It’s been a little time since our last communication but this does not mean we have been resting on our laurels. We know you are all eagerly anticipating the new UI and the improvements that will come with it.
An update on the UI rehaul progress
The very first phase of the new UI implementation is nearing completion. With that said, we would like to share with you some of the work that has been involved with creating the new UI, and to let you know what has been going on in the background for the past few months.
Late last year, we teased you all with some sample images of our UI rehaul. These initial images were conceptual and only a taste of what to expect. Since that time, our UI/UX designer and a good chunk of the team have been busy implementing the full redesign in-engine.
If you have played the game and seen the old UI you will be well aware that although it was functional, it was lacking in many places, not particularly intuitive and also not very aesthetically pleasing. As such, the redesign has required major work. Every menu, icon, HUD element, feedback module… it’s a long list… needed to be updated, redesigned and in some instances built from scratch. Such is the cost of progress.
Once the new design foundation (pun intended) was laid out and agreed upon, work could begin on asset creation, whilst in the background, we ramped up work on the engine. What came out of this was a brand new Interface tool (imaginatively called the GUI editor). This tool effectively allows us to build, visualize and tweak the interface without programming (because yes, the old interface used to be generated purely by code). As we progress, we're constantly making the editor even more powerful, to allow for new features in the game for you, the players.
On top of this we have been making further updates to the engine to allow for enhanced UI visuals including better font rendering, to improve scaling, for the large differences in resolutions throughout the player base.
Much of the new interface is now in place and we are on the final run toward testing, feedback, tweaking and subsequent release. There are still a few elements that need to be worked on, some remnants from the old UI that need to be replaced and we will need to further tweak and improve on the work so far before release.
We know you are eager to see more teasers of what’s to come and of course we wish to oblige...
In other news
The UI has not been the only focus of recent development work. Some of the team have also been working in the background on more long-term goals such as overall art direction and preparation for future content updates.
Some of you may have noticed the changes to the market tents in a social media post some time ago, this was only the start of a broader improvement in the overall art direction. Further work has since been carried out on buildings such as the bakery and in time we will revamp and enhance the majority of the art and assets within the game.
The art team has also been working to design and create tools that will allow for a better way to render environmental aspects and transitions within the game, such as those between grass, sand and rocks. Similarly, they have been looking at ways in which to improve the look and variation of environmental factors such as vegetation, lighting and overall ambience.
These changes and improvements to the art style will not be part of the upcoming UI but you will be seeing more of them in the future.
We will update you all with an ETA for the release of the UI update in the coming weeks.
Happy New Year everyone! We hope you all had a wonderfully festive holiday!
We are thrilled to present to you today, an updated roadmap that contains information on many of the new features and content coming to Foundation this year.
Updated Roadmap & Release Schedule
Our objective is to release 3 major updates over the course of 2021. The first of which will be the much anticipated new UI.
This will be followed by 2 Core Updates that will bring an array of new features and additionally continue to improve on the UI and UX.
We have set out below further information on what you can expect to see in these updates.
Update 1 will bring a major improvement to the game in the form of the UI rehaul. You can expect to see a new HUD, building menus, villager menu, information panels and of course much, much more.
The main HUD will see a plethora of improvements that will contain easily identifiable information on resources, events & quests as well as more information panels for quick overviews of your current village.
Many of the information and management panels will all be tied together in an easily navigable and streamlined “Book” (name subject to change). The Book will include tabs and shortcuts that will link directly to facets including: Villager information, Workplaces, Estates, Budget, Resources and your Army. Each tab will include improved ways to sort and search for information that you need, all at your fingertips.
A new main menu will include more detail when looking through saves, a new options menu, help menu, mod menu,... in fact every aspect of the UI will be new and improved and as such will also bring a host of UX improvements.
We will continue to build upon the UI/UX Update with further updates and improvements after its initial release.
Estate Mechanic
Core Update II will focus on improving the Estate mechanic. Your influence with an estate will vary over time, creating a choice of which estate(s) to invest in. Increasing your influence with one estate will have an effect on other estates and as such will affect the path you choose when building your village.
Building Decay
A new feature will be introduced with Core Update II in the form of Building Decay. Every placeable building will require maintenance and if not maintained the building will decay over time.
In order to maintain buildings within your village, you will need to place and staff a maintenance workshop. Each workshop will prioritize and maintain buildings that require repairs and pull resources that are needed to repair those buildings.
As buildings decay, productivity and desirability will be affected and if allowed to decay too far, buildings will become unusable and will need to be dismantled.
Houses occupied by villagers of lower status than the house, or left uninhabited for too long will begin to decay and may require repair.
Further UI/UX Improvements
Core Update II will also continue to improve upon the UI and UX with more accessibility options and menu improvements, taking into account player feedback as we further build on the previous UI/UX update.
Core Update III will add a number of new features that will change the way in which your village population can vary as well as bring new and improved detail to maps.
Families & Aging
A family mechanic will allow for the birth of children who will age, work, create their own families and eventually pass away, bringing a full cycle to village life.
Diseases
Varying factors will increase the chance of villager disease that will come with consequences to your workforce if left unchecked.
Graveyard
As your villagers now walk through the valley of death they will need a place to be laid to rest.
Map Visual Edges
Map edges will be visually improved.
Terrain Biomes
Varying biomes will add to the variety of map environments.
Resource Fertility
Land fertility will differ, depending on environmental factors allowing for crop-specific fertility.
Cobblestone Roads
A much-requested feature will see the introduction of cobblestone roads that will increase efficiency in your villages.
The updated roadmap can be found over on Trello where you can keep up-to-date with all the progress.
Up to Full Release
More features will be implemented up to the full release, including:
A major expansion and overhaul of the narrative elements & events
Vehicles - where appropriate, villagers will be able to own and use horses
A third level of housing status and density
A safety need will see more use for soldiers and defense structures
New monuments
Information map - a zoomed out map showing an overview of available resource nodes and layers
Map generator
Pastures - allowing for zoning of livestock areas
...and more!
Post Release
The full release will not be the end of development and we will continue to work on features not yet implemented such as a map editor, creative mode and a photo tool as well as work on further DLCs that were planned as part of our original Kickstarter campaign.
Good news, Lords and Ladies! The 1.6.26 Update has arrived!
This small update brings a much-requested feature from the community, Key Mapping! You can now set up the game controls to suit your own playstyle and requirements. Find it in the Settings panel!
To complement the new Key mapping feature you will also find the following extra functions plus an additional fix:
New keyboard shortcuts:
F1 = Help
Home = move to Village Center
Page Up/down = Zoom
1-2-3 = game speeds
camera axis inversion
mouse camera sensitivity
keyboard camera sensitivity
fix: navmesh was not generated in some rare regions
Today we bring you news on upcoming updates to Foundation as well as some further information on what we have been up to over the last few weeks.
Next Major Update: UI Rehaul
Firstly let’s talk about the next major update which is one we know you are all waiting for. As you have likely seen and read we are currently working on a complete UI rehaul. This has not been a small undertaking, requiring major work on the game engine as well as a complete rehaul and full design of the UI, including a new HUD as well as new panels and windows for quests, events, building panel, main menu, splash screen, icons and much, much more. You name it, it has needed designing.
Furthermore, the UI update will include improvements to the user experience (UX) in the form of greater player feedback, better tooltips and improved accessibility in the second phase of design and implementation. We will then go on to a further phase which will include a more detailed and improved help menu, better tutorialization, further refinement and improvements and much more. We have listened to feedback from the community which has also helped to guide some of the improvements you will get to see when the update drops.
Needless to say, this major update is taking some time to design and program and there is still a lot more work needed to program and implement all the changes of the initial phase. We will bring you more news on the progress early next year.
A Little Christmas Surprise: Key Mapping Update
Whilst some of the team have been working on the new UI we have also been working on a small update that we plan to release in time for Christmas. This update will bring a much-requested feature from the community, namely... key mapping!
That’s right folks, soon you will be able to set up the game controls to suit your own playstyle and requirements. You will find a new tab in the settings panel that will allow you to remap the most common controls within the game.
This is the first step in a complete accessibility plan and design that we will implement in full before the final release of the game.
The key mapping update will also come with new functions such as zooming via keyboard commands, using Page_Up and Page_Down. These new functions will, of course, be included in the key mapping options to allow for your own personal preferences.
Final Game Design
As well as the above update plans we have been working full time on completing the final game design. Although there has been a vision set out from the start, a large reason for releasing into Early Access was to allow the game to evolve and improve with feedback from the community.
As such, we are planning to release an updated roadmap early next year detailing the remaining updates and features to the final release.
Final words…
2020 has been an unusual year for us all and due to the global pandemic, our production velocity has been hampered to some extent. Rest assured though, we are working full time, with all our hearts, to launch the fulfilment of our vision for Foundation.
We would like to say a big thank you to every single one of you for all your feedback, bug reports and support throughout the year.
We are looking forward to a new year, a new UI and a lot of new features for the game in 2021. We hope you all have a fantastic winter break!
Today we are announcing the release of Alpha 1.6.23.1021!
If you have been reading the recent Devlogs and News you will have seen that we have been working on a content patch for the recent 1.6 Mineral & Craftsmanship update.
This patch will provide some polish to the 1.6 update and bring with it some highly requested quality of life improvements as well as additional features. You can check out the summary of the patch contents below, which includes a full changelog.
Promotion Sorting
We have received many requests for an improved promotion window more specifically the ability to sort promotions.
This content patch will now allow you 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.
More Names!
Another request that has been high on the agenda has been for more names. You will now find 1000 new names added to the game, so you should not be seeing Female #44 or Male #808 for some time. Note: More work on names will come with a planned family feature in a future update.
Additionally, we have added the ability for you to rename villagers. You can now have all your family, friends or community members living in your villages.
Masterpiece Polish
Masterpieces were introduced in the recent 1.6 Content Update and this patch aims to polish up the Masterpiece systems as well as some visuals and an added bonus feature.
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 include a bonus once built to meet certain conditions. The conditions for the bonuses have been tweaked with this patch to better suit the Masterpiece it relates to.
The Giant Gate Masterpiece has seen a little polish and now comes with additional parts for you to build the perfect entryway to your city. There is also the addition of a new wall for the Gate that will for now, be available via the walls menu once unlocked.
Melody Composer
A new melody composer can now be found in the Automated Fountain Masterpiece which will allow you to flex your musical talents and create beautiful music.
Additionally, you can now customize your church bells, controlling when the bells toll as well the tone of the bells.
Quarry Depots and Visuals
Quarries will now require a large crane be built which will act as a resource depot for the extracted resources of that quarry. Miners will store resources at these depots where they can then be used or transported to warehouses closer to your production buildings.
The stored resources within these depots will also come with improved visuals making it easier to identify the resources at-a-glance.
Improved AI
Villagers have got cleverer… bigger smarts… more intelligent, yes!
Builders will now prioritize a building site’s proximity to their builder’s workshop when looking for work. This will keep them from traveling unnecessary long distances and consequently, it also gives you a better opportunity to optimize the positioning of your builder's workshops.
Needs fulfillment has also been improved with new AI behavior that will see villagers searching out close-by needs based on the fulfillment of their previous need. This should improve the overall behavior flow and efficiency of villagers in their free time.
New Animations
The team is always looking at ways to improve the Hurricane engine and one such improvement has enabled us to integrate animations into moving workstation parts. This new tool will allow us to bring a whole new level of immersion into your villages.
You will find a number of new animations with this patch including a couple of both new and improved, thanks to community feedback.
Help Menu Additions and Tooltips
The help menu has been tweaked overall and now includes a new section on Masterpieces. We have also added new tooltips for Masterpieces and warehouses to help explain their functions and relevant conditions.
Additionally, you will find a prompt when quitting to the menu or exiting the game. No more unintentional loss of game-time!
Bug Fixes and More
Alongside the changes above, this patch will come with a number of bug fixes and other improvements, including:
New sounds for mining and other workplaces
More UI tweaks, such as an improved resource list order
Changes to the mineral distribution system when prospecting mineral nodes. For example, Iron will be much easier to find earlier in your searches.
Multiple pathfinding fixes
And more… a full changelog can be found below
Modding wiki
Modding documentation and changes can be found over on the modding wiki.
Changelog
Thank you to everyone that has provided feedback, crash and bug reports. All of your reports have allowed us to fix a number of issues as well as make improvements as we continue to develop Foundation.
Add: Allow villager renaming
Add: Church tower bells control
Add: Fountain sound
Add: Giant wall - unlock wall when unlocking the masterpiece
Add: Masterpieces topic to Help Menu
Add: Menus - Add a "Data will be lost, are you sure?" before Exiting the game or returning to the main menu.
Add: Quit to Main Menu and Exit to Desktop confirmations - Adjust texts
Add: Utility Agent - Villager AI improved for needs fulfillment
Add: Various tooltips
Add: Villager Names
Add: Warehouse/Granary tooltip
Add: Warning panel should remember last severity selected
Update: Art - Various Masterpiece polish
Update: Army Manager - "Army" and "Battle History" should be sticky at the top while you scroll down.
Update: Improve builder's priority system
Update: Improve trade quantity inputting for high numbers
Update: Masterpieces - Prevent unusual combinations of conditions and masterpieces
Update: Mineral Depots - Add entrance arrows for the crane.
Update: Monument - Legacy Rustic Church - shape and collision adjusted
Update: Monument - Market - Market Table, of any type, should be a mandatory part of the construction.
Update: Resource list order
Fix: Anim - Glass Smelter - missing tool
Fix: Audio - Different behavior when reaching speed 0 using the "-" and the "spacebar" button.
Fix: Bailiff - Prospection tools are missing from the animation.
Fix: Churches - Remove the priest text
Fix: Core - Never Block House Entrance
Fix: Deserialize and reapply crop yield bonus
Fix: Farm Fields - Performance takes a hit when switching from Sowing to Growing.
Fix: Fisher - Bonus is not adequately applied during bad weather, reducing the yield instead of augmenting it.
Fix: Goldsmelter - Worker from the indoor workstation exits the building through the wall when the work cycle is done.
Fix: Knight Statue - missing marble texture
Fix: Major Performance issues when opening the Low Warning notifications on a large city.
Fix: Masterpiece - Barracks construction steps can be seen floating when attached to the top of another part.
Fix: Masterpiece - Fountain can still be unlocked even if a villager leaves during the bad weather event.
Fix: Masterpiece - Lush Garden bonus effect is not functional and does not increase the splendor of the building.
Fix: Masterpiece - Standalone masterpiece with the Maintenance effect will display it in the global game rule when it shouldn't.
Fix: Masterpiece condition - Must be part of Great Hall not updating in general tab when assigning function
Fix: Military Quests - User can receive hard and extreme difficulty missions without having met the requirements.
Fix: Mineral Deposit - Rare - Sometimes unrelated materials are deposited into the quarries.
Fix: Monastery - Doors attached to herb garden are preventing the monks from entering the building.
Fix: Monks - Incorrect situational message when working
Fix: Monks - Monk leaving winery work station doesn't use path
Fix: Monument - Changing the material set apply the last choice
Fix: Monument and Building window seems to open far away from building and to expand out of screen.
Fix: Need Cycle - Villager will stop going for needs under specific circumstances, resulting in multiple needs to be skipped even if plenty are available.
Fix: Need unfilling on load game (housing and church)
Fix: Pathfinding - Pathing through the wooden keep for soldiers issue, depending on the setup.
Fix: Pathfinding - Rare situation where the builders cannot path to build decoration onto the bridge.
Fix: Pause Game - Possible to have state in which the game does not resume from pause.
Fix: Prevent soldiers and bailiff from lossing happiness while on mission/mandate
Fix: Prospection Mandate - Ensure window has a maximum size and a scroll bar to allow for large number of deposit.
Fix: Rustic Church - Door C does not allow to enter the church core if placed on a tower
Fix: Rustic Church - Specific setup will prevent villagers to path properly into the core.
Fix: Save and Load - Noticeable dip in happiness when reloading a save game.
Fix: Sheep Statue - Impossible to build a sheep statue, the statue is never delivered to the building's location.
Fix: Some masterpiece game conditions are very CPU expensive when moving the whole building
Fix: Statue - If a building containing a statue is cancelled during construction, the statues orders are not cancelled.
Fix: Stone Quarry - Initial construction posts are floating when the construction begins.
Fix: Various visual FX tweaks and fixes
Fix: Warehouse / Granary - Possible to exceed maximum capacity.
Fix: Warning pannel - Some workplaces aren't showing the "full workplace" warning
Fix: Wooden Keep - Height adjustment arrows are located too high
Crash Fix: Crash when mod dependency is hidden on mod.io
Crash Fix: Rare crash - Game crashes when deleting an Automated Fountain when there's nothing else built in the game.
Crash Fix: Rare crash - Game crashes when deleting part of the tavern bridge and reload the save.
Crash Fix: Rare crash with no space for housing notification
We can’t wait to hear your melodies! Join us on our official Discord server and join in the conversation.
A preview build of the upcoming 1.6 content patch is now available via the Steam betas options.
You can find more information on the main changes and improvements included in the patch in Devlog #14 as well as a summary in the What’s New section in the game’s main menu.
If you would like to take a look or help test out the patch you can gain access via the Steam betas tab in Foundation properties.
Right-click Foundation in your Steam library
click on properties
Navigate to BETAS
Choose the preview - Next Build Preview option
The game will automatically update but if it does not you may need to restart your Steam client.
Please note: The preview build is work in progress and will likely contain some bugs. Any Bugs you might find can be reported here on the Steam forums or you can join us on Discord where we have both feedback and bug reporting channels. Preview build saves will be compatible with the full release of the content patch.