Apr 19, 2019
Foundation - Ash
Hi everyone!

Welcome to a new issue of the Foundation devlog!

As you may have noticed Alpha v1.1.8.0418 was released yesterday!!

The new update brought with it some bug fixes and balancing tweaks as well as a few quality of life changes. Amongst other changes, you can now adjust the game resolution and change from fullscreen to windowed mode.

We have improved the budget window to give more information particularly on traded goods.

There have also been some optimisation fixes so you should find you have a few extra fps, particularly on larger villages/towns.

You can see the announcement and full change log here.

As mentioned in the last Devlog we have a tracker for reporting bugs. Please feel free to discuss bugs here on the Forums or Discord but the best place to report bugs is via the tracker which is being monitored by our QA Manager.

A week in focus

This week with the sad and shocking fire in Paris some of the Discord Community decided to try and recreate Notre Dame in Foundation. One of our Moderators, Helron, created this beautiful reproduction:





What we have been working on

This week has seen a focus on the minor QoL update though work continued on the upcoming Major content update. With the release of the 1.1.8.0418 update it is full steam (no pun intended) ahead on the next content update.

We will be bringing you more news of the update in the coming weeks.

As always a big thank you to everyone providing bug reports, suggestions and feedback.

That’s it for this week… We hope you enjoy the new QoL update! Let us know if you find any issues and stay tuned for more news.

All the best
Ash
Foundation - Polymorph Games
Hello everyone! Alpha v1.1.8.0418 is live! It's a content patch that is improving and fixing a lot of small things. Thanks to all of you who helped us by identifying critical problems and suggesting improvements!

We are also hard at work preparing the next content update. As we don't have a release date for now, we'll inform you as soon as we have one.

- The Polymorph Games Team


Changes:
  • Monks have monk clothes again

  • Soldiers and Monks now have separate status and needs from those of the villagers
  • Add screen resolution and fullscreen/window setting

  • Add options to choose if save quick-saves and auto-saves are saved in cloud
  • Add option to keep mouse cursor in game window
  • Add in-game mod rating system

  • Improve wall rendering performances
  • Improve farm field rendering performances
  • Improve the budget window


Balancing:
  • Davenport will sell fish for 7 gold each
  • Villagers will consume 1 fish instead of 2
  • Lowered weaver's hut cost to 100 gold
  • Decorative arch cost lowered to 20 gold
  • Reduced Hunter's Hut maintenance price from 10 to 5 gold
  • Doubled Windmill flour production
  • Leather can now be sold for 15 gold

Bug fixes:
  • Soldiers, Envoys and Leaving Villagers won’t get stuck when starting on the wrong side of a river
  • Access to houses won’t be blocked by objects anymore
  • Stockpiled resources were not considered in the builder workflow
  • Prevent planting trees and wheat in water and cliffs
  • Workplace auto assign button now use closest house instead of closest villager
  • Prevent village center destruction
  • First wall selection was selecting the wrong wall
  • Monument preview rendering of transparent objects
  • Monument preview shader was not applied to some monument parts
  • Some building parts were not turning red when impossible to build
  • Rivers and ocean were hiding particles
  • Minor adjustment to the Rustic Lord Manor, the Rustic Church and the Wood Cutter Camp
  • Rare crash when editing walls
  • Rare crash in bailiff selection screen
  • Minimizing game window was freezing the game
Apr 12, 2019
Foundation - Ash
Hey everyone!

Welcome to the first issue of the Foundation devlog!

Q. So what is this devlog thing all about?

The community is requesting more information about updates and the progress of the game and this and the future devlogs will hopefully help to keep you updated on what we are working on.

I plan to bring you a weekly (or at least every 2 weeks) devlog with information on what the team have been working on and as we get closer to a major content update, maybe share a few sneak peeks of the new content.

Q. When will you be releasing updates?

Each update we put out will need to be tested and balanced as much as possible and as such if we keep putting out minor updates with small content patches this will ultimately take longer to create fix and balance them all.

Due to the nature of the game and genre it is more efficient for us to build and test major updates with as much content as we can fit in. So expect larger gaps between major updates though we will put out smaller bug fixes and balancing tweaks between major content updates.

Q. So what have you been up to?

Well, it has been a very busy period since the Early Access release, which was followed by a flurry of bug fix patches. The art team have been busy through all this creating new content, animations and environmental effects. We have also been showing the game at PAX east as well as expanding the team to not only increase the speed of production but also to create a better feedback system to you, the community.

We plan to have a new testing and feedback system for each update to try to ensure as bug free releases as possible whilst also feedback to the community regarding any issues that may be found.

The bug/suggestion tracker will be used to its full capability so if you have any bugs please report them to our bug tracker where we can review them and feedback information regarding fixes: https://www.polymorph.games/tracking

We have expanded the team

Since the start of this project the team has grown from the original beginnings with our two co-founders Phil & Leo to a fantastic team of 10 talented people. One of the (not so) new members to the Team is Michael...



Michael has been working tirelessly on new animations for the villagers plus other more hardy beasts 😉



As mentioned above we are working on a better feedback system to the community. Leading this project is Nicolas our new QA Manager, along with myself the Community Manager we will do our best to feedback as much information as possible to keep you all in the loop.

About those updates

As you may have already heard we are working hard on the next major content update, which will see a major overhaul of the mission quest system. This, plus more content will take some time. We will bring you more news regarding the content update in future devlogs.

We are also working on a smaller quality of life update which will be coming soon! The plan is to release the update next week but this will depend on how testing goes and if we find any major bugs in the build.

With the minor update we will be focusing on some food production balancing issues. Fish consumption will be lowered (halved) and flour production will be increased. We also plan to look at some of the costs for buildings, decorative items and in particular Fish trading.

More QoL changes coming with this update will see:

  • Windowed mode and resolution selection
  • Auto-save and quick-save cloud options
  • Auto assign will assign the villager with the closest house

There will also be a variety of fixes and optimisations:

  • Building will turn red and be forbidden to place. This is currently not working correctly on some buildings
  • Prevent doors being blocked on higher density housing
  • Prevent planting in water
  • Optimise wall rendering
  • Optimise wheat rendering

These last 2 points should help out some fps issues.

There will be more improvements and fixes to add but as you can see this next minor update will bring some needed fixes and changes.

To close the devlog we will add that the Soldiers and monks will now have seperate needs… Talking of monks…



That’s it for this week, look out for more news next week and if testing goes well we should see an update!

All the best
Ash
Community Manager
Foundation - Léo - Polymorph Games
Hello everyone! Alpha 1.1.7.0308 is live!

Fixes:
  • fix: loading crash when Steam Cloud failed to initialize
  • fix: save game loading crash with some old saves with monks
Foundation - Polymorph Games
Hello everyone! Alpha 1.1.6.0307 is live!

Fixes:
  • fix: occasional crash when leaving the game during a save
  • fix: crash with the Monastery
  • fix: House/Dorm capacity display
  • fix: Lordhouse Smoke FX position
  • fix: Crash when a house was destroyed
Foundation - Polymorph Games
Version 1.1.5.0305

General:
  • Added Steam Cloud save
  • New Help Window
  • Improve Intel GPU compatibility by fixing object flickering

Monastery:
  • Support multiple dorms
  • Monks will leave their current home and family (sad, we know) when conceded to the Monastery
  • Villagers won't go live in the Monastery Dorms
  • Monks will fill their needs – a first step toward a secluded need loop
  • Monks will find a new dorm if their dorm is destroyed

Housing:
  • Housing now have capacity
  • Villagers should fill empty houses before building a new one
  • Fix entrances for Level 2 houses (not on houses already built in old savegames)

Rustic Church:
  • Size has been increased
  • Entrances are now fixed (not on doors already build in old savegames)

Lord Manor:
  • Stone parts are now giving Splendor

Wooden Bridge:
  • Revamped Look

Fishing Hut:
  • Lengthen Wooden Poles

Others:
  • quest window can't be close anymore
  • added error message with description when a save game fails
  • improved mod loading error logging
  • fix some production building description
  • fix: estate button could become un-clickable with small definition
  • added Discord link on Main Menu

*Old savegames should be compatible
Foundation - contact@rockpapershotgun.com (RPS)

Alec: Foundation is like a ba no, I already did that. Foundation is – and I m projecting onto it a bit here – a reaction against city-builders and management sims increasingly inclining towards survival and punishment, in this, the age of streaming and gitting gud.

It s a cod-Medieval town management game, in which the pressure is largely off, and really the focus is more about designing your hamlet than it is making sure the poo comes out of the right pipe or everyone s got enough raspberries to eat.

It s currently my go-to relaxation game. Is this because I m an old man with entrenched tastes and terrible reflexes, or is it achieving similar for y all too, two of the three Alices?

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Foundation - Polymorph Games
Hello everyone,

Alpha 1.0.15.0226 is live, it fixes a freeze / memory leak introduced in previous version - which was ironically fixing another less frequent issue of same type.

Have a good day!
Foundation - Polymorph Games
Hello everyone,

Alpha 1.0.14.0225 is live, with some loading fixes.

Changes
  • fix: shader loading for some graphic cards
  • fix: possible infinite loop and memory leak in some mods
  • better handling of shader compilation errors, with user message
Foundation

When I started playing Foundation, an Early Access medieval city builder, I spent most of my time frowning in confusion. There's a help feature with some basic instructions but no real tutorial. There's a ton of drop-down menus about trading and stockpiling I didn't understand. There were quests I had no idea how to complete. I really couldn't tell what I was doing. All I could figure out was that my handful of tiny citizens were extremely unhappy. After about 20 minutes, I figured I'd just close the game and wait for Foundation to leave Early Access with (hopefully) a proper tutorial to give me a clue.

Then I noticed something. Unlike most city-building games, you don't draw roads in Foundation. The villagers make their own roads. As they walk back and forth across the grass, they wear it down until a dirt path appears. It's fun to watch it happen as they go about their routines: the tiny serfs creating their own boulevards and avenues, giving shape and structure to the town simply by how they walk through it. Above is an edited 3X speed clip of what happens when I tell my builders to construct a market table in the grass.

How darn cute and cool is that? And this was really all it took. I stuck with it and played it all weekend, got the hang of how (most) things work, and I'm deep into Foundation now.

Foundation is a gridless city-builder. You place most buildings yourself wherever you want. Monuments like churches, forts, and town markets have pieces you can snap together, making it a mostly free-form building system. And when it comes to villagers, they manage their homes like they manage their roads, without help from you. You paint zones for residential construction, but they do the placing and building on their own. It's messy, definitely, and my town looks pretty chaotic as a result, but like the dirt roads there's something nice about letting these itty bitty citizens sort of design their own town. Some of them seem to want their houses smooshed right up against their neighbors. Who am I to argue?

Food, naturally, is a priority, and at first my citizens were on an all-berry diet. I built a gathering hut, then assigned a few villagers as foragers. They pick berries all day, and then those berries can be sold at market: food for them, profit for you. Later I was able to build a wheat farm and assign some farmers, grind the wheat into flour at a windmill, then use the flour to bake bread. For other resources, you can open trade routes to three other cities for things like fish (I foolishly chose to build on a map with no water) and other goods.

Of course there are trees that need to be chopped, what with all the building you're doing, and I found my forest depleted pretty quickly. Another lovely feature helps: you can assign a villager to replant trees if you can't afford to buy more land, or if you just don't want your lumberjacks to have to go too far to find more wood. While I'm chopping a forest down I've got another one growing.

The longer people live in your village, the more their needs increase as they grow from serfs into citizens. They'll want better food and nicer homes (they upgrade their houses by themselves) and new clothing. They also want religion. Building a church gives them a place to pray (probably for food besides berries and water) and adding to your church means more villagers can attend services. A bigger church also contributes to "Splendor," which unlocks new building types. 

Splendor comes into play with your unseen king as well as your villagers. Building a fort and staffing it with soldiers pleases your king, while a big and well-decorated marketplace makes your citizens feel splendid. My newest unlocked building is a hunting camp, so now I've now got one little citizen killing deer for leather and meat, giving my people something new to eat (I haven't yet figured out what I can do with the leather). 

There are still some things I'm trying to work out. Occasionally I find I've got plenty of wheat grown and stored but my windmills still aren't producing much flour, meaning I've got a shortage of bread, and I'm not sure why. A few other resource systems wind up with odd gaps from time to time, like having tons of wood but no planks being made in the sawmill. Maybe it's some Early Access problem, maybe I am just not quite grasping my supply lines, or maybe my workers are living too far from their jobs to be efficient. I'll have to keep tinkering.

Confusion and questions aside, I'm having a really nice time with Foundation. It's on Steam, and isn't exactly inexpensive ($30/£26.99), and could be in Early Access for another year or longer, so keep that in mind. I found the Foundation wiki helpful in explaining a few of the game's systems.

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