Here's a small Chrismas present from your devoted dev. This update changes a lot of things and adds stuff you could only dream about!
Generally, if focuses on production and some basic balancing surrounding it.
I've also updated the demo from V51 to V53!
Sithilion Ore that can be mined. Very rare and at a slow rate.
Happiness modifier based on resource stored per citizen (modable in race init files). Dondorians like Sithilion ore.
Stockpile crates size increased from 64 to 255.
Stockpiles have adjustable radius for their workers.
Smaller radius for employed subjects that wants to give a hand with odd jobs like hauling, construction or maintenance.
Bread resource + Bakery industry. Grain is no longer edible, but must be processed into bread. The industry only needs grain to operate.
Proper hunting rooms. Very effective in the beginning to feet your subjects. Has an adjustable radius that can cover the whole map. Wild game will be exterminated quickly though if overused.
Proper fisheries. You now place a fishery room on top of shallow water. Expand a bit on land too to be able to place storage and auxiliary items. Fish stock is static and is highlighted when placing the room. Green is best. Red is hardly worth placing a fishery on top.
When placing your throne at the beginning of the game you have the ability to regenerate (button below "place start"). While the general layout will be the same and dirived from the world tiles you picked, minerals, game, and fish stock will be randomly generated once more.
Tilling period for farms. No longer will you get an army of workers after harvest, the farmers must remain an "till" the earth until they can sow in spring. Tilling increases the output of next harvest.
Manual food usage in kitchen. You can now check which raw ingredients to use. Can come in handy if you're saving up some of them, or using them different locally (save the meat for the nobility district)
Manual usage of specific raw materials in workshops. Now only applies to tailors in practise that can use either pelts or fabric.
Rates added to industries. The rate is an estimate of the amount of produce per worker per day.
All industries internal storage reduced and will stop producing if these are full. should prevent carpenter from using up all the wood.
Tiny saves < 1MB. No need to zip anymore! Things now saved better and faster.
Fields of minable resources are now much bigger, while having a lower yield. they are also infinite and clearly visible if you right click. they can also generate inside mountains, or under shallow water.
Room placement undo better.
Ability to change roof of room when reconstructing it.
Ability to reconstruct rooms under construction. (Just click them).
Livestock resource replaces the damned eggs (eggs now a food) and pastures no longer needs them in the construction process. Instead the herders will grab a livestock and haul it into the pasture where it transforms into cattle. Pastures produce livestock at a low rate. Different type pastures are available in different climates and the animals produce different kinds of resources at different rates (meat, pelt, cotton, eggs). Hunters sometimes produce a livestock resource.
Animals also spawned according to climate and have different resources when hunted.
Minimap has been a bit revamped with better and more consistent colors and functions.
Construction panel has been condensed.
New setting in the launcher allows you to pick both width and height of a windowed window. Should now work well with ultra wide-screeners.
Service rooms have a reachability map on hover that shows you the area where subjects can reach it. "Distance" also added as a modifier to service happiness. You can never max it out, but you can decrease it by placing services closer to where they're needed.
Ability to pick multiple mods. The first chosen mod will have residence over the second and so forth.
3 more soundtracks. I advise you turn the music volume back up.
keyboard rework. Ability to assign more keys using ctrl/alt as a modulator. Added keys for saving and zooming. More keys to come. Open to suggestions.
All rooms and their production now reflected on the world map. What this means is that the AI is playing by the same rules as you are when building your city in terms of manpower and production rates.
Trade fixed a bit. You will now get special treatment in the algorithms, making sure you're the first who gets to export/import on the world scene, leading to massive trades.
Baths are now made modable, meaning they are dynamically loaded. So you can add as many variations of a bath as you want and define how it affects happiness.
Clarified service access happiness a bit. I grouped each "group" (food & sleep)
Immigrants will now walk to the throne and kiss it.
Happiness and immigration completely reworked. We now have "expectations" which will increase as your population grows. It affects total population as well as population per species.
New, rare race added (Cantors). Giants not really good at anything else but fighting. Very picky and demanding.
Maintenance and upkeep reworked. Should be a higher rate, you now need to pay attention to it. There are settings for road and room maintenance in the room panel.
More resource expenditure UI. Added maintenance, construction and some other resource usage statistics.
Temperature according to climate and season. Exposure added to subjects. they have a chance to die from exposure. Exposure can be mitigated by wearing clothes and using hearths /skinnydipping. There is also snow in cold climates.
Walls now count towards building preference.
Squareness thing added for room construction. Affects happiness. Species can have a thing for organic looking cities or square ones.
Isolation added to rooms based on walls surrounding it. Affects maintenance needed greatly.
Room cost and upkeep is increased by building big rooms. You now need supportive pillars or walls inside the rooms to avoid this extra cost.
Efficiency/cosiness reworked. Based on actual stations vs knick-knacks/auxiliaries
Monument Trees now emit harmony. awe, harmony and dread reworked.
Noise. Noisy rooms disturb subjects. Noise travels through air, but is dampened by walls.
Paper and papermaker, primarely for libraries that now needs paper, else they'll work at 25% speed.
Fixed game zooming, should now zoom in and out without disorientation.
Krull wins if his men reaches the throne.
Species work priorities draggable.
Fart sounds reduced.
Re-added sounds to work rooms
Service usage number fixed
New localization method ensuring swift translation.
Removed coal usage in weaver, reduced efficiency
Launcher wind sound lowered.
Faction colors mixup fix.
CTD when invasion
CTD when dragging unit cards in dev mode
CTD when opening room list
Fixed broken kitchens. No more free food.
Food preference fixed.
CTD when deleting room from panel
In short, the game should be much harder. With more workers required for basically everything. The great dev himself could only manage a 100 pop city. There should also be a strong insensitive to build smaller and more thought out with the noise pollution. Maintenance is also boosted severely. Good luck!
Next up will be "law & order". Unfortunately we had a poll in the discord what V56 should and you guys picked the most difficult one. It will feature:
A room for soldiers. Fixing up army UI.
Soldiers patrolling the streets through a network of guard posts,
citizens commits crimes.
soldiers apprehend criminals
criminals stored in prisons
execution square for prisoners and for civic entertainment
ability to set laws and have them affect happiness / crime
Right now that sounds quite manageable and shouldn't take long, but I'm sure I'll find 50 other things to add along the way as usual, so I'll play it save and say 1st of March as an ETA.
A merry Christmas to you all! Thanks for your support.
Game is now updated to V54. It is not save-game compatible with V53, but V53 can still be checked out in the steam client and you can continue playing it.
In the steam client, right click Songs of Syx, and click properties.
Now, on to the goodies!
Whenever the game updates in steam, you can now easily get a sense of what updates has occurred in the launcher:
Two new tiers of sleeping. One suited for the nobility.
UI iteration 2563. Might not be perfect, but better than before. Thanks to the community and especially Rowen in the Discord for the help in getting there.
A bunch of complicated stuff enhanced and modifiable. The goal of this update has really been to nail down the city population framework, to make the game more complex, while also opening it up to modding. feel free to start making your own species!
Nobility. This is kind of hollow ATM, but you can appoint people as nobility. Nobles will walk around boosting their assignations.
There is lot's lots more features and fixes. You can have a look in the in-game launcher for details.
Modding
I've opened up a mod.io account for the game and written a few rudimentary guides for you to get started. My business plan has always been to create the framework of the game and steal the content from modders, much more talented than me. So if you have something you'd like to put in the game, let me know. https://songsofsyx.mod.io/
Unstable testers
Thank you all so much, those who have played the unstable branch these few days. I think this is the most stable version of Songs of Syx ever.
Reviews
We are low on reviews. Reviews are really important for the growth and future of the game (algorithms and stuff) . If you haven't left a review yet, what are you waiting for!? If you intend on leave a positive one that is, otherwise disregard this shoutout :). Please keep in mind that this is clearly stated as early access and should be treated as early access in reviews IMO. You can always change it later if the game turns out to be crap.
Finally, I'm done-ish with nobles and slaves and tons of suggestions and bugs!
I've put it in the unstable branch for now. There is a lot of new stuff and changes that requires a lot of testing, and while I'll be testing myself, it will speed things a lot if those willing will help.
Here's how to check out the unstable branch:
Now on to the goodies!
FEATURES
Version log in launcher!
Nobles!
Slaves
Ability to enslave Krull's men.
Emigration
New top panel
New bottom build panel
New room - chambers. The finest of sleep services.
New Room - flats an upgrade from dormitories.
Dormitory reworked and job-less.
Dorms and flats modable. You can add your own versions.
Sleepy subjects will find sleep facilities in the order they like them. Then find a place indoors to sleep.
Reputation now Happiness. Complete rework.
2 new songs + music changes with battles/stops at night.
All panels have been reworked slightly
Subjects get clean in baths and by skinny-dipping. They get dirty over time, visiting the lavatory and spending time in industries and mines.
Added harmony and Dread influence to work the same as awe. Added ability for roads to emit different kinds of influence. Specific monuments for harmony and dread will come
Added a bunch of new statistics and some happiness tied to them.
Added extensive modability to races.
Retirement mechanics added
Service room access reworked
Kickstarter names for subjects added
Building preference added. Races like to stay in different buildings.
Reworked room placement UI
Added walls and doorways when placing rooms.
Added colors for battlegear upgrades
Minimap boxes for resources and wild edibles.
Work priorities added
Secondary work priority added per race
Races have different skills and different preferences when it comes to work
Added light & awe coverage to right click explore.
New font for launcher
Fixes
Might now correspond at a 1:1 ratio with your population. For claiming regions 1500 might is required for each of them
Added email in error messages.
Possibly trade depot bugs fixed.
Added manual steam-fetch mods button in launcher.
Export/import setting is set to 50%
Fixed a bunch of placability issues.
Woodcutters stopped from chopping invisible trees.
Rooms can now be built on top of degrading roads.
When placing monuments, you can delete mistakes by holding shift.
Collision with domesticated animals removed.
Available services changed to a "usage" percentage. Can be sorted in menus.
Flowers no longer grows on fences.
When you're building a room, Right Clicking or opening another panel will construct the room (if it's constructible). This also applies when Refurnishing a room
Krull increases his tribute as you yield.
You are warned where Krull is likely to strike.
camera pans to where Krull attacks
Adjusted working schedules, so that there will be more activity in the day.
Graveyard items fixed
Might have fixed world map lights
Subjects will return equippables to stockpiles if there is storage for it before they drop it on the ground. Inc. Battlegear.
Delta generation fixed.
Fixed Stockpile UI.
Light, awe and road access now only updates when a subject is outside of a room.
Main menu: rearranged buttons a bit, removed others.
Mouse scrolling now opens the minimap.
Fixed some rendering bugs with growables.
Adjusted Animal spawn rates, eating behavior.
Adjusted light colors somewhat.
Fixed subjects clothes color.
Fixed minimap colors for rooms working as intended, no need to load save
Fixed a visual bug with degraded floors/roads
Errored jobs show what resource is missing.
Changed a little trade thing with imports. The game would import resources in order depleting your treasury on the first ones, never getting to the last ones. Now changed to prioritize resources based on incoming/storage capacity.
Mushrooms now placable in caves.
Monument no longer removes cave roof when removed.
Fixed some stat and cost values for room items.
Added support for non 16:9 screens (no more stretching).
NOTE: some drivers might report faulty resolutions, casing crashes.
Hopefully fixed the game from going into low FPS when Vsync is enabled.
Defeated divisions un-musters
Accepting Message prompt about Krull's tribute closes the message UI
Soldiers move from their current division to ones with more experience if experience is gained. Fixed a few training bugs
Animals no longer run away from hunters
Animals drop a lot more resources
Hunting fixed in general
Animals in water rendering fix.
Entities saved differently, shaving off a few MB of savegame size
Sorted the order of resources.
Flimsy placement of walls/ceilings fixed.
Graveyard desecration values reworked. (Avoid penalty by deactivating it and let the graves disappear)
Max room size now can't be exceeded.",
Dormitory knickknacks different costs",
Library and knowledge fixed, it was a disaster.",
Slayed enemies now says that they were slayed by you.",
Outposts such as fisheries always finds fish, even if once depleted",
Double click for save/load in menu
BUGS
Fixed CTD when undoing items in room construction.
Fixed continue button in menu when saves were deleted.
Fixed a CTD when restarting from the main menu a couple of times.
Fixed CTD when trying to delete non existent save
kitchen had a nasty bug, hopefully fixed.
Rare corpses stay active fix
Fleeing Krull messes everything up fixed.
Notes
Doors are no longer intended to use with rooms. They're going to be changed to gatehouses, but I leave them in for now.
Some things are coded in the blind. I only have a 16:9 display for instance, so, wide displays may/may not work, please let me know if you have one...",
I seem to get crashes when choosing certain full screen displays. I hope this is because I bought a cheap display :). Let me know if you get any of that.
There is no tutorial in the unstable version. I will fix it once it stable.
P.S.
Some day V53 is going to be the new demo. If you have a city you're proud of, please send me the save, and I'll add it to the example cities.
I felt the time was right for me to show you that you're getting a return on your investment.
I've been refactoring like crazy, basically ripping out part of the old AI and inserting a new one that allows for extensive moddability for races and more flexible code for me to flesh out.
Now, all resources can be made "equippable" and you can define what boosts they give to a subject. You can also define traits with similar properties and chance of occurring. Reputation is now called standing and is also fully modifiable per race. You can also define what trades your race likes, making it more important with trade or race diversity in your city.
Thanks to some feedback, I've also been experimenting with a new UI layout, especially to improve trading and other aspects.
I want to get rid of the full screen ones in general and trying to figure out ways to convey a lot of information in a simple way. I really like the standing main panel. Not only is it clean, it also allows me to crop the main game somewhat, which saves a few % in performance.
I've also tried to fix the most pressing bugs in the current release. the rest will have to wait for V54.
Currently the main challenge is not to starve from waves of immigration. I plan on tipping this over. You'll have a toggle to allow immigration and Instead we'll have emigration when your standing is low, and "retirement", meaning that it should be more of a challenge as your city grows and not the other way around.
Then there will of course be the nobles and slaves, which I hope to get to next week. Other from that, lots of QOL, bugfixes and tweaks for a better experience. Hope you'll like it.
Hi everyone. I'm very happy you guys are playing and keep sending me bugs!
I have spent most of the time since launch trying to calm my nerves and fixing some of the bugs that makes sense right now. the problem is that I've already started on the next update (54) and it gets very complicated when fixing the same bug in two different places.
so, I'm postponing a few bugs to be fixed in v54, just so you know.
So, what progress is being made?
New face generator. A bigger face in general with many billions of possible variations.
Here's how it's done:
I'm also more or less rebuilding the reputation mechanics and improving on the AI in general.
And what's really cool is that is mostly all modifiable. You can add items to equip, traits and new services, and you can change how each race feels about them.
The big thing to come though is the nobility class and slaves, even though this will be a bit barebones in the beginning.
I also have a list of hundreds of bugs and minor suggestions that I hope to address before launch.
I probably shouldn't give you an ETA, but I'm hoping for 6 weeks. Pray for me :)
I will put this in the launcher for next version, but putting it down here for now...
UNSTABLE means the version is in the unstable branch on steam. In your steam client, right click songs of syx -> properties -> betas -> select "unstable"
53.51 - fixed tribute from claimed regions - fixed forgetting knowledge from affecting all techs.
53.52 - fixed a CTD that occurred when building baths that I introduced in 53.51 :)
53.53 - Fixed baths, now you can build big basins - Fixed some CTDs (Crash to desktop) - Set up a new build pipeline, so that the game updates to all platforms instantly. I've tested this on mac, but not linux. Would be very grateful if someone on Linux could test it out.
53.54 - Added a little more info to the launcher info screen to help debug mac users.
53.55 - hopefully fixed the full screen visuals for mac users. I still recommend playing in windowed more, or at lower resolutions. That retina display is a tricky beast) - adjusted mouse wheel to better fit mac.
53.56 - Fixed crashes related to computers being set to other languages than English.
53.57 - Fixed a CTD on load
53.58 - fixed a CTD when looking at the minimap - fixed a CTD due to big, big rooms. - fixed a CTD when trying to add animals through modding.
53.59 - fixed a CTD that wasn't really fixed.
53.60 - finally found a bug where deleting a room under construction would delete parts of neighboring rooms and cause a lot of bugs as a result. Also increased max addable fortifications to 8.
53.61 - removed the confusing tool policy - fixed a bug where subjects wouldn't fetch tools unless the clothes policy was > 0
53.63 - fixed a krull spawning CTD
53.64 - fixed trade depots. They would become useless in time and workers would stop fetching goods. - fixed steam integrations from crashing the game at startup
53.67 - made some smaller specific fixes. Tried to get the steam integrations to work.
The game has sold beyond my expectations. With 1000 copies in less than 12 hours. Please excuse me if this post makes no sense, as you can imagine, I haven't slept much.
So, a big thank you to all who have supported me this far. If you weren't aware, Songs of Syx was kickstarted 4 months ago, found here: https://www.kickstarter.com/projects/songsofsyx/songs-of-syx With those funds, and the ones I'll receive now, another year of development is firmly secured.
Also big thanks to the volunteers in the community and its managers! You are really taking a load off my shoulders! Thanks to Superwutz, who is now part of the development team.
First off, some bug fixes:
The damned message panel can now be closed. (it could be closed with right click, but now also through clicking the 'x').
Crashes when pressing the wiki button is gone. Instead no wiki will be opened, because there isn't one yet for all room types.
Steam screenshots should now work. Unfortunately the in-game screenshots made by clicking buttons /pressing prtsc are not connected to steam yet, but will be in the next major update.
Mac unplayability: When playing on mac, the steam overlay goes rabid and completely takes over. I have no control over this. The only fix now is to disable it. https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014 Long term fixes is Steam fixing it, or me dropping Mac support, if it's not acceptable.
Crashes when clicking play. This seems to be conflicts with other software running on your PC. I've had Bandicam as a culprit for example. try turning those off.
Criticism
A lot of criticism is based on the lack of polish and lack of user-friendliness really and that is fair and expected.
But please keep in mind, I'm a solo developer and just an ordinary homo sapiens, not a AAA studio. I've also tried to make it clear that despite having in development now for 7 years, it is still rough. I don't spend much time on polish and balancing yet, simply because that gets in the way and constitutes extra work as I continue to add new features and mechanics.
That's how it's going to be, but the reason I'm launching on steam now, is that I believe a threshold has been reached, where enough foundation work has been built to allow me to focus more on making it all, well, fun and intuitive to play.
So the game ATM is aimed at people who want this kind of game hard enough to live with hiccups, bugs and other bumps along the way.
In the end I hope to make a great game for the mainstream audience, but it is not there yet and not for the vast majority of people at it's current state. I expect this to change within 3 years. And I don't expect to release 1.0 for another 5 years.
UI
This is an ongoing process. I think the current one is better than the demo, but I've heard it still isn't... perfect. I'll continue to work on it, but I'd love to hear more concise suggestions on how you'd like the UI to be in the future, where to move buttons, how to group functionality and so forth, so please let me know if you're up to that.
Multiplayer
A lot have asked if there will be multiplayer, especially since I have a button for it :). The button will be removed. It won't have multiplayer in any foreseeable future. the closest thing to it will be a mechanic, where you can optionally upload your cities to a server and let other players raid and conquer them. But this is pretty far off.
The Coming Months
Apart from that, you guys seem to enjoy it, which gladdens me. I've already started on the next update. It will focus on your subjects. I'm making races more modifiable and adding slaves and nobles, although they'll be primitive at first. ETA: 6 weeks. After that, I'm going to revisit the production mechanics, and make some new rooms and try to solidify that. Meanwhile I'm hoping the modding community picks up and that they donate a feature or two to the main game :)
The primary goal for the next 1-2 years is fleshing out the base-building aspect of the game. This includes adding religion, heath care, alcohol and many other features. The foundation for empire management and battles are there, but they'll have to wait a bit until this is done, so that the game can be enjoyed in some aspect for the mainstream audience. Fear not though, battles will be spectacular with ranged units and artillery and you'll spend most of late game conquering and enslaving the world.
All right, thanks for playing and don't forget to communicate your feedback.
The time is nigh, even closer as in the last announcement. A new age is upon us! Songs of Syx is releasing on steam September 21st (more or less exactly at 4 pm UTC)! Finally you will be able to play the full game in its current state here on Steam and enjoy all the little benefits we have implemented from Steam so far (Workshop, Rich Presence, Achievements).
Release Stream
To properly celebrate our launch into Steam EA we will host a little live Stream in which two of us (Jake! and Superwutz) will play the game and talk along. We will talk a bit about how the development went so far and what to expect in the future. Also you will be able to live witness the moment we press the release button in Steam Backend (yeah Steam has no timed auto-release function!?).
Where and when to watch?
We will stream directly here on Steam. The stream should be visible on the Songs of Syx store page as soon as it starts! We plan to start streaming one hour before release, so at 3 pm UTC.
Live Q&A
During the stream we will try to watch the streams chat and also we will have a designated Q&A textchannel on our Discord during the stream. We will be happy to answer some of your questions about the game during the stream!
Please forgive us!
We are no professional streamers and this will be besides some tests our first time. While trying to make it as pleasant to watch as possible, please forgive us any mistakes/issues we might have during the stream!
Hi guys! We are closing in for our EA release in Steam which will happen in less than a month! For those of you eager to try out the game before buying: We just released our free prototype as a demo on steam! You can download it on the store page.
Note: This is the same free prototype which has been available on itch.io since our kickstarter. The demo will not receive any content updates and the game in its current state has already progressed quite a bit compared to it. Anyhow it shows the basics of your gameplay and is good enough to already give you an idea on how it plays.
For those who already know the demo: Nothing changed except for some small fixes. But hey now you can play it on Steam!
Be part of the Community!
I can´t say this often enough, but you can have a direct impact on how the game shapes! We are loving all the discussions, suggestions and feedback we get on our Discord server. Feel free to join!
The time is nigh. A new age is upon us! Songs of Syx is releasing on steam September 21st and all efforts in regards to this update has been focused on eliminating some of the annoyances fresh and veteran players might have encountered. For some reason, which I've forgotten, I've also increased modifiability by a lot, tried to squash bugs and implemented a few minor suggestions.
The character set has now been expanded to cover many Latin alphabets. This can also be modified to accommodate any language not using thousands of characters and read left to right.
There has also been a lot of improvements and fixes around mods to make a modders day a bit better.
A guide on how to mod a few basic things will come soon.
Quality of Life
New placement tools for basically everything. Should help you to build even more beautiful and organic-looking cities. Completely new room placement and building mechanics. You no longer need to build structures first, these are built automatically.
The farthest zoomed out level of the map can now me used just as the other zoom levels, which will give you a greater overview when doing your thing.
Hotspots can now be named and show on the minimap, so you can name your various districts.
New UI
A bit bigger in general and more intuitive is the idea. A lot of improvements here and there.
Optimizations
I managed to increase performance by roughly 10%, allowing for even bigger settlements.
Rich Presence, future Steam achievements, Cloud Saving and Steam Workshop
We also made the first foundations for various integrations we want to have in the game. Mainly thoose are Rich Presence, achievements for Steam and Discord and also the integration of famous Steam Workshop. So lets explain a bit what we want to do with thoose things:
Rich presence, as you might now, is the little flavour text which is shown besides your player name in Steam friendslist or Discord. We think it is a good way of sharing your progress in game and in generating general interest in what the game is and what people are doing while playing it.
Our Rich Presence implementation is divided into an information part we call state. This one includes some basic stats of your current playsession. For now we decided that your current population, your reputation and the year since founding of your colony are interesting values to see. Anyhow on a later point of development, as the worldmap and also your city empire becomes bigger there might be other important values.
The second part is called detail and basically adds the flavour to the whole thing by telling people what you are currently doing. For now just to test the integration is just says "Ruling over [your city]" but later we will add much more texts, reacting to the stuff and events that happen in game. Here are a few examples:
"Fighting off Krull"
"Conquering XX"
"Surviving winter!"
"Building lavatories"
Rich Presence in steam looks basically the same, sadly without fancy images. We are very open for any ideas and suggestions for flavour texts!
Also we started working on Steam (and also Discord) Achievements! We know from many other games that there are people looking for the 100% achievement hunting challenge so we just had to put some into the game. For now we kept the achievements very simple so they are like "Kill 1000 enemy soldiers", "Farm 10000 mushrooms", "Have a total population of 1000", or "Fell every tree on the map". Most number related achievements will come in tiers. For now we have iron, silver, gold and platin, so you can track your progression with little rewards on the way.
Again as the game development proceeds we will have more challenging and also some hidden achievements for you to find and hunt!
Songs of Syx will support Steam Cloud Saving on release. So wherever you enjoy the game, may it be at home, in the train with your laptop or at work (dont let your boss see it), savegames will be automatically synched between all your devices via Steam.
As this update is mostly about modding we also started thinking about how to distribute and share all your beautiful mods. Thats why we layed the code wise foundation for Steam Workshop to natively interact with the game. We intend of making Steam Workshop the main platform for SoS mods. For thoose of you which dont like or use steam, we have created an official moddb site as a platform for all non-steam users: https://www.moddb.com/games/songs-of-syx
Meet King Crom. One of the great kings of old. He will henceforth be the mascot of Songs of Syx. Congratulations Crom! Credits goes to https://conartist23.tumblr.com/
The future
Next up is the nobility. The goal is to have a unique building for them, a “quarters” with servants. You will elevate your nobility yourself and appoint them to govern parts of your city. They will produce a boost to their responsibilities, but since they require servants and doesn't work traditionally, they're only beneficial in mid-late game. I'm also going to look into modifiability for races and refine the management of your population. After that, there's going to be a production overhaul, where production is going to be straightened out and polished and rooms such as hunters and mines are going to be proper rooms. I'm also going to look further into maintenance and see if it can be made to play a much bigger role in the city management. Now, lets all cross our fingers for me and the steam release. Feel free to write a review when the time comes.