This is a minor update that contains a map count redistribution, 46 new maps, and some fixes for issues reported in the bug reports channel on our discord.
46 New Maps
A few of these 46 new maps are some weird amalgamation maps that will be removed from the pool after a limited time that is TBD.
Lowered the count of the 2v2 maps somewhat, specifically 2v2 Killhouse as there was like way more of those than any other set, as well as slightly lowered the number of 2v2 cstores.
This should put every 5v5 tileset at 20 maps and the 2v2 tilesets at 30 maps each, for a total of around 160 still but instead of having like 11 or 12 of some 5v5 tilesets, and like 40 2v2 tilesets, it's a more balanced ratio. No old maps were brought back to do this, just new maps.
Bug Fixes
Fixed a bug that prevented startup on the client in some cases where the client would start but not think it was either a server or a client and therefore got stuck
Fixed bug(s) caused by clients attempting to shuffle users to start lobby mode when they don't ever have the appropriate data, causing all sorts of edge cases and bugs. (The cause of most of the recent 6v4 bugs, and some others, but there might be another cause of this.)
Fixed a bug where the first frame of highlighting an object would be wrong if the user used a stretched gameplay resolution that was not a fractional ratio equivalent to their native resolution.
Fixed error in UAV simulation that caused some minor UAV related edge cases
Fixed another error around the same place where the client would erroneously resimulate the UAV killing the player multiple times, which could cause some bad edge cases in some places but was quite rare.
Fixed an error in the phase change UI that was found in some bug report logs, but the actual representation or impact of this bugfix is unknown and is assumed to be minor.
Just as a note we are still working on more substative changes for the game, but they are not ready yet. When they are, we will bring them to live.
You never know what each update could contain when you're trying to keep a wrestling game topical! After taking a month off to see how Wrestlemania panned out, I found myself creating a rubber chicken. I also finally got around to adding my version of the "Cross Rhodes" - which was every bit as hard to animate as I feared, but benefits from being used as a running/flying move from the rear for some wild spots. Inspired by Vikingo's antics on Dynamite, I've also made it possible for especially agile wrestlers to perform SOMERSAULT grapples! You can study the full patch notes here: http://mdickie.com/guides/wempire.pdf
We added in new version - 2 new maps - 2 new types of monsters - one of monster types function as a group - lockpick mechanic - 10+ new secrets - several new ingredients - 2 new potions
From now on you can use the Steam Input functionality to create your own controller layouts. If no controller is connected to your device the game can still be played by using the keyboard. I already defined a layout for the X-Box controller and set it as default. When I wanted to create a layout on my Steam Deck I saw that the default layout was automatically adapted for Steam Deck. Cool!
A new update has just been released. The two main features are decorations availability and action bar (HUD) improvements. Without further ado, let’s see what this means for Foundation.
Common Decorations
Starting with 1.9.3, common decorative parts are made available for all monuments regardless of their previous limitations. In other words, you can now customize monuments with more freedom. Decorations have been grouped into different categories in the build panel for better understanding. The intended goal is to open up more customization possibilities for your villages.
Common Decorations in the build menu
Decorations grouping in the build panel
As a reminder, common decorations are not only for looks either: they provide a very useful desirability bonus, encouraging villagers to upgrade their houses. Furthermore, common decorations provide beautification, which is taken into account for prosperity—a score that represents your overall progress in the game. Estate and monument-specific decorations, on the other end, provide splendor instead of beautification and desirability.
In summary:
Common decorations are available for each monument and from the build menu
Estate decorations are available across all monuments from the same Estate
Monument decorations are for parts that only work for a specific monument
Action Bar (HUD) Improvements
In past versions of the game, mandates were enacted at the Manor House with the help of a special button. Alternatively, you could click on a specific opportunity in your quest module to enact mandates. Starting with 1.9.3, a shortcut for mandates has been added to the action bar at the bottom of the screen. Clicking this icon will bring up all available mandates, allowing faster access to this feature.
While on the topic of action bar improvements, we also added a shortcut to village aspirations. Clicking on the trophy icon brings all available village aspirations—optional objectives you can aim for while building your medieval village. Village aspirations will appear in the quest module once you start tracking at least one of them. Please note that the Village Aspirations shortcut previously found in the system menu has been removed.
Illustrations Galore
Update 1.9.3 features plenty of updated–and in some cases, completely new–colorful illustrations to breathe life into Foundation events.
We hope you enjoy your time with this newest update. Stay tuned for more details on upcoming content for Foundation.
Changelog
New
Common decorations are now accessible for all monuments
An extensive collection (100+) of new and improved illustrations for events
Added two buttons to the action bar
Mandates
Village Aspirations
Added help topics in the Help (F10) menu
Hunting
Bridges
Motion sickness
Useful shortcuts
The game now has its own icon
Game Balance
Moved tombstones (decoration) from tier 2 to tier 1 of the Clergy progression path
Improvements
Advices from the quest module now display a New prefix, for example New Advice: Increase Taxation
When using more than one monitor, players can now choose which one will display the game (fullscreen mode)
Updates
Batch of unlockables’ icons
Localization
Modding
Villager statuses and profiles now have gendered fields. Therefore, we removed statuses and profiles related to nuns. To convert your mods, read the official documentation here
GAME_ACTION_DELIVER_RESOURCE now has a BudgetCategory property
Fixes
Removed a line from the Book which was displayed before Estates were unlocked
Switching tabs of the Book after deleting a privilege reactivated it and stopped players from removing it again
Death finds a way: right-clicking on tombstone window wouldn’t close it
Dead soldiers were listed as newcomers and still counted for the village’s total population
Bailiff selection window wasn’t closing on a right-click
We're trying to keep you in the loop with our journey here at Metric Empire, so we figured we'd try our best to implement a weekly update :)
So this week, we're:
🦾 Updating Ada’s gauntlet model 🔉 Sound for Intro cinematic 👪 Building our Tiktok 🖼️ Animating the Boss Introductions and our Intro animation 🖥️ Finishing first unlockable Core for player 💥 Adding new vfx for player abilities 🤖 Finishing the Robotics Factory biome 🛒 Inventory restructuring
If you want to hear about any process in particular, let us know and we'll do our due diligence to share what we can :)