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Offline Asid

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Re: Foundation
« Reply #30 on: January 31, 2020, 11:37:37 PM »
Celebrating one year of Early Access!
Fri, 31 January 2020


To our dearest Foundation fans!

February 1st is a very important day for us:

It is the 1 year Anniversary of Foundation hitting Early Access on Steam and GOG!


To celebrate this important moment with you, we are releasing an Anniversary Update containing a special surprise!



After updating the game you can find the surprise under the Decoration building menu.

The update also contains some fixes and improvements to the recent Winter Content Update and you can see the changelog below.

That's not all! We are also giving away multiple game keys on Social Media. Like and comment on our Anniversary post on Facebook or Retweet us on Twitter for a chance to win a Steam key!

Finally, you can get 20% off the game in our special Anniversary Sale starting today on Steam!



If you would like to play and help shape the final stretch of development then it’s a perfect time to jump in.

A Year in Review

Both the team and the game have come a long way in the past year. The team has risen in number, recruiting some fantastic talent that is showing through in the gameplay, assets, and technical expertise.

The Hurricane engine is constantly evolving and improving with new in-house tools and optimizations to allow everyone to get the best playing experience. Gameplay and in-game assets have also been worked on heavily, with new and updated monuments, game mechanics and systems being introduced such as the recently expanded military missions.







We are extremely impressed by the display of love we are receiving from the community and this is fueling us to continue the work on further development on the road to the Full release.

Updated Roadmap

Hitting the 1-year Anniversary is also a great time to look at the future and what is in store for the further development of Foundation. You can take a look at our updated roadmap on Trello.

Road to Full Launch

Just as Foundation is organic, so too is Foundation’s development. As the game evolves, we are continually brainstorming and developing exciting new ideas that we are bringing to the game.


Ultimately, we want Foundation to be as we envision it, and with this in mind, we have decided to extend the Early Access development so that we can complete the roadmap and vision for Foundation.

We would like to thank everyone that has backed the Pre-Alpha and subsequent Early Access Alpha and for those who just bought the game, welcome!

Anniversary Update Changelog

•   Add: desirability tooltip display
•   Add: Expose additional content to modders

•   Fix: Crashes in various rare instances
•   Fix: UI scale bugs
•   Fix: Comonners now stay in level 1 house but get a satisfaction modifier

•   Update: remove distance from village center in villager view
•   Update: Housing Desirability Adjustments
•   Update: Desirability Added to Roman + Legacy church
•   Update: Desirability Tweaks on trees.


- The Polymorph Games Team

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Offline Asid

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Re: Foundation
« Reply #31 on: March 08, 2020, 12:52:50 AM »
Devlog #12
Sat, 7 March 2020




Hey everyone, welcome to Devlog #12!

With the Winter update and bonus Anniversary update now out and running smoothly, you are probably wondering what is next for development. The next update will be a good chance for us to consolidate on the work we have already undertaken and with this in mind we are looking at many Quality of Life improvements and minor bug fixes. There will be more content to come, of course, and we will be bringing more news on the next update in the coming weeks.

So, on to the devlog! Let’s find out what the team has been working on for the last few weeks.

Update planning

Phil, our Creative Director, (and CEO) has been busy planning and designing the content for the next update as well as refactoring the event system, a long due task, to make it more user-friendly. He has also been working on ‘some boring admin stuff’.

Statues and new production lines

Loup-Gabriel has been working on new production lines, that center around quarries and new extractable resources. Those quarries will be a major part of the next content update. Stay tuned for more details soon!

A WIP Quarry:


You may have noticed the new statues in the recent anniversary update, these statues not only add aesthetics to your villages but also increase the desirability of an area. More statues are still to come and Loup-Gabriel has been at work on a whole selection of new statues covering the 3 different estates.

QoL improvements

As mentioned above, we are looking at QoL improvements and Christopher has already made great progress on improving and fixing many of the in-game notifications.

These improvements will, for example, allow the player to easily focus on and cycle through villagers that are lacking housing or cycle through workplaces that have no workable zone, more easily identifying workplaces that require the player’s attention.



The immigration notification has also been adjusted to pop-up when new villagers reach the village centre rather than when entering the map. The Global Happiness tooltip has also been improved to show every factor affecting happiness.



Chris has also been working on expanding the Bailiff's functionality to give it more depth. This is still very much at concept stage and there will be more news on this in a future communication.

Animations

We are always looking to improve on the (not so) little details that bring your villages/cities to life. A big part of this immersion comes from the animations and Michaël has been busy on new animations for workplaces and more finer details.

The sawmill will see new hewing and saw animations. The Charcoal hut now has workplace animations for both shoveling and process monitoring with a 3rd animation in the works.



Monks will now take care of their bees and hives in the Apiaries.



He has also been working on those finer details such as animated cloaks for the envoys as well as animations for an upcoming feature which we have already hinted at in the Audinity Q&A feature recently.



Villager life cycle

Those of you that have checked out our updated Roadmap https://trello.com/b/i5AX944p/foundation-roadmap may have spotted the entry for Villager Lifecycle and Aging. Though still in its infancy (pun intended), Vincent has been working on both the older generation of villagers and has now moved on to the younger generation. With new facial aging and hairstyles, your villagers will become more diverse and varied. As mentioned this feature is still in the early stages of development and will be for a later update.

New UI

Work is continuing on a large project that will bring a fresh new look to Foundation. The new UI is coming along well and Ben has been working on improvements to the Hurricane engine to facilitate the creation of the new UI design, as well as allowing for quick styling changes and future improvements.

Claudine has also been working on preparing the new UI, testing new concepts, color variants and cleaning visual elements as well as other work on improving in-game textures and other concept art and feedback on new assets.

Modding improvements

Modders will be happy to hear that more modding improvements are coming. Maxime has been working almost exclusively on exposing more features and improving modding capabilities.

We have previously introduced the ability for modders to create custom components and now we are looking to expand upon this by allowing modders to create more custom features such as custom workplaces. In order to do this, Max has been working on creating custom modding classes as well as exposing more classes and features for modders.

Hurricane engine improvements

And finally our technical director, Léo, has been working under the hood, improving the engine. Improving performance as well as adding to the aesthetics of the game. Improvements to grass are underway and Léo has been experimenting to improve the near/far blending and handling of more grass diversity for an improved landscape.

New vs old grass:



- The Polymorph Games Team


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Offline Asid

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Re: Foundation
« Reply #32 on: May 14, 2020, 11:15:27 AM »
Update and Preview build 1.6.0 News
Tue, May 12, 2020




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 will still be available, we are looking to gather focused information and feedback on the new content. Therefore, for testing purposes, the preview build will be 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 after release of the preview build.

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 will already be 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 as we will be releasing the preview build soon!


- the whole Polymorph Games team


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Offline Asid

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Re: Foundation
« Reply #33 on: May 23, 2020, 12:25:04 AM »
Minerals and Craftmanship Preview Update 1.6.0.0522 is now Live!
Fri, 22 May 2020



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 https://docs.google.com/forms/d/e/1FAIpQLSeDISlnBGPDFSqJJF9_k3EXSQl2O9drI71P1yyngeFkQ96CeA/viewform

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 (above post)

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

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)

 
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Offline Asid

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Re: Foundation
« Reply #34 on: May 29, 2020, 12:09:15 AM »
Preview build: Hotfix 1.6.1.0526 is now live!
26 May 2020


Game Changes:
•   fix: crash when destroying certain buildings
•   fix: crash with transporter bringing resource to construction sites
•   fix: rare crash on path finding
•   fix: rare crash on game quit
•   fix: some buildings were not unlocked when promoting villagers
•   fix: modular stairs path waypoints
•   fix: missing localization in trade window
•   fix: ressource cost on quarry parts
•   fix: localization on quarry parts
•   Update: Allow multiple transporters to carry materials to construction sites
•   Update: localization

Modding Changes:
•   fix: Prevent crash when bridge has invalid attach nodes
•   fix: Random Crash when using custom component
•   fix: lua invalid stack size
•   Update: example 02 mod bridge

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Re: Foundation
« Reply #35 on: June 10, 2020, 12:34:20 AM »
Preview build: Hotfix 1.6.4.0608 is now available on the preview branch.
Tue, 9 June 2020

Hi everyone,

We have just pushed a new hotfix patch on the 1.6 preview build branch.

Changelog
•   add: "getting started" section to main menu
•   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 activation
•   fix: crash with notification window

Modding:
•   fix: asset retrieval by scripting ID was not allowed in some cases


Preview build access instructions:
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.
•   Choose Foundation (Steam Library)
•   Click Manage (Cog)
•   Click Properties
•   Click Betas (tab)
•   In the “Select the beta” dropdown choose Preview

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




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Offline Asid

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Re: Foundation
« Reply #36 on: June 13, 2020, 01:11:24 AM »
Preview build: Hotfix 1.6.5.0611 is now available on the preview branch.
Fri, 12 June 2020


Hi everyone,

There is a new hotfix patch available on the 1.6 preview build branch, if you have opted-in to the preview it should update automatically. If you haven't opted-in, more information on the 1.6 preview build and access instructions can be found here

Changelog

Gameplay
•   fix: soldier/monks could get stuck on bridges
•   fix: Wooden Keep Door B
•   fix: davenport now sells gems
•   fix: adjust Bailiff mandate time to 20min prospect, 30min influence & study
•   fix: tavern bridge bug
•   fix: transporters and builders flow (pause & builder allocation)
•   fix: missing tavern chimney texture
•   fix: prevent building quarry on mineral deposit
•   fix: mineral randomizer + all rare minerals are now present

Modding:
•   fix: VS Code snippets
•   restore some missing textures


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Offline Asid

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Re: Foundation
« Reply #37 on: June 27, 2020, 01:08:08 AM »
1.6 Minerals & Craftmanship Update: Release Date News
Fri, 26 June 2020

Exciting news everyone!

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

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Re: Foundation
« Reply #38 on: July 15, 2020, 01:04:08 AM »
Minerals & Craftmanship 1.6 Update is now live!
Tue, 14 July 2020



Lords and Ladies, we are excited to present to you the Minerals & Craftmanship 1.6 Update, now live on Steam!

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!

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.


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:

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 activation
•   fix: 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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Re: Foundation
« Reply #39 on: August 19, 2020, 11:39:23 PM »
Devlog #13
Wed, 19 August 2020



Hey everyone and welcome to Devlog #13!

The Mineral & Craftsmanship update added some big content and systems to the game and the team have been working to fix any remaining bugs but also to polish the content that was added.

Consequently, we are now working on a content patch that will add some further improvements to the recent update. This patch will not only improve on some of the visuals but will also expand the masterpiece parts.

1.6 Content Patch

More specifically the 1.6 content patch will include:
•   Visual improvements to the quarry depots
•   Visual improvements to the mineral deposits including improved textures
•   Improved mineral distribution
•   Visual tweaks to Masterpieces
•   New parts for the Gate Masterpiece
•   New sounds for mining and workplaces
•   New animations including workshop and building animations

I am sure you will be as excited as i am to hear that the 1.6 content patch will also include the following QoL improvements:
•   Promotion window sorting
•   Many more villager names and the option to rename villagers (planned)

With that, let's take a closer look at what the team are currently working on…

Buildings & Masterpiece Polish

Claudine and Loup-Gabriel have been enhancing some of the building visuals, polishing current buildings with improved basements and grounded doors as well as working on the new Masterpieces.

The Gate Masterpiece, in particular, will see a new wall part as well as even more parts for you to build that perfect entrance to your city.







More Visual Polish

Enhanced textures are being worked on for the Mineral Deposits with Claudine currently working on a more refined Gold texture. You can expect to see more improvements to the deposits and quarry depots for the upcoming content patch.

Quality of Life Improvements

Christopher has been busy on a number of improvements including, updating the notification panel to remember your severity choice and refining the action button and warnings. These changes can be seen live right now in last week's hotfix which also included Christoper’s work to allow multiple Masterpieces on the same monument.

On top of these changes, he is currently working on the villager promotion window to show more information in addition to some added control in the form of a sortable promotion list!

Building & Workshop Animations

Something we have been wanting to add for some time is more interaction between workers and the buildings, for example, the gold smelter pouring liquid gold from the cauldron when smelting.

Up until recently it hasn’t been possible… but now it is! With this newly created ability, Michaël has been working on new interactions between buildings and workers that includes moving parts on the buildings themselves.

Winepress now in action:


Is the sheep checking in on the weaver?:


A training dummy being pummelled:


Modding

In the past few weeks, we have been gathering feedback from the modding community to see what new features and content they would like to see unlocked. Armed with this feedback Max has been busy opening up new options for modders to create extra content.

For example, last week’s patches saw a new behavior tree for custom guard behavior. This will allow modders to create custom locators for guards so that they can patrol your villages.

Additionally, the recent patches have exposed a whole host of assets for modders to play with, such as building functions for the new quarries and workshops, masterpiece parts, villager jobs and much more. Full modding changelogs can all be found on the modding wiki pages https://www.polymorph.games/foundation/modding/changelog

Alongside this, Max has been working to add in some quality of life improvements and bug fixes for both modders and players alike. Modding logs have been augmented to catch errors in created mods and a useful QoL update has seen a new prompt when a player loads a save that might be missing mods. This will allow you to download the missing mods directly when starting a save game.

Both Max and Leo continue to work on performance optimizations improving the game for players and modders alike.

And Finally...

Vincent has been working on a top-secret project for a future update. Unfortunately, I can’t bring you more news on this just yet but it will bring some extra life to your villages.

To wrap up this Devlog I have some particularly exciting news that I know you will all be very happy to see. Dan has been working on the UI redesign whilst also improving the user experience wherever possible. The design phase is progressing very well and thanks to the UI tool that is being created by Ben, integration will start soon.

Once that big chunk of work is done, we will iterate both on the UX and the style of the menus, so expect changes along the way.

We are excited to reveal to you an exclusive sneak peek of the work so far:

g



You can see more samples of the work in progress UI in the recent article from Rock Paper Shotgun.

We would love to get your feedback, so feel free to leave a comment and don’t forget you can join us on our Discord server and let us know your thoughts.

Cheers!
- Ash

   
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Re: Foundation
« Reply #40 on: October 06, 2020, 11:37:22 PM »
Devlog #14
Tue, 6 October 2020



Hey everyone!

As you may have read in Devlog #13, we are currently working on a patch for the recent 1.6 Minerals & Craftsmanship update. This patch will provide some polish to the 1.6 update as well as bring with it some highly requested quality of life improvements.

The 1.6 content patch is now close to being ready, so for this Devlog we will be taking a closer look at what the team has been working on for the upcoming patch...

More Names!

Yes, you read that right... With 1000 new names being added to the game, no more will you be seeing Male #007 or Female #42, well, at least for some time anyway. As a side note, there will be further work on names, in the future, as part of the planned family system.

Another highly requested feature being introduced with the patch is the option to rename villagers. Streamers rejoice! This feature is not just for streamers though, now we can all have Auntie Bob in our villages.


 
Promotion Sorting

We have received many requests for this one and your wish is our command… Lords and Ladies, we bring you promotion sorting!

You will be able 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.



Melody Composer

“What’s this?!” Is the burning question we hear on your minds. Well... a brand new feature will be introduced with the patch that will see a Melody Composer added to buildings that contain musical parts.

You will find a simplified version in churches however, one particular musical Masterpiece will allow you to flex your musical talents or make a crescendo of noise if music is not your thing. Either-way lookout for this as you unlock the Masterpieces.

Masterpiece Polish

You may have already read the notes regarding the work we are doing on the Gate Masterpiece in Devlog #13. This, however, is not the only Masterpiece to see some changes and polish in this patch.

As mentioned above one of the Masterpieces will see the new Melody Composer added. We have also taken a look at the Masterpiece effect conditions that are randomly assigned to Masterpiece sets, for example, the stained glass masterpiece will be tied to conditions that are more relevant to its use.

Additionally, more information regarding masterpieces, effects and their conditions can now be found by hovering over the Masterpiece in the build menu.



If you are new to Masterpieces you will be able to find further information about them in a new help topic that can be accessed at any time in the in-game help (?) menu.
Quarry Depots and Visuals

The content patch will see a new function added to the quarry parts. The large crane will now act as a resource depot allowing mined resources to be stored locally rather than requiring a warehouse for storage nearby your quarries.

The stored resources within these depots will also come with improved visuals making it easier to identify the resources at-a-glance.



New Animations

Mooooar animations! With the addition of the new workplace/workstation integration that came with the 1.6 content update, we have been able to open up a whole new range of possibilities for workplace animations.

The Tailor eyeing up his new fashion line:


Sparks flying in the Smithy:


Liquid gold (Work in progress):

 
Bug Fixes and More

A big thank you to everyone that has been sending in bug reports and offering feedback. All of your reports have allowed us to fix a number of issues that will be resolved with the content patch.

As you can see above this patch will apply some polish as well as bring new additions, bug fixes, and more improvements, including:
•   New sounds for mining and other workplaces
•   Some UI tweaks such as an improved resource list order
•   A pop-up when exiting the game, so no more accidental exits
•   Changes to the mineral distribution system when prospecting mineral nodes. For example, Iron will be much easier to find earlier in your searches.
•   Builder's proximity priority during work-cycle
•   Multiple pathfinding fixes
•   And more (A full changelog will be available on release)

If testing goes well, we hope to get the patch out within the next couple of weeks so stay tuned for further announcements.

- Ash

   
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Re: Foundation
« Reply #41 on: October 17, 2020, 02:48:25 AM »
Preview build: alpha 1.6.22.1016 is now available on the preview branch.
Fri, 16 October 2020

Hey everyone!

A preview build of the upcoming 1.6 content patch is now available via the Steam betas options.

You can find more information on the main changes and improvements included in the patch in Devlog #14 as well as a summary in the What’s New section in the game’s main menu.

If you would like to take a look or help test out the patch 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.



Please note: The preview build is work in progress and will likely contain some bugs. Any Bugs you might find can be reported here https://steamcommunity.com/app/690830/discussions/1/4070650515244647058/  on the Steam forums or you can join us on Discord where we have both feedback and bug reporting channels. Preview build saves will be compatible with the full release of the content patch.

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Re: Foundation
« Reply #42 on: October 22, 2020, 04:07:01 AM »
1.6 Content patch is now live!
Wed, 21 October 202

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.

•   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

We can’t wait to hear your melodies! Join us on our official Discord server and join in the conversation https://discord.com/invite/foundation

- The Polymorph Games Team


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Re: Foundation
« Reply #43 on: November 19, 2020, 01:01:15 AM »
Alpha 1.6.25.1118 Hotfix is live!
Wed, 18 November 2020



Hello everyone, Alpha 1.6.25.1118 Hotfix is now live!

Changelog
•   Enable Utility AI (for real this time)
•   Fix: Possible crash when a modded trading village is removed
•   Fix: Agent leaving the fishing hut could occasionally walk on water
•   Add: Missing warehouse help tooltip
•   Update: Localization

Modding
•   Only load Mod localization if the mod is active (unless it’s a new language added by a mod)
•   Identify mod languages as coming from a mod in the language list
•   Material sets are not applied for all construction visuals
•   Export 2 old textures requested by modders
•   Fix: List reading in mod prefab


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Re: Foundation
« Reply #44 on: December 10, 2020, 02:22:34 AM »
December Update News
Wed, 9 December 2020



Update News: Next Major Update Announcement, A Small Update In Time For Christmas and More!

Hello everyone!

Today we bring you news on upcoming updates to Foundation as well as some further information on what we have been up to over the last few weeks.

Next Major Update: UI Rehaul

Firstly let’s talk about the next major update which is one we know you are all waiting for. As you have likely seen and read we are currently working on a complete UI rehaul. This has not been a small undertaking, requiring major work on the game engine as well as a complete rehaul and full design of the UI, including a new HUD as well as new panels and windows for quests, events, building panel, main menu, splash screen, icons and much, much more. You name it, it has needed designing.

Furthermore, the UI update will include improvements to the user experience (UX) in the form of greater player feedback, better tooltips and improved accessibility in the second phase of design and implementation. We will then go on to a further phase which will include a more detailed and improved help menu, better tutorialization, further refinement and improvements and much more. We have listened to feedback from the community which has also helped to guide some of the improvements you will get to see when the update drops.

Needless to say, this major update is taking some time to design and program and there is still a lot more work needed to program and implement all the changes of the initial phase. We will bring you more news on the progress early next year.

A Little Christmas Surprise: Key Mapping Update

Whilst some of the team have been working on the new UI we have also been working on a small update that we plan to release in time for Christmas. This update will bring a much-requested feature from the community, namely... key mapping!

That’s right folks, soon you will be able to set up the game controls to suit your own playstyle and requirements. You will find a new tab in the settings panel that will allow you to remap the most common controls within the game.

This is the first step in a complete accessibility plan and design that we will implement in full before the final release of the game.



The key mapping update will also come with new functions such as zooming via keyboard commands, using Page_Up and Page_Down. These new functions will, of course, be included in the key mapping options to allow for your own personal preferences.

Final Game Design

As well as the above update plans we have been working full time on completing the final game design. Although there has been a vision set out from the start, a large reason for releasing into Early Access was to allow the game to evolve and improve with feedback from the community.

As such, we are planning to release an updated roadmap early next year detailing the remaining updates and features to the final release.

Final words…

2020 has been an unusual year for us all and due to the global pandemic, our production velocity has been hampered to some extent. Rest assured though, we are working full time, with all our hearts, to launch the fulfilment of our vision for Foundation.

We would like to say a big thank you to every single one of you for all your feedback, bug reports and support throughout the year.

We are looking forward to a new year, a new UI and a lot of new features for the game in 2021. We hope you all have a fantastic winter break!

- The whole Polymorph Games team

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