Update 1.9.2 has just been released. This version of the game focuses on four key points: improving the budget breakdown, adding new construction steps to the Monastery, using right-click to close windows and hitting ESC to close (or open) the system menu. But that’s not all: we took this opportunity to introduce some quality of life (QOL) changes as well as fix multiple bugs—including one where villagers would trek far and wide to find the most comfortable benches!
Here’s more details of what you can expect in this update:
Budget breakdown
Understanding Foundation’s economics makes all the difference between running a thriving or a struggling medieval village. For this reason, we now offer a more in-depth budget breakdown. It should help you plan better, but more importantly, get a clearer picture of your expenses and income as they roll in.
Here’s an overview of what’s been added to the Budget tab:
Quantities for resources bought and sold
Upkeep costs per buildings’ categories and types, each with their respective quantities
Territory costs, including those purchased and maintained
Taxes per type, including how many villagers and/or buildings are affected
New categories for data previously displayed under Miscellaneous
Tooltips for all categories
Every single feature mentioned above will work with previous Foundation saves. You will also notice some quality of life changes included in the budget breakdown such as the possibility to collapse/expand data either individually or globally and better category grouping and visibility. On a related note, save files have been considerably shrinked thanks to the compacting of budget data.
Modders will be happy to learn the new, detailed budget breakdown leaves room for custom upkeep costs, i.e. something not called coins.
New construction steps for the Monastery
Last year, one of the biggest changes to Foundation was how players would progress through the game by specializing in different Estate paths. Clergy in particular was completely reworked with the addition of several new building functions and events. Back then, our art team laid out the groundwork for a new and improved vision of what the game should look like, previewed first with the Abbatial Church.
It’s not just about raising the visuals bar either: adding construction steps to the Monastery is something we had planned for a long time, which better reflects the evolution of this prestigious monument and helps bring it to life—complete with scaffoldings for all of its variants!
What you see from the Monastery in this newest update sets a new benchmark for the future of architecture in Foundation. In time, our goal is to apply the same principles to other buildings and thus bring them to higher quality standards.
User experience (UX) improvements
Part of being game developers is taking the pulse of what the community wants so we can deliver a frictionless experience. An oft requested quality of life feature has been added in Update 1.9.2 with the ability to close windows by simply right-clicking on them. In the same vein, we have added the expected behavior of opening (or closing) the system menu when pressing the ESC key.
This concludes the core features added or improved upon with Update 1.9.2. For more details, read the full patch notes below.
1.9.2 Changelog
New
Budget breakdown overhaul
Monastery construction steps
Right-clicking on panels will now close them
ESC key will bring up the systems menu or close it if it’s already open
Improvements
The Daily Average Balance now displays more accurate information about whether you are making money or not
Save files’ size have been considerably shrinked—up to 70% less!
Updates
Housing help topic
Editing buildings help topic (refund)
Localization
QOL
The special panel style for buildings now only applies to the parent building, which should help distinguish them from sub-buildings
Added a confirmation pop-up when unassigning a slot with stocked resources (example: Warehouse)
Improved the resource refund feature when destroying parts to be more consistent across the board
Wealth calculation from the Book will now display a score after the first month regardless of your income status positive or negative)
Improved performance for densely populated villages
Fixes
In some circumstances, the game wouldn’t properly close on exit
None of the shortage events (except for service) were displayed in the Happiness tooltip
Villagers trying to fulfill needs spread too far from each other on the map would get stuck in a needs loop, which led to further issues
Added a distance limit so villagers won’t be traveling far and wide to use benches
Destroying a monument before its completion refunded too many resources
While a game rule that modified the trading price was active, the “Buy from village” price was rounded before calculating the quantity available for purchase
The Rustic Gate – Elevated part from the Monastery snapped inside the model, which blocked entry to the location
Multiple scrollbars could be displayed when building a Cloister
Modding
The Unlock Trade Route button wasn’t displayed when mods added new resources for trade. The GUI now handles up to 5 resources rows without a scrollbar
Switching a sub-building function in the Fuel mod (1.9+) crashed the game
Exposed the Hospitium, Monk Dorms and Nun Dorms functions for the Monastery
We have some important news to share with you about Foundation's next steps. The team is pleased to unveil an updated roadmap! 📅
But first, a 2022 Retrospective
2022 was a big year for Polymorph Games, but also one of transition.
First and foremost, we have worked on our biggest update so far, Foundation 1.9, that has added the remaining systems and bound all of them to shape the core experience we intended for Foundation. We also have included and expanded the monastery gameplay, with a revamped visual, representing our work on the final Art Direction (see: https://www.gamedeveloper.com/art/deep-dive-the-art-of-i-foundation-i-).
Another major feature that we were happy to deliver was the first iteration of the map generator, allowing you to have more maps to play with.
The second important change that happened last year was the expansion of our team, with the addition of team members filling important roles, such as an Art Director, a Lead 3D Artist, an Engine Programmer and a Narrative Designer. This is allowing us to work on multiple aspects of the game at the same time: improving our visuals, the game content, as well as the procedurally generated content like the map generator.
Roadmap Update
In the last couple of months, we’ve made the delicate and thorough exercise of reviewing and completing our game design. Every idea and planned feature has been discussed and questioned, and we aimed to leave no stones unturned. This process had us recenter on Foundation’s strengths, and the result is a better defined feature list.
Today we are pleased to share our updated roadmap – a glimpse of both our major and minor updates left to be released.
Upcoming Major Releases
We are planning five major releases until Foundation’s end of Early Access.
1 - Residential Density and Safety Concept
The next Major Update we are working on is about adding Safety, a tool players can use to control the density of housing in specific zones. Safety is also something that will be used and extended by the Castle in the Kingdom progression path. This will also integrate the walls into the construction flow. We will provide more details soon.
2 - The Castle (Kingdom Progression Path)
We know you are eager to get your hands on this one, and we are already working on it. In addition to the new Castle monument, expect more gameplay options from overhauled military missions (including squads!), and more interaction with the new safety concept.
3 - Labor Progression Path
This update will round off the final Estate gameplay and its visual overhaul. It will focus on giving the tools to improve happiness and taxation capabilities.
4 - Environment Rehaul
As you may know, we are working to revamp our building and environment visuals: environment biomes, skyboxes, lighting, map edges.
5 - End of Early Access Release
This one will have all the completed game content, with the improved residential zoning, and tier 3 housing.
Along the way toward Foundation's full release, the team will continue to add minor features, to include new quality of life (QOL) changes as well as game content.
Some Planned Minor Releases (not in release order)
Continuous Monument Experience Improvements
Continuous Map Generator Improvements
Continuous Quality of Life Improvements
Continuous Accessibility Improvements
Continuous Modding Improvements
Continuous Balancing Improvements
New Productions Buildings and Production Building Extensions
Fertility
Scalable Quests
New Mandates
New Information Layers
Job XP Implementation
Paved Roads
Some shelved or on hold features
As mentioned earlier, the process of reviewing and completing our game design had us focus on Foundation’s strengths. But that also means that unfortunately, some features we have added to the roadmap during the Early Access won’t make it to the full release, as we realized that they will not add any significant fun to the game and will create more micromanagement than we wish to push on the player. We are thus shelving housing decay, aging and families, and graveyards from the roadmap. The disease feature and vehicles are also postponed, meaning they might become part of the game at some point, but not before the end of the early access. Steam Workshop Integration has also been dropped as we continue to focus on https://mod.io/g/foundation and its cross-platform modding capabilities.
We know some of you will be disappointed about this news, especially the aging and family, but the average village size in Foundation has a higher population count than first anticipated, and having a feature like this would have brought us on the path of survival, micromanagement and overcomplexity.
We have reasserted our inspirations - Pharaoh, The Settlers and Anno - all games that don’t feature aging and death, but are still unique in their own ways and most importantly, great city-building experiences. With that in mind, we are confident that we are on the right path with Foundation’s design plans.
Putting an end to the Trello and to Mantis Public Bug reporter
As many of you may have realized, the Trello board was not being updated often. It has shown to be a lot of work to maintain, and it also creates a divergence with our internal planning tool. Hence why we are closing the Trello, and will instead share updates and progress on the roadmap on posts such as this one.
We are also closing our Mantis Public Bug reporter. We realized that the most efficient way to track bugs and get feedback is through Discord or right here on the Steam forums. It is also a better way to filter what is a bug and what is not, because the community usually provides help as well. So don’t hesitate to join our Discord server to share your bugs and feedback!
Experimental Builds
In 2023 we also want to give you access to experimental builds. Their goal will be to test new features and progression changes before they're applied to the live version of Foundation. This is a way for us to get important feedback from you, that will help us deliver polished updates. The first experimental build will be the next minor update that changes a lot of the early/mid game balancing.
When are the next updates planned?
As of now, we are currently working on multiple updates:
1.9.2 is about an improved budget breakdown and multiple Quality of Life improvements, like the ESC and right-click handling (Estimated Release Date: February 2023)
Minor Update: We are preparing an experimental build that changes early progression in the game (In Progress, Experimental in March 2023)
Taxation will be moved to the Labor progression path
Tavern will become a need for the commoners
The early and mid game progression will be reviewed
Trade revenue will be more generous
Minor Update: Plains terrain type (flatter) will be introduced in procedurally generated maps (In Progress, Estimated Release Date, March 2023)
Major Update: Residential Core + Safety (Being prototyped, No ETA yet)
Major Update: Castle (Kingdom Progression Path) (In Progress, No ETA yet)
Note that this planning is subject to change along the way.
Conclusion
In 2023, we are full speed ahead to deliver consistent and substantial updates that will keep improving the overall quality of the game.
We thank you for your continued support, we are lucky to have such a loving and dedicated community!
Quality Of Life Update 1.9.2 is now in public preview! This is your chance to get a first hands-on experience with the new features before they’re released!
Here’s the key features included in this update:
Overhauled budget breakdown
Added construction steps to the Monastery
Right-click to close panels
Improved ESC key behavior to bring up or close the systems menu
And here’s how to gain access to this public preview on Steam:
Open Steam
Right-click on Foundation
Click BETAS
Under ‘Select the beta you would like to opt into:’, choose preview_1.9.2
Once the update has completed, relaunch the game
A full changelog will be shared once the update goes public. Feel free to share your thoughts and comments here or on Discord.
To celebrate this new milestone, we’ve applied a 20% discount on the game for a limited time.
We would like to thank you for your support and trust in this project. Your comments help us shape the game so that it meets your expectations. And we simply love seeing your villages teeming with life, all created from scratch!
Stay tuned for more details about Foundation’s future coming up very soon!
It is with great pleasure that we announce being part of Steam’s Base Builder Fest 2023!
This special event is designed to showcase games focused on the spirit of building habitable spaces.
In Foundation, this is expressed by two key factors: choices and organic growth. The former is how you create a medieval village on your own terms, in a gridless map with the ability to create custom monuments—among other things. The latter comes from roads and residential spaces that evolve over time in a slightly more autonomous but structured way. Both factors create a unique city-building experience.
The 20% discount offered as part of Steam’ Base Builder Fest has perfect timing: Foundation’s most recent update introduced a random map generator that adds a lot of replayability, as well as several quality of life improvements including detailed tooltip breakdowns for each resource.
The first big patch of 2023 has just been released.
Here’s what’s included:
Balance: increased frequency of certain Towntale Events
QOL: the audio cue from the Sawmill was a bit too loud
QOL: disabling the visitors' tracking won't hide Traders, Envoys and Newcomers anymore
Update: localization
Fix: a number of buildings and monuments had increased or decreased resource requirements upon reload
Fix: Wheat wouldn’t appear when planted near water sources on generated hill maps unless the player loaded or reloaded the game
Fix: the upfront cost of a movable building part was applied each time players went into Edit mode
Fix: bridges weren’t working properly on some generated maps
Fix: the ‘Show the Zoning Areas’ visibility layer objective from the Fulfilling Villager Needs advice was unticked if players hid zoning areas again
Fix: special taxes were displayed over some buildings even if players didn’t activate them in the Book
Fix: interactive locations under workplaces were all considered as work stations
Fix: the “Dedicated to the Kingdom (Hard)” aspiration wrongly counted how many swords were being traded towards its objective
Fix: while following the onboarding (tutorial), players could select the “Revise one Estate Privilege”, “Revise one Edict” and “Gain influence with one Estate” mandates from the Manor House even if progression paths weren’t accessible yet
Fix: hedges were causing pathing issues for the Bailiff, preventing him or her from prospecting mineral deposits when placed in proximity of the Manor House
Fix: sub-buildings could have no parts if players reloaded their game with an active sub-building window
Fix: saving the game while a part was selected would cause it to become unselected and in an unbuildable state upon reload
Fix: the public room and public lounge capacity displayed the game object’s name instead of the building part or the building name
Fix: the "Minimum number of non-decorative parts (including Masterpiece Parts)" from masterpieces wasn’t taking into account sub-buildings’ parts
Fix: happiness exploit
Fix: the Modest Hall (Monastery) anchor points from the Monastery were bugged for doors
Fix: the Rustic Gate - Elevated wasn’t being attached properly on the Rustic Passageway and the Rustic Quarters from the Monastery
Fix: various English typos
Modding: expose the Die function
Modding: expose the weapon list
Modding: PROMOTE_VILLAGER_MANDATE_TYPE and GAME_RULE_STATUS_PROMOTION are no longer dependent on each other
Modding: replacing the Village Center with a custom BUILDING_PART function could cause crashes or spawn villagers at the corner of the map
Modding: modded mineral deposits that produce resources with resource layout types that are not "CRATES" or "MARBLE" were not producing anything
Modding: Markets that produced resources had infinite capacity
Modding: House Addition V4 was crashing in certain circumstances
Modding: Monastic Life crash caused by a game rule modifier applied at the wrong moment
Modding: assemblages’ description was duplicated after their creation