Fixed books created by colonist writers not appearing in your storage
Fixed children getting a bad thought about not getting paid enough salary right after growing up.
Updated some translations.
Since Founders' Fortune is a finished game, I don't check by the forums as often anymore. Still, if there are any other bugs I have missed, let me know in the comments. I hope you've been enjoying the game!
New Game in the Works
For the last 5 months we've been working on a new game. We have learned a lot during the development of both Founders' Fortune and InfraSpace and hope to apply it all to make our 3rd game the best one yet. If you enjoy Founders' Fortune, you might be happy to know it goes a little bit into that direction again...
Though there are some major differences to Founders' Fortune, too. It's more of the similar atmosphere, and a different-but-related genre.
Let me know if there is interest in the Founders' Fortune community for signing up to a closed Alpha or to a mailing list and I'll see what I can do once the game is ready :)
Thanks again for all the feedback and support and once again, Happy playing!
Edit: People have been asking me how to sign up, so here is a link: https://dionicsoftware.com/alphaSignup
It will take some time until the alpha is ready!
Hobbies Update Patch 1.2.8 Released
Hello everyone,
another bugfix update incoming:
- schedule no longer interferes with people that are locked up or being carried to a bed - fixed an issue with resource modding (.json load order) - forester now care for small trees automatically - doubled probability to do hobby in free time - fixed an issue where selecting the hardest difficulty wouldn't enable the challenger achivement
Happy playing!
Hobbies Update Patch 1.2.6 Released
Hello everyone,
releasing a balancing and bugfix update today:
Balanced garden flowers to be a lot easier to keep alive
Balanced risky joke from -10 to -7 when it goes wrong
Negative thought from elixir of life no longer disappears when colonist falls unconscious
Fixed migrants not having body cam (necessary for them to use dresser after they join)
Fixed villager getting stuck after disabling combat mode
Fixed underwater dead colonist
Fixed production issue when continuing on an old save
Happy playing!
Founders' Fortune Hobby Update Released!
Hello everyone and welcome to the Founders' Fortune Hobby Update!
Founders' Fortune has been finished for a while now. Still, the Founders' Fortune community has kept playing and enjoying the game so a whole list of feedback has accumulated. We wanted to release a sizable update to fix any remaining gripes with the game, but just a couple of bugfixes are too boring, so we spent the last 3 months making an actual, full content update, which is out NOW!
To celebrate the update, Founders' Fortune is 50% off!
Hobbies + Fun
Previously, your colonists spent a lot of time relaxing and socializing whenever they felt like it. Now, you gain more control: people don't start relaxing randomly, instead you'll have to fulfill their need for fun:
The easiest way to have fun is simply socializing with others. This has the added benefit of building the friendships and relationships you want to see develop in your village anyways.
But now, there are more ways to have fun: Hobbies! Some hobbies even produce new furniture, decoration, or goods which you can sell:
Painting
Music
Woodworking
Masonry
Reading
Writing
Gardening
Your artists can produce paintings to hang up in your village:
Authors will be able to write books which you can sell to the trader or to the goblins:
Musicians can entertain your citizens at parties:
The masonry and woodworking hobbies produce new furniture to be used in your colony or sold to the highest bidder:
Villager Schedule + AI improvements
Advanced players were looking for more control over the villager AI, so here you go!
With the schedule, you can define at which hour your colonists do which tasks. Make sure you have enough time set aside to fulfill their needs and be productive as well.
If you want to be safe, you can turn on auto-eat and auto-sleep so they ignore the schedule if they are hungry. If you are confident in your caretaking abilities, you can turn these off and manage them yourself.
Finally, profession priorities are now absolute, meaning: If you have a worker with high priority in farming and medium priority in crafting, they will first finish all the farming tasks before they go over to crafting. This has been requested by lots of players and we're hoping you like the change!
Furniture Storage
Some of the hobbies like woodworking and masonry give you new furniture to use, similar to the existing masterpiece quests. You can now find these pieces in the new furniture storage tab. This storage is linked with the trading menu, so you can even sell your creations as well as any piece you don't need anymore!
Sandbox Settings + Faster Game Pace
People want to play in many different ways and we're enabling that with a new game start menu. You can select all kinds of new settings to adjust the game experience to your liking. This new menu is also accessible in-game so you can even adjust it during your playthrough!
Some players felt that progression took a long time in the original Founders' Fortune so we increased the work and education speeds slightly. With these settings you can still revert to the previous balancing in case you want to play a "marathon" session like you're used to.
Crew Selection on Game Start
You used to have to select your starting crew from random colonists, which could take quite a while. Now, you can configure your first 2 villagers in detail starting from their appearance down to their personality and skill.
Resources moddable
A big thing holding modders back was that our architecture made it so that you couldn't really add new resources with mods. We overhauled the resource system and even made a tutorial for modders:
Finally, there are tons of small fixes and improvements we made:
Features
Added a clock
Reorganized top panel for more space
Showing if achievements available in world settings
Confined cursor setting in options
Improvements & Changes
Butchering animals won't play sad music
Make payday wish only appear when salary expectation active
Payment levels don't reset when you run out of coins
Wall + Floor ghost shader performance optimized
Goblin + Animal portrait performance optimized
Changed hunger fulfill rate after eating to 50% (so you don't end up at 95% so often)
Less foot traffic when trying to drink beer
Added a setting so colonists prefer to eat at their own house
Improved some animations
Events with damaged limbs only occur when the population is at least 6
Only 5 seconds pause between music tracks
Fixes
Fruit salad no longer requires wood to be made
Fixed colonists teleporting up to second floor when waking from bed sometimes
Restrict children from teaching life lessons to each other
Fixed goblin sleeping positions in their huts + fireplace being out of place
Fixed one kind of goblins having textureless mask
Removed small islands
Stop dead colonists getting removed from team panel when you load the game
Fixed floating health bars showing when they are exactly behind the camera
Happy playing and let us know how you like it!!
Founders' Fortune Hobby Update Releasing Saturday Oct 1st!
Hello everyone and welcome to the Founders' Fortune Hobby Update!
Founders' Fortune has been finished for a while now. Still, the Founders' Fortune community has kept playing and enjoying the game so a whole list of feedback has accumulated. We wanted to release a sizable update to fix any remaining gripes with the game, but just a couple of bugfixes are too boring, so we spent the last 3 months making an actual, full content update!
The update is going to be released on Saturday Oct 1st, 1pm CET.
Hobbies + Fun
Previously, your colonists spent a lot of time relaxing and socializing whenever they felt like it. Now, you gain more control: people don't start relaxing randomly, instead you'll have to fulfill their need for fun:
The easiest way to have fun is simply socializing with others. This has the added benefit of building the friendships and relationships you want to see develop in your village anyways.
But now, there are more ways to have fun: Hobbies! Some hobbies even produce new furniture, decoration, or goods which you can sell:
Painting
Music
Woodworking
Masonry
Reading
Writing
Gardening
Your artists can produce paintings to hang up in your village:
Authors will be able to write books which you can sell to the trader or to the goblins:
Musicians can entertain your citizens at parties:
The masonry and woodworking hobbies produce new furniture to be used in your colony or sold to the highest bidder:
Villager Schedule + AI improvements
Advanced players were looking for more control over the villager AI, so here you go!
With the schedule, you can define at which hour your colonists do which tasks. Make sure you have enough time set aside to fulfill their needs and be productive as well.
If you want to be safe, you can turn on auto-eat and auto-sleep so they ignore the schedule if they are hungry. If you are confident in your caretaking abilities, you can turn these off and manage them yourself.
Finally, profession priorities are now absolute, meaning: If you have a worker with high priority in farming and medium priority in crafting, they will first finish all the farming tasks before they go over to crafting. This has been requested by lots of players and we're hoping you like the change!
Furniture Storage
Some of the hobbies like woodworking and masonry give you new furniture to use, similar to the existing masterpiece quests. You can now find these pieces in the new furniture storage tab. This storage is linked with the trading menu, so you can even sell your creations as well as any piece you don't need anymore!
Sandbox Settings + Faster Game Pace
People want to play in many different ways and we're enabling that with a new game start menu. You can select all kinds of new settings to adjust the game experience to your liking. This new menu is also accessible in-game so you can even adjust it during your playthrough!
Some players felt that progression took a long time in the original Founders' Fortune so we increased the work and education speeds slightly. With these settings you can still revert to the previous balancing in case you want to play a "marathon" session like you're used to.
Crew Selection on Game Start
You used to have to select your starting crew from random colonists, which could take quite a while. Now, you can configure your first 2 villagers in detail starting from their appearance down to their personality and skill.
Resources moddable
A big thing holding modders back was that our architecture made it so that you couldn't really add new resources with mods. We overhauled the resource system and even made a tutorial for modders:
Founders' Fortune Maintenance Update 1.1.4 Released
Hello everyone!
I'm glad that many of you are still enjoying Founders' Fortune!
Software quality has always been important to me, so I'm happy to release a sizable Maintenance Update today which fixes some of the issues that you have reported on the forums or on Discord.
Fixes
Fixed a bug where pirates would walk through gates sometimes
Fixed a bug where a trader would need protection from pirates even though the player had "peaceful pirates" turned on
Fixed a bug where animals wouldn't heal injuries
Fixed a bug where tutorial messages would still appear after you turned them off in the settings
Fixed a bug where you couldn't edit work orders on the workbench
Fixed a bug where children could get strange traits when growing up, like optimistic and pessimistic at the same time
Fixed a bug where carrying an enemy corpse over a trap would trigger it and hurt the villager
Fixed a bug where regaining consciousness while being carried would distort the villager's body
fixed a bug where the name tag and related objects would lag terribly when a person was carried
Fixed a bug where life bars and related objects would be visible on the screen if looking in the opposite direction
Fixed a bug where the strong watchtower would only have one half covered in snow
Fixed a bug where goblin archers with armor wouldn't fall unconscious and die properly
Fixed a bug where, after a death in the villager, a villager would expect to get a salary but not tell you about it when you hover over the expectation
Fixed a bug where gendered text would be male on female villagers after starting a NewGame+
Fixed a bug where the aging bar wouldn't display properly after starting a NewGame+
Other Changes
The doctor robe now gives a bonus on crafting potions, the craftsman clothes do not.
Fixed an issue where you could deny lots of wishes and exploit the sleeping spot wish for satisfaction points. Now, there is a limit to how many wishes you can deny
Nightmares and bad dreams are a little less powerful now (I know seasoned players know how to deal with them, but new players get frustrated too often)
We're going to continue post-release support for Founders' Fortune, so if you find any more bugs you would like to have fixed, let us know on the forum. Since we're usually hard at work on our next game, I'll collect any reported issues in a list. Once enough issues have accumulated or a game breaking bug has been found, I'll take some time off from our next game and fix all reported bugs at once.
Happy playing! Daniel
Bugfix Update 1.1.3
Just a small bugfix update today.
- fixed an issue that was leading to upper floors staying visible - fixed a number of issues that have been reported in our error reporting system but probably didn't influence gameplay much
Update 1.1.1
Hey everyone, just pushed quickfix update to address 2 issues:
Fixed an issue where health bars wouldn't disappear after people leave on ship
Fixed an issue where people wouldn't go back to work after fighting if they had to change equipment first
Founders' Fortune Update 1.1. is out! Traps, Multi-Tool-Racks & more!
Hello everyone!
With Update 1.1 we wanted to smooth out some rough edges of the game. This means a load of bugfixes, but also some quality-of-life things like adding a multi-tool-rack, displaying the health of people when fighting and making bows a little more effective.
Since we gained a bunch of new players since the 1.0 release, I also wanted to take this opportunity to highlight some of the most useful mods in the workshop to players who might not be aware those exist:
UIImprovements adds a bunch of extra information for your convenience
There are also a lot of mods that contain balance changes and some even contain new furniture, so check out the workshop if you've been playing the default game!
Changelog
Features + Balancing
Traps: Improve your defenses with wooden and metal traps around your village
Multi-Tool-Rack: Give your villagers everything they need and have them switch automatically!
Game displays health above enemies and above villagers when fighting
Buffed Bows: More damage, no more friendly fire, target seeking
Now displaying notifications when achievements are disabled because of mods or cheats
Also displaying notification when you're able to go for the "Challenger" achievement in your save
Multi-selecting villagers key binding can be changed now (left shift by default)
Tutorial messages can now be turned off in settings
Increased maximum room size
Fixes
Masterpieces now always appear. If the game can't find a location for it to spawn, it will just spawn in an invalid location and let the player move it to a better room.
Fixed an issue where archers in towers couldn’t shoot above walls or at enemies standing directly at their base. For tall fortifications, you still need a stone tower though!
Fixed an issue that kept upper floors visible when switching to a lower floor
Korean translation improved (thanks fornespresso!)
A bunch of localization fixes for English, German, and Japanese
Fixed issue where mine UI didn't display anything when it was empty
Fixed issue where childhood happiness bar was invisible when it was negative
Game restarts when applying mods instead of just closing
Fixed bug where the trader inventory would reset on reload
Fixed bug where animals didn't grow up properly
Fixed bug where the bonfire UI was messed up if too many people were living in the village
Free Alpha for our next game next Friday, March 12th
As some of you might already know, we've started working on our next game, InfraSpace. It's a sci-fi city builder that focuses on using a road network to manage your production chains.
We're looking to get early feedback from actual players, so if you'd like to join the free public Alpha next Friday or get updates on it, you can sign up here: https://infraspace.dionicsoftware.com/