Patch 1.10.3.10 is now available. For this patch, we have improved RAM usage on some game assets. This should improve the crash rate where the game crashed due to out of RAM scenarios (our biggest current reported crash error).
Optimisations
Significantly reduced some game assets' RAM usage
Fixed
Provisioner: The tooltips on the recipe had a maintenance cost of 9999 displayed
It was possible to lose Village/Player titles when replacing certain buildings: Village Market/City Market; Rustic Church/Chapel/Abbatial
Weather was not properly saved and always reloaded as Daytime
Agent Navigation: Villagers could get stuck at a reportedly functional bridge, where the entrance was close to water
Localisation
Updated community language translations
Hotfix 1.10.3.9 is live
Hello again!
We isolated a crashing issue with the previous patch that introduced a crash caused by some shader compilation. This also highlighted some shader compiling errors with older GPU drivers that were causing previously undiagnosed minor visual issues to the brewery liquid effect and wind animation.
This hotfix fixes the newly introduced crash as well as those minor visual effects affecting some older GPU drivers.
Thank you to those that sent in the crash reports!
Patch 1.10.3.8 is live
Hello everyone,
Patch 1.10.3.8 is now available. Of particular note is the GPU/CPU sync optimisation that will improve performance up to 30%.
Optimisations
Optimise GPU/CPU synchronisation (Up to 30% improved performance)
Fixes
Crash when reloading while the window of a farm is open and the field paint tool was selected
Crash when destroying a Service Counter with a Wall
Crash when destroying a building while multiple parts selected
Stuck agent teleporting could keep an interactive location reserved forever
Benches were being used as Church entrances
Bridges - It was possible to place and build a bridge outside of owned territory
Building Placement - The red highlight could remain if the part is rotated into a valid placement from a non-valid one
Military might values could change after a reload
House Density 3 - If the tier 3 houses had no patrol, they could briefly downgrade before being re-upgraded
Shift-Clicking already placed parts would add 2 undo operations when editing a Sub-Building
The Effects section of Edicts and Privileges did not refresh when effects were added/removed
Some sub-buildings like Great Hall, Bailiff or Castle Keep could get blocked if selecting them, then selecting another building edit button
Visual - A shadow circle area was following the Monastic Emissary.
Visual - Fixed various text, localisation and alignment issues in the UI
Visual - Fixed missing wind animation on wheat fields
Visual - While painting fields, the fertility area could show the grass in a red highlight
Visual - Fix for a lighting and terrain artefact when the GPU driver forced anisotropic filtering
Localisation
Updated and improved official translations
Due to the large changes to in-game texts, some community translations are still to be completed
Modding
Fixed SUBTRACTIVE blend mode when overriding textures
Hotfix 1.10.3.7 is live
Hey everyone, we have a very small hotfix out to address a crash.
Fix crash on new game if "Prospect All Minerals" is enabled
Patch 1.10.3.6 is now live
Hello everyone,
Patch 1.10.3.6 is now available. Full changelog below:
Fixed
Crash when a villager left and the villager window was open at the same time as a resource change
The “Start mandate” buttons for "revise one edict/privilege" did not update when the mandate list was open
It was possible to have visitors stuck in your village forever. (royal company)
Lodging Full notification was never showing
Manor House: Missing visitor location was not causing the “missing required parts” pop-up.
Fix Housing Insufficient notification showing up for no reason (3rd times the charm!)
“Only X part allowed” notification showed only once even when multiple parts with the condition had the error
Boars could spawn under building zones
Mod Manager (Browse Mods/Installed Mods) - Scrollbar would not reset to the top when switching pages
Fixes for some gatherer blocked path situations
Fixed “Revise Edict/Privilege” mandates that could be executed even when you could already revise an Edict/Privilege
Added
UI: Added search bar in mod selection
Modding
Fixed some mod parts could end up grounded on reload
Fixed Crash: "Castle Watchpost Expansion +"
Fixed example mods
New example mod: Taxation
Expose functions for Taxation
Expose get current month/week/day functions
Improve overrideTexture() to support override with core game texture
Additionally, added ADDITIVE and SUBTRACTIVE blend modes
And more…
Hotfix 1.10.3.5 is now live
Hey everyone, we have a small hotfix out (1.10.3.5). The patch notes can be found below.
Fix for achievements not being up to date in-game
Crash on load for saves with a moved Fishing Hut under construction
Having multiple Fishing Huts close together could make it so Fisherman couldn't reach fishing zones
Patch 1.10.3.4 is now live
Hello everyone, patch 1.10.3.4 is live! The full changelog can be found below.
Localization
Updated Ukrainian community translation
Updated Thai community translation
Fixes:
Fix 0kb savegame file preventing the playthrough to be listed
Further fix for trees being destroyed upon load in rare circumstances
The HUD would disappear when changing the language while placing a Monument.
Screen could get stuck after pressing cancel when a save game fails to load because of a mod
Notifications: Fix for savegames that are still seeing notification spamming, e.g. “Insufficient Housing”
Notifications: Villager Stuck was listed twice.
Pathing: Fixed some pathing issues on Warehouse and its extensions even when entrance arrows were white
Pathing: Gatherers didn't validate that the resource is reachable before trying to gather it
Taxation: "Other" taxes - Amount per X was showing incorrectly
Fishing Hut: The boat was not moved when a fisher's Hut is moved to another location
Edit Mode: Moving a part at the same time it gets completed resulted in a building that is impossible to build
Creative mode: The "is New" icon of territory is visible even if all territories are unlocked
Visual: Transporters will now visually transport Herbs instead of Wheat when transporting Herbs
Visual: Fixed the Warehouse Expansion Part miniature which was not showing the full Expansion Part
Fixed missing Bailiff name for some mandate type tooltips
Crash: Fix crash when exiting "Manage Mods" screen while installing a new mod
Removed “Outdated” filter in the Browse Mods section of the Manage Mods screen. It can still be found in the Installed Mods section.
Disabling an outdated mod could remove its visibility
Added
Fishing Hut: Add boat animation
Fishing Hut: Add waves FX when boat is moving
Prevent fisherman from going at the same position to fish
Herb resource: Adding Herb transporter visual
Swordsmith: Polish VFX and workplace feedback
Swordsmith: Add Wait for Work animations
Mission cycle rewards are now dropped in the encampment instead of the village center
Modding
Expose weather settings
[Mod] Assemblage - Add a field to specify which prefab to spawn as default part
[Mod] Assemblage - Implement serialisation for Edit Mode
[Mod] Fix log spam if Livestock had no sound effects specified
Exposed even more stuff! See the modding wiki for more details
Update 1.10.3.3 is live + Ukrainian language
Hello Everyone,
We have just released update 1.10.3.3, which includes a number of bug fixes, a fix for the number one crash, plus Ukrainian community translation.
Localisation
Added community Ukrainian translation
Fix
Trade Routes - Upgrade costs for Castle Harbour and Kinstone Abbey could exceed the max limit of 100 influence
Unlock All Trade Routes rule: Required 1 month before being able to upgrade trade routes to level 5. We have now removed the delay.
Hunting Forest - Boar Density in hunting forest inside territory could decrease over time
Fixed players missing Onboarding notification if they did not have a Rustic Church
Improved the City Watchtower “Too far” warning to also include when too far from a Guard Duty Company
Some strings could exceed UI spaces
Edicts & Privileges menu: Improved UI when there were many effects
Crash when applying changes to buildings in some circumstances
Added
Objectives to add Watchmen/Guard Duty Companies in onboarding
Optimisation
Improve performance when editing a monument with a lot of parts
Modding
Expose missing weapon heraldry settings
Fix typo in some mission names
Removed duplicate script name `MILITARY_WEAPON_TYPE`
Update 1.10.3.2 is live + Czech and Thaï languages
Hello Everyone,
Note: Patch 1.10.3.2 followed the below update to fix the missing Czech community translation
We have just published a new update (1.10.3.1), which includes community translations of both Czech and Thaï languages as well as a number of crash fixes, bug fixes and performance improvements. Full changelog below:
Added
Rules: Unlimited Coins
Note: "Unlimited Coins" will automatically be "On" for games currently setup as "Creative"
"Add Sub-Building" button improvements
Fixes
Some notifications were staying visible when they should have been hidden
Undo/Redo of walls would break after a reload (does not fix current "broken" walls)
Fixed crash when Undo/Redo on certain walls (does not fix current "broken" walls)
"Hosting the Abbess" event could fail even when it is supposed to succeed
Military Mission list was empty in rare circumstances
Zones could be painted over water and cliffs
Workers could be assigned to Monastery workplaces (this was unintended)
Market capacity could go negative in some instances
"Guard Coverage" indicator was not correctly calculated
Multiple Keep parts could be added in Castle Keep
Fixed crash when changing function of the Monastery Kitchen or Provisioner
Workers would stay at door fronts instead of entering a building
Missing text on some building descriptions
Environment Settings (Day, Night, Dusk, Rainy) were not being saved
Village Fence prerequisite was missing for City Fence unlock
Fixed Influence tooltip when used as cost or reward
Fixed Color switcher for Castle
Houses were not being built in some residential zones under rare conditions
Houses were disappearing after upgrading under rare conditions
Villagers were travelling over cliffs
Transporters were not taking distance into account when fetching resources in some situations
Fixed the highlight of current Preset when opening the "New Game" menu
Trees were being destroyed on reload if a Woodcutter reserved it
Buildings would have a stuck "Missing Resources" status when a farmer was assigned to a new job
Decorative objects were popping into view next to buildings
Fixed spamming of "Housing Insufficient" notification
Fixed trigger of some Town Tales
"Lumber Camp Improvement Onboarding" quest can now be cancelled
Main Menu's "outdated mod" icon was not removed after updating mods
Optimisation
Graphics: Better light culling
Graphics: Adjust vertex buffers layout
Localisation
Add community Czech translation
Add community Thaï translation
Modding
Fix crash when using "Auto accept immigrant" mod
Expose missing fortification buildings
Expose missing monastic meals
Foundation 1.0 Modding Now Live!
Hello Everyone!
Modding is now available in Foundation 1.0!
With this latest update, you will be able to take your medieval city-building experience to the next level, with custom buildings, unique gameplay, balancing tweaks and much more!
More than 20 mods are already available at this time.
Modders are actively updating existing mods and creating new ones, so while the selection may be limited at first, expect plenty more to roll in as the community expands the possibilities!
How to Get Mods?
Foundation mods are hosted on mod.io, but you don’t need to leave the game to access them. Simply open the in-game Mod Browser, explore what’s available, and install with a single click.
Then, select your mods when starting a new game. Easy!
Want to Create Your Own Mods?
Check out our modding documentation and join our Discord community to connect with fellow modders. We can’t wait to see what you create!