This first major update fixed dozens of issues and added a ton of quality of life features that were previously missing. I'm so proud of the current state of the game that I'm gonna throw a 15% sale on Kainga for a week or so!
If you've been waiting for a good chance to check out Kainga, this could be it!
Here's the mini trailer I made for the launch (sorry if you've seen it already!)
[previewyoutube="3cfbPcsJSa8;full"]
If there's something you feel would fit the world of Kainga, feel free to reach out on Discord or Twitter. I'm always happy to hear community ideas!
I wanted to make some critical fixes to the last update to repair some issues people have reported on the Kainga Discord. If you missed the massive update announcement, you can check it out here!
Kainga is growing quickly and I'm happy to see such a great response!
Stay safe everyone! -Kainga Dev
Hotfix 0.4.19
Fixed a few spawn chance percentages that were far too high
Enemy Ajowan’s getting destroyed by wind will no longer cause notifications, or losses!
Fixed a problem with Menhirs duplicating
Ajowan’s jar should now properly get destroyed
AI traders should check their own town for resources as well as their surroundings
Shadufs can now be selected and dismantled
Ending statistics screen should better fit more screen sizes
Fixed a clicking sound when the game loads
Fixed the Library's models, colors and spawning
Update 0.4 - Trade and Travel is here!
The first major update of Kainga is here! A LOT has been changed and added and as a result has become a much more rounded game.
Here's a short trailer showing off what's new!
[previewyoutube="3cfbPcsJSa8;full"]
I've been working really hard for months on this update, ever since the early access release. It was way more ambitious than is should have been, and I considered splitting it in half, but I felt it would be better all at once. The focus of this update was to improve the interactions with the AI towns. In actuality, I went way beyond, adding new creatures, conversion units and a truly unique Thinker.
Each major update will include a map, and while designing this map, I thought to myself: "wouldn't it be cool if the landmasses occasionally moved?" I couldn't get that idea out of my head so I made it happen!
This new region is a gentle savannah in all directions interrupted only by deep cliffs down to the water. Available space and wood is a boon but access to nearby plots of land may be broken or granted by seismic earthquakes!
Relationships, Trade, Gifts and Demands Added
A great many changes have been made to create a more dynamic relationships between each village. You (and the AI) can propose tradelines, make demands and give gifts which will each affect your relationship and how they behave!
New Challenge: Menhirs
This new challenge requires the player to locate massive enchanted stones from across the lands, drag them into your town and pull them upright to prove your mastery and succeed.
New Thinker: Ajowan
A completely unique Thinker that cannot be hurt due to being made entirely of smoke! When damaged, the Thinker returns to his massive jar, known as the Alabastron, which in turn must be protected from harm.
New Creatures: Mastadon and Totano
“Totano” and Mastadon - Two new gentle giants have been added, the squid-like Totano walks across the lands and occasionally seeds the soil below its massive frill. The mighty Mastadon is a shelled beast of burden that roams the grasslands in large packs and is unharmed by fire.
New Conversion Unit: Priests
Weak and slow priests do no damage to your enemies but instead can convert them to your side! This powerful unit can easily handle small numbers of units but can be overwhelmed and disrupted.
Wandering Trader Added
The scrollkeeper can now enter the world below! Occasionally the wandering trader will travel from town to town to make resource exchanges.
New Quests
A new menu has been added to track your quest progress and see what else is there to unlock, plus a number of quests have been added to earn the Edges map, the new thinker Ajowan and each of his memory slots.
New Technologies
As usual, more than 20 additional technologies have been added (pushing the total above 180) adding new festivals, new ways to train combat units, new beast attachments and more!
If you find any issues or bugs, please let me know on the Kainga Discord where I'm quite active.
Please remember to review Kainga, as it really does help a lot!
The next update is the "Inventions" update, so keep your eyes open on some new about this as well :D Thanks so much and until next time! -Kainga Dev
Update 0.4 "Trade and Travel" Changelog
Here's the full list of changes (and subsequent fixes) that have occurred in the 0.4 update "Trade and Travel".
If you'd like to see what these updates look like visually, check out the Steam update here. A lot of work has gone into this, so please let me know what you think, how it can improve, and what you like!
Also, please remember to review Kainga! It really does help! :)
All the best, -Kainga Dev
Version 0.4.12 - 0.4.18
(TLDR) Summary
“The Edges” Map
Menhirs Challenge
Ajowan Thinker
New Quests and UI interface
New Priest Unit
New Creatures: “Totano” and Mastadon
Wandering Trader Added
Relationships, Trade, Gifts and Demands Added
New Technologies
Memorial Banner Festival
Waterbomb Festival
Clay Drill Festival
Demand Table
Trade Table
Royal Gift
Disguised Gift
Blacksmith
Bowyer
Spearsmith
Powderstack
Whiptwister
Library
Temple
Palm Farm
Market Tower
Fertilizers
Walker Firebombs
Walker Waterbombs
Colporteur
Major Additions:
Added sitting animations for combat units
Added an in-world Karma shop with random techs (locked and unlocked)
Added beasts and boats to the population lists
Added dynamic music to the Skyloft
Extended the possible length and varieties of the Terraces map
Improved off-screen animation optimization
Ambient tracks now play on startup
Separated the Map from the Quests, and there are now different stations to choose each
Quests are less linear, allowing for more choice and selection at the start
All locked content now describes why it’s locked and how to unlock it
Doubled the speed in which braves go back to work after combat or festivals
You can now click on claimed resource icons to find where they are
Camera should bob less when zoomed out
Increased the amount of trees available on The Pebbles map
Added a “Low Quality Clouds” checkbox
Doubled the distance braves look for available resources
Rainclouds are now more affected by Ante
Nautalisks can now be hit in the eyes to deter them from attacking
Inspiration UI now overlaps world so they won’t be obscured by foliage
Changed progress bar visuals
Braves will now be more intelligent with when they should enter houses
Added a bunch on new bindable keys including a WIP pause button
Added “Are you sure” buttons to surrendering and quitting
Added a "What's New" box in the corner of the main menu
Technology Changes:
Made rare techs rarer
Houses built on beasts and transports now omit food costs
Foraging hermit now gathers more types and quantities of resources
Greatly improved the Wide Windmill’s production speed
Larger houses now spawn faster and smaller houses spawn slower
Added a relationship bonus to the “Ceramic Tower” festival
Improved passive “Permaculture”
Bonuses are now kept in an expandable box
Added a banner to display technology category when choosing from inspiration
You can no longer build some structures before choosing a house type
Inle farms will auto harvest to fix pathfinding to the resources over water
Lumberjack and Adobe Oven change resource types after construction is complete
Braves now exit a house when they cannot find food
AI Towns Changes:
Towns now track relations with you and each other
Towns demand, trade, raid and support each other
Dying Thinkers drop new sources of inspiration
AI towns no longer spawn free units
Towns crops will be built more intelligently
Increased the variety of buildings towns can create
Other teams won’t pick team colors similar to you or each other
Towns will now only get angry if you take inspiration or claim land closer to their campfire than yours
Allied towns can gift you inspiration
Towns will no longer change team colors after being destroyed
Bugfixes:
UI now adjusts to both wide and square screens
If you unlocked “Water Carriers” between the patch and the hotfix, you will now have proper access to the correct boats
Fixed a text overflow problem on the end game screen
Fixed text overflow issues on the technology scrolls
Units will no longer be “lost in thought” if the festival they were celebrating was destroyed
Inle farms will rise with floodwaters
Units won’t chop Pear Farm trees even in as a last resort
Placing a campfire multiple times will no longer require chopping all resource touched
Thinkers will no longer try to claim your Festival technologies
Fixed the lumberjack not recognizing logs
Thinkers no longer slide after dying
Tower Arenas are now properly climbed as intended
Fixed a bug where missions wouldn’t load on the map properly
Tamed beasts should automatically attack intruders
Walkers will no longer sink into the underwater sand
Fire restores the soil slower as intended
AI towns will no longer use your pop-cap limit instead of their own
Achiote will no longer knock Trudgers into the netherworld
You can no longer rapid-fire snail spits
Tamed snails will no longer melt their own pilots when looking downhill
You can no longer enter the cloudspace in the Skyloft
Thinkers should no longer be freed from their cages by wind
People will no longer get blown out of houses by wind
Enemies taming beasts will no longer give you Karma
Fixed the Nautalisk’s tentacle movement, readability and behavior
Umbrella trees can now be permanently chopped when structures are placed over them
Fixed a bug where sometimes your people would yell at trespassers even after they left
Limited the demand list at high ante
Subsequent changes (during testing and launch prep)
Patch 0.4.14
Thinkers can no longer be converted
Fixed other issues with conversion
Fixed the tower house ladder (again)
Can no longer click multiple times to speed up inspiration
Fixed pathing issues with the Icebreaker
Notifications correctly say which Thinker disapproves/approves of your actions
Skyloft music is now affected by the music sliders
Fixed an issue where Edges landscapes would split in half
Fixed a placing issue on the Edges
Lotus can now be force-chopped from farms
Fixed the Market Tower’s size to be more tall and narrow
Fixed Memorial Banners’ rotation placement
Icebreakers should properly path around the edge of the landscape
Menhirs are hoisted from the correct direction
Patch 0.4.15
Thinkers can be sent to the trader’s beast to trade
Increased the chance of the shop opening
Fixed Ajowan’s final challenge not working
Added the Mastodon trader
Braves should listen a bit better when there’s fire around
Added an Alabastron jar UI element
Evaporated notification now correctly shows where
Fixed a problem where Thinkers wouldn’t automatically think at inspiration
Hopefully fixed an issue where Ajowan’s smoke would flicker from far away
Fixed a problem where the escape vehicles wouldn’t work after an earthquake
Fix 0.4.16
Added banners to the Archive
Towns will now build bridges to their destinations
Added (x) to most Skyloft UI elements
Fixed the Clay Fountain banner colors
Towns should no longer make trades where they offer you nothing
Added a work-in-progress pause button (spacebar)
You can no longer fight others in the tutorial
Fix 0.4.17
Fixed the Totano’s attachment spot
Fixed the Market Tower’s texture issue
Fixed the Weaving Hermit’s pathing and placement issues
Hopefully fixed an issue with treasonous braves
Fixed a bug where ctrl and shift wouldn’t register on UI the first time
Sandsail and Rickshaw now do only 1 damage when hitting people
Wind during Sandsail rescue is now just for show
Keybinds should not reset when opening the game
Fixed the Cloudpopper Balloon’s collision
Fix 0.4.18
Fixed an issue with the relationships display
Changed the colors of challenges on the map
Fixed a bug where resources would be removed from structure UI 2 at a time
Thinker no longer returns to campfire after thinking at inspiration if moving or unreachable (to stop him from yeeting himself into the water)
Gosanke harbors and Icebreaker towns now display the correct colors
Progress towards the "Trade and Travel" Update
Fist off, I want to state again that I'm incredibly impressed with how people are taking to Kainga!
Thank you so much for your positivity and engagement!
News on the "Trade and Travel" Update
It's been a while since I posted an update on Steam and I'd like to explain why. Normally, I'd make minor updates every few weeks but since one of the major changes in the "Trade and Travel" update was a fundamental change in how towns react to one another through the new relationship system. I unfortunately couldn't share any updates without sharing the whole system, and the system isn't yet complete, although very close!
What Can We Expect?
There are dozens of major and minor changes, here's a quick look at 4 that you can look forward to:
1.) Trading and Relationships!
Gone are the days when you will get randomly raided just for existing. Actions you take will affect your relationships and you can now make trades, or give gifts to appease relations or demand resources from your enemies. Alliances will bring surprising perks!
2.) New Playable Thinker: Ajowan
Ajowan is a new unique Thinker that you can currently see in the Skyloft, unlike all other Thinkers, he's incorporeal and made entirely of smoke! With just 1 health, death will only return him to his massive jar known as an Alabastron. If the Alabastron is broken, however, you will lose.
3.) New Map: The Edges
A kind of savannah, this new biome will offer an abundance of reeds and logs as well as a decent amount of space to build your town. However, traversal will be difficult as steep cliffs drop into the water. Who knows why the ground keeps ominously rumbling!
4.) New Challenge: Menhirs
A new kind of Landmarks challenge except instead of simply building what you need, you need to find and gather these massive stones, pulling them back to your town before hoisting them upright to complete the challenge!
How Long Is It Gonna Take?
I'm very close now, but I need some time to clean up what's already been created as well as around a week for bug-testing before the update is released.
Here's some fantastic villages created by some members of the Kainga community!
A symmetrical town from CaptainArex
An intimidating boat army from Rentier Riche
And a multistoried housing cluster from Sandra Vea
Moving Forward
As Kainga is in Early Access and there's personal investment to see the progress of development, I'm going to do my best to produce updates every few weeks without such large breaks in communication.
If at any time, you'd like to contact me with anything about Kainga, feel free to reach out on Discord or Twitter where I'm quite active! Come, join the community, share your village screenshots!
Feel free to also share your ideas for the game, I'm constantly adding things and making changes based on player suggestions, so keep it up! See you at the next update! All hail the snail.
Patch Hotfix 0.3.28
Just making some critical patch hotfixes as some issues were found by the community.
Stay safe and stay awesome!
Hotfix 0.3.28
Landmarks challenge fixed!
Hakken house should appear now
Overhangs can be placed properly
Blastpowder boiler can be placed
Fixed Mighty Pie placement
Fixed snail den demands UI
Fixed lotus pond capacity
Braves won’t transmute carried resources
Warriors will attack beasts after taming has failed
Fixed dye pot team color unlocks
Your units will listen to your flee commands better
Winter Patch and Sale!
Hello Kaingans!
Happy Holidays, gifts are on the way!
I've been really happy with the response to Kainga, people have really seen the potential in this game which has been amazing to see. In celebration, I've put Kainga on sale at 15% off!
I've been working really hard to fix and further improve the game as much as I can (see the full patch notes below) and I will continue to do so throughout this Early Access development! I've also been working on the next major update working on things like improving the AI of other towns, adding trade technologies, creating the new map: The Edges, and working on a new Thinker. Here's a sneak peek:
This is Ajowan, an incorporeal Thinker that actually cannot be destroyed! When damaged, he returns to his Jar, known as the Alabastron. If the jar breaks, however, the game will be lost, so protect it carefully!
This Thinker is not yet playable in the game, but will be upon the next update, but you can check him out in the Skyloft.
Without further ado, I'll share with you the changes and fixes below:
Patch Notes, version 0.3.27
New Technologies:
Rifle Casern
Fishmonger
Runed Axes
Sturdy Shovels
Hearth Spikes
Mighty Pie
Sampan and Dragon boats
Walker War Rig
Minor Changes:
Units
Arrows and Rifles now do half damage to Thinkers
Thinkers now heal from festivals
Achiote no longer damages your own buildings
Braves will carry starting resources if campfire is placed far from starting location
Added a rudimentary “hold” command (T)
Rifles can now shoot through resources
Bracer is now improved so ranged units don’t even hit allied units. Fire at will!
Added a new Thinker to the Skyloft: Ajowan (not yet playable)
Animations:
Rifleman now has all shooting animations
Beastmasters now have attacking animations
Added Garam and Achiote death animations
Added more team colors to Beastmaster and Rifleman designs
Added Thinker specific end-screen images, no more purple Sumac!
Structures
Rain Collectors now fertilizes soil when filled
Clay Pit can only be built once now
Simplified house weather protections to None, Half and Full
Other
Changed how towns build and grow
Bamboo grows further from its base and also changes soil type
Umbrella “Hardwood” trees are now counted as 3 logs and will mark themselves for harvest when regrowing
Added an Icebreaker event
You can now shoot Walkers :(
Challenge Festivals cannot be destroyed after being started
Remembered techs pop-up one at a time
Gave the player a bit more leniency when discovering techs before getting attacked
Discovered techs now queue so you won’t lose potential techs when taming
Unlocks in the Skyloft now show 1 at a time as well
Added a symbol which indicates that a tech can be built only once
Increased the amount of time it takes for resources to degrade
Enemy towns can now tame wildlife
Enemy towns now expand by claiming new lands (WIP)
Enemy towns choose house types based on the resources around them
Enemy towns will now build more ladders around their town
Bugfixes:
Units
Resources can be picked up from the top of any stack
You can now walk from the edge of the deserts
Achiote should no longer attack his rescuers
Achiote will no longer be mini when coming from a cage
Units no longer change skin color when getting trained
Ranged units will no longer fidget and actually shoot while in close combat
Ranged units can no longer shoot while moving
Structures
Feasting Pot now creates warriors as intended
Incense Memorial now requires people have died as intended
Escape Sandsail will not appear on the Pebbles map but can now also ride on water
Storage doors no longer spawn in the walls of some storage buildings
Fixed a bug where production buildings would ignite multiple times
Sturdy Construction now works on most buildings
Beast structures can be re-built after being destroyed
Resource totems can be built by multiple people now
Resource totems can now be torn down
Fixed the ladders on Tower Houses and Lamba Houses
Fixed the UI and wait time on Barracks repairs
Fixed a bug where hermits wouldn’t automatically construct and be managed
Fixed a bug where the Foraging Hermit required an unknown resource
The audio of destroying a building will now not play forever
Your main Thinker will now jump out of the Escape Balloon as intended
Skylines and Sandsail are no longer available in the Pebbles
Fixed a bug where hotbar and actual construction materials would be slightly different
Water
Icebreaker now rises and lowers with the tides
Fixed boat movement confusion during flooding
Boats can be built while flooded without being instantly submerged
Edges of the water no longer float during floods
Water will now appear underground throughout the flatlands
Boats should no longer be able to move when on land
Other
Clicking notifications while placing will no longer break the game
Starting to-do list shows correct amount of desired houses
Crustaceans will no longer bury your campfire underground
Walkers should no longer be always leaning forward sometimes
Towns should no longer build on access ramps
Notification should still be clickable even after the notifying actor has been killed
Fixed a crash after spearmen killed a charging Flathead
Expired demands now properly initiate raids
Soil should change to sand on the shores of the Pebbles
Fixed the UI text overflow for the reward titles on the map
Hopefully fixed an issue where the main Thinker didn’t spawn in the Skyloft
Fixed collision on the tall cacti
Trudgers can no longer walk on the water splash of cacti
Raids and demands won’t use boats when they don’t need to
Fixed a bug where braves would go get the wrong resource after their resource was taken
That's it for now! Keep your eyes open in January for more info on the next update, I look forward to sharing the trade mechanics with you then.