May 3, 2019
Foundation - Ash
Friday is upon us once again and it’s time for another Devlog!

This week I am going to focus in on modding… Everyone loves a good mod, including us!

What have we been up to this week?
Whilst work continues hard on the Major Content Update we have also been working on opening up the modding capabilities. Over the past weeks, some of the team have been working on the modding tools, code and API to give modders a plethora of new tools and options.

As I write this the team are hard at work on a preview build that includes some major modding features that will allow the modding community to take their mods to a whole new level.

This preview build (1.2.0) will be available on a public preview branch in Steam (Betas) whilst we work with the modding community to stress test the new features.

If you are a modder and would like to test the new update, you can provide feedback and chat with other modders on our Discord Server where we have a dedicated channel for feedback of the preview build.

To gain access to the preview build on Steam:
-> Right click Foundation in your game library
-> Click Betas tab
-> In the drop down choose modding_preview

What can the modders do with this update?
Some of the new features include:
  • Create workplaces
  • Create monuments and bridges
  • Create walls
  • Create particle effects
We have also included a new mod example that will show the possibilities of new modding features.

And there’s more! You can check out the full list of new features as well as check out the modding documentation on the modding wiki here.

How can players help?
Good question! Any mods created for the preview build will not be available in the main branch of the game but both the preview build and test channel on Discord are open to all players so you can keep an eye on progress and if you would like to test the mods and the build you are welcome to join us.

Once the preview has been thoroughly tested (and fixed if needed) we will move it to the main branch and modders will then be able to add their new mods to https://foundation.mod.io/ for integration into the game.

Time for a teaser
Here is a first look at one of the new buildings you will find in the upcoming Content Update.
It’s thirsty work out in the fields but a good local beer can help quench that thirst...



Check out the full 360 view of the Brewery!
https://youtu.be/V0UCmssxIK4
Testing can be fun!
Our QA Manager has been testing Foundation to its limits this week and sometimes the question ‘What will happen if?’ can get out of hand!



Renaître de ses cendres...
A couple of weeks ago I commented on the devastating fire in Paris and the community’s reaction. This week I would like to follow up on that with this outstanding reproduction by MajesticIX.



We hope you enjoyed this weeks Devlog and have a great weekend everyone!

Ash
Apr 26, 2019
Foundation - Ash
I bid thee all welcome to Devlog #03!

Another week has flown by and another minor update has been released to clear a few more bugs as we continue to work on the Content Update.

As you may have seen we have been cleaning and improving the live build recently, we hope you have enjoyed the minor changes.

So what else has been happening?

Bug Reporting

We have been working to improve the bug reporting system and player feedback loop via the tracker. This has helped greatly with both pre-testing and release of the recent updates. Going forward this will help to ensure we can release future major updates as clear of issues as possible.

2019 Quebec NUMIX Awards

We recently found out that Foundation has made it to the finals in 2 categories at the 2019 NUMIX Awards!!

- III Independant Games (TRIPLE I)
- Production with the highest International profile

Winners will be announced on May 9th! Less than 2 weeks!!

But what about the Content Update?!

I hear your calls for more… even everyone at the back.

It is coming but there is still much work to be done. We are keeping things under wraps for a little bit longer but I can tell you there has been good progress. We will begin preliminary testing on one new feature next week. Hopefully more news on that in next weeks' devlog if all goes well.

A few weeks ago a little easter egg was spotted in the photo of Michael. If you missed it then here is a bigger hint:



More Improvements

Along with the new content that is being created we have also been working on improving what is already in the game. We saw a quality of life update a couple of weeks ago and we will continue to improve the current content as we integrate the new.

As you can see job assignation has been getting a medieval makeover:



That’s all I have for you this week Lords and Ladies, but I will leave you with one of my favorite community created screenshots of the week.



Fare thee well,
Ash
Foundation - Polymorph Games
Changes
  • fix: bug preventing soldiers to live in house
  • fix: add compatible profiles to house and dorm
  • fix: crash related to villager status upgrade
  • fix: beekeeping floating part
  • fix: mod rating
  • fix: some mod text could freeze the game
  • fix: rare crash on quitting game
  • fix: rare random crash
  • modding: expose BUILDING_PART_MARKET_FOOD_STALL, BUILDING_PART_MARKET_GOODS_STALL, BUILDING_PART_MARKET_LUXURY_STALL

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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