Masterpiece: prevent early activation of a masterpiece by adding additional parts once built
Crash
Fixed crash preventing saved games from loading with the Stained Glass Masterpiece
Patch 1.8.1.6 is now available!
Hello builders!
Foundation patch 1.8.1.6 is now available to download.
Here's the full rundown of the issues we fixed:
General
Monastery: the apiary's workers are unable to produce ressources when the combined total of resources in the output is greater than or equal to 50
UI
Monument production: the output entry for the production function cannot exceed 50 in condensed view
The workplace list sorting order is not stable
Crashes
Avoid crash when deleting the kitchen part of the tavern during gameplay
Avoid rare mod-related crashes
Avoid crash with the logger
Foundation is 25% off during Steam’s Lunar New Year Sale!
Hello builders!
We’re once again taking part in Steam’s Lunar New Year festivities.
For a limited time only, Foundation’s price has been slashed by 25%!
If you’ve been itching for a medieval city builder, now’s the perfect time to jump in!
A Look at Foundation’s Future
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.
Patch 1.8.1.4 Is Now Available!
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
The 1.8.1 Update Is Now Live!
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
Preview Build 1.8.1 is available right now!
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.
Steam Autumn Sale: Get 15 % off Foundation's regular price
Are you looking to put your medieval city building skills to the test with Foundation?
Then Steam’s Autumn Sale is the perfect opportunity to start your journey!
Get 15% off starting right now. Offer ends on November 30th.
Discover the power of organic development with innovative and gridless gameplay!
Patch 1.8.0.8 is now available!
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
The 1.8.0.6.1108 Patch is LIVE!
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!