game, as it adds a ton of creativity and replay value. As we’ve said in the past, we want our players to be able to let their creativity free and for them to have a platform with which they can share that creativity with the world. All of that begins with mod support.

That being said, we took the opportunity to ask Minotorious how his experience been like creating mods with Foundation.

With one word, amazing! Foundation is so simple to mod but also has so much depth if someone wishes to create something very new and very custom in it. Polymorph Games and especially Léo and Maxime are always eager to answer questions and help modders bring their projects to life. To be honest, the Day – Night Cycle mod is a prime example of the dev team listening to the modding community and implementing features we asked for. Without them implementing some methods related to attach nodes so quickly the Day – Night Controller wouldn’t have been possible at all!

-Minotorious

Aspiring modders are welcome to join our community at any given time. We have channels dedicated to mod development where members share tips and tricks along the way. Take a look, it’s worth it!

Download the Day – Night Cycle mod now!

 

The 1.8.1 Update Is Now Live!

Greetings everyone!

Today we are proud to announce that Foundation’s 1.8.1 update has just landed.

Following a successful and mostly incident-less preview version, we’re releasing this content a bit ahead of time.

Let’s take a tour of the new and updated features, shall we?

Resource Tracker

The biggest and most exciting feature added to 1.8.1 is without a doubt our brand-new resource tracker tool.

It allows you to see where resources are located in your village by right-clicking on a resource icon from the info module, located at the top of your screen.

Left-clicking on the same resource will bring you to its associated entry in the Book, under the Trade tab. We are confident that this addition will make it easier to manage your village and its numerous supply chains!

berries-3

Understanding Resource Icons

As we pointed out earlier, the resource tracker tool adds useful icons above entities in the world. They’re used for construction, storage, transport and production (input and output).

Here’s a quick definition of each icon type you will see in Foundation:

IconResource in storage
IconResource in transit
IconResource production input
IconResource production output
IconResource available for consumption
IconResource used in construction

Enhanced Construction Step Bundles

Another goal we’ve set ourselves for the 1.8.1 update was to achieve better HUD efficiency.

As of 1.8, we’ve added construction step bundles to Foundation. Since then, most buildings are built progressively. This feature adds a lot to the immersion and can even help you plan ahead as each step requires different resources. But we felt like there was room for improvement about how we communicated this information to you.

If you take a closer look at the above building panel, you’ll notice we now display ready-to-build bundles in the progress bar (second background layer). One of the pitfalls or the previous iteration of this feature was that it involved too much guessing. With 1.8.1, we felt the need to share more information about construction steps—clear the fog, in a way.

Modding Additions

Foundation’s mod scene is still going strong years after we first entered early access. True to our habits, we’ve worked closely with the modding community to fix bugs and crashes related to 1.8.1. But that’s not all: browsing the changelog reveals the newly added exposure of single-property types. Combined with COMP_SOLDIER, we can’t wait to see what modders will create next. As a reminder, we share our favorite mods here every Monday. The talent at work is nothing short of amazing!

1.8.1 Changelog

General

  • Add: Resource tracker (resource icons are shown above entities when right-clicked in info module)
  • Add: Resource tracker windows open entity panels
  • Add: Resource tracking button in the book (resources list)
  • Add: Shortcut from resources in info module to book
  • Add: Resource row highlight in the book
  • Add: Ready-to-build bundles are now shown in construction progress bars
  • Improve: Construction and Bailiff progress bars are no longer shown behind prioritize and cancel buttons
  • Improve: parts list and jobs ordering
  • Fix: color when conditions are met from green to gold (quests)
  • Fix: missing tooltip on delete savegame button
  • Fix: buildings generating resources have duplicated descriptions
  • Fix: missing localization on Controls window title
  • Fix: crash after building the Village Center is the Build menu was already opened
  • Fix: if there is at least one incomplete part in a multi-part monument when a reload is performed, all the parts that were previously completed will turn invisible (monuments)
  • Fix: walls disappear upon reload
  • Fix: Market Goods and Luxury tables are not unlocking
  • Fix: crash when building a village center
  • Fix: crash no crane on mineral deposit
  • Update: community localizations
  • Update: rename good and luxury market stall part set category

Modding

  • Expose single-property types
  • Expose COMP_SOLDIER
  • Fix: crash when spawning immigrant with job
  • Update: modding documentation
 

Modding Mondays Episode 2: Livestock Farms

Hello everyone and welcome to another episode in our Modding Mondays series. This is our way of highlighting popular, must-see Foundation mods created by the community. 

This week, our focus shifts to Livestock Farms from longtime fan and creator Batyushki.

Foundation is all about creating your own, custom medieval village powered by efficient production lines. In the base game (i.e. the vanilla version) animals act as resource producers in the dairy and sheep farm production buildings. Same goes for fishes in the fisher’s hut. Only horses aren’t bred or hunted for precious resources (phew!).

With his mod, Batyushki expanded upon the idea of farming in Foundation. As per the mod’s official description, it “adds more livestock types and provides the opportunity to raise them intensively or on pastures, with more realistic food and space requirements. You can also fully utilise each animal for meat, milk or wool.”

In this case, Batyushki took an already existing concept and pushed its boundaries, allowing players even more freedom in how they combine farming with their animals. 

Instead of being limited to producing only one specific resource, most animals now produce at least two. Cattle generate meat or milk, whilst sheep yield either meat, milk or wool. This is also true for the newly added goat, which produces meat or milk. However, there’s one exception: the pig only generates meat—but at a faster pace than any other livestock.

Livestock Farms is all about giving you more flexibility to create believable farms in your Foundation village. One way to achieve this is with the rail fencing available from the walls menu. Newly added buildings such as the butcher’s shop, the creamery and the chandlery all synergize very well to deliver a rich, fun experience. 

Livestock Farms is an excellent choice to bring more variety to the game and we can’t recommend it enough!

Download Livestock Farms now!

 

Preview Build 1.8.1 is now live on Steam and GOG!

A preview build of the upcoming, still-planned-this-December 1.8.1 update is now available via Steam and GOG (access instructions below).

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, GOG forums or alternatively you can join us on our official Discord server.

1.8.1 Preview Build Highlights

Here are some interesting new features included in this new version of Foundation.

Resource Tracker

Ever wondered where to find resources across your village? No more!

The resource tracker tool adds useful icons above entities in the world. Bread, berries, wood, rocks, name it: every resource is shown in real-time.

This feature is toggled on and off by right-clicking on a given resource at the top of your screen (info module).

Left-clicking on a resource will bring you to its book entry, under the Trade tab.

Construction Bundles Improvements

The 1.8 Fall update added construction step bundles to Foundation.

With 1.8.1, we wanted to improve upon this feature by delivering better HUD efficiency.

We’ll go a bit more in-depth with the official release later in December, but know that we put a lot of effort into making sure our whole construction progress is more accurate.

Preview Build Access Instructions

Note: Preview build saves will be compatible with the full release of the 1.8.1 update. Most mods will require migration for the full 1.8.1 release. We recommend starting a fresh save or playing vanilla (no mods) 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 Foundation’s Options menu in your GOG Galaxy library
  • Select Manage installation, then Configuration
  • Select Preview in the Beta tab
  • Click OK

The game will automatically update. If it’s not the case, you may have to restart your GOG client for changes to apply.

 

Modding Mondays Episode 1: Fantasy Decorations

Hello everyone and welcome to our new blog series focusing on popular mods created by the Foundation’s community!

Every Monday, we will share a must-see mod that sets itself apart. In case you didn’t know, Polymorph Games maintains a close relationship with the modding community. This is our way of saying thank you and exhibit some of the most amazing work done by fans.

For our very first episode, we are glad to feature Fantasy Decorations from modder RaisinMuffin.

At its heart, Foundation is a game about organic medieval city building and customization.

The Fantasy Decorations mod goes a long way in enabling even more creativity within your village. It adds well over 30 decoration elements, ranging from weapon racks, gravestones, siege weaponry (see above), weapon targets and furniture to organic elements such as flowers and animals.

The sheer variety of decorations included in this mod is stunning, to say the least.

As if it wasn’t enough, almost every single decoration has height scaling. In other words, you can place them anywhere you want on your map. Some of them can also be snapped together, which enables a number of new variations.

The mod also includes other interesting options, for example the ability to remove grass in three different sized circles, draggable fences or even an Edit mode where you can freely move and delete decorations… even after they’ve been placed!

Fantasy Decorations is an impressive package. It currently sits at #3 of the most downloaded Foundation mods with well over 100,000 downloads. It also has been upgraded to work with the latest version of the game (1.8).

Download the Fantasy Decorations mod

 

Patch 1.8.0.8 is now available!

The Polymorph Games team is pleased to share the details about Foundation’s newest patch, numbered 1.8.0.8. 

This is a minor patch until the 1.8.1 release planned this December. 

Here are all the changes included in this new version of the game:

Fixes

  • Expose military campaigns for mods
    (EVENT_ACTION_TRIGGER_MILITARY_CAMPAIGN)
  • Possibility that a resource cannot be gathered after changing a villager’s status to unemployed
  • Crash when rendering saves games’ thumbnails with big cities
  • Major hang when using the promotion system while a villager window is already opened, using specific mods

Add

  • Buildings, building functions, jobs and resources introduced in 1.8 are now available to modders

Update

  • Localizations

As always, we’ll be looking forward to your feedback with the release of this new patch. Please join us on Discord to share your thoughts!

 

The 1.8.0.6.1108 Patch is LIVE!

Hello everyone! 

We have just deployed Foundation’s 1.8.0.6.1108 Patch!

This is a minor patch that aims to fix some of the most common issues encountered since the release of 1.8. 

Here’s what’s included:

Changes

  • CandleWorkshop: Extension now modifies recipe
  • Minor adjustment to the Candle Workshop model
  • Adjust building window to properly show recipe modifiers
  • Wait for a villager to finish his/her work shift before changing jobs

Fixes

  • Building Window refresh when building parts get unlocked
  • Church message tooltip 
  • Performance issue when unemploying a villager
  • Visual issue which doubled the maintenance cost in the preview building window
  • Resource depot causing infinite fuel bug with fuelmonger mod 
  • Building description update when building and part are built at the same time 
  • Top module not showing resources at 0 when loading a game
  • Some work interactive location could become locked after work shift switch
  • Crash on launch on Linux Proton

Modding-specific

  • COMP_WORKPLACE can now be instantiated
  • Fix: Crash when changing a particle emitter system at runtime

We hope you enjoy this patch and as always, we will be waiting for your feedback!

 

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

 

Devlog #16

Greetings Lords and Ladies!

With the new UI out it’s a good time to take a look at what else we have been working on and where our focus is now headed.

Before we do though, we would like to mention our growing team here at Polymorph Games. As a relatively new indie studio we are always looking to expand the team and as such we have seen some new faces since the last Devlog.

We have recently been joined by a senior gameplay programmer that will help us as we move our focus to new and improved gameplay features. We also have been swelled in ranks by a new engine programmer as well as a gameplay programmer that is completing an internship with us.

Getting back to the team’s focus, the first thing of note is that in a revised change to our roadmap earlier this year, we are planning to bring you a game update in the Autumn/Fall whilst in the background we also work toward the bigger Core II update.

Let’s take a look at what the team has been working on…

Art

The art team have been hard at work overhauling the current buildings to create a more cohesive and detailed style throughout the game.

You can see an example below of the completed bakery revamp in all its splendor.

Before/after shot of the Bakery

You’ll see the majority of these as part of a larger update, most likely sometime next year, however we will be bringing 2 new buildings to the game much sooner that have been designed from the ground up with the new and improved styling already implemented.

Currently the focus is on these two buildings which will see both a Candle Workshop as well as a Common Wares Workshop added to the game in the Fall Update. Check out some concept art of the Common Wares Workshop below.

Common wares workshop concept art
Gameplay

In the longer term the gameplay team is now focused on Core Update II which will see a complete overhaul of the Estate system and progression. The final design of the Estate system overhaul is now almost complete and work has begun on its implementation. The team are also working on balancing tools to make for easier balancing as we add more content to the game.

In the more immediate future however, the team has also been working on implementing a new feature for the Fall Update that will bring more immersion when building your village. This feature will see construction step bundles implemented to the game.

These bundles will create a more logical construction process, where materials will be required on construction sites in a relevant order. For example a building’s foundation/basement will be built first and require a specific portion of the overall building resources on site before construction begins. The next step might be walls that require the next bundle of resources.

Construction step bundles essentially break down the overall resource requirements into separate bundles that need to be delivered to construction sites prior to builders starting work on each construction step.

UI/UX

We are still working to further improve the UI with subsequent updates such as the recent UI/UX patch. We still have many more improvements to come.

To this end, the UI/UX team is working on a number of important small improvements and fixes that will come in the Fall Update. Alongside this the team is also working on UX design for the bigger core update, in support of the Estates overhaul, which will require a number of new screens and information panels.

Game Engine & Modding

As you can probably imagine the Engine team is busy working to support any processes that the whole team are working on, such as new Hurricane editor tools for feature integration.

Furthermore the team continues to collate and analyse any crash reports coming in and fixing any instability as quickly as possible. Our crash rate is at an all time low with the biggest crash issue now being graphics drivers. Note: if you are experiencing any crashing on startup please update your GPU drivers with (importantly) a clean install of the GPU drivers.

Modding is also one of the larger projects for the Engine team which has seen them continue to work on exposing more features, such as exposing the mandate system to create custom mandates. They have also been looking to support modders even further with work on Lua debugging support.

In addition to this we continue to work closely with the modding community to gather modding feedback and suggestions, as well as look at ways to improve our feedback gathering to better support the modding community.

We will bring you more news as soon as we have it and keep an eye on our social media channels for more teasers, as we get closer to the Fall Update release.

 

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