Foundation - Mike
Hi everyone!

Now that the holidays are decidedly behind us, it’s time to think about what the future holds.

There’s little doubt that 2022 will be a pivotal year for Foundation. We know you’re eager to learn more about the game, hence why we’re sharing an exclusive look at what’s going on behind the scenes…and hopefully answer some of your burning questions!

Laying down the cards

After three years in Early Access (time flies!), we are finally starting to see the light at the end of the tunnel. Looking back, we’re proud of what we’ve accomplished so far, but acknowledge that there’s still a lot of work left to do. Still, we’re confident that we’ll cross the finish line before long.

Our current focus is on Core Game II (1.9), which we’ve actually already talked about last year. We can’t stress enough just how much of a game changer this new release will be. We’ll have more details to share about it very soon. In the meantime, here’s some up-to-date info about the new features being worked on right now by the team for this massive update:

Gameplay Types & Progression

Prosperity

As part of our overhauled progression system, your village will now score points according to various metrics (territories, population, etc.). We’re calling this system Prosperity (which is not to be confused with Splendor). The idea behind it is to allow you, the player, to progress in the game without imposing a specific playstyle. For example, you will be able to progress by focusing on a large populated city, but you’ll also be able to progress by focusing on a prolific monastery. Aiming for higher scores isn’t just for bragging rights: you’ll unlock new buildings and put in place new politics (edicts) along the way.

Estates

The Estates are evolving and will be closely tied to different gameplay types. Each Estate will have their specific advantages over some core features of the game. For instance, the Labor Estate will fare well in villager taxation, the Clergy Estate on luxury resources and the Kingdom—you probably guessed it—on military campaigns. Also, get ready as having a high Splendor with an estate will negatively impact influence with other estates. This is just a quick overview of our intentions. More on that later!

Victory conditions

We know several players would love to see endgame content added to Foundation and 1.9 will deliver on that front. Victory conditions are late game objectives you can complete to score rare player celebrations in Foundation—and their own achievements. Pick one or more victory conditions to track and try to complete all the prerequisites…if you dare!

Narrative

If you’ve been following us on social media, you know we hired a talented narrative designer a couple of weeks ago. Core Game II will be the first occasion to see his work applied to the world of Foundation. What does that mean?

Well…we’re not ready to spill the beans quite yet, but here’s a nugget of information for you: our new narrative events aim to make your experience more open-ended. Since 1.9 redefines our global game progression, we wanted to establish the first step of what we could describe as a “dialogue” between players and Foundation. In that sense, the game will feel a lot more responsive by serving events tailored to your play style.

New onboarding

Core Game II is an opportunity for us to review Foundation’s early game and more precisely its onboarding. Since we’re introducing a lot of new features to the game, it’s important that our tutorials and in-game messaging are on point. We’ve put a lot of effort into explaining our systems and helping players understand the steps they need to take in order to build—and maintain—successful villages.

And more! Look forward to our new blog series that will delve deeper into upcoming features included in 1.9

The Core Game II (1.9) update is scheduled for release in the first half of 2022.

Looking even further

Apart from the work being done on Core Game II, our team is working in parallel on other important additions that will see the light of day before/at release. Here’s a few of them:

Residential Revamp

We are rehauling the residential experience to make it more fluid and informative while improving the game’s overall organic layout. Villagers will still build and upgrade (up to a 3rd level) houses by themselves but through blood, sweat, and tears, they’ll be better at it than ever!

Gone are the days where unused space could really hinder your village’s development. Improvements to our painting tool will help determine more precisely where districts are formed and ensure residential space (as defined by the player) is sufficient. The tool will be able to predict how many villagers can be housed within a specific zone.

Map Generator

We already gave you a glimpse of our Map Generator. Work on this feature has progressed steadily since then and is already showing promising results. We know this is one of the most anticipated features and we want to make it right, hence why we’re keeping things a bit under wraps for now.

New Terrain Biomes

One way to add more uniqueness to maps is by making sure biomes are different enough from each other. How are we going to do it? Well, for starters, we want to improve vegetation a lot—even going as far as having different vegetation depending on elevation. Think leafy on lower altitudes and coniferous on higher altitudes. What we’re not aiming for is to add tropical or desert biomes, as we feel they don’t quite fit with our design.

Accessibility

We strive to make Foundation more functional, accessible and enjoyable by all types of players. Expect even more accessibility options in the future, including improved colored text contrast and colorblind-friendly signs/feedback.

Modding

We will continue to support the modding community. One way to do so will be by exposing more real-time interactions, but we also plan to let modders edit the user interface (UI), among other things.

Quality of Life (QOL)

Delivering a smooth gameplay experience has always been a top priority for us. On that point, we can say this year will introduce a number of interesting QOL changes, included but not limited to: more tooltips, improved handling of panels and ESC key behavior, new Book shortcuts and UI customization (resize).

We are doing everything in our power to get Foundation our of Early Access before the end of 2022. We will keep you updated as we go.
Foundation - Mike
Lords & Ladies, it’s time for a new patch!

Patch 1.8.1.4 fixes a number of issues that have surfaced lately. Here’s the complete rundown:

Changelog

General

  • Buildings using production recipes had doubled outputs
  • Ressource tracker: simple production buildings had the wrong input icon in certain cases
  • Cows walk animation was missing: they are back to being gracious while moving around!
  • Some mod.io mods were not fully displayed in the "Installed mods" window
  • Even more updated localizations for builders all around the globe!

UI

  • Work assignation dropdown could appear partially out of screen
  • Updated Tavern and Luxury needs descriptions
  • Updated Treasury description
  • Added description for public lounge
  • Restored unlockable button sound
  • Adjusted building description style
  • Adjusted time string readability
  • Adjusted Warehouse and Granary refuse icon color

Crashes

  • Fail to load corrupted saves instead of crashing
  • Avoid crash when unassigning the bailiff's office part function from the monument while the bailiff mission window was open
  • Avoid crash when a quest instance is not linked to any asset quest anymore (on load of a savegame)
  • Avoid crash when inputting (way) too many characters in any text editor (villager name, monument name, quote, etc...)
  • Avoid crash when logging an error related to wrong building function type on workplace
  • Avoid rare crash while switching job
  • Avoid crash when starting more than one game with certain mods
  • Avoid a bunch of useless logs
  • Avoid crash when closing game during certain loading steps
  • Avoid crash with some usage of resource tracker from mods

Modding

  • Possibility to remove Need type per villager status
  • Expose COMP_AGENT:setProfile()
  • Gatherer can produce multiple resources even if one resource `isFull`
  • Call of parent function for extendable class in Lua
  • Mod components now have last priority (for init, update & enable order). This ensures core game components are ready to be interacted with from mods
Foundation - Mike
Greetings everyone!

Today we are proud to announce that Foundation’s 1.8.1 update has just landed.

Following a successful and mostly incident-less preview version, we’re releasing this content a bit ahead of time.

Let’s take a tour of the new and updated features, shall we?

Resource Tracker

The biggest and most exciting feature added to 1.8.1 is without a doubt our brand-new resource tracker tool.



It allows you to see where resources are located in your village by right-clicking on a resource icon from the info module, located at the top of your screen.

Left-clicking on the same resource will bring you to its associated entry in the Book, under the Trade tab. We are confident that this addition will make it easier to manage your village and its numerous supply chains!



Enhanced Construction Step Bundles

Another goal we’ve set ourselves for the 1.8.1 update was to achieve better HUD efficiency.

As of 1.8, we’ve added construction step bundles to Foundation. Since then, most buildings are built progressively. This feature adds a lot to the immersion and can even help you plan ahead as each step requires different resources. But we felt like there was room for improvement about how we communicated this information to you.



If you take a closer look at the above building panel, you’ll notice we now display ready-to-build bundles in the progress bar (second background layer). One of the pitfalls or the previous iteration of this feature was that it involved too much guessing. With 1.8.1, we felt the need to share more information about construction steps—clear the fog, in a way.

Modding Additions

Foundation’s mod scene is still going strong years after we first entered early access. True to our habits, we’ve worked closely with the modding community to fix bugs and crashes related to 1.8.1. But that’s not all: browsing the changelog reveals the newly added exposure of single-property types. Combined with COMP_SOLDIER, we can’t wait to see what modders will create next.

1.8.1 Changelog

General

  • Add: Resource tracker (resource icons are shown above entities when right-clicked in info module)
  • Add: Resource tracker windows open entity panels
  • Add: Resource tracking button in the book (resources list)
  • Add: Shortcut from resources in info module to book
  • Add: Resource row highlight in the book
  • Add: Ready-to-build bundles are now shown in construction progress bars
  • Improve: Construction and Bailiff progress bars are no longer shown behind prioritize and cancel buttons
  • Improve: parts list and jobs ordering
  • Fix: color when conditions are met from green to gold (quests)
  • Fix: missing tooltip on delete savegame button
  • Fix: buildings generating resources have duplicated descriptions
  • Fix: missing localization on Controls window title
  • Fix: crash after building the Village Center is the Build menu was already opened
  • Fix: if there is at least one incomplete part in a multi-part monument when a reload is performed, all the parts that were previously completed will turn invisible (monuments)
  • Fix: walls disappear upon reload
  • Fix: Market Goods and Luxury tables are not unlocking
  • Fix: crash when building a village center
  • Fix: crash no crane on mineral deposit
  • Update: community localizations
  • Update: rename good and luxury market stall part set category

    Modding

  • Expose single-property types
  • Expose COMP_SOLDIER
  • Fix: crash when spawning immigrant with job
  • Update: modding documentation
Foundation - Mike
The 1.8.1 Preview Build is live!

This is your chance to test drive some of the new features we’ve been working on.

Among the new features, you’ll notice:

  • A resource tracker tool which adds useful icons above entities in the world. Never lose track of your village’s resources anymore!
  • Improvements to construction bundles so the visual messaging is more accurate.

As always, we would like to hear from you about this preview build. You can join the discussion here on Steam or choose to do so on our official Discord server, under the #1-8-1_preview_feedback channel.
Foundation - Mike
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Foundation - Mike
Hi all!

The Polymorph Games team is pleased to share the details about Foundation’s newest patch, numbered 1.8.0.8.

This is a minor patch until the 1.8.1 release planned this December.

Here are all the changes included in this new version of the game:

Fixes
  • Expose military campaigns for mods
    (EVENT_ACTION_TRIGGER_MILITARY_CAMPAIGN)
  • Possibility that a resource cannot be gathered after changing a villager's status to unemployed
  • Crash when rendering saves games’ thumbnails with big cities
  • Major hang when using the promotion system while a villager window is already opened, using specific mods
Add
  • Buildings, building functions, jobs and resources introduced in 1.8 are now available to modders
Update
  • Localizations
Foundation - Mike
Hello everyone!

We have just deployed Foundation’s 1.8.0.6.1108 Patch (Alpha)

This is a minor patch that aims to fix some of the most common issues encountered since the release of 1.8.

Here’s what’s included:

Tweaks

  • CandleWorkshop: Extension now modifies recipe
  • Minor adjustment to the Candle Workshop model
  • Adjust building window to properly show recipe modifiers
  • Wait for a villager to finish his/her work shift before changing jobs
Fixes
  • Building Window refresh when building parts get unlocked
  • Church message tooltip
  • Performance issue when unemploying a villager
  • Visual issue which doubled the maintenance cost in the preview building window
  • Resource depot causing infinite fuel bug with fuelmonger mod
  • Building description update when building and part are built at the same time
  • Top module not showing resources at 0 when loading a game
  • Some work interactive location could become locked after work shift switch
  • Crash on launch on Linux Proton
  • Localization typo
  • SaveGamePatcher: fix stuck interactive locations

Modding-specific

  • COMP_WORKPLACE can now be instantiated
  • Fix: Crash when changing a particle emitter system at runtime

We hope you enjoy this patch and as always, we will be looking for feedback as we move closer to our bigger, upcoming update!

-Polymorph Games
Foundation - Mike
Greetings beloved builders,

We hope you’ve been enjoying the user interface update we pushed last June. We know you’re eager for even more Foundation content, which is why today should be of particular interest to you as we officially launch the 1.8 Fall Update to shake things up!

New Buildings For All!

One of the most widely requested features for Foundation is the addition of new buildings for your settlements. You’ll be glad to know that the team has been hard at work to introduce not one, but two fresh production buildings for the game: the candle workshop and the common wares workshop!


Candle Workshop


Common Wares Workshop

Sharp-eyed players will also notice “Citizen” promoted villagers now have a second “Goods” need under their status. In addition to common clothes, they will now require common wares to be 100% satisfied. Talk about being entitled!

Construction Step Bundles for Added Immersion

While looking at ways to improve Foundation, it became apparent that the construction process for buildings needed work. We’ve asked ourselves how we could create a more logical and immersive experience. Before 1.8, builders would try to complete their tasks and stop if resources were insufficient. Now, they have to gather the required materials to the construction site beforehand. Only then will they be able to start working.

To go into more details, materials will be brought following the bundles’ order, to complete them as fast as possible. If a bundle is missing a material that is not in inventory, then the transporter will start to bring the resources for the other bundles.


Building parts’ progression can be easily seen by hovering over the construction progress bar

Construction steps allow more flexibility for your city planning with the added benefit to be more in line with what you’d expect from working on buildings. You can start with the foundation of, say, a church, and come back to it later in order to complete work on the next step. This way, you’re never stuck in a rut!

The Ins and Outs of Stockpiling

One feature we recognized as in need of improved communication relates to stockpiling.

This feature allows you to prevent villagers from using resources by toggling the stockpiling function on or off in the resource panel. Or, alternatively, directly in the resource list of the Book. Very helpful when looking to complete delivery missions!

With 1.8, we have improved this communication with a warning when there are missing resources in a workplace due to stockpiling. Additionally, the stockpile icon now shows over resource icons in other panels and windows such as workplace inventories.


New stockpiling presentation within workplaces

Even more QOL changes

Each new update is a chance for us to optimize the overall gameplay experience and refresh our existing systems. The 1.8 update is no exception. Here’s a preview of what’s in store for you the next time you launch Foundation:

  • Added related resources in the villager needs tooltips
  • Added tooltips on information module checkboxes
  • New trader blocked notification
  • Added inventory for all workplaces in condensed view
  • Improved inventory issues feedback
  • Building panels remember collapsed groups of parts
  • Estates layout is now more compact
  • Confirm renaming with Enter key
  • And more!


The new Needs tooltip in all its glory!

Continued support towards the modding scene

Modding is close to our hearts. We enjoy how imaginative some of you are with Foundation. Get your creative juices flowing, because 1.8 introduces custom mandates for bailiffs! You heard that right: thanks to mods, bailiffs are no longer limited to gaining influence or inspecting mineral deposits. We can’t wait to see what you’ll end up with!

Previously, one of the only ways to contact modders was through the report tool—which proved to be a problem, as it’s not designed for this. Starting with 1.8, we fixed this by adding web links to all mods so it’s easier for you to connect with mod creators. The new link will open a browser where you can comment and get help directly from the mod creator.


Weblinks to Mod.io

We also added a dropdown filter for your mods. Rejoice!


Mods dropdown in Foundation 1.8

We are eagerly looking forward to hearing from the community about the 1.8 update for Foundation!

1.8 Changelog

add: Common Wares Workshop
add: Candle Workshop
add: Additional parts can be unlocked for these buildings
add: construction step bundles
add: new tooltips
add: new resource icons
add: workplaces condensed view now displays a combined inventory (condensed view)
add: “trader blocked” notification
add: confirm renaming with Enter
add: collapsed masterpiece parts groups are remembered through all building panels
add: construction bundles topic in the help menu
add: tooltips and localization for building parts “Locate” and “Destroy” buttons

update: community localizations

improve: stockpile communication
improve: storage issues feedback
improve: hyperlinks style
improve: buttons (red/disabled/small)
improve: compacted estates layout
improve: now communicates max instance of a part
improve: dynamically update when unlocking building parts

fix: wooden keep doors
fix: info module buttons

Modding

add: custom mandates for bailiffs
add: debugging tools
add: weblinks to mod.io
add: mods dropdown sorting
add: expose wax resource

improve: minimized text cutoff in mod buttons that were too short

Modding Wiki

Modding documentation and changes can be found over on the modding wiki.

- The Polymorph Games Team
Foundation - Ash |Polymorph Games|
A preview build of the upcoming 1.8 Fall update is now available via the Steam betas option tab (access instructions below).

Whilst we continue to work toward the core updates, the 1.8 Fall update comes as a bonus that also enables us to add in some smaller features in preparation for the bigger updates.

We look forward to hearing any feedback and please let us know if you find any issues. Feedback and bugs can be posted on the Steam forums or alternatively you can join us on our official Discord server.


Preview build highlights

Two new production buildings

The Candle Workshop and Common Wares Workshop



Construction steps and bundles

More logical construction steps for buildings, including the addition of resource bundles for each step.

QoL and UI

New tooltips, improved layouts and a number of QoL improvements such as improved stockpiling feedback.

Modding

An enhanced mod browser, including direct links to https://foundation.mod.io/ to allow for easier communication with modders.

Modders also get some new stuff, including a debugging tool. More info can be found on the modding wiki.

Preview Build Access Instructions

Note: Preview build saves will be compatible with the full release of the 1.8 Fall update. Most mods will requiring migration for the full 1.8 release. We recommend starting a fresh save or playing a vanilla for the preview build.

If you would like to take a look or help test out the preview build, 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.



- The Polymorph Games Team
Sep 17, 2021
Foundation - Ash |Polymorph Games|
Greetings Lords and Ladies!

With the new UI out it’s a good time to take a look at what else we have been working on and where our focus is now headed.

Before we do though, we would like to mention our growing team here at Polymorph Games. As a relatively new indie studio we are always looking to expand the team and as such we have seen some new faces since the last Devlog.

We have recently been joined by a senior gameplay programmer that will help us as we move our focus to new and improved gameplay features. We also have been swelled in ranks by a new engine programmer as well as a gameplay programmer that is completing an internship with us.

Getting back to the team’s focus, the first thing of note is that in a revised change to our roadmap earlier this year, we are planning to bring you a game update in the Autumn/Fall whilst in the background we also work toward the bigger Core II update.

Let’s take a look at what the team has been working on...

Art

The art team have been hard at work overhauling the current buildings to create a more cohesive and detailed style throughout the game.

You can see an example below of the completed bakery revamp in all its splendor.


Before/after shot of the Bakery

You’ll see the majority of these as part of a larger update, most likely sometime next year, however we will be bringing 2 new buildings to the game much sooner, that have been designed from the ground up with the new and improved styling already implemented.

Currently the focus is on these two buildings which will see both a Candle Workshop as well as a Common Wares Workshop added to the game in the Fall Update. Check out some concept art of the Common Wares Workshop below.


Common wares workshop (concept art)

Gameplay

In the longer term the gameplay team is now focused on Core Update II which will see a complete overhaul of the Estate system and progression. The final design of the Estate system overhaul is now almost complete and work has begun on its implementation. The team are also working on balancing tools to make for easier balancing as we add more content to the game.

In the more immediate future however, the team has also been working on implementing a new feature for the Fall Update that will bring more immersion when building your village. This feature will see construction step bundles implemented to the game.

These bundles will create a more logical construction process, where materials will be required on construction sites in a relevant order. For example a building’s foundation/basement will be built first and require a specific portion of the overall building resources on site before construction begins. The next step might be walls that require the next bundle of resources.

Construction step bundles essentially break down the overall resource requirements into separate bundles that need to be delivered to construction sites prior to builders starting work on each construction step.



UI/UX

We are still working to further improve the UI with subsequent updates such as the recent UI/UX patch. We still have many more improvements to come.

To this end, the UI/UX team is working on a number of important small improvements and fixes that will come in the Fall Update. Alongside this the team is also working on UX design for the bigger core update, in support of the Estates overhaul, which will require a number of new screens and information panels.

Game Engine & Modding

As you can probably imagine the Engine team is busy working to support any processes that the whole team are working on, such as new Hurricane editor tools for feature integration.

Furthermore the team continues to collate and analyse any crash reports coming in and fixing any instability as quickly as possible. Our crash rate is at an all time low with the biggest crash issue now being graphics drivers. Note: if you are experiencing any crashing on startup please update your GPU drivers with (importantly) a clean install of the GPU drivers.

Modding is also one of the larger projects for the Engine team which has seen them continue to work on exposing more features, such as exposing the mandate system to create custom mandates. They have also been looking to support modders even further with work on Lua debugging support.

In addition to this we continue to work closely with the modding community to gather modding feedback and suggestions, as well as look at ways to improve our feedback gathering to better support the modding community.

We will bring you more news as soon as we have it and keep an eye on our social media channels for more teasers, as we get closer to the Fall Update release.
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