Foundation - Mr Ash
Hello everyone,

Patch 1.10.3.10 is now available. For this patch, we have improved RAM usage on some game assets. This should improve the crash rate where the game crashed due to out of RAM scenarios (our biggest current reported crash error).

Optimisations
  • Significantly reduced some game assets' RAM usage
Fixed
  • Provisioner: The tooltips on the recipe had a maintenance cost of 9999 displayed
  • It was possible to lose Village/Player titles when replacing certain buildings: Village Market/City Market; Rustic Church/Chapel/Abbatial
  • Weather was not properly saved and always reloaded as Daytime
  • Agent Navigation: Villagers could get stuck at a reportedly functional bridge, where the entrance was close to water
Localisation
  • Updated community language translations
Foundation - Mr Ash
Hello again!

We isolated a crashing issue with the previous patch that introduced a crash caused by some shader compilation. This also highlighted some shader compiling errors with older GPU drivers that were causing previously undiagnosed minor visual issues to the brewery liquid effect and wind animation.

This hotfix fixes the newly introduced crash as well as those minor visual effects affecting some older GPU drivers.

Thank you to those that sent in the crash reports!
Foundation - Mr Ash
Hello everyone,

Patch 1.10.3.8 is now available. Of particular note is the GPU/CPU sync optimisation that will improve performance up to 30%.

Optimisations
  • Optimise GPU/CPU synchronisation (Up to 30% improved performance)
Fixes
  • Crash when reloading while the window of a farm is open and the field paint tool was selected
  • Crash when destroying a Service Counter with a Wall
  • Crash when destroying a building while multiple parts selected
  • Stuck agent teleporting could keep an interactive location reserved forever
  • Benches were being used as Church entrances
  • Bridges - It was possible to place and build a bridge outside of owned territory
  • Building Placement - The red highlight could remain if the part is rotated into a valid placement from a non-valid one
  • Military might values could change after a reload
  • House Density 3 - If the tier 3 houses had no patrol, they could briefly downgrade before being re-upgraded
  • Shift-Clicking already placed parts would add 2 undo operations when editing a Sub-Building
  • The Effects section of Edicts and Privileges did not refresh when effects were added/removed
  • Some sub-buildings like Great Hall, Bailiff or Castle Keep could get blocked if selecting them, then selecting another building edit button
  • Visual - A shadow circle area was following the Monastic Emissary.
  • Visual - Fixed various text, localisation and alignment issues in the UI
  • Visual - Fixed missing wind animation on wheat fields
  • Visual - While painting fields, the fertility area could show the grass in a red highlight
  • Visual - Fix for a lighting and terrain artefact when the GPU driver forced anisotropic filtering
Localisation
  • Updated and improved official translations
    • Due to the large changes to in-game texts, some community translations are still to be completed
Modding
  • Fixed SUBTRACTIVE blend mode when overriding textures
Foundation - Mr Ash
Hey everyone, we have a very small hotfix out to address a crash.
  • Fix crash on new game if "Prospect All Minerals" is enabled
Foundation - Mr Ash
Hello everyone,

Patch 1.10.3.6 is now available. Full changelog below:

Fixed
  • Crash when a villager left and the villager window was open at the same time as a resource change
  • The “Start mandate” buttons for "revise one edict/privilege" did not update when the mandate list was open
  • It was possible to have visitors stuck in your village forever. (royal company)
  • Lodging Full notification was never showing
  • Manor House: Missing visitor location was not causing the “missing required parts” pop-up.
  • Fix Housing Insufficient notification showing up for no reason (3rd times the charm!)
  • “Only X part allowed” notification showed only once even when multiple parts with the condition had the error
  • Boars could spawn under building zones
  • Mod Manager (Browse Mods/Installed Mods) - Scrollbar would not reset to the top when switching pages
  • Fixes for some gatherer blocked path situations
  • Fixed “Revise Edict/Privilege” mandates that could be executed even when you could already revise an Edict/Privilege
Added
  • UI: Added search bar in mod selection
Modding
  • Fixed some mod parts could end up grounded on reload
  • Fixed Crash: "Castle Watchpost Expansion +"
  • Fixed example mods
  • New example mod: Taxation
  • Expose functions for Taxation
  • Expose get current month/week/day functions
  • Improve overrideTexture() to support override with core game texture
  • Additionally, added ADDITIVE and SUBTRACTIVE blend modes
  • And more…

Foundation - Mr Ash
Hey everyone, we have a small hotfix out (1.10.3.5). The patch notes can be found below.

  • Fix for achievements not being up to date in-game
  • Crash on load for saves with a moved Fishing Hut under construction
  • Having multiple Fishing Huts close together could make it so Fisherman couldn't reach fishing zones
Foundation - Mr Ash
Hello everyone, patch 1.10.3.4 is live! The full changelog can be found below.

Localization
  • Updated Ukrainian community translation
  • Updated Thai community translation
Fixes:
  • Fix 0kb savegame file preventing the playthrough to be listed
  • Further fix for trees being destroyed upon load in rare circumstances
  • The HUD would disappear when changing the language while placing a Monument.
  • Screen could get stuck after pressing cancel when a save game fails to load because of a mod
  • Notifications: Fix for savegames that are still seeing notification spamming, e.g. “Insufficient Housing”
  • Notifications: Villager Stuck was listed twice.
  • Pathing: Fixed some pathing issues on Warehouse and its extensions even when entrance arrows were white
  • Pathing: Gatherers didn't validate that the resource is reachable before trying to gather it
  • Taxation: "Other" taxes - Amount per X was showing incorrectly
  • Fishing Hut: The boat was not moved when a fisher's Hut is moved to another location
  • Edit Mode: Moving a part at the same time it gets completed resulted in a building that is impossible to build
  • Creative mode: The "is New" icon of territory is visible even if all territories are unlocked
  • Visual: Transporters will now visually transport Herbs instead of Wheat when transporting Herbs
  • Visual: Fixed the Warehouse Expansion Part miniature which was not showing the full Expansion Part
  • Fixed missing Bailiff name for some mandate type tooltips
  • Crash: Fix crash when exiting "Manage Mods" screen while installing a new mod
  • Removed “Outdated” filter in the Browse Mods section of the Manage Mods screen. It can still be found in the Installed Mods section.
  • Disabling an outdated mod could remove its visibility
Added
  • Fishing Hut: Add boat animation
  • Fishing Hut: Add waves FX when boat is moving
  • Prevent fisherman from going at the same position to fish
  • Herb resource: Adding Herb transporter visual
  • Swordsmith: Polish VFX and workplace feedback
  • Swordsmith: Add Wait for Work animations
  • Mission cycle rewards are now dropped in the encampment instead of the village center
Modding
  • Expose weather settings
  • [Mod] Assemblage - Add a field to specify which prefab to spawn as default part
  • [Mod] Assemblage - Implement serialisation for Edit Mode
  • [Mod] Fix log spam if Livestock had no sound effects specified
  • Exposed even more stuff! See the modding wiki for more details
Foundation - Mr Ash
Hello Everyone,

We have just released update 1.10.3.3, which includes a number of bug fixes, a fix for the number one crash, plus Ukrainian community translation.

Localisation
  • Added community Ukrainian translation
Fix
  • Trade Routes - Upgrade costs for Castle Harbour and Kinstone Abbey could exceed the max limit of 100 influence
  • Unlock All Trade Routes rule: Required 1 month before being able to upgrade trade routes to level 5. We have now removed the delay.
  • Hunting Forest - Boar Density in hunting forest inside territory could decrease over time
  • Fixed players missing Onboarding notification if they did not have a Rustic Church
  • Improved the City Watchtower “Too far” warning to also include when too far from a Guard Duty Company
  • Some strings could exceed UI spaces
  • Edicts & Privileges menu: Improved UI when there were many effects
  • Crash when applying changes to buildings in some circumstances
Added
  • Objectives to add Watchmen/Guard Duty Companies in onboarding
Optimisation
  • Improve performance when editing a monument with a lot of parts
Modding
  • Expose missing weapon heraldry settings
  • Fix typo in some mission names
  • Removed duplicate script name `MILITARY_WEAPON_TYPE`
Foundation - Mr Ash
Hello Everyone,

Note: Patch 1.10.3.2 followed the below update to fix the missing Czech community translation

We have just published a new update (1.10.3.1), which includes community translations of both Czech and Thaï languages as well as a number of crash fixes, bug fixes and performance improvements. Full changelog below:

Added
  • Rules: Unlimited Coins
    • Note: "Unlimited Coins" will automatically be "On" for games currently setup as "Creative"
  • "Add Sub-Building" button improvements
Fixes
  • Some notifications were staying visible when they should have been hidden
  • Undo/Redo of walls would break after a reload (does not fix current "broken" walls)
  • Fixed crash when Undo/Redo on certain walls (does not fix current "broken" walls)
  • "Hosting the Abbess" event could fail even when it is supposed to succeed
  • Military Mission list was empty in rare circumstances
  • Zones could be painted over water and cliffs
  • Workers could be assigned to Monastery workplaces (this was unintended)
  • Market capacity could go negative in some instances
  • "Guard Coverage" indicator was not correctly calculated
  • Multiple Keep parts could be added in Castle Keep
  • Fixed crash when changing function of the Monastery Kitchen or Provisioner
  • Workers would stay at door fronts instead of entering a building
  • Missing text on some building descriptions
  • Environment Settings (Day, Night, Dusk, Rainy) were not being saved
  • Village Fence prerequisite was missing for City Fence unlock
  • Fixed Influence tooltip when used as cost or reward
  • Fixed Color switcher for Castle
  • Houses were not being built in some residential zones under rare conditions
  • Houses were disappearing after upgrading under rare conditions
  • Villagers were travelling over cliffs
  • Transporters were not taking distance into account when fetching resources in some situations
  • Fixed the highlight of current Preset when opening the "New Game" menu
  • Trees were being destroyed on reload if a Woodcutter reserved it
  • Buildings would have a stuck "Missing Resources" status when a farmer was assigned to a new job
  • Decorative objects were popping into view next to buildings
  • Fixed spamming of "Housing Insufficient" notification
  • Fixed trigger of some Town Tales
  • "Lumber Camp Improvement Onboarding" quest can now be cancelled
  • Main Menu's "outdated mod" icon was not removed after updating mods
Optimisation
  • Graphics: Better light culling
  • Graphics: Adjust vertex buffers layout
Localisation
  • Add community Czech translation
  • Add community Thaï translation
Modding
  • Fix crash when using "Auto accept immigrant" mod
  • Expose missing fortification buildings
  • Expose missing monastic meals
Foundation - Polymorph Games
Hello Everyone!

Modding is now available in Foundation 1.0!

With this latest update, you will be able to take your medieval city-building experience to the next level, with custom buildings, unique gameplay, balancing tweaks and much more!

More than 20 mods are already available at this time.

Modders are actively updating existing mods and creating new ones, so while the selection may be limited at first, expect plenty more to roll in as the community expands the possibilities!

How to Get Mods?

Foundation mods are hosted on https://mod.io/g/foundation, but you don’t need to leave the game to access them. Simply open the in-game Mod Browser, explore what’s available, and install with a single click.



Then, select your mods when starting a new game. Easy!



Want to Create Your Own Mods?

Check out our modding documentation and join our Discord community to connect with fellow modders. We can’t wait to see what you create!

Happy modding!

- The Polymorph Games Team
...

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