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Foundation

A New Era of Organic City-Building Simulation!

Important Changes to Our Release Plan

Hello everyone!

We have some important news to share with you today about the ongoing development of the game.

The final gameplan and core game is now at a stage where we can work towards a full release of the game. All of the major features still to come are being worked on simultaneously and are in most cases intertwined. Due to the way these features are reliant on each other it no longer makes sense to continue with our previous plan of releasing smaller updates that ultimately won’t work well as standalone features.

Due to this we have decided that the next major release will be the full release. This will allow us to focus on integrating all remaining features into the game and delivering a more polished, higher quality game. It will also have the added benefit of reaching the full release sooner so that you can get the best gaming experience and enjoy Foundation to its fullest.

We know you will all want to know how soon, however, we don’t have a release date to announce at this time as we still have plenty of work to do, but do know that development is progressing well. Foundation is an ambitious game, and we will of course keep you updated with any news as soon as we have more to share.

Early Access Adopters

For all our Early Access backers, this doesn’t mean we won’t be releasing any updates before the full release. On the contrary, we will continue to work on bug fixes as well as Quality of Life (QOL) features and improvements, based on community feedback, so that we can improve on the core game experience in preparation for the final release. With this in mind, we will be announcing our next QOL update soon!

A BIG Thank You!

Foundation’s development journey has been an unbelievable experience made so much better by all of you, the fantastic community, that has helped us along the way. We would like to thank every Early Access adopter for supporting us and helping us deliver a high quality game that we wanted to create and also one that you want to play for many years to come. We continue to welcome all feedback from the community and we can’t wait to unveil the full release of the game for you all to enjoy!

The Polymorph Games Team

 

The 1.9.6 Desirability Update Is Now Available!

Hello everyone and welcome to Update 1.9.6! 

This version brings forth significant changes to the game, including a brand-new Desirability and Beautification experience. We’ve also implemented multiple Quality of Life (QOL) improvements in response to community feedback such as the sub-building flow. Without further ado, let’s get down to the details!

New Desirability System

Desirability represents the overall attractiveness of an area within your village and is at the heart of this update. In the past, the Desirability of an area was quaternary: low, average, high or very high. We’re changing this formula to a more binary approach where you have a better control over housing quality.

Housing Quality

The first thing you’ll notice when clicking on a house are new Housing Quality details, the first one of which is to be located within a Residential Area. Furthermore, in order to upgrade, a house will need the following: 

  • Desirable Neighborhood (away from noisy and dirty environments)
  • Beautification Area (close to buildings or decorations that provide a Beautification bonus)
  • Villagers of Commoner status or higher looking for such a house
Housing Quality factors

Village Embellishment

As part of the new Desirability system, you’re now encouraged to beautify your village with the help of decorations. Decorations contribute to the creation of Beautification Areas, which are needed to upgrade houses from low to medium quality. 

Each decoration applies its own Beautification radius according to a combination of their visual footprint and quality. Adding multiple decorative elements next to each other will increase the Beautification Area by merging their area of effect.  

A new Beautification visibility layer has been added so that affected areas can be easily identified.

Beautification Areas merging and expanding

Housing Degradation

Housing Degradation is a new mechanic introduced in Update 1.9.6. Rather than being only able to upgrade, houses can now also degrade in quality. This happens when one of the criteria under Housing Quality is no longer met. Note that this is something you are able to control, when you decide if an area has the requirements for higher house quality or not.

Example of a housing requirement that is no longer met

Changes to Needs

Foundation was always meant to remain a calm and pleasant experience where you can play at your own pace, so it was important for us to ease down a bit the pressure of filling the needs of your villagers, especially when you have your first Commoners.  As such, we’ve separated the Needs in two main categories:

  • Essential Needs – must be fulfilled, else they trigger a shortage leading to a Happiness penalty
  • Additional Needs – will not trigger a shortage unless they’ve been fulfilled once

This will allow you to progress at your own pace, without the pressure of your villagers leaving because of unfilled needs. Note that once filled once, the additional needs will trigger a shortage if they are not met anymore.

In the same vein, we’ve reduced the amount of information displayed in the villager window, to keep the most relevant information.

Essential and additional needs grouping introduced in 1.9.6

Other Improvements

Improved Monument and Sub-Building Experience

Following player feedback, we’ve made a number of changes taking aim at monuments and sub-buildings’ navigation.

New monument windows

Resources and Progression Tabs Modifications

The Resources tab (F3) from the Book has been simplified for easier identification of tradeable resources. Icons to purchase and sell resources are now disabled by default and only enabled if players have access to a trade route that either purchases or sells said resource.

Updated Resources window

You will also notice that the Splendor cost of each Estate unlockable from the Progression tab (F5) is now displayed in their tooltip, even if the requirements have not been reached yet.

Great Hall Influence cost

If you haven’t already, give our latest Devlog a read if you want to learn more about what’s next for Foundation.

Changelog

New

  • Houses now have House Quality requirements to upgrade, which are displayed in their building window: 
    • Desirable Neighborhood
    • Beautification Area
    • Villager of Commoner (or above) status looking for such a house
  • Tooltips have been added to the the house window UI
  • Buildings providing Beautification now have a Beautification Area. The range is based on the decoration’s Beautification value and its visual footprint
  • Noisy or filthy buildings can create an undesirable area, which affects Neighborhood Desirability. Such is the case for the following: 
    • Brewery
    • Butchery
    • Cheesemaker
    • Charcoal Hut
    • Dairy Farm
    • Fisher’s Hut
    • Gold Smelter
    • Hunter’s Hut
    • Iron Smelter
    • Quarries
    • Sawmill
    • Sheep Farm
    • Stonecutter Camp
    • Stonemason Hut
  • Upgraded houses can now revert to a prior level if their Desirability requirements are not met. This happens after reaching a deadline and only if players don’t remedy to the situation
  • Added the following visual filters:
    • Beautification
    • Undesirable Neighborhood
  • Needs are now split into two categories:
    • Essential Needs (must be fulfilled)
    • Additional Needs (facultative)
  • Contextual help
    • Housing Quality
    • Beautification
    • Prosperity
  • Help menu:
    • Beautification
  • Important notification : Equipping your soldiers

Update

  • Renamed the “Comfort” need to “Housing”
  • Localization
  • Help menu
    • Desirability
    • Housing

Balance

Legacy Desirability (House Placement)

  • Pre-1.9.6 Desirability (Legacy Desirability) has been specialized into a system that dictates Villagers where to settle
  • Beautification no longer provides Legacy Desirability
  • The following buildings provide Legacy Desirability:
    • Village Center
    • Churches (except Chapel and Abbatial Churches)
    • Market Stalls
    • Tavern’s Service Counter
    • Well
  • Villagers now follow these rules:
    • They settle in Residential Areas
    • They settle close to the Village Center
    • They aim to settle close to Need providers
    • They aim to settle close to their Workplaces
  • The Desirability Visibility layer has been removed

Decorations’ Costs & Effects

  • As Beautification Decorations no longer provide Legacy Desirability; costs and Beautification values have been modified:
    • Village Tree Beautification value has been increased from 1 to 2
    • Village Tree upfront cost has been increased from 7 to 20 coins
    • Tall Banner upfront cost has been reduced from 25 to 20 coins
    • Fountain upfront cost has been reduced from 330 to 320 coins
    • Plant Arch upfront cost has been reduced from 82 to 80 coins
    • Knight Statue upfront cost has been reduced to 320 coins
    • Sheep Statue upfront cost has been reduced from 325 to 320 coins
    • Cypress upfront cost has been reduced from 47 to 45 coins
    • Large Wall Banner upfront cost has been reduced from 90 to 80 coins
    • Polished Stone Arch upfront cost has been reduced from 50 to 45 coins
    • Stone Gateway upfront cost has been reduced from 85 to 80 coins
    • Stone Arch upfront cost has been reduced from 25 to 20 coins
    • Grand Fountain upfront cost has been reduced from 730 to 720 coins
    • Elegant Fountain upfront cost has been reduced from 255 to 245 coins
    • Marble Basin upfront cost has been reduced from 415 to 405 coins
    • Elegant Stone Arch upfront cost has been reduced from 130 to 125 coins
    • Polished Fountain upfront cost has been reduced from 135 to 125 coins
    • Elegant Tree Planter upfront cost has been reduced from 82 to 80 coins
    • Large Tree Planter upfront cost has been reduced from 127 to 125 coins
    • Elegant Post upfront cost has been reduced from 47 to 45 coins
    • Polished Basin upfront cost has been reduced from 135 to 125 coins
    • Large Font Beautification value has been decreased from 6 to 4
    • Large Font upfront cost has been reduced from 190 to 80 coins
    • Small Font upfront cost has been reduced from 190 to 180 coins
    • Elegant Balustrade upfront cost has been reduced from 47 to 45 coins
    • Simple Tree Planter upfront cost has been reduced from 22 to 20 coins
    • Polished Planter upfront cost has been reduced from 22 to 20 coins
    • Wall Fountain Beautification value has been increased from 2 to 5
    • Wall Fountain upfront cost has been increased from 25 to 125 coins
    • Quatrefoil Basin upfront cost has been reduced from 50 to 45 coins

Masterpiece Beautification

  • Masterpiece parts now yield Beautification in addition to Splendor at no extra cost
  • Automated Fountain
    • Automaton Tower, Columns yields 1 point
    • Marble Basin yields 1 point
    • Marble Steps yields 1 point
    • Automation Tower, Spire yields 1 point
    • Automaton Tower, Fountain yields 1 point
    • Bird Automaton yields 1 points
    • Jacquemart yields 2 points
  • Fountain Sculpture
    • Fountain Pedestal, Quatrefoil yields 1 point, plus 1 point per tiling
    • Fountain Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
    • Axe Lady, Gold yields 3 points
    • Laborer, Gold yields 3 points
    • Shoveler, Gold yields 3 points
    • Pickman, Gold yields 3 points
    • Axe Lady, Marble yields 2 points
    • Laborer, Marble yields 2 points
    • Laborer, Gold yields 2 points
    • Shoveler, Gold yields 2 points
    • Quatrefoil Basin yields 2 points
    • Octogonal Basin yields 2 points
  • Gem Encrusted Cross
    • Large Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
    • Small Pedestal, Hexagonal yields 1 point, plus 1 point per tiling
    • Small Pedestal, Square yields 1 point, plus 1 point per tiling
    • Large Pedestal, Square yields 1 point, plus 1 point per tiling
    • Cross of the Faith yields 10 points
    • Stepped Base, Hexagonal yields 2 points
    • Stepped Base, Square yields 2 points
  • Knight Statue
    • Octogonal Plinth yields 2 points
    • Octogonal Pedestal yields 1 point
    • Small Octogonal Pedestal yields 1 point
    • Alcoved Pedestal yields 1 point
    • Square Plinth yields 2 points
    • Large Pedestal, Square yields 1 point per tiling
    • Blue Banner, Swallowtail yields 1 point
    • The Vainquisher, Gold yields 5 points
    • The Peacekeeper, Marble yields 3 points
    • Small Bowmen, Marble yields 2 points
    • Small Knight, Marble yields 2 points
    • Blue Banner, Round yields 1 point
  • Lush Garden
    • Stone Pillar yields 1 point per tiling
    • Stone Basin yields 1 point per tiling
    • Bush Pergola yields 1 point
    • Royal Balm Bush yields 1 point
    • Stone Planter, Quatrefoil yields 1 point
    • Pear Tree yields 1 point
    • Plum Tree yields 1 point
    • Almond Tree yields 1 point
    • Stone Planter, Diamond yields 1 point
    • Almond Espalier yields 1 point
    • Plum Bush yields 1 point
    • Stone Fountain yields 1 point
    • Ogive Bush yields 1 point
    • Oval Bush yields 1 point
    • Roses Pergola yields 1 point
    • Round Bush yields 1 point
    • Stone Planter, Round yields 1 point
    • Stone Bench yields 1 point
  • Officinal Garden
    • Sunvines Planter yields 1 point
    • Tailor’s Tongue Planter yields 1 point
    • Treillis Fence yields 1 point
    • Royal Balm yields 1 point
    • Cleansing Fountain yields 1 point
    • Sunvines Pergola yields 1 point
    • Crossmint and Pennybane Planter yields 1 point
    • Cattlegold Planter yields 1 point
    • Rainmilk and Tailor’s Tongue Planter yields 1 point
    • Knightworth Planter yields 1 point
    • Seeling Planter yields 1 point
    • Royal Balm Planter yields 1 point
    • Crossmint Planter yields 1 point
    • Rainmilk Planter yields 1 point
  • Shrine
    • Stone Alcove, Wide yields 1 point
    • Stone Alcove, Narrow yields 1 point
    • Marble Altar, Wide yields 1 point
    • Marble Alter, Narrow yields 1 point
    • Votive Candle yields 1 point
    • Votive Candles yields 1 point
    • Indigo Spire Flower yields 1 point
    • Fragrant Bouquet yields 1 point
    • Pleasant Bouquet yields 1 point
    • Cardinal’s Robe Flower yields 1 point
    • Sunvines Cluster yields 1 point
    • The Mother of Peace, Marble and Gold yields 10 points
    • Stone Steps yields 1 point
    • Stone Bench yields 1 point
    • Votive Stone yields 1 point
  • Majestic Stained Glass
    • King and Monk, Stained Glass yields 15 points
    • Mother and Child, Stained Glass yields 15 points
  • Giant Gate
    • Buttress yields 1 point
    • Fortified Gatehouse yields 5 points, plus 1 point per tiling
    • Round Turret yields 1 point
    • Great Tower, Rounded yields 3 points
    • Great Tower, Squared yields 3 points
    • Watchtower yields 1 point
    • Wooden Brattice yields 1 point
    • Stone Brattice yields 1 point
    • Wooden Hoarding yields 1 point
    • Stone Gate yields 1 point
    • Small Window, Closed yields 1 point
    • Small Window yields 1 point
    • Small Window, Fortified yields 1 point
    • Wall Banner, Blue yields 1 point
    • Wall Flag, Blue yields 1 point
    • Wall Heraldic, Blue yields 1 point
    • Wall Heraldic, Spliced yields 1 point
    • Wall Heraldic, Splits yields 1 point
    • Wall Heraldic, Striped yields 1 point
    • Lancet Window yields 1 point
    • Porticullis yields 1 point
  • Stone Bridge
    • Beautification values have been removed from the Stone Bridge structure (its decorations still yield Beautification)

Masterpieces’ Costs, Splendor & Ordering

  • Golden Cross
    • Large Pedestal, Hexagonal base Splendor yield has been reduced to 2 Splendor
    • Large Pedestal, Hexagonal base Tools cost has been reduced to 5 Tools
    • Large Pedestal, Hexagonal base Upkeep value has been reduced to 2 Coins
    • Small Pedestal, Hexagonal base Marble cost has been reduced to 10 Marble
    • Small Pedestal, Hexagonal base Tools cost has been reduced to 5 Tools
    • Small Pedestal, Hexagonal tiling Tools cost has been reduced to 5 Tools
    • Small Pedestal, Square base Marble cost has been reduced to 10 Marble
    • Small Pedestal, Square base Tools cost has been reduced to 5 Tools
    • Small Pedestal, Square tiling Tools cost has been reduced to 5 Tools
    • Large Pedestal, Square base Splendor yield has been reduced to 2 Splendor
    • Large Pedestal, Square base Tools cost has been reduced to 5 Tools
    • Large Pedestal, Square base Upkeep value has been reduced to 2 Coins
    • Stepped Base, Hexagonal base Marble cost has been reduced to 40 Marble
    • Stepped Base, Square base Marble cost has been reduced to 40 Marble
    • Stepped Base, Hexagonal and Stepped Base, Square have been reordered before the other bases.
  • Knight Statue
    • Octagonal Plinth base Splendor is set to 2 Kingdom Splendor
    • Octagonal Plinth base Upkeep is set to 2 coins
    • Octagonal Plinth base Marble cost has been reduced to 30 Marble
    • Octagonal Plinth base Tools cost has been reduced to 5 Tools
    • Octagonal Pedestal base Splendor is set to 1 Kingdom Splendor
    • Octagonal Pedestal base Upkeep is set to 2 coins
    • Octagonal Pedestal base Marble cost has been reduced to 10 Marble
    • Octagonal Pedestal base Tools cost has been reduced to 5 Tools
    • Small Octagonal Pedestal base Splendor is set to 1 Kingdom Splendor
    • Small Octagonal Pedestal base Upkeep is set to 2 coins
    • Small Octagonal Pedestal base Marble cost has been reduced to 10 Marble
    • Small Octagonal Pedestal base Tools cost has been reduced to 5 Tools
    • Alcoved Pillar base Marble cost has been reduced to 20 Marble
    • Square Plinth base Splendor is set to 2 Kingdom Splendor
    • Square Plinth base Upkeep is set to 2 coins
    • Square Plinth base Marble cost has been reduced to 30 Marble
    • Square Plinth base Tools cost has been reduced to 5 Tools
    • Removed Costs and Yields from Large Square Pedestal as it is stored in the Tiling part
  • Fountain Sculpture
    • Fountain Pedestal, Quatrefoil base Splendor has been reduced to 2 Kingdom Splendor
    • Fountain Pedestal, Quatrefoil base Upkeep has been reduced to 2 coins
    • Fountain Pedestal, Quatrefoil tiling Marble cost has been reduced to 5 Marble
    • Fountain Pedestal, Hexagonal base Splendor has been reduced to 2 Kingdom Splendor
    • Fountain Pedestal, Hexagonal base Upkeep has been reduced to 2 coins

Food Grace Period Delay

  • Increased Villager Food first consumption Grace Period delay to 180 days
  • Increased Monastics Food first consumption Grace Period delay to 180 days

Improvements

Monuments

  • Monuments now have their own category filter in the Build menu
  • Monuments’ building windows have been cleaned in a bid to enhance the player experience:. 
    • Down to two tabs: Monument Overview and Sub-Buildings
    • Upkeep and effects have been moved below the monument’s description
    • The Edit Building option now shows all Sub-Buildings with their respective Upkeeps and Effects
    • Players can change the functions of existing Sub-Buildings
    • Players can add more Sub-Buildings
    • The list of parts in Preview mode has been simplified to only show the size and the action buttons
    • The Sub-Building back button has been simplified to only show the Parent Monument’s name
    • Free Build is now found at the end of all available Sub-Building functions

Book

  • Resources tab (F3): label icons used for the Buy from them and Sell to them sections have been modified to up and down arrows in an effort to convey trading feedback more efficiently
  • Progression tab (F5): Influence cost information for Estate unlockable elements is now displayed in the tooltips

Main menu

  • Players can now sort mods using a Date Updated filter

Other Fixes and Tweaks

Advanced Onboarding Starting Conditions

  • In addition to previous conditions, the Commoner Promotion Advanced Onboarding now checks for either:
    • You have at least 30 population
    • You have a job that requires a Commoner
    • You have a Serf is ready to be promoted
  • Decorative Advanced Onboarding now checks for either:
    • You have unlocked the first Decorative unlockable
    • You have a Commoner
  • The quest for the Decorative Advanced Onboarding now requires you to unlock the first Decorative unlockable.
  • In addition to previous conditions, the Monastery Promotion now checks for either:
    • You have 10 Manuscripts
    • You have a job that requires a Monk/Nun
    • You have reached the Tier 3 Clergy
  • Fixed incorrect notifications in the the Monastery Promotion Advanced Onboarding
  • In addition to previous conditions, the Second Food Advanced Onboarding now checks for either:
    • You have at least 30 villagers
    • You have a job that requires a Commoner
    • You have reached the Tier 3 Common Path

Bug Fixes

  • Churches could only have one masterpiece part
  • Rare crash with a monk visiting a Hospitium
  • The ‘Near Riverside’ masterpiece condition wasn’t updated when removing or adding an individual part 
  • Workers didn’t fetch additional resources if they were missing some during a work cycle

Modding-specific

  • Exposed the scissors prefab for Tailors
  • Vehicles can now be unassigned from agents
 

A Look at Foundation’s Future

Hi everyone!

Now that the holidays are decidedly behind us, it’s time to think about what the future holds.

There’s little doubt that 2022 will be a pivotal year for Foundation. We know you’re eager to learn more about the game, hence why we’re sharing an exclusive look at what’s going on behind the scenes…and hopefully answer some of your burning questions!

Laying down the cards

After three years in Early Access (time flies!), we are finally starting to see the light at the end of the tunnel. Looking back, we’re proud of what we’ve accomplished so far, but acknowledge that there’s still a lot of work left to do. Still, we’re confident that we’ll cross the finish line before long.  

Our current focus is on Core Game II (1.9), which we’ve actually already talked about last year. We can’t stress enough just how much of a game changer this new release will be. We’ll have more details to share about it very soon. In the meantime, here’s some up-to-date info about the new features being worked on right now by the team for this massive update:

Gameplay Types & Progression

Prosperity

As part of our overhauled progression system, your village will now score points according to various metrics (territories, population, etc.). We’re calling this system Prosperity (which is not to be confused with Splendor). The idea behind it is to allow you, the player, to progress in the game without imposing a specific playstyle. For example, you will be able to progress by focusing on a large populated city, but you’ll also be able to progress by focusing on a prolific monastery. Aiming for higher scores isn’t just for bragging rights: you’ll unlock new buildings and put in place new politics (edicts) along the way.

Estates

The Estates are evolving and will be closely tied to different gameplay types. Each Estate will have their specific advantages over some core features of the game. For instance, the Labor Estate will fare well in villager taxation, the Clergy Estate on luxury resources and the Kingdom—you probably guessed it—on military campaigns. Also, get ready as having a high Splendor with an estate will negatively impact influence with other estates. This is just a quick overview of our intentions. More on that later! 

Victory conditions

We know several players would love to see endgame content added to Foundation and 1.9 will deliver on that front. Victory conditions are late game objectives you can complete to score rare player celebrations in Foundation—and their own achievements. Pick one or more victory conditions to track and try to complete all the prerequisites…if you dare! 

Narrative

If you’ve been following us on social media, you know we hired a talented narrative designer a couple of weeks ago. Core Game II will be the first occasion to see his work applied to the world of Foundation. What does that mean?

Well…we’re not ready to spill the beans quite yet, but here’s a nugget of information for you: our new narrative events aim to make your experience more open-ended. Since 1.9 redefines our global game progression, we wanted to establish the first step of what we could describe as a “dialogue” between players and Foundation. In that sense, the game will feel a lot more responsive by serving events tailored to your play style.

New onboarding

Core Game II is an opportunity for us to review Foundation’s early game and more precisely its onboarding. Since we’re introducing a lot of new features to the game, it’s important that our tutorials and in-game messaging are on point. We’ve put a lot of effort into explaining our systems and helping players understand the steps they need to take in order to build—and maintain—successful villages. 

And more! Look forward to our new blog series that will delve deeper into upcoming features included in 1.9

The Core Game II (1.9) update is scheduled for release in the first half of 2022.

Looking even further

Apart from the work being done on Core Game II, our team is working in parallel on other important additions that will see the light of day before/at release. Here’s a few of them:

Residential Revamp

We are rehauling the residential experience to make it more fluid and informative while improving the game’s overall organic layout. Villagers will still build and upgrade (up to a 3rd level) houses by themselves but through blood, sweat, and tears, they’ll be better at it than ever!

Gone are the days where unused space could really hinder your village’s development. Improvements to our painting tool will help determine more precisely where districts are formed and ensure residential space (as defined by the player) is sufficient. The tool will be able to predict how many villagers can be housed within a specific zone.

Map Generator

We already gave you a glimpse of our Map Generator. Work on this feature has progressed steadily since then and is already showing promising results. We know this is one of the most anticipated features and we want to make it right, hence why we’re keeping things a bit under wraps for now.

New Terrain Biomes

One way to add more uniqueness to maps is by making sure biomes are different enough from each other. How are we going to do it? Well, for starters, we want to improve vegetation a lot—even going as far as having different vegetation depending on elevation. Think leafy on lower altitudes and coniferous on higher altitudes. What we’re not aiming for is to add tropical or desert biomes, as we feel they don’t quite fit with our design.

Accessibility

We strive to make Foundation more functional, accessible and enjoyable by all types of players. Expect even more accessibility options in the future, including improved colored text contrast and colorblind-friendly signs/feedback.

Modding

We will continue to support the modding community. One way to do so will be by exposing more real-time interactions, but we also plan to let modders edit the user interface (UI), among other things.

Quality of Life (QOL)

Delivering a smooth gameplay experience has always been a top priority for us. On that point, we can say this year will introduce a number of interesting QOL changes, included but not limited to: more tooltips, improved handling of panels and ESC key behavior, new Book shortcuts and UI customization (resize).

We are doing everything in our power to get Foundation our of Early Access before the end of 2022. We will keep you updated as we go.

 

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

 

Devlog #15

Hey everyone!

It’s been a little time since our last communication but this does not mean we have been resting on our laurels. We know you are all eagerly anticipating the new UI and the improvements that will come with it.

An update on the UI rehaul progress

The very first phase of the new UI implementation is nearing completion. With that said, we would like to share with you some of the work that has been involved with creating the new UI, and to let you know what has been going on in the background for the past few months.

Late last year, we teased you all with some sample images of our UI rehaul. These initial images were conceptual and only a taste of what to expect. Since that time, our UI/UX designer and a good chunk of the team have been busy implementing the full redesign in-engine.

If you have played the game and seen the old UI you will be well aware that although it was functional, it was lacking in many places, not particularly intuitive and also not very aesthetically pleasing. As such, the redesign has required major work. Every menu, icon, HUD element, feedback module… it’s a long list… needed to be updated, redesigned and in some instances built from scratch. Such is the cost of progress.

Once the new design foundation (pun intended) was laid out and agreed upon, work could begin on asset creation, whilst in the background, we ramped up work on the engine. What came out of this was a brand new Interface tool (imaginatively called the GUI editor). This tool effectively allows us to build, visualize and tweak the interface without programming (because yes, the old interface used to be generated purely by code). As we progress, we’re constantly making the editor even more powerful, to allow for new features in the game for you, the players.

On top of this we have been making further updates to the engine to allow for enhanced UI visuals including better font rendering, to improve scaling, for the large differences in resolutions throughout the player base.

Much of the new interface is now in place and we are on the final run toward testing, feedback, tweaking and subsequent release. There are still a few elements that need to be worked on, some remnants from the old UI that need to be replaced and we will need to further tweak and improve on the work so far before release.

We know you are eager to see more teasers of what’s to come and of course we wish to oblige…

In other news

The UI has not been the only focus of recent development work. Some of the team have also been working in the background on more long-term goals such as overall art direction and preparation for future content updates.

Some of you may have noticed the changes to the market tents in a social media post some time ago, this was only the start of a broader improvement in the overall art direction. Further work has since been carried out on buildings such as the bakery and in time we will revamp and enhance the majority of the art and assets within the game.

The art team has also been working to design and create tools that will allow for a better way to render environmental aspects and transitions within the game, such as those between grass, sand and rocks. Similarly, they have been looking at ways in which to improve the look and variation of environmental factors such as vegetation, lighting and overall ambiance.

These changes and improvements to the art style will not be part of the upcoming UI but you will be seeing more of them in the future.

We will update you all with an ETA for the release of the UI update in the coming weeks.

 

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
 

Update and Preview build News

Hey Everyone!

We are excited to announce that we will soon be bringing you a new update, that we have named, the Minerals and Craftmanship Update!

The update is nearly ready and the full release will come in a few weeks but in the meantime, those of you eager to take an early look will be able to test some of the new features, in an upcoming Preview build!

More news on the preview build and how to gain access will be coming in the next few days.

Please note: Though custom maps are still available, we are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, the preview build is focused on the Valley map.

If you would like to help out and share your feedback with us, then firstly, thank you! All feedback is very important and useful to us and in the development of the game.

Please let us know what you think of the preview build via this feedback form.

Minerals and Craftmanship Update:
preview build 1.6.0

We are bringing a multitude of changes and improvements in this update and you can check out some of the highlights that will be playable in the Preview Build, below.

Discoverable resources

One of the biggest and most exciting new features coming with the update are discoverable resources that will need to be prospected to know what kind of mineral they contain. Once prospected, you will be able to build a quarry over the mineral source to extract it. Some of these resources will be common and found in multiple nodes however some will contain more rare minerals.

New buildings capabilities

Prior to this update, there were two building types: single buildings and monuments. In this update, they now all have the same capabilities. This means a single building could have parts added to extend its functionalities. The first single building to exploit this new feature is a new one: The Builder’s Workshop.

At last, builders now have their own workplace! This building will be extendable to add new artisan workshops with crafting capabilities, like the scultpure or stainedglass workshop.

Artisan workshops

Parts that need more detailed, artistic work, like stained glass and sculptures will need to be first crafted in artisan workshops from the extended Builder’s Workshop. These artisan workshops will take advantage of the new resources that will be available to you in the discoverable resource nodes and the workshops themselves will allow you to create all new unique parts and Masterpieces for your village.

Masterpieces

Masterpieces are outstanding pieces of art that need to be crafted by artisans and that will provide a lot of splendor. More details on this soon…

New production chains

The workshops are going to require processed materials that will form part of new production chains. One such discoverable resource you will be able to find is gold ore which will require smelting into gold bars via a Goldsmelter before being used in your artisan workshop

An improved role for the Bailiff: The Bailiff Mandates

The bailiff will be introduced earlier into the game than previously and, for a cost, will be able to accomplish mandates for his lord. Among other things, he will be able to prospect for minerals and study blueprints.

Path inside buildings

One feature we have wanted to push for a while is the capabilities for villagers to use doors that communicate with one another. As such, villagers are now able to path through buildings by entering a door and going out from another. For example, Monks will be able to path through enclosed Cloisters, or villagers will be able to access enclosed courtyards via an inner courtyard entrance/exit but only through buildings that they are allowed to based on certain rules.

Multiple gameplay and feedback improvements

The Minerals and Craftmanship Update is a good time to consolidate on the work so far in the game and as such you will find many Quality of Life improvements some of which you will be able to see in the preview build.

There is now a new notification panel that will make it easier to track quests and keep an eye on issues in your village.

As noted above there are new building capabilities. To keep things consistent, all buildings will be placed and built in similar building workflow fashion to monuments. i.e. Placing a building will require that you also choose to start construction. You can still use shift + click to place multiple buildings which will bypass the requirement to click “start construction”.

We have also introduced another new change to the way you create monuments. You will first need to place a building marker before placing any parts to a monument. This building marker can then be moved and in doing so will allow you to move your whole blueprint before final placement and construction.

Grass has seen improvements in this update with a greater variety to shades and depth giving a more realistic look to grasslands.

Other improvements include cleaning up placeholder text, {img1} as well as new sounds and new animations.

New modding features

The new update will bring some huge features for the modding community which will allow modders much more freedom to create new assets, behaviours and also make changes and extend vanilla components and functions.

The preview build will include the ability to create custom behaviour trees and nodes. This will enable modders to use both our existing nodes as well as define their own nodes when creating new behaviours for villagers.

Custom assets, as well as custom structures, will now be available for use by modders. This means that modders will no longer be confined to using our asset types and can now define their own. Complex data related to these assets and components can then be stored in custom structures.

All of these additions and changes will allow much more flexibility for modding. As an added bonus we will also be opening up our own core components to allow some engine and game structures to be extended. This will allow, for example, new bridge building functions or workplace building functions to be assigned to core components.

Can you imagine the potential horrors, such as an “Antenna farm” mod?!

You will be able to see all the new modding changes in the release notes and changelog here, on release of the preview build.

More to come

Although the preview build is already jam-packed full of new content and improvements we will continue to add more as we work toward the full update release.

In the meantime, stay tuned for more information on the Preview build release coming soon.

-The Polymorph Games Team

 

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