Oct 6, 2020
Foundation - Ash
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
Aug 19, 2020
Foundation - Ash
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.

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:





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
Foundation - Ash
Hey Everyone, Alpha 1.6.20.0814 Hotfix is live! A small but due to the new modding capabilities, big patch.

Buildings:
- adjust: Some building shapes in Tavern & Lord Manor

Bugs:
- fix: Sound wrongly paused / resumed while using certain speed controls

Crashes:
- fix: Rare crash on path finding
- fix: Rare crash during resource reservation cancellation
- fix: Crash when opening the same military panel twice
- fix: Occasional crash when destroying masterpiece or part of a masterpiece built before 1.16.19

Modding:
- add: Expose new content (Full modding changelog available on the modding wiki)
- fix: Prefab list sub-property reader
Foundation - Ash
Hello everyone, Alpha 1.6.19.0812 Hotfix is now live!

Changelog

Buildings:
  • adjust: Some building shapes in Monastery, Rustic Church, Legacy Church, Lord Manor & Wooden Keep
  • adjust: Markets now requires at least one stall
  • fix: Villager could remain blocked once a monument door was placed on water
  • fix: Cancel reserved resources when agent villager behavior is aborted
  • fix: Multiple Villagers occupying the same workstation
  • fix: Some workstation orientation
Masterpiece:
  • adjust: Allow multiple masterpieces on the same monument
  • adjust: Some effects on appropriate masterpieces
  • fix: Some masterpiece conditions

Mineral Deposit:
  • fix: Prevent deleting the Stone Mineral Deposit
  • fix: Blueprints will no longer appear in quarry

Notification Panel:
  • adjust: Warning panel will remember severity
  • fix: Action button is red only when a new action is available

Custom text boxes:
  • fix: the possibility to be stuck in an un-resumable game when closing the text editor

Crashes:
  • fix: Rare crash on game load
  • fix: Rare crash when loading corrupted localization file
  • fix: Rare crash when downloading a mod

Modding:
  • add: Prompt download of missing mod(s) when loading a save containing missing mod(s)
  • add: lua file name + line number in modding logs
  • add: Behavior tree example - Guard patrol behavior
  • add: Localize function
  • update: Example 02 - bridge mod
Foundation - Ash
Hello everyone, Alpha 1.6.17.0723 hotfix is live!

Fix: Rare game freeze
improvements: Pathfinding
Foundation - Polymorph Games
Hello everyone, Alpha 1.6.14.0717 Hotfix is live!

Fixes:
  • fix: avoid crash when building without own zone id has no zone id nearby
  • fix: game rule effects where removed twice causing production to scale over time.
  • fix: adjust cost of goldsmelter
  • fix: in-game achievement localization
  • fix: minerals could not be assigned at load map
  • fix: don't spawn immigrant if there is no path to village center
  • fix: prevent crash when visitor destination gets destroyed
  • fix: wooden keep extension B
  • fix: Mineral Deposit - Quartz, Marble and Gold lacks collision.
  • fix: various crashes
  • reduced requirement for gate masterpiece
  • update localization
  • Stainedglass: Fix texture + UVs
  • Officinal Garden: Relink basket texture for construction steps ("Yarrow")
  • Officinal Garden: Fix building Zones
  • Officinal Garden: Fix Fence construction steps orientation
  • Lush Garden: Add rose pergola construction steps
  • Lush Garden: fix water basin construction steps pivot
  • Automated Fountain : Small fix on construction steps
  • Remove some Wheatfarm attach nodes
Foundation - Polymorph Games
Hello everyone, Alpha 1.6.13.0716 Hotfix is live!

Major Bug Fixes
  • fix crash when unassigning Lord manor
  • fix crash with churches
  • fix crash on "above surroundings" build condition for parts with no data
  • fix crash workplace function not initialized when loading game on unfinished building of version <= 1.5
  • fix crash with monstery data reload
  • fix forester building crash in older saves
  • fix various crashes on some old savegames
  • fix tavern bridge not deleting when end part is removed
  • fix crash while generating navmesh of bridges without data
  • fix Iron Smelter work location (you might need to rebuild your Iron Smelters)
  • fix quarry's entrance paths
  • fix 2 mineral deposit rotation on coastal 01
  • fix crash in settings when current language does not exists

Minor Bug Fixes
  • Updated mineral balancing, spawning rare minerals more frequently
  • Raised prospecting distance from 2 to 3 tiles
  • Raised the value to unlock Automate Fountain
  • fix masterpiece menu was not always updating
  • fix prospecting animation
  • fix some texts
  • fix wrong amount of resource in quest rewards
  • fix Roman Church & Legacy Church - Doors were not allowing to enter the church.

Modding
  • fix rare crash in mod browser
  • restored some textures for modders
Foundation - Ash
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
Foundation - Ash
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
Foundation - Ash
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

...