Fixes for controller due to patch 1.5.0 breaking research UI handling! V 1.5.0 b Bugfixes
- Fixed research tree not opening anymore during first Bivoauc placement
- PC - Controller: Fixed research tree not opening anymore correctly using a Controller (not affecting Switch, fortunately)
- PC - Controller: Fixed being able to open the research tree after opening the side menu for a building (Yes, I inverted the condition, wops!)
[ 2024-12-21 16:52:08 CET ] [ Original post ]
Hello Elders! I am very happy to present to you the latest update to dotAGE: The Beaver!
Meet the Beaver
So, in the last months, many players suggested I played Against the Storm, so I did and I liked it so much one day I decided to contact its col indie devs and... we decided to make a small collaboration! The Beaver is a new VIP inspired by Against the Storm, found after encountering a specific set of Nature-related events. He is the sole survivor of an unfortunate expedition, and he gives some nods at Against the Storm's woodcutting mechanics. I hope you will appreciate him!
The Beaver also previews two small mechanics that work as a hint at what is to come through the upcoming DLC! :) Coming today, you might also find Matus in Against the Storm, as well as the orange Cat! The
If you have not played it yet, make sure to check Against the Storm out, as it really is deserving all the success it is getting! Both games are also available in a bundle for the duration of the Winter Sales! https://store.steampowered.com/bundle/48344/Roguelite_City_Builders/ But this is not all, as I've also cooked some juicy new features for you!
Elder-Specific Saves and Multiple Player Profiles
This was often requested, and I finally took the chance to implement a layered save system. The game is still iron-mode in its nature, so I am not talking about manual save games, but you will now be able to keep a separate save for each Elder, thus finally allowing you to play Santa just in time for Christmas without messing up your Randolph Harder Delirium run (masochist!) In addition, you will also find 3 slots for player profiles, accessed through the "Your Memories" screen. This allows multiple people to play using the same account and keep their progress. Do note, however, that Achievements and Highscore synchronization happens only for Profile A, as it would make no sense otherwise.
Seeded Runs
Another highlight of this update: you can now play Seeded Runs! In the last month, I revised the game's internal randomization systems to implement a seeding feature. Seeding a run means defining an alphanumeric code that will generate a consistent scenario. Starting map and buildings, event scenarios, and what buildings you find in the research tree are all pregenerated. This allows multiple players to play the same run and challenge each other, or re-play that juicy map with that oh-so-well placed apple tree thicket! Even the choice of events will be seeded, given the same context. Do note, however, that event rolls and event effects are unaffected, so you cannot just write down each roll and cheat (sly fox!)
This requires some explanation, as there are some quirks that might no be apparent at first glance! First of all, the actual generation also depends on the Elder choice. While the game will try to keep the map similar with the same seed, each Elder has its own quirks (such as different map sizes, or special terrain layers), that might change the generation. For this reason, you can still use the same seed with different elders, but you might get different results. You might also be wondering how this works with the game's meta-game unlocks. I thought a lot about this, and devised a system that keeps the seed relevant even when playing with no unlocks at all. Basically, this means that if you have unlocked some game elements (such as Fertile Grounds), they might be used as additional layers in the game's procedural generation logic, but the underlying map will be similar. The same goes for unlocked buildings in the research tree, which might be different (but consistent) depending on what you have unlocked. Also, be warned that playing a seeded run disables Achievement and posting Highscores, as to preserve the game's online presence. Now that we have a way to handle custom games and separate saves, new ideas are coming to me, so we'll see what the future will hold! In the meantime, did I mention I was working on a DLC? Well, it's time to give you some information!
Folkways DLC reveal!
The first DLC for dotAGE is underway, and I do not have an ETA for its release yet as I am working on a lot of stuff and there is still a lot to do, but I can start showing you some cool stuff! The titular major feature taht the DLC will bring to the world of dotAGE is the addition of Pipfolks, i.e. different species of Pips that can appear during your run (and, some Elders might be more attuned to some folks!). Different folks have different bonuses and maluses, such as producing more of specific resources, requiring specific food to be eaten, or even reacting differently to ailments (Fishpips really love to get wet, you know). Once a Pip of a different bloodline appears, you can, you guessed it, start making new babies, and thus fill your village with them! Of course, different Pips will also bring different problems with them...
dotAGE: Folkways will be accompanied by other mechanics with the goal to increase run variation, such as new terrains to spice map generation, and the addition of ways to remove Pips from your village and, conversely, Pips that are even more annoying than Dizzy Pips! Since I cannot restrain myself, the DLC is already shaping up to be filled with new buildings, mechanics, events, VIPs, boons, and of course new elders! I'll show more in the future, as things get in shape, but in the meantime make sure to Wishlist it so you can be notified when it comes out! https://store.steampowered.com/app/3384630/dotAGE__Folkways/ In the meantime, I wish you all a Merry Christmas and a Happy New Year! - Michele
Complete Changelog
V 1.5.0 Content: Against the Storm Promotion
- Cross promo with Against the Storm!
- Added a new VIP: Beaver, teasing some of the DLC mechanics!
- Added 3 new events tied to the Beaver that lead to his appearance!
- Revised the game's randomization logic to work with Seeds.
- You can now play custom Runs by inputting a specific Seed. Highscores and Achievements are disabled if doing so.
- A seed will determine the starting map, buildings, event scenario, research choices, and event choices (given identical context)
- You can now play multiple games at once, one for each elder. Go play Santa for Xmas!
- Added new "Player Profiles" feature, that allows up to 3 profiles to coexist. Accessed through the "Your Memories" menu.
- Current games are automatically migrated to Profile "A"
- Backups are not saved on the cloud anymore to save space
- Moved food-based "Illuminism" boon from page 7 to page 4, thus making "Apocalyptic Growth" appear 100% of the time until you unlock more boons
- Random elements are now completely decoupled, so that your building choices won't affect event rolls anymore
- Reloading a game won't lock the random number generator anymore during event rolls
- Summer won't say it will remove Frozen anymore until you have unlocked it
- The "current memory" screen will now show how many Elders you have win with instead of the total number of wins
- Randolph now has new animations!
- Personal Highscores now show scores from all game versions
- Post-win games now show information in the progress UI to identify them
- Loading message now shows the current elder
- When shift-selecting a Pip, they won't resume walking anymore until the radial menu is closed
- Improved drag sensitivity parameters to avoid some ugly jumps
- Touch controls: Holding won't trigger anymore when dragging the camera
- Touch controls: You can now see information of already known buildings in the research tree
- Touch controls: Tooltips now work with touch too, while holding an UI element
- Touch controls: Tooltips appear a bit to the side so you can better see them
- Controller: You can now open the Research Tree even if hovering on side menus
- Hints: Minor hint revisions to make the text clearer
- Fixed bug with Enhancing traits not being correctly computed if using multiple Enhancing buildings in certain configurations
- Fixed some hints not appearing if unlocking memories in main menu
- Fixed score screen sometimes waiting too much before showing the highscores panel resulting in an unresponsive panel
- Fixed bug with Healers being able to work in places they should not have if you click to fast after force-curing using ALT-picking
- Fixed building turns of 10 or more not being visualized correctly in Slow mode
- Fixed idle Bourgeoise being considered Handymen in the Jobs UI if they can work due to the relevant Boon
- Fixed "Resource Tags" title getting out of its alloted space in the UI
- Fixed Agepedia messing up when switching resolution until a restart
- Fixed switching to Spring with Frozen pips not correctly updating the total gems generated per turn in the above UI anymore
- Fixed touch controls registering a wrong touch during building selection
- Fixed Pip Recap not sorting Pips when using Search
- Fixed bug with rerolling during the initial Roll bonus making your next Doom be failed at 100% chance
- Fixed cat meow volume being too low
- Fixed some random elements not being seeded correctly
- Fixed random number generator being off by 4 points when reloading the game
- Fixed bug with Forest not being randomized enough if resetting the game right away
- Fixed winning a game making the next abandoned game not trigger highscores
- Fixed unlocks recap menu not updating correctly at times
- Fixed bug with analytics being requested too many times if you switched save games
- Fixed reroll bonus not appearing correctly in the current memories screen at times
- Fixed post-end games sometimes not registering correctly as won
- Controller: Fixed "Advanced Pip Actions" showing the wrong text when using a Controller
- Controller: Fixed pressing back in the pip recap menu closing it right away while focusing on a pip
- Various localization fixes
[ 2024-12-19 12:17:06 CET ] [ Original post ]
Hello Elders!
I am very happy to reveal a really cool collaboration I've been working on in the last month! So, several players suggested I check out Against the Storm as another great roguelite city builder, and oh how right you were, it is a *great* game! I contacted the developers and we decided to do a little thing together!
Coming next week, you will find a familiar face getting angry at you in Eremite Games' cool strategy game!
I must admit I've never seen a more beautiful Matus in my life!
And, viceversa, you will be able to welcome a new VIP in your villages, enter the Beaver VIP!
As you will see next week, the Beaver mechanics also hint at what I'm working on for the DLC, but we'll talk about that later! ;)
Here is their news!
https://store.steampowered.com/news/app/1336490/view/543343729673503444
If you have not played it yet, make sure to check Against the Storm out!
https://store.steampowered.com/app/1336490/Against_the_Storm
I'll share more details next week, as the update will also bring some new often requested features to dotAGE!
Until then, have fun!
- Michele
[ 2024-12-13 14:17:31 CET ] [ Original post ]
Various fixes while I work on the next cool stuff! Thanks for the reports! UX
- Settings: Added option to configure camera drag sensibility threshold
- Fixed bug with upgrading a Hunter mid-hunting-chicken potentially getting it stuck forever producing meat without consuming creatures
- Fixed bug with the Idiot killing another Pip tagging the dead Pip as the killer!
- Fixed soft-lock when trying to remove Burning from a Forest tile that is not inside the village, while trying to replant a flower field placed in the bottom-left corner of the map (ugh!)
- Fixed trying to exit the game during planting potentially leaving a building in a "wip" status on subsequent loads
- Depleted Flower Fields now have a cleaner sprite as it was hard to see it
- Fixed removing Burning from a terrain sometimes leaving the "remove burning" fake building below
- Fixed bug with dismantling a Water Extractor triggering the Water over cap warning
- Text: Fixed Seasonal text still mentioning that the building replenishes each season (now it is only for Plants, or if you have a Boon, so it was wrong)
- Fixed season colors not updating on the first turn after a load
- Various localization fixes
[ 2024-11-19 16:05:00 CET ] [ Original post ]
Hello Elders!
I'm happy to announce that dotAGE is part of this week's Turn Based Carnival 2024 festival, and with a discount of 25% to boot! If you have been waiting for a chance to get the game, or to tell friends how cool it is, now it's the time! The game will be also on discount during the coming Steam sales, so it's going to be a very merry period!
Now, where were we? I'd like to update you on what I'm doing these days! Let's see what is going on in the world of dotAGE!
Work on the DLC has started!
If you have been reading my updates, you might know that I've been quite busy lately as I am working on an expansion for dotAGE! I decided to work on that as I have so many ideas saved up and having an expansion is a good opportunity to add all that without overcomplicating the base game, and for me to finally add all the stuff I've been itching to add while taking the time to do it correctly!
I am working on adding... new mechanics, new memories, new buildings, new terrains, new resources, new actions, new boons, new events, new ailments, new VIPs, new creatures, and of course new elders! The goal is to increase even more the variation you find in your games, but to counterbalance that I am also prototyping a new mechanic (which will come to the base game) that lets you reroll some buildings. This should give players that do not wish to embrace dotAGE's randomness some more choice (at a cost!). I also plan to make some of the new buildings available for the base game if they make more sense there (for example, I know many people have requested alternate Altars, so I am prototyping that too!)
I am currently doing various prototypes and estimating the amount of work and, given my solo-dev efforts and the amount of content, it will take some time for me to wrap up the development, so I'll keep you updated as more things are defined, and also give you some teasers once I have stuff set in stone!
Balance & Design tools
With the game exploding in complexity, I've been very busy lately re-organizing all my notes and improving my tools for design and balance. Things like tools that allow me to analyze the research tree and produce the efficiency of each resource given the current buildings, or compare multiple buildings with all their costs (hidden or otherwise), or measure the chance for a specific resource to appear throughout a run, or measure what changes in the whole game if I add a new resource. It's not flashy stuff, but it can be quite fun to make and is giving me a lot of insights (such as realizing in a sleep-deprived flash of insight that the game has a lot of ties to quantum physics...), and it will be very useful in managing the added complexity! I am taking the chance to also cleanup the code and the design of various parts that concern gameplay, so you can expect some more changes and balance coming to the base game alongside the DLC. The only issue is that I need to contain myself from rewriting everything!
Switch release is going great!
Last update I announced that the game was out on the Switch, and I'm very happy with the reception! Thank you for the feedback! I've been working a bit more on touch controls (as you might have seen in the latest patch), and those improvements are now on the Switch version too.
Now, back to work, I need to complete my inference tool to analyze the chance for a resource to be produced in the whole game based on rolled buildings. Fun.
So, in the meantime, you too have fun!
- Michele
[ 2024-11-13 16:50:09 CET ] [ Original post ]
Balance
- Revised "Lucky Dice" multiplier sorting so to make it cleaner, and actually double level 1 mini-boons (due to sorting, level 1 mini-boons had no visible difference)
- Handmade Stew: threat range from 3-3 to 2-2, to make it work better with "Lucky Dice"
- The Lucky One: level from 2-3 to 2-2, to make it work better with "Lucky Dice"
- Moved Dynamic UI on top of other UIs so it does not get hidden by warnings
- If resources are produced only by passive means (i.e. only Mountain Springs), the resource cap warning won't be shown anymore
- Touch: Added pinch to zoom functionality
- Touch: Touching a button will now no more move the cursor automatically
- Touch: You can now interact with the grid even while choosing a building to build
- Touch: Improved building menu navigation
- Touch: Improved research tree navigation
- Fixed "Boon: Strong Crops" also refilling non-planted crops
- Fixed bug with the camera when playing with all-zoomed out mode and an event happening not correctly resetting to zoomed-out
- Fixed bug with reloading multiple times burials multiplying the dead placed inside
- Fixed visual bug with some orchards and giving up a game
- Touch: Fixed some buttons not reacting correctly due to the scroll taking precedence
- Touch: Fixed not being able to exit Settings screen
- Switch: Fixed tutorial text being completely skipped with the first action
- Localization fixes
[ 2024-11-05 12:05:38 CET ] [ Original post ]
Hello Elders!
I am happy to announce that dotAGE is out today on Nintendo Switch, so that it will be even harder to stop playing! The game is available at 15.00 at your local time, so check out in a few hours if you do not see it available yet!
Seeing the game appear on a Nintendo console is a dream come true, I think the game really fits the Switch (well, maybe it's a bit bloody at times)! Somebody please invent a time machine so I can tell little me!!!
You can find it here: Nintendo Switch eShop Store
Have fun!
- Michele
[ 2024-10-24 15:49:41 CET ] [ Original post ]
Balance
- Minimum resource cap with no buildings is now 0 instead of 30
- The 'Base' cap trait of Santa is now a starting cap (i.e. buildings will increase it)
- Reduced 'Base' cap trait of Santa from 100 to 60 (with the Bivoauc, this remains at 100 still)
- Warehouses can now become Abandoned like other buildings
- Abandoned buildings do not increase the resource cap anymore
- Bad events unlocked through mechanics during a run are now set on cooldown, thus avoiding making them potentially appear soon after you unlock them
- You can now hold CTRL while placing a building to force it to be placed in the middle of the tile
- Audio: fixed event SFXs being added to the UI audio channel instead of the SFX audio channel
- Visuals: fixed a rare bug where starting a Captain map could start with a zoom of 0, resulting in a black screen
- Controls: fixed being able to use zoom controls in the main menu sometimes causing weird interaction when the game is started
- Localization fixes
[ 2024-10-21 10:01:32 CET ] [ Original post ]
Various fixes, thanks for the reports! Bugfixing
- Fixed "Shade" event sometimes blocking the scared Pip in place
- Fixed a rare bug with removing Pips using side-actions from buildings sometimes causing them to be re-assigned to that same building on load, causing a soft lock
- Fixed bug with "An Offer You Can't Refuse" event making the Trader join the village on some specific choices
- Fixed a small rounding error in the Pixel shader for Pips that sometimes made them look a bit weird
- Fixed bug where Pips kept trying to return to previous buildings even if they were manually unassigned
- Fix phase text not being hidden if quitting mid-pass turn
- Fixed warning on auto-Pip removal not being shown anymore during the turnx
- Localization fixes
- Minor optimizations
[ 2024-10-14 12:57:02 CET ] [ Original post ]
QoL
- Controller: The building details UI is now shown on the right even while choosing buildings
- Controller: Minor UI improvements
- UI: When passing the turn, the action icons won't be shown during production to reduce cluttering
- Hotkeys: Fixed bug with pressing alphanumeric buttons during buildings stopping building mode
- Fixed bug with the building menu not closing with right click the first time you open it after the Bivoauc is placed
- Fixed road hint not unlocking until you completed the Growth tutorial
- Fixed bug with Randolph sometimes rolling wrong building upgrades
- Fixed "complete current research" button sometimes not being shown correctly
- Fixed "return-to-choice" UI sometimes being active even if no choice is there
- Controller: Fixed a bug with memories not returning back correctly to the pause menu sometimes
- Controller: Fixed bug when Pip-picking multiple Pips picking twice the same one
[ 2024-10-11 09:14:16 CET ] [ Original post ]
V 1.4.0 c QoL
- Controls: Shift-picking won't pick animals anymore as it was just confusing and added nothing
- Controls: Improved hint navigation with a controller
- Improved grid neighbour computation performance
- Fixed special thanks not appearing anymore in credits
- Fixed bug with signposts in some places not being reset correctly when resetting the run
- Fixed scaling of the "o" in "dot" in the title screen
- Minor fixes to Japanese localization
- Minor fixes to Controller use
[ 2024-10-04 16:11:17 CET ] [ Original post ]
Please note: this update had a small bug on the hosptial fix that broke fishermen, should be fine now, I hotfixed it! In case you are here for that, please update the game and it should be fine QoL
- Controller: you can now open the Research Tree while hovering the build menu
- Japanese font changes to be more readable and prettier
- Fixed Hospital producing too much due to some error in optimizing 2-tile distances
- Fixed default language not being loaded correctly anymore
- Fixed being able to upgrade to a Quarry even if not on mountains
- Fixed achievement "Heaven or Hell" using the wrong localization key
- Fixed Agepedia description sometimes messing up during tutorials
- Fixed a null reference on trying to pulse unpulsable items on the top-right
- Controller: fixed a rare occourrence where the memories panel would get stuck when using a controller
- Minor visual fixes
- Minor localization fixes
[ 2024-10-03 13:43:20 CET ] [ Original post ]
Hello Elders!
Time indeed does really fly when you are having fun (or you are too old)! DotAGE celebrates its first birthday on the 4th of October, one year from the Steam release! Happy birthday dotAGE!
To celebrate this important milestone (and the fact that my leg is finally working fine), and to thank you for your support for this year, a new update is now live!
I'm pushing this a couple of days earlier as it has a (very small) in-game celebration, which you can see if you play on the 4th of October!
Now, let's take a look at what this update has to offer!
A new VIP is in town!
The Merchant joins the cast of Very Special Pips that can interact with the village, with three new fun events tied to his appearance! The Merchant comes from somewhere far, and always brings some interesting trades to the village, it's a good way to get some extra resources, and even resources you cannot produce in your current village! If he's content with what you do, he might even want to join the village!
A life of quality!
As anticipated in the last experimental news, several new QoL options are now in the game, some of which have been requested for a while! I'm happy to have finally added them to the game too! Here are some highlights:
- Advanced Building Mode option: place the Bivouac anywhere, build even if requirements are not met yet, and place building blueprints outside of the village
- Upgrade with right click
- Replant All Plants & Repair All Buildings buttons
- Icons to show what research section (i.e. tab) you are currently using, and whether you have completed it
- Improved Pip-Picking function
- Improved Controller support
- Many new hotkeys to speed things up, like building selection and popup opening/closing
- Copy Building & Copy Action keys for quicker handling of larger villages
- Copper Bar does not look anymore like bacon when you are hungry
- More information in the Agepedia
- Although the game already runs quite well, in this version a lot of work went into optimizing the game for low-end devices as a direct consequence of working on a certain small console, so you will find it a lot snappier, especially with large villages and many Pips!
New localizations!
Thanks to the help of some super fans, the game now has Russian localization! In addition, the game now can be played in Japanese, thanks to the work of Masaru Funahashi! Last but not least, the game is now fully playable in Spanish thanks to the help of a great group of fans! We will do a few tweaks to the localizations, but you can try them out and they should work fine for the most part, as always, let us know if you have any feedback about the localization in this thread here. And now, for the big reveal...
The game is coming to the Nintendo Switch!!!
A dream come true! While working on the Steam version these last months, I also on the side worked on a Switch version, and we (me and my friend Nintendo) just announced that it will be live on the 24th of October! Now you can play dotAGE from the comfort of your bed or sofa, making it even harder to put it down (sorry about that)! Check out the game's eShop page here! Now then, let's go get a real cake to celebrate! And you, you have fun while I eat that! - Michele
Complete Changelog
V 1.4.0 Content
- Added new Memory: The Merchant, with a new VIP and three new events!
- Added a special celebration mode if you play the game on its birthday, on the 4th of October!
- Added Japanese localization
- Added Russian localization
- Added Spanish localization
- Pavements are now built first thing when placing a combo pavement & building
- Upgrade: You can now Upgrade buildings directly skipping tiers in-between
- Mini-events can now appear post-Apocalypse
- Flower Lover: Max level from 4 to 5
- Personal Garden: Max level from 4 to 5
- Wild Expansion: Tiles reduced from T*1 to 1
- Territorial Expansion: Tiles reduced from T*2 to T*0.5
- Wild Critters: Tiles for Hares reduced from T*2 to T*0.5
- All otheer animal spawn events: Tiles reduced from T*1 to T*0.5
- Invasive Carrots: Now a Nature event instead of a Heat event
- Bird / FIsh / Beast Migration: Max level from 2 to 4, value from 1 to T*1
- Advanced: Added new "Allow Building Everywhere" option in the settings. This allows placing the Bivoauc anywhere, building even if requirements are not met yet, and placing building blueprints outside of the village.
- Upgrade: After an Upgrade, buildings will mantain their active/inactive status (i.e. springs won't be turned off)
- Upgrade: Workers will now keep being assigned to upgraded buildings
- Upgrade: You can now Upgrade a building by right clicking on it
- Global action: Replant All Plants
- Global action: Repair All Buildings
- Research: Added icon that shows whether we researched everything in that tab
- Research: Added icon that shows in which tab you are currently researching something
- Controls: Pip-Select (Shift) now requires a left click instead of a right click, and you can no longer click on buildigns while performing it
- Controls: Pip-Force (Ctrl) to pick patients will now allow picking only Pips that are assigned to simple actions, to avoid confusion
- Controls: Pip-Pick (Alt) revised to use the same UX of Pip-Select, thus making Pip picking easier to perform
- Controls: When performing Pip-picking, Pips will move so to avoid being grouped together
- Controls: You can now press Escape to abort Pip-picking
- Controls: You can now zoom during the pass-turn time
- Controls: Spacebar will now trigger the event roll
- Hotkeys: Added hotkey to open Agepedia
- Hotkeys: Added hotkey to open Village Recap
- Hotkeys: You can now use TAB to cycle tabs (changed default binding)
- Hotkeys: Pressing a hotkey again will now close the corresponding menu, if open
- Hotkeys: Added hotkeys to select building type (1,2,3,etc), and building subtype instead if the menu is already open
- Hotkeys: Added hotkeys to navigate tabs (1,2,3,etc). Works for research tabs, prophecy pages, and Agepedia tabs.
- Hotkeys: Added new hotkey to copy a building blueprint
- Hotkeys: Added new hotkey to select an action as "contextual", allowing it to be copied on other buildings
- Choices: Added a button to go back to the village during a Choice event to view the village's status
- Accessibility: Added grid options to show the underlying grid on the map, with two values for thickness
- UI: When building a pavement alongside a building, the build action will show that on hover
- UI: Building stages left on buildings now better reflect the current amount of turns
- UI: Set in-game UI size to roughly 80% of the older size
- UI: Memories screen now shows icons when you have something to unlock out of screen
- UI: Agepedia access is now the last button among building side actions
- UI: Agepedia back button moved above
- UI: Improved resource UI spacing
- UI: improved feedback when buildings produce on pass turn
- UI: Redrawn the Copper Bar so it looks less like bacon when players are hungry
- UI: Creatures and Building Variations now tell how they work when you unlock them to avoid confusion for new players
- Hints: Added a "hint" small icons when right clicking will send you to hints
- Hints: Added new hint to explain advanced Pip controls
- Hints: Improved visual clarity of various hints
- Hints: Unavailable hints are now hidden
- Hints: Overpipulation hint and UI now appear 5 Pips before you reach the threshold
- Localization: Improved non-English language font rendering
- Settings: Reordered settings
- Controller: Improved animation when opening radial building menu
- Controller: Improved following cursor when moving on the grid
- Controller: Camera movement is 2x as fast
- Controller: Miscellaneous minor improvements to streamline the experience
- Agepedia: Ailments will now list the resources that can cure them
- Agepedia: Buildings now list how much Knowledge is needed to research them
- Agepedia: Added new tooltips to several Agepedia items
- Agepedia: Added button to toggle showing descriptions in Agepedia
- Agepedia: Added scrollbar to Agepedia description
- Agepedia: Agepedia now lists alternative buildings
- Agepedia: Herd buildings now list what food is eaten
- Agepedia: Ailments and Conditions now list what events can add them
- Agepedia: Buildings that can be upgraded now list what they can be upgraded into
- Huge performance improvements!
- Upgraded engine from 2022.3.15f to 2022.3.34f
- Huge optimization work (thanks Switch!)
- Moved all data to Addressables
- Fixed BlueBerries being able to spawn where they would be abandoned
- Fixed profile reset not resetting hint unlocks
- Various fixes to Alt-pick aborting
- Fixed arrows on production not being shown anymore at pass turn
- Fixed color of WIP structure on load, and signposts not being shown
- Fixed output resources not being shown when using a controller on the first hovered tile after a building is selected for build
- Fixed some tooltips not appearing anymore
- Fixed roads disappearing on load or remaining on new game
- Fixed Escape button often opening the Pause menu when you just wanted to close a menu instead
- Fixed bug with trying to Pip-pick for a Cure action when only self-curing Pips are available
- Fixed trying to cure using Pip-force sometimes picking Pips that were already being cured elsewhere
- Fixed hovering on map still being available while performing Pip-only actions
- Fixed shift-clicking on Pips not being removed when you stop holding shift
- Fixed Tier 2 Hunters blocking after a few uses if they think they found a hare but haven't
- Fixed not being able to click on a hint after search if there is only one instance
- Fixed force-hold not working on Build actions
- Fixed research instances sometimes not appearing until clicking on them
- Fixed Magnanery giving back Seeds when dismantled
- Fixed duration of baloons during cutscene at default speeed being too fast
- Fixed skipping the animated score addition delaying too much the appearance of the highscores screen
- Fixed Ice House and Ice Maker wrongly showing that they produce water
- Fixed upgrades sometimes showing zero turns instead of one
- Fixed search input detecting inputs on other game items
- Fixed highscores showing experimental version scores
- Fixed research arrows sometimes being generated in wrong positions
- Fixed being able to build outside of the village borders if you first removed signposts
- Controller: Fixed UI sometimes getting stuck during tutorial
- Controller: Fixed game log UI not closing on each pass turn
- Controller: Fixed not being able to focus on different items in the prophecy
- Controller: Fixed bonuses not appearing when you hover the first time after selecting a building
- Various localization fixes
- Various minor UI scaling fixes
- Various UI consistency fixes
[ 2024-10-02 09:45:41 CET ] [ Original post ]
Hello Elders! I am back to work! We went a bit to the beach, and I even managed to swim a bit in the sea... ah how I missed that! I hope everything is going great for you all! My leg is still a bit iffy, but I am almost at the end of the rehabilitation and apart from having a bit of a Crippled ailment, it works fine, and will get healed soon! Anyways, I am here with some news, and a new Experimental build starting today!
Elder on my couch?
While working on the Steam version, I silently worked on a console version too, which made me delve into even more optimization (due to a certain small console...) and improved controller support, resulting in an even snappier dotAGE! I now brought all the optimizations to the Steam version too, and you can try it now on experimental! Actually, since *a lot* changed to optimize away most stuff, even if I tested it for many nights I would be very grateful if you gave me some feedback, especially if you encounter any bug!
There is no such a thing as too much quality of life
Now, to sweeten the deal, in the new experimental version you will also find new Quality of Life improvements (with more being worked on!), some of which have been requested by advanced players to improve their planning, reduce late-game attrition, and increase overall the enjoyment of the game. Shall we take a look? Advanced building mode You can now enable a special "Build Everywhere" option in the Game settings which will allow you to:
- Place the starting Bivoauc anywhere you want instead of close to initial food.
- Place and build buildings in positions where they normally cannot be placed as they would become abandoned or produce zero, allowing you to build regardless of requirements.
- Place building blueprints *outside* of village limits (but you cannot build them until they become reachable!)
Copy building blueprints A handy tool indeed! You can now hold the "Copy Building" button to copy any blueprint on the map instead of having to find it!
Copy contextual action Sometimes, you have many buildings you want to act on, and having to right click on each of them becomes tedious, so here comes a new functionality! By holding the "Copy Action" button while selecting an action in the right-click menu, you can copy it and then click on other buildings to perform it on each of them! Let's save you some clicks!
Visual Grids For those that prefer to see the underlying grid, I added options to show it! It does give the game a cool we-are-a-strategy-game-sir feeling, doesn't it? This is not all, as I am working on even more items these days, and take a look at the Experimental thread here for the changelog on what is available as of now!
New localizations incoming!
Thanks to the hard work of fans, Experimental version now has a complete Russian localization! If you are a Russian speaker, do check it out and tell us what you think, either on Discord or on the Steam forums! More localizations are being worked on, so keep an eye out for more news!
What now?
I am going to complete the console version so you can expect some cool news about that soon. :) In the meantime, I will also add that I have started work on the DLC because I just couldn't help myself as I wanted to test some ideas... it will take quite some work, but I am already testing some cool ideas and can't wait to show you! But I'm keeping everything a secret for now :D Until then, have fun! - Michele
[ 2024-09-17 15:23:20 CET ] [ Original post ]
Took a short pause from not working to do some QoL changes, as my hands need to do some coding or they become restless. Back to not working! Have fun - Michele V 1.3.3 QoL
- Building plans are now kept in-between saves so you can prepare a better plan before going to bed at 2 A.M
- All tasks can now be performed below existing buildings. The terrain changing might destroy the building on top if the requirement is not met anymore
- Tasks can now be performed on tiles with ruined buildings / depleted plants even when off-season
- Bourgeoise becoming VIPs are demoted to commoners to avoid them requiring special food (Cats were already commoners)
- Fixed numbers above 1000 in the resources pool not appearing correctly as "1k"
- Fixed side-UI sometimes messing up spacing and hiding some items behind others
- Fixed overflow Knowledge points disappearing if you did not use them and then added some points through work in the same turn
- Fixed "Body Heat" counting buildings that are not yet built
- Fixed "Lovely Glades" counting planned buildings
- Localization fixes
[ 2024-08-15 16:08:11 CET ] [ Original post ]
Balance
- Randolph: Deadly events cannot appear anymore when failing simple risk events, and Deadly predictions are forced to select a Deadly event
- Fixed some events being able to hit Tasks erroneously
- Fixed removing pavements in Randolph games not working on original pavements
- Fixed post end-game triggering some fake events that could block the game
- Fixed some tasks being re-set when a Watcher is being asked to perform another task but they are in the middle of the first task
- Fixed clearing burnging forests sometimes not removing the added danger correctly
- Localization fixes
[ 2024-08-08 15:06:42 CET ] [ Original post ]
Bugfixes
- Fixed a rare bug with "Jester's Pun" that would allow the Jester to try and insult himself and be both insulter and insulted, causing a paradox.
- Fixed being able to close building phase during the first bivoauc placement if using a controller
- Fixed quitting at the first turn not saving the Bivoauc placement
- Fixed Yugong tasks showing the wrong numbers in Slow mode
- Fixed bug with events stealing food being able to send food to the negative, thus creating "ghost hungry Pips"
[ 2024-08-05 13:24:00 CET ] [ Original post ]
Hello Elders! It was just reported to me that some players had their Hard and Harder difficulties not registering correct threat levels, and instead using Normal threat levels. This made the game quite easier, was not intended, and I fixed it. Hard must have 150% threat generation, and Harder 200%. The change will affect your *next* game. If you start Hard/Harder mode without noticing that the threat was not increasing correctly, well, you were playing at an easier level than intended (but still harder than Normal due to the other modifiers), so you'll be facing the real challenge now! If you find this too much for your current run, you can (temporarely) use the combo LEFT SHIFT + D + N to cycle difficulty during play. V 1.3.2 Balance Fix for Hard/Harder
- It was reported that some players had their Hard and Harder difficulties not registering correct threat levels, making the game easier than intended. The values will now be correct when you start a *new* game. If you find your game too harsh as you started a Hard mode without noticing that the threat was not increasing correctly, you can (temporarely) use the combo LEFT SHIFT + D + N to cycle difficulty during play.
- Fixed some Achievements not triggering correctly
- Fixed some instances of controller getting confused when clicking too fast in settings
- Localization fixes
[ 2024-08-02 20:00:07 CET ] [ Original post ]
The rare plant bug was an ugly one, but I finally managed to get it! Now, hopefully there is nothing big around! Have fun - Michele Balance
- "Lovely Glades" boon: now also counts all non-Pavement tiles (i.e. Dirt and Soil)
- Fixed a rare bug with plants sometimes not completing planting (for real this time)
- Fixed a bug where switching to another localization during play would not translate all the hints
- Localization fixes
[ 2024-07-31 08:29:16 CET ] [ Original post ]
Huhu, of course when I say "here's the final update this month" we finally find some pesky bugs! Thanks for the reports, the Plant one I've been trying to find for a good while! Have fun - Michele V 1.3.1 b Bugfixes
- Added note about animals needing to eat Soy Beans too for the Yugong challenge
- Fixed memory unlock mechanic getting unlocked later in Fast mode
- Fixed bug with circular logic on Huts sometimes not triggering correctly
- Fixed a rare bug with plants sometimes not completing planting
- Fixed a bug with loading sometimes not setting buildings active correctly
[ 2024-07-30 08:46:25 CET ] [ Original post ]
Hello Elders! I did some more balance tweaks on some of the most "feelbad" events, and some more fixes. As I said, I'll be doing rehab for my leg in August (having the baby at home so it won't be as easy to work eheh!), then I'll resume work, in the meantime I should be around for some extreme programming if some ugly bugs show up! Have fun and see you in September! - Michele V 1.3.1 UX
- Removed "Big Village" hint as it was generating confusion
- Swapped "Burial Site" and "Grave" amount of Pips cured per cure action
- "Boon: Illuminism": moved from tier 7 to tier 4, so that it can be more useful
- "Flu Epidemic": It is now a Risk event instead of an Omen event. Can appear as a Doom event.
- "Rising Tensions": It is now a Risk event instead of an Omen event. Can appear as a Doom event.
- "Body Heat": Increased minimum Pips constraint from 20 to 30
- "Overcrowding": Increased minimum Pips constraint from 20 to 30
- "Enoclophobia": Increased minimum Pips constraint from 20 to 30. Reduced strength from T*5% to T*3%
- "Contagious Cough": Reduced strength from T*3% to T*2%
- "Lament the World": Rarity from 2 to 3. Reduced strength from T*4% to T*3% (as Mourning without corpses makes less sense)
- "Mourning Procession": Strength from T*6% to T*7%
- "White Carpet": Now hits 30% instead of 50% of the map
- Fixed "Alchemist's Poisoning" and "Love Potion" effects triggering twice
- Fixed rendering a Barbecue abandoned by disabling a Hunting Hut due to an animal tile being removed causing phantom meat to be registered
- Fixed removing animal tiles not checking for abandoned status right away
- Localization fixes
[ 2024-07-29 13:38:17 CET ] [ Original post ]
Bugfixes
- Fixed "The Prentious Class" not actually consuming the mentioned food
- Minor UI and animation fixes
- Fixed color of Pips sometimes messing up during the night
- Fixed resetting tutorial possibly spawning wrong buildings on the next tutorial attempt
[ 2024-07-24 10:29:40 CET ] [ Original post ]
Balance
- Shaman can now consume Milk and Cheese made by vegan sources for the Vegan Challenge
- Fixed Santa's required Gifts being incorrect in Fast mode
- Fixed version in the Current Story screen being incorrect
[ 2024-07-23 14:18:35 CET ] [ Original post ]
UX
- Controller: connected a button press to the new "complete current research button"
- Fixed "Our Short Memory" Delirium modifier not resetting values correctly in the UI
- Fixed resource cap UI showing wrong warnings due to some changes to food priority
- Localization fixes
[ 2024-07-22 12:19:16 CET ] [ Original post ]
Small changes! If you got your difficulty switched during play by pressing "O" (I left a debug key in, sorry), you can restore it by holding LEFT SHIFT + D and then pressing N to cycle difficulty while in the game, and check in the pause menu that it is correct. Balance: Delirium Mode
- Costly Pippins: now scales exponentially
- Build Costs: now starts scaling from tier 3 buildings
- Fixed some plants blocking the game in slow mode as they had too long buildup times
- Removed a debug key I left in that would move the game to max challenge (wops!)
- Localization fixes
[ 2024-07-19 10:10:00 CET ] [ Original post ]
Hello Elders!
It turns out that I am becoming an elder myself, as I... err... broke my femur at a bachelor's party by playing bubble soccer (That soccer version where everybody is in giant balls!). Here is a faithful reproduction of the dynamics:
Fortunately, the surgery was swift and clean, and I am doing my rehab.
In addition, only a leg was broken, which meant I could move my rig to the hospital to complete the update while doing rehab!
So, without further ado, here are all the changes that got into the main version today:
Speed options: Fast and Slow
Through playtesting in the experimental version and a few more tweaks, we confirmed the validity of the new speed modes. Fast mode lasts 145 turns, while maintaining the same flow of the original game. Not exactly half of the original, as there are a couple more turns at the start, and a few turns to pad the Apocalypse.
So, what changes with fast mode?
- 145 turns instead of 280, with all the usual events correctly aligned to this new duration
- Research and Build costs are halved.
- Fixed resource gains (such as the Research boon) scale with the number of turns
- Visions take 3 turns to appear instead of 5
- All ailments scale with the new duration
- Threshold for increasing event levels scales with the new duration
- The player starts with a little less resources, and a little less food on the map (not much, as not halving them is a way to counterbalance the presence of 1-turn actions)
- Most 2+ turns actions are now adjusted, such as training for advanced jobs (from 3 to 2), and building or upgrading buildings
- You can now research multiple buildings in a single turn if you have overflow knowledge
Persistence Bonus
This bonus is obtained by reaching Prophecy Page 2 during a run and will give you a choice of a (small) starting bonus at the next run of the same elder, and the same speed-difficulty combo. The goal behind this bonus is to incentivize not rerolling maps, and instead embrace the spirit of adaptation of the elders. You are free to disregard it, however, and keep rerolling until you are satisfied, I'm not going to stop you!
Delirium Mode!
This one was fun to iterate on! The Delirum Mode takes the place of the older Challenge mode (and your Mastery Level is converted into a new Mastery Level, roughly half the value, to match the older difficulty increase). This is a revision of the Challenge mode that aims to make higher level play more interesting, so instead of a fixed difficulty scaling, you will be able to customize your difficulty settings by selecting up to 16 modifiers that will increase the Delirium of the story told by the elder as his sanity disappears. The higher the difficulty, the higher the Delirium, and by winning a max-Delirium game it will allow you to reach higher Mastery Levels! Modifiers are unlocked as you reach higher mastery, and you might want to use different strategies to do that depending on the elder!
New Stats and Achievements
The game will now also register all the attempts you make at a specific elder, and list how many wins you achieved alongside your best score. The current Stats will be taken from your local highscores, so they might miss a few attempts and the win streak will not be initialized correctly, but the max score should be fine! At last, you will also find new achievements and a revised Records screen that shows all of your achievements. Some of the new achievements are special challenges specific to each elder and provide a new way to play them, such as doing a complete Vegan run with Shaman, or a No Swimming run with Captain!
Miscellaneous
Version 1.3 also brings a few tweaks on buildings and events, and especially tries to make the two well variations a bit more balanced, and weathers mor fair. Take a look at the complete changelog for more information! Save System Revision This patch also revises the save folder system, and this is reflected in the game's save files being placed in sub-folders. For example, on Windows, the new "profile" files are found here: C:\Users\[YOURUSERNAME]\AppData\LocalLow\CKCGames\dotAGE\Steam\[NUMERICSTEAMID]\ProfileA\profile0.age And the current run can be found here: C:\Users\[YOURUSERNAME]\AppData\LocalLow\CKCGames\dotAGE\Steam\[NUMERICSTEAMID]\ProfileA\GameA\game0.age I made sure that the next time you start the game the game will transfer your saves to this new system. This will allow me to further improve it in the future, and currently allows multiple steam users on the same machine to play separate games! Localization News I also have some news on localization, the Spanish localization is underway thanks to a group of volunteers, and so is the Russian localization. There is no ETA, but they seem to be in good shape. You can already check them out in the Experimental version, if you want to! Come to Discord to talk about it! TACTICON! Let's not forget! dotAGE is also part of the upcoming TACTICON and SIMFEST and will be 25% off during the duration of both festivals, up to 29th, so tell your friends about it! Now, back to rehab, while you have fun! - Michele
Complete Changelog
V 1.3.0 Balance: Mechanics
- Hard: starting food decreased from 97.5% to 90%
- Harder: starting food decreased from 95% to 80%
- Removed Overpip Scaling at lower difficulties
- Reduced Overpip Scaling by 0.5 at each difficulty
- Crops cannot be planted / replanted off-season anymore (as was intended)
- You can now assign actions that require Food even if the food is being consumed by Pips. It will be recomputed after the action is assigned (i.e. Pips will become hungry, but the action can be completed)
- Pips that cannot work (like Cats) will now be considered among Busy Pips
- Weathers that have a chance to hit for each Pip will now limit the maximum number of hit Pips per turn to the chance value
- Overpip Threshold increased from 30 to 35 at Normal, 40 at Easy, and 50 at Relax.
- If you have enough Knowledge, you can now unlock a building blueprint directly, without passing the turn
- Added Fast and Slow speed options which change the duration of the game, while mantaining the same challenge level
- Score values adapt to speed, reducing the score for winning or destroying Domains
- Highscore Screen has separate leaderboards based on speed
- Updated UI to handle speed mode
- Replaced Challenge Mode with the new Delirium Challenge mode that allows adapting the difficulty to increase mastery levels
- Delirium Challenge mode is unlocked by winning a game at Normal+ for an Elder
- Existing Mastery Level is converted to the new Mastery Level: 1->1, 2->2, 3->2, 4->3, 5->3, 6->4, 7->5, 8->5
- Added new Challenge Mode screen where the player can define what challenge to play, selecting from a set of existing difficulty modifiers
- Replaced "Mastery" hint with "Delirium" hint
- Reaching the second Prophecy Page will now grant a starting bonus on the next run for that elder, to incentivize not rerolling to get the best map, and instead embrace what lemons the game decided to give you
- Persistence bonus triggers only for the same difficulty/speed combo you played last for that elder
- Rerolling the Map after reaching the second Prophecy Page will now grant score as if the player gave up
- Added "Persistence Bonus" icon to signal whether you have it or not
- Added visual Achievements in-game in the Records menus
- Added achievements for winning Harder runs
- Added achievements for special wins depending on the Elder
- Added option to pan and zoom while being on UI
- Minor UI changes to the main menus
- Added a link to the Wiki in the game
- Added button to complete the current research if you have enough available surplus knowledge
- Increased visibility of fish shadows
- Added new stats tied to each elder/difficulty/speed combo
- Reduced Idiot Serenity generation from 3 to 2
- Drunk ailment now lasts 6 turns instead of 10
- Added four new event scenarios with inverted primary
- Inhebriating Winds: chance reduced from 10% to 5%. Minimum threat from 2 to 3
- The Happening: now appears only as a failed Doom event
- All is Lost: Now hits 50% Pips instead of 70%
- Evolving Depression: Now hits 50% of Mourning Pips instead of 100%
- Yugong: Intensive Farming now also counts depleted Crops
- Great Barbecue: Wood input to cook white meat increased from 1 to 2. Output Cooked White Meat from 7 to 10.
- Large Campfire: Output Cooked Fish from 12 to 14.
- Soy Field: bonus from undeground water increased from 1.5x to 2x
- Underground Water bonus to Wells increased from x2 to x3
- Pool: Water input from 4 to 6
- Fan: Output reduced from 2 to 1. Wood cost from 6 to 1, Hemp cost from 2 to 1
- Large Fan: Output reduced from 4 to 3. Wood cost from 12 to 7
- Water Shrine: Water input from 4 to 6
- Water Temple: Water input from 8 to 10
- Garden: Water input from 2 to 3
- Ice Maker: Water input from 2 to 4
- Apothecary: Water input to make Medicine from 1 to 2, Water input to make Antidote from 2 to 4
- Revised save/load system to allow multiple Steam users / different platforms to have separate folders, and getting it ready for future improvements
- The new save file location is the same as before (i.e. CKCGames/dotAGE in your user data), but you will now find a folder with your UserID, ProfileA, and GameA
- Fixed game not being saved if quitting at day one
- Fixed day in the progress UI before load being wrong
- Fixed river stones not allowing the "fill all map" achievement to trigger
- Fixed bug with pulsing the wrong Pips when some are hungryBugfixes
- Fixed bug with connected enhancing traits sometimes generating wrong values and thus blocking some buildings from being set inactive
[ 2024-07-18 14:47:29 CET ] [ Original post ]
So, ahem... I am at the hospital, with a broken leg, and since I am not able to rest I connected my laptop to my big PC at home while I do rehab. I am too old for bubble soccer it seems. Am I becoming an elder? Oh well! Here are a couple of fixes while I wait for rehab! Experimental is shaping up good, so the fast mode is coming pretty soon (I'm not going to make a broken leg delay my plans!) - Michele V 1.2.4 f Balance
- Depressed ailment will now appear in the Garden mechanic instead of being unlocked by default, avoiding some unfortunate moments for new players
- Fixed bug with some game elements not appearing as unlocked even if they are in the Memories screen
[ 2024-07-10 12:32:41 CET ] [ Original post ]
A couple of extreme fixes, damn all edge cases! Bugfixes
- Fixed a rare bug where Pips trying to travel to dead Pips would instead try to travel to dead Fish during specific events
- Fixed waypoint grid considering the last column to have the first column as neighbour, making Pips travel all the way back to the first column for fishing in extreme cases
[ 2024-07-04 09:59:30 CET ] [ Original post ]
Some fixes for extreme cases! UX
- Improved non-English font rendering
- Fixed a rare bug where one lone Mourning Pip could somehow work soft-locking the game
- Fixed Watchers sometimes getting stuck in Puddles after a season change
- Fixed Santa's map starting with too many UI items on the map at once
- Fixed bug with automatic Pip-reassignment when using tasks sometimes messing up and creating visual issues in the UI
- Fixed some issues with larger font sizes
- Fixed the game asking if you are sure you want to pass the turn if there are Frozen Pips around (as they do not eat)
[ 2024-07-02 09:33:53 CET ] [ Original post ]
Hello Elders! I hope the Heat generation in real life these days is not giving you too many issues! Make sure to drink a lot of water! I am happy to be here with the experimental version of the Delirium Update, which you can now find in the Experimental branch! Let' see what it brings to the tabletop! (...sorry)
Speed options!
I heard you, the game can get quite *long* and this can vary enormously between different players, especially with it being turn-based not enforcing any turn length, and with choices having so much weight! With some players dozens of hours for a single won run, it was time to do something!
To make sure the game can be enjoyed by all types of players, I worked hard these last months on analyzing all game mechanics to obtain a full-fledged experience condensed into half the turns. The game's flow is maintained, so this is nust just a "cutoff" version, but a genuinely faster version. Good thing is that I like meddling with excel file! I am happy to reveal that the game is robust enough to support varying turns while still maintaining true to all mechanics so, inspired by Civilization games, I added a Fast mode (145 turns instead of 280). I made sure that all the numbers balance out so that the difficulty is unaltered, but be warned that fewer turns make the game slightly harder as you have less space and flexibility to maneuver around mistakes, effectively making the cognitive load higher! I made sure to buff the starting resources to counterbalance that, so be sure to tell me how it feels to you!
Persistence Bonus
To incentivize not rerolling games until you find the perfect combination, I added a persistence bonus. This bonus is obtained by reaching Page 2 during a run and will give you a choice of a (small) starting bonus at the next run with that same elder!
Delirium Mode!
Now, with faster runs, I also took the opportunity to revise the Challenge mode to be more interesting, and thus enters the Delirium Mode! This is a revision of the current Challenge mode that aims to make higher level play more interesting, so instead of a fixed difficulty scaling, you will be able to customize your difficulty settings by selecting modifiers that will increase the Delirium of the story told by the elder. The higher the difficulty, the higher the Delirium, and by winning a max-Delirium game it will allow you to reach higher Mastery Levels!
Save System Revision
This patch also introduces some revision to the save file system, and this is reflected in the game's save files being placed in sub-folders. At the moment, this only means means that each Steam user will have a separate folder, so that you can now play the game with multiple steam users on the same machine. This however allows me to do more with the save folders, and I intend to explore that a bit!
New Stats
The game will now also register all the attempts you make at a specific elder, and list how many wins you achieved alongside your best score. The current Stats will be taken from your local highscores, so they might miss a few attempts and the win streak will not be initialized correctly, but the max score should be fine!
Miscellaneous
Version 1.3 will also bring some balance updates on some buildings, especially by taking a look at water production as too many people are finding the new Spring Well to be too convenient. If all goes well, this update will be up in a couple of weeks on the main branch, so make sure to tell me what you think about these changes so I can tweak them if necessary before then! (Oh, I was almost forgetting, dotAGE is 25% off with its lowest discount ever during the Summer Sales!) Note that the experimental update is currently being translated, so it will be in English only Here is the changelog for the experimental version: https://steamcommunity.com/app/638510/discussions/0/4409669041611862095/ I'll go get my gelato now. Have fun! - Michele
[ 2024-07-01 13:29:21 CET ] [ Original post ]
I noticed that some animations were not played when Pips had ailments due to some later optimizations, your Pips should be quite more lively now (even the sick ones) UX
- Spacebar will now work as a skip for all full-screen notifications (event arrival included)
- Fixed some ailments disabling some Pip animations from playing, resulting in Pips that were too still!
- Controller: fixed trying to access the memories menu when everything is unlocked creating an error
- Controller: fixed search UI being enabled for controllers when it should not
- Fixed camera drag not being stopped by limits while using the new zoom
[ 2024-06-26 09:15:11 CET ] [ Original post ]
A couple of small fixes post 1.2.4! Bugfixes
- Controller: Fixed camera movements not working anymore for some players
- Fixed tasks being re-assigned incorrectly when playing with Yugong
[ 2024-06-20 15:31:30 CET ] [ Original post ]
Hello Elders! While I work on the secret mode, I have been doing some UI changes, so I took the chance to upload a new patch with even more QoL! This patch revises the search function, allowing search to be performed on all items in the Agepedia, and also enabling search for the Village Recap and the Hints screens. I also improved the Pip reassignment functions which are thus a bit smarter. For example, Hunters will automatically switch to another building if possible, and you can use force-assign to get Distressed Pips even if they are already assigned to buildings. I also updated some hints and tips, and the game's FAQ, so you can find more information here on advanced actions if you missed them: https://steamcommunity.com/app/638510/discussions/0/3816292540679146813/ I'll appear soon with more news on the "???" mode, as it will appear soon on experimental branch! In the meantime, have fun! - Michele Here is the complete changelog: V 1.2.4 UX
- Improved Pip reassignment: all Buildings now work like Crops, allowing Pips to be auto-reassigned to the same building in another spot if the previous one is disabled (especially notable with Hunters and Thinkers)
- Professionals that are working in buildings that produce resources used by other buildings can now be replaced correctly
- You can now use CTRL to force-select Pips for curing, making them be auto-removed from their buildings (useful for handling Distressed Pips, for example)
- Redrawn Apples to be less similar to Tomatoes and thus avoid some confusion. Know your fruits, people!
- If a specific food is disabled for being eaten, it can still appear as the cost for active actions (Lure, Growth, Cure), but with lower priority than other food if available
- Added Search function to the Tips & Hints screen
- Added Search function to the Pips Recap screen
- Agepedia Search function can now search in all tabs
- The creature removal warning now appears even if there are no animal on a tile, but there is an animal den
- Added new short hints for some commonly asked questions, and improved some hints and tips to clear some information
- Forest Shrine: Flower input from 2 to 1, base output from 10 to 14
- Forest Temple: Flower input from 4 to 2, Base output from 24 to 30
- Grow Grass: Now does not remove Underground Water when applied
- "Boons Galore" Mechanic now appears ealier, to increase Boon variety
- Fixed clearing snow changing color to the wrong season
- Fixed "Free Refill" boon not working alongside the "Apocalypse Growth" boon
- Added a profile backup function (similar to the runs one, just for extreme cases)
[ 2024-06-19 09:39:45 CET ] [ Original post ]
Some changes to hints, as well as some minor fixes. Enjoy! - Michele UX
- Added new Roads hint
- Added new Ailments Curing hint
- Added unlock triggers to missing hints
- Default sensitivity for the new zoom is now 15/30
- Fixed Pip or elder coloring in UI elements sometimes being wrong
- Pressing escape on various menus now won't wrongly open/close the pause menu anymore
- Fixed a bug where Overpipulation hint would disappear for some players
- Fixed a couple of items that appeared in the Agepedia but should not have
[ 2024-06-10 13:55:24 CET ] [ Original post ]
Since the last update created some confusion, I moved the new cool zoom to a setting to no mess with players now used to the old one! I also added a sensitivity slider for the new zoom. Enjoy! - Michele V 1.2.3 c UX
- The new Free Zoom is now a setting (off by default), to avoid existing players having to adapt to it if they did not touch anything!
- Added sensitivity slider for the new zoom, up to 30. My mouse has a cool smooth feature that made it feel better than it is!
- Fixed a bug with the tutorial and new zoom getting a bit too close to the Elder's face
- Fixed new zoom getting stuck when using a Steam Deck if you moved the camera before the first cutscene
[ 2024-06-07 13:09:05 CET ] [ Original post ]
Hello Elders! I hope you are having fun with the new Elder! I am here today with a new update for the game, and some news on its future!
Patch 1.2.3
First of all, Update 1.2.3 (cool name) introduces a revised free-form zoom, which is less pixel perfect (ouch!), but works better. The update also improves upon controller use with a series of fixes and improvements, so make sure to use the new Default Steam Input layouts to make the most of it! (Full changelog at the end of this update)
What next?
As promised, it is time to talk about what will come next in dotAGE! Here is a new Roadprophecy!
As usual, there are no set dates, as there are a lot of unknowns on the development (still a solo dev, and I like it that way), but I wanted to give you a rough idea of what I am working on!
??? Mode
Before going into my well-earned vacation in August, I'm working on yet another update for the game that will add a new option that has been requested quite often and is aimed to players that find the current run lengths a bit on the long side... but I am not going to reveal any details yet. I need to make sure it works correctly before committing to its current form! Just know that I will be hard at work to make it play good!
Console versions incoming!
I am happy to announce that a Console version is in the works, as I've been working hard on a Switch port of the game in the last month! There is still a lot to do, so there is no release date yet, but expect more announcements about this!
First DLC Expansion in the works!
Last but not least, after the next update I will be working on the first dotAGE Expansion! I have many ideas to expand the game! You can expect this to increase the complexity of the game thru new mechanics. I will reveal more as we get closer to it. No idea when it will be ready, but I have been prototyping some cool ideas!
The Golden Prophecy expands!
It seems that during last announcement I was wrong, people had already found the "He's still here" achievement! This means that the Golden Prophecy can now grow, and lo and behold, here is what the future holds for us!
Until we get Pope to play the game, you have fun in his stead! -- Michele Full changelog for 1.2.3: V 1.2.3 UX
- Improved zoom system, either with a scroll wheel, or by holding the right Trigger and moving the right stick.
- Implemented Pip Picking with a controller, by default by holding the left Trigger
- You can now force the assignment of a Pip by *holding* the action, in addition to using CTRL + click. This makes the action available to controller users.
- The camera can now be moved and zoomed with a controller also while navigating the side UIs
- Pause screen hints are now no more random, when you click on them
- Improved OpenDyslexic font spacing
- Opening the Unlock menu will now jump directly to the first locked item
- Keys / Buttons are now localized and dynamic in hints and tutorials
- The requirement for clearing won't be enforced anymore if there are Clearings on the map
- Various minor improvements to controller use
- Minor UI changes to increase clarity
- Soy Milk Maker was misleading as it did not produce Milk from Soy. So instead of just changing the name, now it can!
- "Child of the Wilderness" event is now Unique
- Fixed killing the cat actually killing it twice (still having 7 more lives left!)
- Fixed bug with title screen sometimes remaining on screen at the start
- Elder won't strafe anymore when having visions
- Fixed bug with switching languages not resetting all text correctly
- Fixed key assignment naming for controllers
- Fixed Captain starting with 1 seasonal Heat
- Fixed bug with hunters sometimes not being able to hunt creatures even if they are available, just after a failed lure
- Fixed new credits not being scrollable with a controller
- Fixed circumstantial predictions not being announced by the elder
- Fixed some minor visual issues with dropdowns
- Fixed some minor incongruencies with zooming
- Fixed a weird tooltip remaining from the start in some extreme cases
- Fixed training a Lumberjack inside Clearing Forest using Yugong showing the wrong number of turns
- Fixed Pip tool visuals not hiding correctly
- Fixed research tree not disappearing correctly at 800x600 resolution
- Game log UI will now autoclose when stopping focusing it with a controller
- Fixed the placement of some text when using non default fonts
- Localization fixes
[ 2024-06-06 12:02:19 CET ] [ Original post ]
UX
- Bonus research points in the Research Tree are now added to the currently selected building blueprint
- Events that remove a profession will now mention what profession was lost (Finally!)
- Fixed getting back from a dropdown with a controller also getting out of the whole sub-settings menu
- Fixed settings titles not being re-clickable with a controller
- Fixed radial menu opening on Pips using the wrong button (now correctly uses the same as the building radial menu)
- Fixed placing pavements showing a "dismantle" icon
- Solved cases where the circular logic solver would not work between a Brothel and a Relaxing Stand
- Fixed bug with placing a Hunter's Lodge in-between both Rabbits and a Wild Fowls causing the Hunter to sometimes get stuck
- Localization fixes
[ 2024-05-27 13:13:51 CET ] [ Original post ]
Bugfixes
- Fixed being able to change the researched blueprint just before passing the turn, thus deceiving the game in placing Knowledge points above the maximum for a building (do not deceive the game!)
- Fixed controller not being able to correctly use dropdowns in the new highscore screen
- Fixed some boons being able to go into negative values, effectively not feeling like having a boon at all
- Fixed controller sometimes focusing on the wrong button when the title screen is loaded
- Fixed Homeless Pips not getting into upgraded dwellings until a change of status
- Added icon feedback on top of terrains when an event switches them to a new terrain, or adds some new terrain
- Restored Danger reduction bonus from difficulty in the Power recap UI at lower difficulties
- Various localization improvements
[ 2024-05-22 16:22:34 CET ] [ Original post ]
Some more fixes for very edge cases, thank you for the reports and enjoy the weekend! V 1.2.2 c Bugfixes
- Fixed "Bad Joke" soft-locking the game if you had exactly one Pip, as he would tell the joke to himself, start crying, and then refuse to do anything else.
- Fixed bug with some warnings not disappearing at pass turn, or a reset
- Fixed nullreference when trying to untrain a Pip that was working while nobody else was available
- Fixed Boon: Terraforming not correctly giving outputs for wood and ice
- Fixed a pesky bug where using multi-Pip buildings would replace existing Pips without removing them first, creating clumps of Pips working in the same spot
- Fixed new fields animating while disabled
- Fixed production order of Tea Field when Herbs are exactly at zero generating ghost herbs on load
- Fixed multi-Pip buildings force-removing from other buildings even without replacements
- Refreshing Rain: Increased Threat range from 1-7 to 3-7 to avoid it appearing too early and messing with the initial Heat buildings
- Reduced maximum number of hit pips for losing high-threat events very badly (to avoid hitting *all* Pips when that was not intended)
[ 2024-05-17 08:01:59 CET ] [ Original post ]
A couple of balance changes, Rice should be more approachable now! Balance
- Rice Field: Now works in Spring & Autumn instead of Spring & Summer
- Rain Mill: Input increased from 3 to 5
- Fixed bug with curing mourning at burials potentially soft locking the game on a load
- Fixed Yugong memory not appearing for some players
- Localization fixes
[ 2024-05-15 08:23:06 CET ] [ Original post ]
Some minor fixes for players that reported some rare issues! V 1.2.1 b Balance
- Randolph: Now starts with 1 Tool to avoid cases where Paper cannot be made due to Santa's Elves
- Fixed a curing bug that could be triggered in special circumstances if directly switching from work to cure
- Fixed a rare bug where a Bard was trying to cure Pips from ailments (he better stick to playing his instrument)
- Fixed Polish text appearing wrongly when using the non-default font during animations
[ 2024-05-14 16:39:59 CET ] [ Original post ]
Following initial feedback on 1.2.0 with the addition of Yugong (thank you!!!), this small patch has some minor balance changes, as well as some minor fixes and UX improvements I wanted to add to 1.2 but could not get inside in time! V 1.2.1 Balance
- Spring: build turns from 1 to 2 (having a Phantom Pip working inside sure is strong!)
- Large Spring: build turns from 2 to 3
- Huge Spring: build turns from 4 to 5, cost is now 9 Wood and 8 Stone
- Rice Field: Underground Water bonus from 1.5x to 2x
- Overpip pop exponent from 1.9 to 1.75, difficulty contribution from 0.75 to 1.25. This moves some of the new Overpip malus to higher difficulty, allowing some more freedom for newcomers.
- Force-Pip removal will remove Pips from other buildings of the same type only as a last resort
- The automatic Pip assigniment will now try to get a Handyman to switch with a Professional Pip if requesting training
- Fixed a rare bug with hunters not being able to get creatures at the start of the turn
- Fixed a bug with trying to apply self-curing when all Pips are stunned
- Fixed pressing Escape in the Research Tree opening the Pause menu
- Fixed highscore showing one more day than required
- Fixed highscore showing a doomsday call even when it was not called
- Fixed refresh nullreference on the new buildings UI
- Fixed Large Spring not having the correct cost
- Localization fixes for Chinese and Polish
[ 2024-05-13 13:06:18 CET ] [ Original post ]
Some fixes for pretty rare cases! Enjoy your weekend! V 1.2.0 E Bugfixes
- Fixed curing Mourning from Bourgeoise in some edge cases softlocking the game
- Fixed self-curing of multiple Pips at once when everypip is affected causing a single Pip to become a very good handyman (i.e. he could operate *all* buildings alone)
- Fixed snow terrain reverting visually to wrong bases after multiple plays
- Fixed Yugong achievement not triggering correctly
- Fixed Class Promotion event not working correctly
- Fixed Yugong tasks not giving outputs at times
[ 2024-05-12 07:17:20 CET ] [ Original post ]
A few fixes post update, thanks for the reports! V 1.2.0 C Bugfixes
- Fixed bug with self-curing Pips being able to soft lock the game if they try to cure while stunned
- Fixed panels sometimes animating by 1 pixel (ARGH!)
- Fixed bug with rocks and trees not becoming dark during the night
- Fixed bug with mortal event not triggering in specific cases
- Fixed Yugong clump bonus working on all buildings instead of Crops only
- Fixed some graphical glitches with new crops
- Fixed an issue with Controller detection
- Localization fixes
- Fixed bug with Randolph map generating double snow and creating various issues
- Fixed Hi-Res font not working correctly with Polish
- Fixed old games having some revised spawning events not working anymore
- Minor UI fixes
[ 2024-05-10 12:34:27 CET ] [ Original post ]
Hello Elders!
I got a surprise for you all! Do you remember the Roadmap Prophecy? It turned out to be reality! To celebrate the addition of the Chinese language to the game thanks to HQ, a new elder is coming to the world of dotAGE: the Foolish Old Man that Moves the Mountains - Yugong!
I remembered a new Elder!
This Elder comes with a new mechanic of his own: Intensive Farming. All Crops get a bonus of +1 for every 5 of the same Crop in a clump. This means +1 for 5, +2 for 10, and so on. Make sure you take advantage of this and plan your layouts accordingly!
Due to his stubbornness, Yugong can even move mountains (of course, he's not doing this alone, and instead Pips will lend him a helping hand). Yugong's Pips can perform all tasks in just one turn This is a direct reference to an old Chinese tale that is very well known in the country!
Yugong also adds a set of dwellings that are larger, but do not allow placement far from the town center, creating a close-knit village in the valley. He also adds a few new resources and crops inspired by China's culture Of course, this Elder has his own map too! The new map sports a long river that cuts the map into two, and is filled with scattered mountain tiles that need to be removed to make space. The large plains are yours to conquer! Be wary, however, as the events that hit this land tend to change it up a bit!
New Boons!
Alongside Yugong, while working on the Events Balance patch I also added a new Memory that adds 16 new boons to the game! The new Boons are designed to promote a bit wackier strategies, and can be very strong if used effectively, so make sure to take advantage of them! One boon doubles the power of your graves, another gives a bonus if you use fewer buildings, another even doubles down on randomness! What else could there be?
Balance Patch!
In the last months, I have collected all the feedback received since release and have been working on a big patch to improve the balance of the game. The focus has been on helping making players who are struggling get back into the game on one hand, and to make it more challenging for players that are snowballing, especially at higher difficulties! The 1.2 patch is now live on the main branch! Thank you to everybody who helped testing it! Here are some highlights:
- Event level now scales with the residual chance of winning an event (i.e. barely lost events will have a lower level!)
- Weathers have been completely redesigned to be more interesting and less annoying in general
- The Deadly event mechanic has been redesigned to be less "feel-bad", and more as a way to close lost games
- Almost all events have been rebalanced and reshuffled to add more variety and decrease feel-bad moments
- Cows are stronger
- Frozen Pips do not need to eat anymore
- Crops do not refill anymore at season changes (but the function has been moved to a new Boon!)
- Threat range to get 100% or 0% increased from 3 x Danger to 4 x Danger (this goes both ways, effectively helping struggling players)
- Seasonal buildings do not work anymore during apocalypse (unless you choose a new Apocalyptic boon!)
- Some cures now appear earlier, and Pips can cure themselves (not if frozen or burning)
- Overpipulation now triggers earlier (30+ Pips)
- Dirt can now be removed
- Post-Apocalypse games will now switch seasons like the base game, but without events interfering
New Localizations
At last, the new patch adds Polish and Chinese localization added by three awesome volunteers, so if you speak either, do give them a try and give us feedback here!
Next Steps
Now that this new patch is out, this ends successfully the current roadmap efforts! What else will the future bring? I'll be reorganizing my notes and prepare a plan for the next steps (of course, QoL and bugfixes will still come). I now have access to all development resources for Console versions and will probably dive into that for a while! Stay tuned for more information about what will come next as I will be posting a new roadmap.
Sale upcoming!
Heads up: the game will be on 20% sale starting monday during the Endless Replayability Fest, so if you are on the fence about the game, it would be a good idea to wait for that! Until then, have fun! - Michele P.S: The Golden Prophecy is still waiting to be completed and needs help from the community!
[ 2024-05-08 09:23:09 CET ] [ Original post ]
I ported some bugfixes from experimental to the main branch Bugfixes
- Fixed bug with trying to remove burning from a forest when no Pips are available soft-locking the game
- Fixed bug with food not being refreshed correctly during some multi-turn upgrades
[ 2024-05-03 15:07:47 CET ] [ Original post ]
Bugfixes
- Fixed reroll UI sometimes appearing behind the blocking UI
- Fixed bug with the Weird boon that blocks dead Pips from generating threat not working correctly in some instances
- Fixed bug with resetting the run allowing previous run buildings to appear if you did not select a new one and reloaded
- Fixed Apocalypse cutscenes sometimes resetting heat and cold values due to Domain changes being triggered
- Minor localization fixes
[ 2024-04-24 13:41:05 CET ] [ Original post ]
Hello Elders! I just uploaded the new patch 1.2 to the Experimental branch after a lot of work. The focus of this patch is on balance, with many changes to event selection. Here are some highlights:
- Effects of events scale more (i.e. higher level events have stronger effects)
- Event level now scales with the residual chance of winning an event (i.e. barely lost events will have a lower level!)
- Weathers have been redesigned to be more interesting
- The Deadly event mechanic has been redesigned to be less "feel-bad"
- Threat range to get 100% or 0% increased from 3 x Danger to 4 x Danger
- Crops do not refill anymore at season changes.
- Seasonal buildings do not work anymore during apocalypse
- Overpipulation now triggers earlier (30+ Pips), and more events appear at Pipulation 20+
- Almost all events have been rebalanced and reshuffled to add more variety
- Cows are stronger
- Some cures now appear earlier, and Pips can cure themselves (not if frozen or burning)
- Weak Pips now die when hit by sickness! (ouch)
There are *a lot* of changes, so if you want to know more, you can find the changelog here! However, that is not all, as the patch also adds a new Memory with 15 new Boons to choose from during your games! Some of these new boons are a bit wackier than usual, so let's see how you use them! If you want to help test the upcoming changes to the game, it's the moment to do so! At last, the new patch has Polish and Chinese localization in the proofreading state, so if you speak either, do give them a try and give us feedback here! As we playtest this patch, there may be more changes. If all goes well this patch will come to the main branch in the coming weeks, and if all goes very well I may also have an ace up my sleeve... Have fun! - Michele
[ 2024-04-19 08:00:26 CET ] [ Original post ]
Some more fixes ported to the main branch while I work on events! Bugfixes
- Fixed bug with trying to remove assignment from a building through the new side-UI action skipping the "used resources" check
- Fixed Pips not finding new homes if losing their home while they are stunned
- Fixed Pips not being unassigned form work if their building disappears due to a change of terrain
- Fixed Pips being able to resume working on fields if they lose their job but another Farmer is available
- Fixed Pips getting assigned to plants many turns after one is depleted (the auto-reassignment is supposed to work only for the next turn instead)
- Fixed camera getting stuck zoomed in when Elder is having a vision if disabling "zoom out on pass turn"
- Fixed ghost output resources sometimes appearing on new games after resetting
- Fixed resource pool mod returning wrong negative values at the start
- Minor localization fixes
[ 2024-04-04 10:18:32 CET ] [ Original post ]
Work on the balance patch is going forward, I'm doing a lot of tests and iterations and am pretty satisfied with some changes! In the meantime, here are some fixes I moved to the main branch. Have fun! - Michele Bugfixes
- Fixed paused tasks at the last turn generating their output anyway and generating some weird UI bugs
- Fixed effect in some choice events not listing the actual values gained or lost
- Moved Day time UI up 1 pixel to avoid it cropping when 'larger font' option is on
- Fixed recapped resource bonus mod UI being incorrectly cropped
- Fixed events removing the nature of a VIP not actually removing it
- Fixed missing food warnings appearing offset by 6 pixels to the right
- Fixed some overlapping UI elements in Agepedia
- Localization fixes
[ 2024-03-28 17:34:24 CET ] [ Original post ]
While I collect data for balance and iterate on events (thank you for that!), here are some more smaller fixes! Bugfixes
- Fixed bug with resources not being updated correctly through Enhancing traits when using some specific combinations
- Fixed local settings on Steam Deck not being reset correctly if the demo was played beforehand
- Fixed some messages not being correctly localized
- Fixed wrong size of some UI elements
- Fixed traits not refreshing correctly and thus overlapping in the Agepedia
- Cleaned up some unused logs to avoid some slowdowns with many buildings
[ 2024-03-19 10:18:49 CET ] [ Original post ]
Hello Elders! I am now working on some balance tweaks, and to do so I am collecting more feedback on one hand, and some more gameplay data on the other. This very small patch just adds some more data that is collected from events if you opted in (the game asks you to do so on your second play). This can be useful for me to gain more information on events and player playstyles, and update my balance formulas accordingly. In the meantime, have fun! - Michele V 1.1.10j System
- Added some more information to analytics regarding events and pip numbers to better guide the balance patch (completely optional, you can toggle it on in the settings)
[ 2024-03-14 14:51:16 CET ] [ Original post ]
Bugfixes
- Hotfixed bug with assigning Cures or Burials without first deactivating the building either not curing Pips, or soft locking on pass turn for burials
[ 2024-03-13 09:26:08 CET ] [ Original post ]
This version fixes a few pesky issues with last week's big patch! UX
- The game will now keep running in the background during the initial loading (so you can alt tab while it loads)
- Fixed a post-update bug with assigning Pips for growth, then leaving one available, then assigning a different action to the dwelling, then save and reloading, getting Pips stuck forever (phew!)
- Fixed a post-update bug with some ailments not clearing correctly
- Fixed Pip cycling jumping twice per click
- Fixed bug with reloading a game with no research selected re-selecting an already completed building
- Fixed some copper ores appearing in non visible pivots on outer mountains
- Fixed Strong Bones quirk not working correctly
- Fixed nullreference on output checking when using Techs on a School
- Fixed resource output not being computed correctly when combining multiple Enhancing traits
- Minor optimizations
[ 2024-03-12 08:40:33 CET ] [ Original post ]
Bugfixes
- Hotfixed soft lock while upgrading due to a missing building
[ 2024-03-06 14:41:31 CET ] [ Original post ]
UX
- Abandoned warning is now a bit larger
- Improved SUPER fast-pass turn when events try to zoom on multiple targets, now zooming only on the first, further reducing slowdowns
- Fixed hats and tools becoming darker during the night
- Fixed a rare stunlock bug when a professional Pip is replaced by a non-professional Pip that then gets stunned
- Fixed auto-replaced Pips not having their working building assigned correctly
- Revised action order to make Dismantle happen as the last action, solving some rare pesky soft locks
- Fixed game log UI not being visible at the start
[ 2024-03-06 12:46:59 CET ] [ Original post ]
V 1.1.10e Bugfixes
- Fixed plants being generated with zero hitpoints due to last patch (wops!)
[ 2024-03-04 21:15:14 CET ] [ Original post ]
Bugfixes
- Fixed bug with Strongwood boon repairing building damage on load (this may re-damage your seemingly freely repaired buildings!)
- Fixed buried Pips still producing Sickness and Fear due to some optimizations
- Fixed bug with aborting Pip Picking sometimes making Pips get stuck as unusable for cure
- Fixed ailments UI not refreshing correctly on a load from title
- Fixed being able to abort Pip picking generating some exceptions
- Fixed being able to get to negative memory points by clicking too many times on unlock items
[ 2024-03-04 15:02:53 CET ] [ Original post ]
V 1.1.10c Balance
- Temporarely restored being able to build buildings even if they produce zero (while working well for Thinker's Posts, it made it confusing for buildings such as the Milking Shed)
- Fixed game disallowing tasks if you first opened the radial menu on a Pip instead
- Fixed game getting stuck on PreSave if a creature was destroyed twice in the same turn (for example, thru hunting and Bird Removal event)
- Fixed burning terrain malus not disappearing on a run reset until you relaunched the game
- Fixed stuns not stopping upgrades from occouring
[ 2024-03-02 21:24:35 CET ] [ Original post ]
V 1.1.10b
Bugfixes
[ 2024-03-01 09:48:14 CET ] [ Original post ]
Hello Elders!
Winter is coming to an end, and as the (barely visible) snow melts I have completed work on a big quality of life patch, containing many of the requests I have received in these first months post release!
The changelog is quite big, so here are some highlights about this patch.
Upgrades to Buildings Actions
First of all, I made sure to address some annoying situations that would come up regarding special actions, making the game more streamlined. So, you can now directly rebuild buildings, train Pips inside Tasks, pause and/or rollback Upgrade and Task actions, and rollback Training actions. Also, Chefs will now work inside Large Kitchens even if hungry, and Pips will prioritize higher-yield plants when they complete harvests,
Pips will also be a lot smarter with automatic reassignment of professionals and when using forced assignment (CTRL key by default), with the feature now working with all special actions too (that was quite a lot of work, but it was worth it!)
Finally, Fisherpips will be able to swim up to two tiles, as too many people were reporting it as a bug! :)
Various UI updates
You know now very well that working on UI is my secret passion, so I did several addition to the game! I did several changes to the UI, adding a Pippins counter in the main UI, adding current actions and working buildings to Pip details, adding a radial menu to Pips,
The Shaman now handles on the UI all the bonuses and maluses, as well as showing a triggered bonus / malus when needed. This will make her a bit easier to handle!
There is a new panel that lists all buildings (altough I'll probably do some more edits to that), and you can now SHIFT + click on any building in the building menu to find it in the world. Also, a feedback is now shown if a building is going to become abandoned next turn due to a dismante.
A new "Global Actions" panel in the lower-right part of the screen adds a couple of actions that can be performed: unassign all Pips from their current work, and make a baby in a random free dwelling. I want to add more to that, so expect more buttons to come!
Pip Picking feature
For players that want to have complete control, I added a Pip Picking feature. By holding the Picking key (default: left ALT) you are asked to select a Pip when performing any action!
Use this to make sure you pick the correct Pip to cure, for example!
This new mode also comes with some updates to the cursor, which will now show whether you are in "Picking" mode (ALT), "Force" mode (CTRL), or Pip-selection mode (SHIFT).
More settings!
You will find that the settings menu has been completely revised to have more space, and I added many more settings based on player requests!
- New flow options for those that hate all of my animations: Instant Popups, instant Tooltips, cutscene skips,
- An ever improving SUPER fast pass turn option, with even faster turns and reduced waits (keep telling me whether some event is too slow, so I can add it to the list!)
- Option to turn off the Retro audio filter you hear on voices and SFXs, for a cleaner (but not so retro) audio
- New accessibility options: Hardware Cursor, Disable Edge Panning, Gamma and Saturation sliders,
- Option to see compound resource modifiers instead of gains and losses (i.e. +4 instead of +6 -2)
More... more!!!!! Ok, ok! Sheesh! Here is some more stuff!
- Enhanced Rich Presence, make sure everybody knows that you are fighting the Apocalypse as Randolph so they know they'd better not write to you!
- An opt-in system to track gameplay data, which I will use for balance purpose (I need to know how many times events actually land on you!)
- *Major* optimizations!
- Village size now counts Children Pips too
- You can now train Pips inside Tasks
- You can now pause Upgrade and Task actions
- You can now stop Upgrade and Task actions by selecting the action in the right click menu, but a warning will tell you that you will lose your resources
- Training can now be rolled back like similar actions, by losing the resources. It cannot be paused, however.
- Chefs can now work inside Large Kitchens even if hungry (as they will feed themselves right away)
- When a Pip finishes harvesting a Plant, they will now prioritize plants with the best yield at their next turn
- Water no longer blocks traits (i.e. Fisherpips can now get to fish two tiles into the water), effectively reducing bug reports by at least 40%
- You can now Rebuild ruined buildings
- Ruined buildings can be rebuilt even if outside of the village extents
- Quarry now requires any Stone-producing building closeby instead of the specific Stonecutter
- Thinker's Post and its upgrades cannot be placed anymore where output is zero
- Curing ailments cannot be performed on abandoned buildings anymore
- Challenge mode now rises up to 600% (mastery level 8)
- Added new hint that explains how to untrain Pips
- Special actions on Pips are now available on a radial menu on Pips themselves
- Revised Pip and Building pulsing behaviour: all items now work the same: a single click pulses all element, SHIFT + click cycles, and holding the button will instead desaturate everything to help you locate the item
- You can now see where a Pip is working in the Side UI and the Pip Recap menu
- You can now unassign any action from the Side UI
- Clicking on the name of a Creature or Building on the side UI will now focus on them
- Added Children counter to the main Pip numbers UI
- Redrawn Child icon
- Handymen are now shown in the Jobs panel even if zero are available
- Pip Recap menu is a bit more condensed
- Multi-Pip buildings will now warn about the number of Pips required
- Implemented delta preview for Shaman 'death on animal' and 'plant growth' triggers
- Triggered gem generation now shows an icon popup on the creature / building that triggers it
- Triggered elder traits are now shown alongside other traits in the Side UI
- Improved Pip Forced Reassignment to work intuitively in most cases
- Forced Pip assignment now works with buildings that require multiple Pips
- Forced Pip assignment now works with Special Actinso (you can now CTRL + click on a Special Action to force sending a Pip there)
- Added new icon for when a Pip is force removed from a Building
- Pip forced removal will now prioritize handymen Pips working in single-Pip buildings performing a basic action
- Reassignment now prioritizes closer Pips, if possible
- Tilled Soil is now part of the Terraforming items instead of being among Fields
- Added Building recap tab to see all Buildings inside the village separated by their Subtype, separated by buildings that are not ready yet, available buildings, and disabled/abandoned/unreachable buildings
- Buildings that increase village extents now highlight the tiles they add to the village
- You can now SHIFT + click on a building to find it in the building menu
- The Thinker's post now highlights with a *red* color instead of *green* the tiles that are blocking it
- Traits that require just one tile to satisfy their condition will now highligh all tiles that satisfy it, instead
- Added feedback when a building will become abandoned next turn
- Implemented Pip Picking: hold Picking (ALT key) to select a Pip when performing any action
- Pip Picking can also be used for curing: hold ALT to pick the Patient, and either keep it held to get the Worker too, or let the worker be automatically selected
- Added a new toggleable Global Actions panel where global actions and view toggles are kept
- Added a new "Make a Baby in a random dwelling" button to global actions
- Adde a new "unassign all" button to unassign all Pips from their current jobs
- Resources in Agepedia now tell which Tasks can generate them inside the "Produced by" section
- New icons for Tools, Farm animal, Wild animal
- Added Analytics Opt In
- Various minor graphical changes for consistency
- The cursor now has small icons that highlight whether we are forcing an action (CTRL), picking a pip (ALT), or using the Pip-selection mode (SHIFT)
- Added Domain on the pass turn UI if an event is coming next turn
- Added saving phase with specific UI that does not block the game animations
- Implemented Native XBOX controller support
- Added glyphs support for native controller
- Added a Native Xbox controller setting to enable it manually
- Added new mouse 3, 4, 5, 6 icons for keybindings
- Controller can now reach the View Toggles by pressing 'down' twice
- Controller can now access the event log by pressing 'down' twice
- Pressing 'Up' now makes you get out of the new advanced toggle UI area
- Improved controller use for new features
- Revised Settings menu to be easier to navigate
- Video and UI settings are now local to the current machine
- Added "Instant Popups" setting
- Added option to turn off the Retro audio filter
- Added Tooltip Delay value of zero for instant tooltips
- Added Hardware Cursor option
- Added Disable Edge Panning option
- Added Gamma and Saturation Slider options
- Added option to skip all cutscenes
- Added option to see compound resource modifiers instead of gains and losses (i.e. +4 instead of +6 -2)
- Added option to turn off the Retro audio filter
- SUPER Fast Pass Turn: Removed more waits during events
- SUPER Fast Pass Turn: Multi-target events now apply all effects at once on all game elements
- Added hidden function to upload data to the cloud from the main menu by pressing CTRL + SHIFT + C
- Implemented Enhanced Rich Presence
- Added some more analytics event to detect gameplay choices
- Revised versioning number (getting rid of too many zeroes)
- Major optimizations
- Upgrade action now shows the correct number of turns
- Fixed bug with random phase Y being randomized all the time during map generation
- Fixed Jobs panel sometimes not appearing on load
- Fixed VIPs being considered Handymen in the Jobs panel
- Fixed Memories gauge showing the "!" warning even if all is completed
- Removed some weird resolutions erroneously appearing in the settings
- Fixed food panel visually moving weirdingly behind the resource panel
- Fixed resource overflow warning tooltips not being shown with a controller
- Fixed plants sometimes not growing correctly after a reload
- Fixed disabling "Zoom out on pass turn" not working in some cases
- Fixed cursor sometimes not updating correctly on top of buildings
- Fixed Keyboard bindings showing some unused bindings
- Fixed bug with post-Apocalypse not reverting the Spring if playing Relax mode
- Fixed camera edge checks for Captain being too strict
- Fixed rare bug with seeking position being wrong for music
- Fixed bug with tasks not consuming resources if you reload at the first stage
- Fixed food UI disappearing on a load if a food is both zeroed and disabled
- Fixed wrong icon being shown for Curing actions on load
- Fixed highlighting of "busy" icon even if you had zero busy pips
- Fixed bug with score retrieval not showing whether the doomsday was called or not
- Fixed rebuilding a sheep pen sometimes requiring a wrong unused resource
- Fixed bug with Agepedia interaction triggering on release while dragging even if you were not hodling over the element from the start
- Fixed Agepedia for jobs sometimes triggering if you hovered over a job and kept moving your cursor
- Disabled unused "TurnX" achievement
- Fixed being able to get the game stuck when dismantling just after having selected a Cure action
- Fixed bug with saving the game automatically sometimes making Pips not move to their work at load
- Fixed resources sometimes appearing black in the resource pool UI
- Fixed bug with placing multiple Bivoauc at the start of the game through shift-click
- Fixed Thinker's Post becoming abandoned the moment you placed a planned building closeby
- Fixed super speedup option sometimes refunding building costs
- Fixed demoting a Pip not removing them from the current action
- Fixed Burning Sun event animation sometimes getting stuck above
- Fixed being able to open the research tree with hotkeys while not playing
- Fixed being able to access the building menu with a controller while not inside a game
- Localization updates
[ 2024-02-29 09:19:13 CET ] [ Original post ]
This patch fixes a few issues with controllers getting stuck when performing specific strings of actions. Remember to peek into experimental to see all the QoL changes that are coming! V 1.1.009d UX
- You can now press 'Start' instead of 'Pass Turn' to advance some menus (this is to avoid getting stuck)
- When trying to pass the turn while the "are you sure" UI is shown, the turn will be passed right away instead of re-triggering it twice
- Added missing icon for Tools
- Changed some minor building descriptions to avoid confusion
- Various tutorial minor improvements
- Fixed being able to get the building menu stuck if you access Agepedia while looking at a building and go back
- Fixed camera moving a bit when using a controller and returning from a side menu
- Fixed opening the research tree with a controller triggering the next tab
- Fixed getting stuck on the side UI using a controller if trying to access it while not hovering on the grid
- Fixed pause menu not being interactable during cutscenes while using a controller
- Fixed cursor getting stuck on the right side of the view if you re-selected the same Pip multiple times
- Fixed removing job from a Pip that was trying to cure somebody resulting in a soft lock
- Fixed growing crops not remembering they were growing on load
- Fixed "This is Addicting" achievement failing to drop
- Minor localization fixes
[ 2024-02-12 13:26:54 CET ] [ Original post ]
Among bugfixes, I did some small balance changes for a couple annoying event-related situations to anticipate the event balance patch. Remember that Experimental branch has more improvements and is updated regularly, if you want to try that! Have fun! - Michele Balance
- Season and Weather-triggered consequences cannot appaer anymore after an Omen
- Increased Frostnip event range from 2-4 to 3-5
- Frostnip event rarity from 1 to 2
- The Apocalyptic event Gangrene Epidemic is now replaced with Measles Epidemic, causing Sickness instead of Injury, so that it does not feel like nothing can be done until you unlock the Doc House
- Burials are now correctly affected by Enhancement traits (such as the Performer's stall)
- Fixed trying to upgrade a Mountain Spring and then reverting the upgrade hiding the sprite forever
- Fixed bug with events sometimes generating consequences of Heat into the Cold domain, and viceversa
- Fixed bug with events sometimes not correctly checking what other events would be coming up
- Fixed rare bug with event chance changing on pass turn when an event is generated exactly on the Doom area edge
- Fixed hovering on the chance bar before an event comes erroneously showing 50/50 chance
- Fixed Happiness and Love particles losing their color (what a sad bug!)
- Fixed Butcher's Table listing 1 turn in the Agepedia to gather feathers from chicken instead of 2
- Localization fixes
[ 2024-01-31 10:06:09 CET ] [ Original post ]
Bugfixes
- Fixed soft lock during first Prophecy page for some players
- Fixed "Flowery" achievement referring to the wrong building
- Fixed disabling "Zoom out on pass turn" not working in some cases
- Fixed Keyboard bindings showing some unused bindings
- Fixed bug with post-Apocalypse not reverting the Spring if playing Relax mode
[ 2024-01-24 15:23:59 CET ] [ Original post ]
Hello Elders! Following the many requests, I decided to leave Santa in the game for you to play whenever you want! It's August and you fancy some Christmas? Be my guest! Santa is now part of the game's unlocks and can be unlocked like any other Elder, but he will be already unlocked if you had him before. I am now hard at work at a new QoL patch that will add many of the requested features of the last months, you can find more information on this thread, so peek into the experimental branch if you want to try the new changes! Some of you may have noticed that one of the QoL features also slipped into the main branch (wops!), so if you now hover on Signposts or Dwellings you will be able to see the tiles that are added and those that are removed. This should make your planning a bit easier! https://steamcommunity.com/app/638510/discussions/0/4140563711254695210/ Have fun! - Michele V 1.1.009 Content
- Santa is now no more unlocked automatically and is instead part of manual unlocks (you will keep it if you already did unlock him!)
- Revised Curing priority: Professionals that can exclusively work inside the building are prioritized first, then Professional Bourgeoise, then other Professionals, and Pippins have the lowest priority
- First placement highlights now uses the default color
- Fixed a visual bug showing a ninth page in the prophecy
- Fixed a visual bug showing the wrong numbers for page six and above on repeated playthroughts
- Fixed Cat VIP being able to survive the World's End event
- Fixed bug with trying to assign doctors to cure sometimes randomly blocking them from being cured
- Fixed wrong coloring of the new signpost distance UX (which slipped in the main branch too early)
- Fixed job UI sometimes not appearing on load
[ 2024-01-18 11:10:21 CET ] [ Original post ]
Bugfixes
- Fixed wrong coloring of the new signpost distance UX (which slipped in the main branch too early)
[ 2024-01-16 09:10:28 CET ] [ Original post ]
(EDIT: A WIP UX feature got into the main branch, Signposts will show the area that is being removed while building, this is subject to change!) UX
- Trait bonuses are now shown while planning
- The White Carpet event now covers 70% of terrains instead of 50% (as I intended last time, wtf)
- Fixed first Santa event not covering everything with snow anymore
- Fixed Strongwood boon sometimes showing buildings as damaged when they are, in fact, not
- Fixed signpost placement using a controller allowing placing outside of the village borders
- Fixed Warehouses sometimes showing smoke particles
- Fixed Upgrading a building not making the building count anymore for adjacency
[ 2024-01-11 10:01:44 CET ] [ Original post ]
Hello Elders,
As the prophecy has foretold, Matus the elder is coming soon to all homes to make sure everybody works hard! I am very happy with how the elder turned out, maintaining his pixelart style even in plushie form!
As a bonus, you will finally be able to see what the elder is doing with his other hand...
This is a Limited edition plush, available for pre-order thanks to the good people at Makeship! It will become a reality if we reach at least 200 plushies ordered! Note that shipping is added at checkout,
Go grab yours on the campaign page here!
Have fun!
- Michele
[ 2024-01-10 12:25:39 CET ] [ Original post ]
Hello Elders!
I hope you had a great start of the year! After being hit by a chain of illness events one after the other since Christmas (seems like my life has been very dotAGE-style lately!), I am now back to work on the game! Hurrah for spending all holidays sick! At least that gave me enough time to heal my broken rib, and I still pushed several bugfixes. ;)
Enough talking of my old fragile body! Let us start this new year in the world of dotAGE! In my feverish dreams, I saw a new roadmap prophecy that details the next months...
Woah! Let's see what is coming:
QoL Update
This update will contain a set of often requested features and QoL changes. Here is what you can expect:
- Better tile highlighting when choosing where to place or remove signposts
- Improved Pip selection and assignment AI
- Shortcuts for common actions
- Easier way to find Pips and/or Buildings
- Agepedia upgrades
- More intuitive Fisherpips
- Various smaller QoL changes
- The White Carpet event now covers 50% of terrains instead of all terrains
- Dirt and Soil no longer remove Snow or Underground Water terrain additions
- Increased chance for some Quirk-related events to appear
- Fixed a rare bug that blocked Pips from completing actions if they lived too far from their work place, resulting in some hunted animals not being killed correctly
- Fixed a bug that made some VIPs not appear at all
- Fixed a bug with assigning Tags sometimes assigning the wrong one
- Fixed not being able to remove snow from below ruined buildings or depleted crops
- Fixed a few typos that found their way back into the localization files
- Fixed auto-news sometimes showing too early
- Fixed bug with Impulsive quirk not being assigned correctly
- Moved the season text a bit so that the "r" in Summer appears
[ 2024-01-08 14:18:52 CET ] [ Original post ]
(I added a temporary cheat for this version that will let you reset Temperature danger, hold LEFT SHIFT and press T to reset it to zero if you got this bug!) Bugfixes
- Fixed temperature switching from cold to heat and viceversa not resetting correctly anymore
[ 2024-01-03 19:39:04 CET ] [ Original post ]
Hello Elders!
Happy new year! I am happy to announce that dotAGE has passed verification by Valve and now has the Steam Deck Verified badge!
Controller support through Steam Input is complete and working correctly (even to the point of allowing you to rename Pips using the on-screen keyboard), and the latest optimizations helped a lot in bringing good performance to larger villages on the deck (and lower end hardware, by the way).
If you had not been enjoying the game on the deck yet, you have no more excuses if you own one! I heard the new OLED one is quite a cool toy...
Have fun!
- Michele
[ 2024-01-03 15:26:34 CET ] [ Original post ]
Bugfixes
- Fixed untraining Pips that are assigned to buildings sometimes not deactivating said buildings
- Fixed Reckoning events being able to apear mid-season change resulting in two Temperature Domains being visible at once
- Fixed being able to place tasks below non-Built building
- Fixed Trees using the wrong sprites on Santa's map on the first load
- Fixed Doctors refusing to cure each other if all of them are Contagious
- Fixed Autumn following Winter clearing all Heat and Cold on Santa's map
- Fixed Santa's research tree not allowing Cobblestones to be reached
- Fixed Santa sometimes showing two Temperature Domains due to a too early Omen
- Fixed Santa showing Boss gem production the turn before Christmas events
- Fixed being able to use non-Professional Pips for tasks below other buildings
- Fixed buildings slightly moving around when trying to place Tasks
- Fixed Pippins being selected when cycling Handymen in the Jobs panel
- Fixed a couple of typos
[ 2024-01-02 17:10:47 CET ] [ Original post ]
Bugfixes
- Fixed some advanced techs not working properly (i.e. vegetable to infusion, and fruit to beer)
- Fixed losing a village when a Wild Pip is in the forest not making the game end, with the Elder hoping secretely that the Wild Pip would rebuild everything
- Fixed Pips that had disappeared in water reappearing on load while they should just remaing underwater for a while
- Fixed Children being able to inhabit dwelling of the wrong class, allowing a commoner Pip to be adopted by Bourgeois parents (oh my!!!)
- Fixed bug with food toggle desynchronizing on load if cutscenes are enabled
- Fixed Christmas events not triggering if all your Pips are incapacitated
- Fixed some advanced techs not working properly (i.e. vegetable to infusion, and fruit to beer)
- Fixed some Children being counted inside multiple dwellings
- Fixed some resource animations not playing anymore
- Added missing localization for upgrade tooltips
- Fixed path check on older savegames
- Fixed a few typos
- Minor graphical fixes
[ 2023-12-30 12:04:18 CET ] [ Original post ]
(could not do a Xmas party knowing there were soft locks, no more gamedev for real now!) Bugfixes
- Fixed soft lock with the abandoned building hints if it appears as you abandon a game
- Fixed a potential soft lock with choice events when using a controller
[ 2023-12-24 15:54:06 CET ] [ Original post ]
Bugfixes
- Fixed some advanced techs remaining between runs until a reload is performed
- Fixed another rare bug with research rolls being wrong
[ 2023-12-22 17:17:05 CET ] [ Original post ]
V 1.1.007c V 1.1.007c Bugfixes
- Fixed pavementing sometimes acting up, either soft locking the game, or performing a fake pavement changed
- Fixed being able to place a task on another task
- Fixed resource overflow showing the wrong resources
[ 2023-12-22 10:43:03 CET ] [ Original post ]
[ 2023-12-22 07:57:55 CET ] [ Original post ]
V 1.1.007b Bugfixes
- Fixed some wood techs sometimes remaining between runs
- Fixed some techs not appearing at all in some cases (such as the Rabbit Shearer)
- Fixed a rare bug that allowed rabbits and chickens to be present at the same time in the research tree
- Fixed barley field prerequisites being listed wrongly
- Fixed resource overflow warning not appearing anymore
- Minor UI fixes
[ 2023-12-21 14:21:21 CET ] [ Original post ]
Hello Elders!
I hope you are having fun with the new Santa elder and that you are giving him all the gifts he requests! He can be a bit severe, but that's just because he's quite stressed with work!
As we prepare for the incoming Holidays and a well-earned rest after a hard year, I pushed a new update, which will be the last for this year. What does this add apart from bugfixes (and a liiiittle help with Santa)?
Optimization
In the last weeks I've been working on optimizing graphics performance for the game, taking the Steam Deck as reference. I had a big breakthrough last week and was able to increase the performance for larger villages through an optimized shader for all in-game elements, especially when zoomed out, so let me know if you find it going better for your setup!
And if you feel it is still a bit sluggish, send me your save files so I can check what may be causing the issue!
Reroll Function
As requested by many players, this update adds a Reroll Button to the pause menu. By using this function, you can restart the current run with the same elder without having to spend more time just to get back to the title screen. This will not give you any points for the current story, however, so be wary.
My suggestion would be not to overdo it, as the game shines when you have to make do with what you are given, and not when you keep re-rolling until you get the best starting conditions, but if you do prefer to play that way, be my guest!
Matus is coming!
I also have another announcement to make! I have been working with Makeship to create a Matus plush (as the Golden Prophecy predicted, do you remember?)! I have a prototype in my hands but I cannot show you it. What I can show you however is this teaser!
You can sign up here to be notified when the crowdsourcing for the Plush goes live, and if enough people order it, we'll all be having our own Matus plush yelling at all from our shelves.
https://www.makeship.com/products/matus
That is all! So, have a great holiday season and see you in 2024 where we'll have some more fun with dotAGE! I have a lot of ideas for what to add to the game, and I cannot wait to start working on them! In the meantime, have fun!
- Michele
V 1.1.007
UX
- Added map reroll function to the pause menu, which will let you re-start the current run with little downtime. Please do not abuse it, it's (usually) more fun if you roll with what you have!
- Added a HINT for terrains that have negative changes (i.e. snow) so that people stop thinking there is some bug with the Santa map
- Abandoning a village won't make all buildings explode now to avoid unnecessary slowdowns on huge villages (everybody still dies immediately, I think that can be enough)
- Santa now starts with Wood Stack already unlocked, to help newcomers with gathering enough wood for the harsh winter (told you it was hard!)
- Greatly optimized rendering performance
- Several optimizations to memory handling
- Fixed production sometimes switching on load and setting the wrong resources to be produced
- Fixed a few bugs that allowed players to earn extra memory points
- Fixed dead Pips in water appearing as wading
- Fixed deadly event achievement triggering at the wrong events
- Removed the Stuck achievement as it was unobtainable
- Fixed wrong elder sometimes appearing in preview when unlocking mechanics
- Fixed bug with resetting the game sometimes holding some resources
- Fixed bug with seeds getting into the negatives if planting plants while having Chicken around
- Fixed some resources UI remaining in the pool on a reset
- Fixed tutorial triggering for non-Matus elders
- Fixed a rare bug with loading sometimes setting buildings as active, but not really active
- Fixed another case of the ciruclar logic bug with adjacencies on load
- Fixed bug with game soft locking if you manage to save while instructions are being shown
- Fixed pixelperfectness of bald Pips
- Fixed some minor localization issues
[ 2023-12-21 08:54:38 CET ] [ Original post ]
V 1.1.006c Balance
- Increased Santa's starting wood resources from 14 to 20
- Fixed a rare soft lock when upgrading buildings
- Fixed some boons remaining between runs
- Fixed Illuminism disappearing unless you re-loaded teh game while already in the game
[ 2023-12-15 13:43:17 CET ] [ Original post ]
V 1.1.006b UX
- Updated controller Glyphs
- Updated localization to be more controller friendly
- Fixed not being able to access Pip Renaming using a controller
- Fixed tip saying that you can click on tips appearing during loading
- Fixed not being able to access the website link on Steam Deck
- Fixed a rare bug whith instruction panels getting stuck due to tutorial panels being open
[ 2023-12-14 17:40:20 CET ] [ Original post ]
Hello Elders!
I just uploaded a new version with a surprise for you all, as my thank you for your support for dotAGE!
This new version introduces a completely new elder, Santa, available only for this Holiday season!
Santa's story is one of exploitation of its poor elf Pips, to support an ever increasing need for Gifts throughout the world of dotAGE! Help him reach the quota of Gifts needed to be ready for Christmas
This story has a few quirks to it to spice things up:
- New resource: Gift!
- Four new buildings!
- A new map with evergreen trees and snow all around!
- A new job: Santa's Helper!
- A special doom event with a twist!
- A new flow specific to Santa, with a shorter run and custom seasons!
Beware, this story can be harder than the other elders with all that snow around! Will you be able to save Christmas?
Merry (early) Christmas everyone and see you in 2024, where new and exciting updates are coming!
Have fun!
- Michele
--------------------
V 1.1.006
New Elder: Santa!
- Santa has been added as a new Elder, available only until mid January
- Santa's mode introduces new buildings and resources, a shorter run, special season order, and a new kind of Doom
- New resource: Gift!
- Special text for Santa!
- Custom tree sprites!
- Special doom event: Christmas!
- Four new buildings added!
- Santa's Helper Job added!
- Underground Water is now kept when adding pavements
- Snow is now kept when adding pavements
- Remove Paving now lists "Adds: Dirt terrain" among its traits
- Controller: Resource pool UI is now scrollable
- Controller: fixed controller blocking during event arrival UI
- Fixed animals not listing their food correctly at the start of a game
- Fixed ruined buildings exploding again on load
- Fixed bug with training and upgrading costs being paid again if save/loading mid-action
- Fixed overlap of the pass-turn UI
- Fixed bug with Wildpip generating Nature even if out of the village
- Fixed Controller input sometimes appearing even if nothing was available
- Fixed Ice Cutting not listing "Removes: Snowy terrain" among its traits
- Fixed bug with camera highlighting of game elements breaking the zoom level
- Fixed bug with Wild Pip joining the village on a load
- Added missing description to Wild Pip Terrain
- Fixed various typos
[ 2023-12-14 13:44:53 CET ] [ Original post ]
A new version is now up on experimental with some bugfixes, and small changes. V 1.1.006 EXPERIMENTAL Gameplay
- Underground Water is now kept when adding pavements
- Snow is now kept when adding pavements
- Remove Paving now lists "Adds: Dirt terrain" among its traits
- Controller: Resource pool UI is now scrollable
- Controller: fixed controller blocking during event arrival UI
- Fixed animals not listing their food correctly at the start of a game
- Fixed ruined buildings exploding again on load
- Fixed bug with training and upgrading costs being paid again if save/loading mid-action
- Fixed overlap of the pass-turn UI
- Fixed bug with Wildpip generating Nature even if out of the village
- Fixed Controller input sometimes appearing even if nothing was available
- Fixed Ice Cutting not listing "Removes: Snowy terrain" among its traits
- Fixed bug with camera highlighting of game elements breaking the zoom level
- Fixed bug with Wild Pip joining the village on a load
- Added missing description to Wild Pip Terrain
- Fixed various typos
- Minor optimizations
[ 2023-12-12 18:28:52 CET ] [ Original post ]
V 1.1.005 d Bugfixes
- Fixed a bug with news in French blocking the start of the game
[ 2023-12-08 17:18:17 CET ] [ Original post ]
V 1.1.005 c Bugfixes
- Fixed a rare bug with cutscenes blocking interactions
[ 2023-12-07 12:50:56 CET ] [ Original post ]
V 1.1.005 b Bugfixes
- Fixed Stone Workshop sometimes not unlocking
- Fixed vision incoming text for Mini-Apocalypses
- Fixed research loading incorrect buildings sometimes
- Fixed being able to see further researches on a new game
- Fixed Mini-Apocalypses sometimes being too strong
[ 2023-12-07 11:22:11 CET ] [ Original post ]
Hello Elders!
The day has come! All the changes in experimental are now moved to the main branch. Thank you again for the testing and feedback!
This version brings huge changes, but keep in mind that most of these will affect only your *next* run. Create a new game to try the new buildings, and all balance changes!
So, to recap, what are the major changes in this version? it seems the prophecy was right!
Controller Support
This has been quite a lot of work in the last month, but I finally was able to add Controller Support for the whole game. This works using Steam Input, so it also natively works for the Steam Deck. I intend to still do some tweaks on it, but it should be robust enough to play at the moment! Once everything is fine, I also intend to get the game as Steam Verified!
Buildings Rebalance 1.1
A lot of the buildings have received a rebalance and or tweaks, following player feedback as well as analyzing existing games. The changes reflected in the patch aim to create a better experience, but they are many, so if you feel that something is *too* off come say "hey!"
Endgame Rebalance 1.1
The endgame is now a bit shorter (30 turns less in total), and slightly harder, post the first winter, as to provide a better endgame experience for most players. Also, there are a couple of new mechanics that change the endgame: the Mini-Apocalypses are omen-like events that happen during the Apocalypse to spice things up a bit, and the Doomsday Tower is a special building that can be built to call forth the Apocalypse if you are so inclined!
Difficulty Scaling Redesigned
Difficulty scaling has been completely redesigned to better match the needs of players that want to play at Challenge mode. Now the game becomes harder at higher threat levels, the higher the difficulty, thus better following the skill of you players!
New Highscore Tables
From this patch (and each new minor version), the score will be reset so to make the highscore tables more useful. Also, score is now separated per elder!
--------------------
V 1.1.0
New Feature: Controller Support
- Implemented Controller support using Steam Input.
- Added official Xbox Controller layout and an official Steam Deck layout.
- Supports seamless switching between mouse/keyboard and controller.
- Dozens of small UI changes to streamline controller experience
- Custom pixelart glyphs added (the official ones were too ugly)
- Added new Doomsday mechanic. This allows snowballing runs to end sooner.
- Doomsday Tower building is unlocked if you research the whole tree, or if you complete a game
- Building the Doomsday Tower will trigger the Apocalypse immediately
- Added mini Apocalypse events!
- They work like Omens that do not increase threat level, and they come at a reduced strength (-2) compared to the current threat
- They have effects similar to Omens, and take from their pools
- They always happen 3 days before the corresponding Apocalypse
- Added new building, Doomsday Tower, tied to the Doomsday mechanic
- Added new building, Large Buoy, as an upgrade to Buoy
- Added new building, Stone Toolmaker, as an upgrade to Stone Workbench
- Pips and Buildings now give 0 points for scoring
- Protected Events now give 200 points instead of 100
- Saved turns now give 300 points
- Added glyphs to Tutorial
- Highscore tables are now separated per Elder
- Revised highscore screen to support new scoring
- Cycle pulsing now won't zoom anymore on creatures and will pulse only one at a time
- Added "minimum font size" setting
- Added a few controller-specific settings
- Added several new hotkeys
- Added hint for Doomsday Tower
- Added new UI and text for Mini-Apocalypses
- Rebalanced Omen scenarios to better match the desired end game flow (i.e. one more Omen at the end game for off-Domains)
- Reduced multi-Omen safety net from 7 to 5
- Reduced pre-Omen safety net from 5 to 4
- Reduced post-Omen safety net from 10 to 6
- Reduced post-Boss Omen safety net from 5 to 4
- Reduced third domain time start from 13% to 12%
- Reduced third domain time completion from 80% to 60%
- Reduced pre-Boss Omen safety net from "Boss Turns" to "Boss Turns - 2"
- Reduced second Spring duration from 35 to 25 days
- Reduced second Summer duration from 45 to 35 days
- Reduced second Autumn duration from 35 to 25 days
- Increased second Winter duration from 30 to 35 days
- Reduced Apocalypse duration from 30 to 25 days
- Reduced total number of days from 310 to 280
- Increased Danger generation at Threat 7 from 45 to 50
- Enhancing traits won't work anymore if the building is inactive
- Highly Fertile and Soil now work for all Fruits and Field buildings
- School is now an upgrade of Scriptorium
- Onion and Pumpkin field now share a Research Slot
- Seeds Field and Medicinal Herb Field now have their own Research slot separate from Hemp Field
- Toolsmith now has Workshop as a prerequisite instead of Copper Mine
- Oil Extractor is not connected anymore to Heat production
- Fine Tailor now has all other Fabric-making buildings as a potential prerequisite
- Rabalanced Starting Map Generation. Starting map generation now tries to use multiple food sources
- Reduced starting food difficulty modifier for higher challenges from 0.2 to 0.05 (effectively increasing the amount of food at the start)
- Starting food generation algorithm revised to take into account the total yield
- Thinker's Post and upgrades trait changed from "No building around" to "Malus for each building around"
- Study and upgrades trait added: "Requires Town Center within 2"
- Scriptorium default output from 2 to 3
- Buoy reaching distance increased to 2
- Replaced Brothel's "+5 for each Dwelling " with "+4 for each Middle Dwelling"
- Reduced Brothel's Sickness malus from 45+4X to 4+4X
- Replaced Festival's "+4 for each Dwelling" with "+10 if an Active Social is within 1"
- Replaced Theater's "+5 for each Dwelling" with "+15 if an Active Leisure is within 1"
- Replaced Public Baths's "+5 for each Dwelling" with "+10 if an Active Leisure is within 1"
- Replaced Animal Theater's "+5 for each Animal Terrain" with "+10 if Animal Terrain within 1"
- Replaced Animal Theater's "+5 for each Dwelling" with "+2 for each Inhabited Pen within 2"
- Replaced School's "+3 for each Dwelling" with "+3 for each Knowledge-producer"
- Replaced Hospital's "+10 for each Dwelling within 1" with "+5 for each Dwelling within 2"
- Replaced Public Baths's "+5 for each Dwelling" with "+4 for each Active Leisure"
- Replaced Slaughterhouse's "+3 for each Dwelling" with "+3 for each Inhabited Pen within 1"
- Wrestling Arena now has the Intensify Hope 2 Trait
- Wrestling Ring now has the Intensify Hope 4 Trait
- Garden now requires 1 Flower per use
- Plankmaker's base output reduced from 2 to 1
- Insulated Cellar's Storage reduced from 50 to 20
- Insulated Cellar's Cold output reduced from 4 to 3
- Mender's Cottage now inherits the same traits of Mender's Hut
- Hemp Fields can now grow in Spring too
- Papyrus Cutter's input changed from 4 Hemps to 2 Hemps and 1 Water
- Papyrus Cutter output increased from 3 to 4
- Scrub Pyre's Hemp cost reduced from 4 to 3
- Hemp Wood Maker's job requirement is now Knifemaster instead of Herbalist
- Hemp Wood Maker max output increased from 8 to 10 Wood
- Hemp Wood Maker building cost increased by 4 Hemps
- Hemp Wood Maker trait bonus increased from 2 to 4
- Rabbit Shearer's job requirement is now Knifemaster instad of Shearer
- Fans now have a new traits that requires them to be surrounded by flat terrains
- Pool's total output reduced from 20 to 15
- All terraforming tasks that add new tiles now require Advanced Toolsmith
- Removing forests or mountains now also generates 10 Cataclysm
- Field Collector's base output increased from 1 to 2 (maximum output still 3)
- Kitchen's Meat recipe reduced from 2 to 1 base output
- Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered)
- Large Campfire cooked Fish output from 10 to 12 (Meat unaltered)
- Strawberry output from 3 Strawberries to 4 Strawberries and 1 Seed
- Plums depletion rate from 10 to 8
- Apples depletion rate from 20 to 12
- Onion Field's turns to grow increased from 5 to 8
- Onion Field's depletion value reduced from 10 to 8
- Onion Field's output reduced from 7 to 4
- Mastery level now goes from 250% to 500%
- Maximum mastery level reduced from 10 to 6
- Difficulty scaling for Danger now affects only Threat generation
- Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value
- Difficulty scaling is now exponential based on the threat level and the current difficulty
- Research scaling is now exponential based on research tier and the current difficulty
- Easy and Relax mode are unaffected
- Carpenters now have their own fancy hat
- Doctor's Hut roof color changed to make it different than Mender's
- Improved performance and memory optimization
- Fixed bug with Pips wading through the ground
- Fixed lists with more than 10 pages not showing correctly in Agepedia
- Fixed bug with unapplied settings not being reverted correctly
- Fixed some wrong UI positioning
- Fixed highscore screen not showing challenge level
[ 2023-12-06 11:23:32 CET ] [ Original post ]
Yes, Elders, I know... 3 patches in a day, what the? I wanted to get some final changes in following feedback on the new adjacencies before the patch goes into the main branch. ;) Have fun! - Michele V 1.0.1.005 EXPERIMENTAL Balance
- Enhancing traits won't work anymore if the building is inactive
- Replaced Festival's "+3 for each Active Social" with "+10 if an Active Social is within 1"
- Replaced Theater's "+5 for each Active Leisure" with "+15 if an Active Leisure is within 1"
- Replaced Public Baths's "+4 for each Active Leisure" with "+10 if an Active Leisure is within 1"
- Fixed bug with Pips wading through the ground
- Fixed bug with loading old data sometimes messing up the arrows in the research tree
- Research tree optimizations
[ 2023-12-05 18:03:30 CET ] [ Original post ]
V 1.0.1.004 EXPERIMENTAL d Gameplay
- Dooomsday Tower is now unlocked if you complete a Research Tree, or if you complete a Game, instead of being a memory
- Added hint for Doomsday Tower
- Added new UI and text for Mini-Apocalypses
- Fixed rare bug with research carrying between runs
- Fixed bug with buoys sometimes messing up with the grid
- Several controller and tutorial fixes
[ 2023-12-05 12:58:37 CET ] [ Original post ]
Hello Elders! A new experimental versions with some bugfixes and a lot more work on the controller support (phew, that requires *a lot* of work!) The game now is completely playable with a controller, so I am going to fix some smaller issues and do some small balance tweaks on the new mechanics and I can push everything that is in experimental to the main branch this week! Have fun! - Michele V 1.0.1.004 EXPERIMENTAL c UX
- Added "minimum font size" option
- Various minor UI improvements
- Fixed side UI flickering on shift
- Fixed highscore screen not showing challenge level
- Fixed bug with older versions retaining old traits on the first load
- Several controller fixes
- Further optimized building placement checks
[ 2023-12-05 07:54:54 CET ] [ Original post ]
Hello Elders! I just pushed a new update on experimental that, among fixes, also adds a new scoring system. The new system assigns zero points to Buildings and Pips, and instead focuses more on prevented events and saved turns. A word of caution: the highscore table will be reset when we get out of experimental Have fun! - Michele V 1.0.1.004 EXPERIMENTAL b Gameplay
- Revised score formula
- Revised highscore screen to support new scoring
- Highscore tables are now separated per Elder
- Cycle pulsing now won't zoom anymore on creatures and will pulse only one at a time
- Fixed side UI flickering on shift
- Fixed highscore screen not showing challenge level
- Fixed bug with older versions retaining old traits on the first load
- Several controller fixes
- Further optimized building placement checks
[ 2023-12-01 14:54:53 CET ] [ Original post ]
V 1.0.1.004 EXPERIMENTAL Balance: Buildings
- Thinker's Post and upgrades trait changed from "No building around" to "Malus for each building around"
- Study and upgrades trait added: "Requires Town Center within 2"
- Scriptorium default output from 2 to 3
- Strawberries depletion rate from 10 to 8 (was missing from last version)
- Fixed lists with more than 10 pages not showing correctly in Agepedia
- Fixed bug with unapplied settings not being reverted correctly
- Fixed some wrong UI positioning
- Improved controller support
- Further optimized load performance
- Optimized building placement
- Further optimized larger villages
[ 2023-11-30 12:41:44 CET ] [ Original post ]
Hello Elders! Hope everything is going great for you all! I pushed new bugfixes on the main branch. Work on balance patch 1.0.1 continues (thank you for your continuous feedback, the new flow seems to be well liked!), and as I iron out the details the balance patch will be moved to the main branch for everybody to enjoy. Keep sending me your thoughts about it! Thanks to your feedback, controllers are working fine now on the experimental branch and I plan to add the controller support to the main branch alongside the balance changes! Have fun! - Michele V 1.0.0.027b Bugfixes
- Fixed bug with Bard quarreling with other Pips before joining the village
- Fixed bug with Bard claiming up to 3 housing places
- Fixed bug with pulsing idle Pips not discerning their social class
- Fixed bug with VIP and ailment popups not appearing on load until you pass the turn
- Fixed bug with Growth action not being available if you have exactly one resource
- Fixed bug with farmers being able to be auto-assigned to fields where other Pips were working
- Fixed eventopedia filtering getting the wrong tab when searching inside resource tabs
- Fixed various typos
- Controller fixes and updates
- Added glyphs to Tutorial
- Optimized data loading on startup
- Fixed threat getting to value 8 going out of range on Apocalypse
- Fixed bug with research re-rolling on each load
- Controller fixes and updates
- Fixed higher difficulties protection to get 100% being affected by difficulty
- Optimized Building data assignment on load
[ 2023-11-29 14:21:56 CET ] [ Original post ]
V 1.0.1.003 EXPERIMENTAL d UX
- Controller fixes and updates
- Added glyphs to Tutorial
- Optimized data loading on startup
- Fixed threat getting to value 8 going out of range on Apocalypse
- Fixed bug with research re-rolling on each load
- Fixed bug with Bard quarreling with other Pips before joining the village
- Fixed bug with Bard claiming up to 3 housing places
- Fixed bug with pulsing idle Pips not discerning their social class
- Fixed bug with Captain showing a ghost building in the research tree
- Fixed bug with VIP and ailment popups not appearing on load until you pass the turn
- Fixed bug with Growth action not being available if you have exactly one resource
- Fixed bug with farmers being able to be auto-assigned to fields where other Pips were working
- Fixed eventopedia filtering getting the wrong
- Fixed various typos
- Metal bar resource tags are now called Ingots
- Renamed Strawberry Bushes to Strawberry Plants
- Renamed Town Center to City Hall
- Renamed Cattle Farm to Milking Shed
- Renamed Relax Bench to Seaside Bench
- Renamed Pears Tree to Pear Tree and Plums Tree to Plum Tree
[ 2023-11-29 13:52:05 CET ] [ Original post ]
Hello Elders!
I just completed work on a new big change, which will be first tested on the experimental branch.
Patch 1.0.1.003b on experimental is now up and brings several changes that mostly affects the second year of the game, and harder difficulties. Remember: these changes are all up for testing, so nothing is set in stone, I am looking for more player feedback.
Here are some highlights:
Mini-Apocalypse events
This mechanic adds four lower level simil-Omens to the Apocalypse. This will spice up the Apocalypse a bit, making it less of a simple set of checks, and more similar to
Second Year balancing
The second year of the game (past first winter) is now a bit faster, harsher, and filled with events. This should make the pacing of the game keep up with the players advancement, and also make runs a bit shorter (from 310 to 280 turns total). Please do send me feedback about how it feels!
Hemp Rebalanced
Hemp has been given a complete rebalance, making it more on par with wood-based buildings
Difficulty Revision
This affects only games in Hard or higher difficulty. Difficulty now scales more with each Threat Tier and each Research Tier, basically pushing the difficulty up at laster stages of the game to counteract the exponential growth of strategic players.
Remember, these are not in the main game yet, as the changes are delicate and I am looking for feedback, but if you want to experience them right away, be my guest!
Oh, yes, I also added a new hat for carpenters.
Have fun!
- Michele
V 1.0.1.003 b
Balance: Flow
- Added mini Apocalypse events: they work like Omens that do not increase threat level, and they come at a reduced strength compared to the current threat
- Reduced second Autumn from 35 to 25 turns
- Reduced second winter duration from 45 to 35 turns
- Reduced Apocalypse duration from 30 to 25 turns
- Reduced total number of turns from 300 to 280
- Reduced multi-Omen safety net from 6 to 5
- Reduced pre-Omen safety net from 5 to 4
- Reduced post-Omen safety net from 10 to 6
- Reduced post-Boss Omen safety net from 5 to 4
- Reduced pre-Boss Omen safety net from "Boss Turns" to "Boss Turns - 2"
- Reduced third domain time start from 13% to 12%
- Reduced third domain time completion from 80% to 60%
- Fixed bugs with research slots changing during runs
- Fixed bug with Jester listing Books in the Agepedia
- Fixed bug with Agepedia not showing the output effects of tasks
- Fixed Captain showing an unreachable slot after Buoy
- Fixed threat generation algorithm
- Controller fixes and updates
- Refactored research container assignment logic to support multiple building variations
- Optimized dynamic trait save/loading
- Carpenters now have their own fancy hat
- Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered)
- Large Campfire cooked Fish output from 10 to 12 (Meat unaltered)
- Reverted Plums to work on Spring and Summer
- Plums depletion rate from 10 to 8
- Strawberries depletion rate from 10 to 8
- Apples depletion rate from 20 to 12
- Onion output reduced from 7 to 4
- Papyrus Cutter water input reduced from 2 to 1
- Papyrus Cutter output increased from 3 to 4
- Scrub Pyre's Hemp cost reduced from 4 to 3
- Hemp Wood Maker max output increased from 8 to 10 Wood
- Hemp Wood Maker building cost increased by 4 Hemps
- Hemp Wood Maker trait bonus increased from 2 to 4
- Reduced Buoy's road distance from 3 to 2 (the new Large Buoy is unaltered)
- Increased Danger generation at Threat 7 from 45 to 50
- Mastery level now goes from 250% to 500%
- Maximum mastery level reduced from 10 to 6
- Difficulty scaling for Danger now affects only Threat generation
- Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value
- Difficulty scaling is now exponential based on the threat level and the current difficulty
- Research scaling is now exponential based on research tier and the current difficulty
- Easy and Relax mode are unaffected
[ 2023-11-24 13:19:31 CET ] [ Original post ]
I just completed a redesign of higher difficulties, which should now move some difficulty from early to mid-end game, affecting Experimental. Hemp also received a big rebalance. Let me know what you think! - Michele V 1.0.1.003 EXPERIMENTAL Balance: Buildings
- Great Barbecue cooked Meat output from 10 to 12 (Fish unaltered)
- Large Campfire cooked Fish output from 10 to 12 (Meat unaltered)
- Reverted Plums to work on Spring and Summer
- Plums depletion rate from 10 to 8
- Strawberries depletion rate from 10 to 8
- Apples depletion rate from 20 to 12
- Onion output reduced from 7 to 4
- Papyrus Cutter water input reduced from 2 to 1
- Papyrus Cutter output increased from 3 to 4
- Scrub Pyre's Hemp cost reduced from 4 to 3
- Hemp Wood Maker max output increased from 8 to 10 Wood
- Hemp Wood Maker building cost increased by 4 Hemps
- Hemp Wood Maker trait bonus increased from 2 to 4
- Reduced Buoy's road distance from 3 to 2 (the new Large Buoy is unaltered)
- Increased Danger generation at Threat 7 from 45 to 50
- Mastery level now goes from 250% to 500%
- Maximum mastery level reduced from 10 to 6
- Difficulty scaling for Danger now affects only Threat generation
- Difficulty scaling for Danger tied to Threat is now intrinsic into the Threat generation value
- Difficulty scaling is now exponential based on the threat level and the current difficulty
- Research scaling is now exponential based on research tier and the current difficulty
- Easy and Relax mode are unaffected
[ 2023-11-22 16:09:53 CET ] [ Original post ]
Hello Elders!
This first month has been truly exciting for me, I'd say even exhilarating, I spent two weeks filled with adrenaline (and a few more filled with post-stress illness!) and I could not have dreamt for it to be better. Thank you once again for the incredible launch! I am still sorting out all existing work contracts, but as you see from my updates I am also taking time to work more on the game with fixes, QoL changes, balance, and more content coming in the future! I'm happy to be able to work more on this dream project of mine (yes, I know, I need to take some time off but it's very hard to do).
Seeing the success of dotAGE, I am also trying my luck at the Steam nominations, and I need your help with that! dotAGE is a weird game, as it could fit into multiple categories... For some, it is already a "Sit back and Relax" type of game, for others it is a "Best game on Steam Deck" (even if not verified yet!), and for some of you may very well be the "GOTY" (it surely is for me!). However, I think we can definitely agree that given the nature of the game it could get nominated for the "Best game you suck at" award, and it sounded like the most fun of all of them! Since I can only choose one and Baldur's Gate will win GOTY, well, here I am asking you to nominate it for Best game you suck at!
Work on the balance patch and the controller support is going forward nicely. If you are curious, remember you can peek at the Experimental branch if you want to try them out, I do multiple weekly updates there, and I'll be putting everything on the main branch when I am happy with the results!
I prepared a new visualization to show you what I am working on at the moment:
So what am I working on?
Doomsday Mechanic & Balance Patch 1.01
Both of those will come at the same time, and it will take a while to complete the balance patch as there are many changes that are to be tested throughoutly, and also more that I am adding weekly to the experimental patch, to make the game better. Expect hemp to get several changes, as well as the second stage of the game and harder difficulties.
Controller Support
I uploaded a first version of controller support on the experimental branch that uses Steam Input, and I am actively working on it daily to make it better, and to fix the various bugs that arise from it. Once it is ready, I will push it to the main branch and then contact steam to get the cool Steam Deck Verified badge! Let me know what you think of the control scheme!
Bugfixing
The line you see on the right is constant bugfixing. Even if the major bugs have been solved, this will continue as long as there are bugs!
What next?
I do not have an ETA for all of these as I need to make sure they are working correctly and that I leave no bugs behind, but I'm working on them daily! After that, I want to focus on more QoL changes, also taking into account the many suggestions I received in the past month. Keep them coming!
Patch 1.0.0.027
In the meantime, I just pushed a patch with a couple of UX changes and some bugfixes on the main branch for you to enjoy!
V 1.0.0.027
UX
- Chance bar now lists how much Protection you have accumulated above 100%
- You may now open the research tree while placing your first Building
- Fixed bug with Research not being correctly unlocked if a Boon event arrived at the same day
- Fixed Cats not being buried correctly
- Fixed Rebellious ailment making Cats become adult Pips
- Fixed research modifier UI not getting reset on a new game
- Fixed bug with resetting won games giving double the memory points
[ 2023-11-21 18:02:20 CET ] [ Original post ]
More fixes for the experimental branch. These will be soon on the main branch. V 1.0.1.002c EXPERIMENTAL Balance: Buildings
- Highly Fertile and Soil now work for all Fruits and Field buildings
- EXPERIMENTAL ONLY: All mastery levels are now unlocked for testing new difficulty system (WIP)
- You may now open the research tree while placing your first Building
- Fixed bug with Research not being correctly unlocked if a Boon event arrived at the same day
- Fixed Cats not being buried correctly
- Fixed Rebellious ailment making Cats become adult Pips
- Fixed research modifier UI not getting reset on a new game
- Fixed bug with resetting won games giving double the memory points
[ 2023-11-20 18:28:47 CET ] [ Original post ]
Fixes for the experimental branch. Please note that you will find the current balance data number at the feet of the elder in your Current Game screen. Have fun! - Michele V 1.0.1.002b EXPERIMENTAL Bugfixes
- Fixed bug with traits not being refreshed correctly on different balance versions
- Fixed bug with Quarry disappearing on load
- Fixed bug with some techs not being correctly loaded
- Various controller fixes
- Load optimizations
[ 2023-11-20 06:50:51 CET ] [ Original post ]
I just now realized that I can also put patch notes for the experimental version here, wops! I will then write here what changes are in experimental from version 1.0.1.001 EXP to 1.0.1.002 EXP (i.e. what I worked on the last two weeks) Please remember that what you can see and play in experimental may *not* appear in the main branch, as some of the balance changes are being tested and may not pass playtest, and will be reverted. Have fun! - Michele V 1.0.1.002 EXPERIMENTAL Balance: Buildings
- Added new building, Large Buoy, as an upgrade to Buoy
- Buoy base distance increased to 3
- School is now an upgrade of Scriptorium
- Replaced Brothel's "+5 for each Dwelling " with "+4 for each Middle Dwelling"
- Reduced Brothel's Sickness malus from 45+4X to 4+4X
- Replaced Festival's "+4 for each Dwelling " with "+3 for each Active Social"
- Replaced Theater's "+5 for each Dwelling" with "+5 for each Active Leisure"
- Replaced Animal Theater's "+5 for each Animal Terrain" with "+10 if Animal Terrain within 1"
- Replaced Animal Theater's "+5 for each Dwelling" with "+2 for each Inhabited Pen within 2"
- Replaced School's "+3 for each Dwelling" with "+3 for each Knowledge-producer"
- Replaced Brothel's "+5 for each Dwelling " with "+5 for each Middle Dwelling"
- Replaced Hearth's "+5 for each Dwelling " with "+5 for each Middle Dwelling"
- Replaced Hospital's "+10 for each Dwelling within 1" with "+5 for each Dwelling within 2"
- Replaced Public Baths's "+5 for each Dwelling" with "+4 for each Active Leisure"
- Replaced Slaughterhouse's "+3 for each Dwelling" with "+3 for each Inhabited Pen within 1"
- Shrine and Temple rebalanced to use Intensify Traits, base output increased to make up for it
- Wrestling Arena now has the Intensify Hope 2 Trait
- Wrestling Ring now has the Intensify Hope 4 Trait
- Garden now requires 1 Flower per use
- Plums Tree now produces during Summer & Autumn instead of Spring & Summer
- Starting map generation now tries to use multiple food sources
- Plankmaker's base output reduced from 2 to 1
- Reduced difficulty modifier for higher challenges from 0.2 to 0.05 (effectively increasing the amount of food at the start)
- Starting food generation algorithm revised to take into account the total yield
- Chance bar now lists how much Protection you have accumulated above 100%
- Fixed weathers not generating events correctly anymore
- Fixed some buildings not appearing anymore in the tree
- Fixed new buildings not being unlocked correctly
- Improved performance and memory optimization
- Added new Doomsday mechanic. This allows snowballing runs to end sooner
- Added new building, Stone Toolmaker, as an upgrade to Stone Workbench
- Added Controller support (WIP)
- Onion and Pumpkin field now share a Research Slot
- Seeds Field and Medicinal Herb Field now have their own Research slot separate from Hemp Field
- Toolsmith now has Workshop as a prerequisite instead of Copper Mine
- Oil Extractor is not connected anymore to Heat production
- Fine Tailor now has all other Fabric-making buildings as a potential prerequisite
- Reduced double Omen turn safety net from 7 to 5
- Rebalanced scenarios to better match the desiderd end game flow (i.e. one more Omen at the end game for off-Domains)
- Reduced second Spring duration from 30 to 20
- Reduced second Summer duration from 40 to 30
- Increased second Winter duration from 30 to 40
- Increased Strawberry output from 3 Strawberries to 4 Strawberries and 1 Seed
- Insulated Cellar's Storage reduced from 50 to 20
- Insulated Cellar's Cold output reduced from 4 to 3
- Kitchen's meat recipe reduced from 2 to 1 base output
- Buoys can now reach into water. Reduced Buoy's road distance from 3 to 2
- Mender's Cottage now inherits the same traits of Mender's Hut
- Hemp Fields can now grow in Spring too
- Hemp Woodmaker's job requirement is now Knifemaster instead of Herbalist
- Papyrus Cutter's input changed from 4 Hemps to 2 Hemps and 2 Water
- Rabbit Shearer's job requirement is now Knifemaster instad of Shearer
- Fans now have a new traits that requires them to be surrounded by flat terrains
- Pond's total output reduced from 20 to 15
- All terraforming tasks that add new tiles now require Advanced Toolsmith
- Onion Field's turns to grow increased from 5 to 8
- Onion Field's depletion value reduced from 10 to 8
- Removing forests or mountains now also generates 10 Cataclysm
- Field Collector's base output increased from 1 to 2 (maximum output still 3)
- Setup Analytics for game data analysis
- Doctor's Hut roof color changed to make it different than Mender's
[ 2023-11-18 10:00:20 CET ] [ Original post ]
V 1.0.0.026c Bugfixes
- Fixed a UI bug with mastery level selection
- Fixed bug with Wandering Bard breaking the game sometimes
- Fixed bug with opening the research tree before it is available breaking the start of the game
- Fixed bug with buildings on experimental counting in the main branch
- Various optimizations
[ 2023-11-17 11:57:20 CET ] [ Original post ]
Hello Elders!
Patch 1.0.0.026 is now up! This patch brings mostly bugfixes, as I am working on the side on an important feature you can see a prototype of here...
Yes! You guessed right! Controller support is underway! I am testing it now, so it is a bit buggy still, but I'm already happy with how it feels!
Also, in the meantime, I am working on the balance patch, which will bring many changes to existing buildings following feedback from players. Remember to check out experimental branch if you want to give your opinion on the upcoming balance changes!
Have fun!
- Michele
V 1.0.0.026
Balance: Events
- Increase chance for the Cute Kitty event to appear
- Fixed rarity of events not being correctly shown
- Fixed bug with refusing to accept a Pip granting twice the listed resources
- Fixed children not being buried correctly
- Fixed tools sticking out of graves on load
- Fixed some stranger Vips sticking around even if you kick them out
- Fixed Apocalypse sometimes hanging during Randolph
- Fixed luring not switching to the next fruit or vegetable if at least 1 fruit/vegetable was available
- Fixed win cutscene triggering even if the village is lost at the last event
- Various minor optimizations
[ 2023-11-14 08:33:29 CET ] [ Original post ]
Hello Elders! I just uploaded a new patch with a good amount of fixes, but also a couple of balance and UX changes! Visible range now extends into impassable tiles This will make it easier to see whether you can build on a mountain, forest, or water tile. It looks a bit odd on water tiles, but is now more coherent and avoids some edge cases. Added a colored border around resources to show whether the net is positive or negative at a glance Many players have expressed the need for a way to see at a glance if the production is positive or not, and this should help them not have to do a little math for that. I am looking for ideas to make it work also for colorblind people, but let's see what you think! Field Adjacency now works also when Fields are depleted This is an important change that will make your depleted crops count for bonuses (such as for Windmills). So do not worry about depleting that last point! This should make the usage of fields a bit nicer. I am now working on the experimental branch with heroic players that are testing larger balance changes, and more are coming! In the meantime, Have fun - Michele V 1.0.0.025 UX
- Visible range now extends into impassable tiles
- Added a colored border around resources to show whether the net is positive or negative at a glance
- Rebalanced starting food generation algorithm to avoid edge cases where you would have too low or too much food
- Field Adjacency now works also when Fields are depleted
- Gardens are now unlocked before Library
- Consequential events cannot be generated anymore if a Season or Doom event aer coming up. This also avoids the Heat and Cold domains appearing together, as they are the same person and that creates a paradox.
- Fixed higher dwellings being able to fit more Pips than they declared, probably stashing the extra Pips into forgotten rooms.
- Fixed animals being able to spawn on non-fertile terrains and thus getting buried under pavements.
- Fixed Captain's research tree not being completely reachable
- Fixed wild sheep idle sprite having a blue outline
- Fixed bug with damaged FX not disappearing if demolishing a building
- Fixed bug with total play time not being counted correctly for achievements
- Fixed being able to use side actions to cheat resources below a zero amount
- Fixed Overpipulation gems sometimes not being generated
- Fixed Pippins not being buried correctly
[ 2023-11-08 13:40:07 CET ] [ Original post ]
Hello Elders!
I hope you had a great weekend!
A couple of days ago, I was notified that a player has managed to beat the "No Food" challenge! Wow!
This means that we can see what else the Golden Prophecy has in store for us! Let's just hope that there is no Apocalypse at the end! ;)
The hardest part will be to get Lucas Pope to play, but if it is written in the prophecy, it means it can be done! :D
In the meantime, I pushed a new patch last Friday with more bugfixes and minor QoL, you can find the changelog below. The ugliest bugs are now fixed, and I am at work on fixing all the rest, and started working on an overall balance patch, so hold on a bit more with those hemps, as they will get some care next!
Have fun
- Michele
V 1.0.0.024
Balance
- Shaman's death on animal malus won't trigger anymore if animals just disappear
- Revised Ice Cutter icon
- Ice Cutter is now among tasks
- Fields now appear as the first subtype of the Food building type
- Fixed resetting tutorial on an empty game giving you the same score of the last game
- Fixed initial message appearing when localization data is not available yet
- Fixed animal pens sometimes saying that they are full when they are not
- Fixed luring spawning multiple animals on multiple toggles
- Fixed luring adding food requirements for the creature that was lured, and de-lured
- Fixed elder not showing its type corectly in the Dynamic UI
- Fixed some tasks not being usable underneath buildings
- Fixed snow removal not giving resources if used underneath buildings
- Added Cloud Diagnostics to better handle bug reports
[ 2023-11-06 14:20:31 CET ] [ Original post ]
Hello Elders!
I just pushed a new patch that, among various bugfixes and several QoL changes (go eat those pigs!), also adds the new Overpipulation mechanic to the game. As explained beforehand, this mechanic will make large amount of Pips less optimal to have, as it will start generating more Danger the more Pips you have!
Do not worry, as large villages are still possible, but this balances out having too many Pips being an easy choice, pushing you to try to find other solutions. Remember that advanced buildings and Bourgeoise are more Pip-efficient!
Have fun
- Michele
V 1.0.0.023
Features
- Added new Overpipulation mechanic. This will trigger on your next game when you reach 50+ Pips, with a new memory and hint. The mechanics adds diminishing returns to increasing Pips over a certain threshold in the form of increased Danger generation for the four Domains (Cold excluded).
- Added News section in the title screen
- You can now lure creatures even if a child creature is growing inside the dwelling
- SUPER Pass Turn now will not wait for research instances to pop
- Difficulty warning is now a bit more clear to stop high skilled players from thinking normal difficulty is for them
- Added Discord link. Social buttons now appear in the pause screen too.
- Butchers, Fishers, and Hunters will now prioritize non-empty tiles
- When luring a creature, the closest one will now be preferred
- Fixed events sometimes showing the previous event's tooltip on their effect, resulting in frankly hilarious combinations
- Fixed an error log spam on the first turn post load
- Fixed bug with Captain showing a Signpost in the research tree
- Fixed changelog's last line not being visible
- Fixed animals returning to their pens when hovering on them
- Fixed events sometimes breaking resulting in them remaining in the prophecy
- Added various code optimizations
- Minor localization fixes
[ 2023-10-31 10:26:40 CET ] [ Original post ]
Hello Elders!
The latest bugfixes are now on the main branch after having been tested on the experimental branch, please let me know if you find any new issue! You will also find a changelog in the main menu now, so you can check from inside the game what the news are.
I also added a new column to the food interface, allowing you to independently select whether animals or Pips should not consume a specific food.
Have fun
- Michele
V 1.0.0.022
UX
- Added Changelog to the main menu
- You can now independently disable food for Pips or Animals
- You can now skip the end credits by pressing Escape. A sad voice will be heard when you do so, to make you feel bad about it.
- Abandoned effect now has more flies to make it more visible
- The research bar is now available from the first turn after you discover its memory (yes, this is just a first step towards allowing you to see it before placing the Bivouac)
- Outer tiles cannot be selected anymore by events (this caused all kinds of wrong behaviour)
- Thawing will now remove Snow instead of transforming the tile into Grass
- Fixed winning with Randolph not unlocking the achievement correctly
- Fixed profile picture appearing upside down in highscores
- Fixed trainees becoming Bourgeoise resulting in them keeping the old commoner job, while still becoming Bourgeoise. Other Bourgeois Pips would also look down on them due to their humble roots.
- Fixed some combination of actions resulting in abandoned buildings that, paired with Pips performing cures, would soft lock the game. This is fixed by moving all similar checks to the end of the turn.
- Fixed tasks handling bonus resources erroneously, resulting in double costs, or double gains
- Fixed Buoy not loading correctly for Captain anymore
- Fixed memory unlock percentage being off due to hidden memories
- Fixed bug in Relax mode that made the day be wrong on load, until you passed the turn
- Fixed cat not meowing when selected
- Fixed boons adding a wrong message in the log
- Fixed last game weird boons and techs remaining on a new game, until you reload
- Fixed a rare null reference on load
- Fixed bug with having zero food selected disabling the food selection UI on load
- Fixed tutorial getting stuck if you tried building without first opening the Agepedia
- Various end-game optimizations
- Localization update
[ 2023-10-27 12:24:48 CET ] [ Original post ]
Hello Elders!
I am not sure what happened last night, but some Pips started behaving weirdly! Did any of you feed them something you shouldn't have? Oh well! While we wait for them to drop the funny hats, make sure to show your creepiest scenes to the community!
In the meantime, I have fixed a set of pesky bugs (and I am still fixing them, keep them coming!), I want to thank everybody who has reported one, as you have been very helpful in finding the root cause!
I am now testing a lot of fixes in the new Experimental branch, and if everything is fine I will upload it on the main branch tomorrow. Check the changelog below to see what is fixed there!
Also, if you want to try the experimental branch, there is a new memory and building waiting for you... it will come to the main game once we have tested it a bit, but if you try it, do tell me what you think of it!
Have fun
- Michele
V 1.0.1.0 EXPERIMENTAL
Features
- Added new Overpipulation mechanic. This will trigger on your next game when you reach 50+ Pips, with a new memory and hint. The mechanics adds diminishing returns to increasing Pips over a certain threshold in the form of increased Danger generation for the four Domains (Cold excluded).
- Added new Doomsday mechanic. This allows snowballing runs to end sooner.
- Added Changelog to the main menu
- You can now skip the end credits by pressing Escape. A sad voice will be heard when you do so, to make you feel bad about it.
- Various end-game optimizations
- Outer tiles cannot be selected anymore by events (this caused all kinds of wrong behaviour)
- Thawing will now remove Snow instead of transforming the tile into Grass
- Fixed winning with Randolph not unlocking the achievement correctly
- Fixed profile picture appearing upside down in highscores
- Fixed trainees becoming Bourgeoise resulting in them keeping the old commoner job, while still becoming Bourgeoise. Other Bourgeois Pips would also look down on them due to their humble roots.
- Fixed some combination of actions resulting in abandoned buildings that, paired with Pips performing cures, would soft lock the game. This is fixed by moving all similar checks to the end of the turn.
- Fixed tasks handling bonus resources erroneously, resulting in double costs, or double gains
- Fixed Buoy not loading correctly for Captain anymore
- Fixed memory unlock percentage being off due to hidden memories
- Fixed bug in Relax mode that made the day be wrong on load, until you passed the turn
- Fixed cat not meowing when selected
- Fixed boons adding a wrong message in the log
- Fixed last game weird boons and techs remaining on a new game, until you reload
- Fixed a rare nullreference on load
[ 2023-10-26 13:20:21 CET ] [ Original post ]
EDIT: Heads up, this had a small weird bug with Pip placements that we missed in the experimental branch, I fixed it, but I rolled the version back for now!
Hello Elder!
Just a small update to signal that 0.0021 is now on the main branch, so enjoy your better starts, and the cool new colors for Highly Fertile terrains! (Just as a heads up, it will say "experimental" in the title screen, but that is untrue, ignore that for now)
Hope this solves the peskier bugs, but do let me know if it does not!
Also, do not worry if you see a new locked tech below Theater... I am working on finding out what that is!
Have fun
- Michele
V 1.0.0.0021
Balance
- Starting food generation now takes into account the starting reachable area, making sure you get a minimum amount of food inside it (not for the Captain)
- Reduced maximum Mastery Level from 20 to 10 (I'm trying to find a humanly reachable value)
- Added Seasonal tile colors for Highly Fertile terrains
- Super Fast Mode will now also skip Elder visions (this will make it harder to see them appearing, of course)
- Fixed Mastery Level hint when you complete your first Hard or Harder game not appearing anymore
- Fixed actions not being cleared correctly when a building becomes abandoned
- Fixed rare bug where some patterns could cause a Healer to get stuck on load due to its building being abandoned
- Fixed map generation sometimes not generating enough reachable Mountain tiles
- Fixed multiple workers being able to be assigned at some buildings that allowed only one to be assigned.
- Fixed a rare bug with season change blocking the game in some maps
- Fixed challenge mode UI acting weirdly if you change elder (note that if you saw 1/0 it means you did not unlock it for that Elder yet, it was an error)
- Fixed a few localization errors
- Minor performance optimizations
- Added unique game versioning to handle further addition of mechanics
[ 2023-10-21 12:20:21 CET ] [ Original post ]
Hello Elder! Hope you are having fun with the game! This has been a very busy week for me, with all that is happening inside and outside the game. While I sort everything out, I am happy to be able to dedicate some time to the game!
What is the plan?
For now, the plan is to make some small changes to make the experience better, and then I'll start working on Controller Support and to get the game Steam Deck Verified. I am reading all the suggestions and I saw some pretty cool ones, but keep in mind that time is a scarce resource (just as Pip turns), so I need to prioritize. Here is what I am focusing on at the moment (apart from bugfixes and small changes)!
The Doomsday
As you may have seen from an earlier update this week, I am working on a new mechanic that is designed to make the game shorter, *if* you are playing good. t will first appear in the experimental branch and we will test it there a bit!
Overcrowding
I see that many of you are making... way too many Pips! That was not intended, as I underestimated your willingness to handle the complexity of having 100+ or even 200+ Pips at once. I am working on a mechanic that will make it less optimal to make so many Pips, and that one will too appear in the experimental branch.
Soft locks?
If you encountered some bug that does not let you pass the turn, know that the experimental branch now has more fixes tied to them (they are increasingly rare, so it should not happen for the most part!). If you still encounter one, do send it to me!
Balance?
I know that some buildings and resources need a lift, I am collecting feedback and will act on it, but this will take some time since the balance can be really delicate!
Content creators!
I have a small warning to make if you are a content creator: it has been brought to my attention that some content creator are receiving copyright claims tied to the music of dotAGE. If this happens to you with new content, or old content, please dispute the claim as being fair use and it will be lifted basically immediately. If you have any issue, do send the link to your content to me and I'll shove it into their support mail to get it fixed! I am working with them to get this changed altogether. Here is the changelog for the current Experimental branch V 1.0.0.0021 EXPERIMENTAL Balance
- Starting food generation now takes into account the starting reachable area, making sure you get a minimum amount of food inside it (not for the Captain)
- Reduced maximum Mastery Level from 20 to 10 (I'm trying to find a humanly reachable value)
- Added Seasonal tile colors for Highly Fertile terrains
- Super Fast Mode will now also skip Elder visions (this will make it harder to see them appearing, of course)
- Fixed Mastery Level hint when you complete your first Hard or Harder game not appearing anymore
- Fixed actions not being cleared correctly when a building becomes abandoned
- Fixed rare bug where some patterns could cause a Healer to get stuck on load due to its building being abandoned
- Fixed map generation sometimes not generating enough reachable Mountain tiles
- Fixed multiple workers being able to be assigned at some buildings that allowed only one to be assigned.
- Fixed a rare bug with season change blocking the game in some maps
- Fixed challenge mode UI acting weirdly if you change elder (note that if you saw 1/0 it means you did not unlock it for that Elder yet, it was an error)
- Fixed a few localization errors
- Minor performance optimizations
- Added unique game versioning to handle further addition of mechanics
[ 2023-10-20 15:07:01 CET ] [ Original post ]
Hello Elders!
I wanted to thank you all we just reached the Overwhelmingly Positive rating on Steam, which is *unreal*!
Thank you so much for your trust and enthusiasm, when I made this game I did not expect it to sell, and never in my wildest dreams I would have thought it could reach such heights!
Nine years of work, iterating, polishing, scrapping, redoing, obsessing on the design and art, and doing a lot of detective work to catch bugs...
I wanted to make a good game, and I am laterally overwhelmed at the reception. You made this great achievement possible and I want to thank you all from the bottom of my heart!
Let's go!
[ 2023-10-19 06:58:16 CET ] [ Original post ]
Hello Elders!
While we discuss suggestions in the forum and the Discord, I am prioritizing and working on the bugs that appear. Keep them coming! The experimental branch is turning out to be pretty useful for this, so I'll keep working on it and, when I deem it stable enough, the build is moved to the main branch. Which is happening now, by the way.
This should avoid big bugs introduced with updates (as a solo dev, it's pretty hard to keep everything in check), as long as some people remain on the experimental branch. Be a brave player and stay there to have faster iterations and help me avoid issues!
This update has several nice fixes for some edge cases that could soft lock the game. Let me know if you still experience one.
I also made some small changes that were fast for me to do and slightly improve the game.
I am now working on a mechanic that can shorten too long runs if you snowball, and also working on the slowdowns at high population counts. Also, I did not expect people to make upwards to 1200 Pips in a single game (yes, somebody did that, no, I don't suggest to do that), so you can expect that I'll change something about that.
Also, the Golden Prophecy has appeared, which lists what will happen in the real world around us as dotAGE becomes more and more successful. Do help in making that a reality, if you will! I challenge you to win with *no food*, i.e. you cannot have *any Pip or animail* eat any food. Can you do that? :)
V 1.0.0.0020
UX
- Buildings that take animals as input will now prioritize the closest animal they find to avoid some slow downs
- Removed Strong Cold from the pool of Mini-Risk events as it was too strong
- Randolph: Mini-events won't have a random level anymore
- Fixed bug with loading buildings with actions assigned even if no Pip is assigned
- Fixed triggering multiple Graveyard actions at the same time softlocking the game in specific circumstances
- Fixed Shaman's building sometimes not being selected on load as the correct building
- Fixed some late-game techs being wrong and spawning wrong UI elements
- Fixed confirm button not being clickable on some setups in the exchanges UI
- Fixed 'Kiss out of Nowhere' event still being able to use a children as the kiss-giver
- Fixed a rare bug with some buildings changing slot inside the tree if you researched them at that time
- Fixed Randolph sprite being that of Matus on end score
- Fixed bug with some transform event teasing they would give you some resources even if you had not unlocked them yet, and actually giving zero of said resources. Consider this a fraud.
- Fixed a few localization errors
[ 2023-10-18 07:43:30 CET ] [ Original post ]
Hello Elders!
While you enjoy the game, I am hard at work with the bugfixing, but I am also reading all the suggestions you are bringing forth in the Discussion forum, and in the Discord server!
By the way, while working today, I had a weird vision... let me show you what I saw:
The dates are unclear, and who knows if this is what will actually happen? I do know that I got a Steam Deck in my hands however, so hopefully the prophecy continues as foretold!
In the meantime, if you get stuck remember to enter the Experimental branch where you will find some bugfixes and small changes, and we will also use that branch to test new mechanics and/or changes.
Have fun!
- Michele
[ 2023-10-16 16:13:12 CET ] [ Original post ]
Hello Elders! I know, it is Saturday, I should not be doing this. I need to get into the habit to regain my weekends. Just one more Saturday, then I'll stop. ;P I wanted to let you know that we have an experimental branch now, where I will push the fixes before moving them to the main branch. This means that updates will be slower, but more stable, avoiding issues such as the one of yesterday with changing difficulty levels. I will need a few brave players to stay on experimental for this to work, however. You will get faster updates and fixes, and in exchange you can tell me if something goes horribly wrong. You can access the branch from the properties of the game, it has no password and it is called 'experimental'. I am also conducting a test for Mac users that have the checkerboard pattern issue, so please let me know if the 'mac-test' branch can solve your issue. And with this I wish you a great weekend, to next week! Have fun - Michele
[ 2023-10-14 16:15:31 CET ] [ Original post ]
I apologize about the last patch moving every Harder game to the Hard difficulty, that was an error on my part and I should have been more careful. Hope that did not ruin your plans! I am making sure that the Hard difficulty too can unlock Challenge mode, as that seems fair to me. I also fixed a couple bugs with scoring. As you learn the game, I too am learning a lot of stuff these days. It has been a very, very exciting and emotional week for me, and I tend to be a bit... quick and careless sometimes. I am amazed by your reception and I want to make the game better, and this makes me think fast eheh. I think I will need to setup an experimental branch to avoid such errors in the future, or if you have other ideas I am all ears! Cat needs to sleep! - Michele Balance
- Challenge mode can now be unlocked also by beating Hard mode
- Fixed score multipliers appearing wrongly at end score screen
- Fixed challenge mode not being available anymore
[ 2023-10-13 16:12:55 CET ] [ Original post ]
Hello Elders! I am hard at work with fixing the bugs you are sending, thank you! I hope you liked the speed-up option, even if I know that some of you would want to speed it up even more, but I need to focus on other issues as well, so please be patient (even tho I know that people that want to speed up things are not the patient type, my time is pretty limited ;) ) So! After having analyzed the reports, I am here with a small patch that adds a new difficulty that has a 150% multiplier, this should be the difficulty that experienced strategy gamers should choose as their first one, so do not get bored playing normal if you are an optimized (remember that the game's default difficulty needs to be challenging for *all* people, not just for you!) Also, it was pointed to me that a couple of buildings felt very bad and indeed the Field Collector was really too weak, so I made it a bit stronger, and even stronger than Forager for Hemp collection, so this should open more strategies! Also, I removed carrots from the initial map generation, as you all hate carrots. They may return after some balancing! I will be finally getting some rest this weekend. :) Have fun! - Michele V 1.0.0.0019 Gameplay
- Added new "Hard" difficulty in-between Normal and Harder with 150% difficulty multiplier. This should be a good starting point for experienced board gamers or strategy gamers. Scaling for this difficulty starts similar to Normal, but scales harder, so it eases into the game similarly but then becomes hard earlier!
- Field Collector's turns to produce Hemp from 2 to 1
- Removed Carrot Field from the starting map generation until I find a good way to balance it, as it is too weak
- Fixed cold being able to go into the negatives during the Apocalypse
- Fixed a localization key issue
[ 2023-10-13 12:29:00 CET ] [ Original post ]
Hello Elder! I am hard at work on the few big bugs that are still in the game, I want to thank you for the reports, they are making my job a lot easier. If you do find bugs, *especially* if you find breaking bugs, please come to the forums or discord and follow instructions on how to report. I want to tell you that I am aware of the following issues I am working on
- Fixed bug with memory points not being removed correctly at times, giving you some kind of memory credit with 0 interest rate. Good for you.
- Fixed bug with game not loading anymore if you somehow managed to build multiple buildings on the same tile (no idea how you guys managed to do that, but I like it)
- Fixed bug with some buildings being saved into the save file while thay are in a Planning state
- Fixed some minor nullreferences that filled some logs
- Buoys won't draw roads anymore
[ 2023-10-12 07:26:04 CET ] [ Original post ]
Hello Elder! I know, I know, with so many things to do during the day, games that slow down too much to show animations may not be our top priority. Although I am proud of the small animations, and they are needed for new players to understand what is happening, I realize that people that have played for many hours would rather just skip them after a while. I honestly did not expect people to like the game so much that they'd play *that* amount of hours in a week! I am blasted away by the reception! I decided to add among bugfixes a couple of new options that you will find in the settings menu. Know that I am juggling, as you may imagine, a *lot* of stuff at the moment (my mail has exploded!), but my first priority is to make sure people have fun, and since this is something that people have been experienced and it took not *too* much to do, here it is! I won't be always able to react *this* fast (I am currently high on life due to all the good reviews you have been writing, which have fueled my mind to work like crazy these days! Keep them coming!) Please do report if you have issues with the new settings. They should work fine as I used most of them during development to speed up testing, but you never know, right? Also, please, *please* don't try to reach 400 Pips as the game won't be able to handle that gracefully at this moment AHAH Have fun! - Michele V 1.0.0.0016 UX
- Dissipating resources over the cap now will compound when >= 10, or when fast pass turn is enabled
- Added "Super Fast Pass Turn" option for players that have memorized the story and could recite it by heart:
- - Increases resource speed x10 and removes some juicy waits
- - Avoids Pips pondering their actions a bit before killing an animal
- - Disables Pips waiting before being affected by an Ailment or Quirk
- - Disables Buildings waiting before being affected by a Condition
- - Disables Pips waiting before or after specific work actions slowing down a bit
- - Disables all delays to reach end of the Afternoon or Night
- - Disables some pre and post-roll waits during events
- - Speeds up animations during events (not entirely, but a bit more)
- - Pips will run faster during pass-turn time
- Added "Skip Dialogues" option that:
- - Disables *all* dialogue panels from appearing (some animations will still perform, for now, and I am surprised it looks good even if played like this!)
- Fixed bug with wild Boars (and sometimes hares) not being domesticated correctly
- Fixed bug with memories not being saved if you unlocked them in the Current Story page
- Minor localization fixes
[ 2023-10-11 11:34:25 CET ] [ Original post ]
Hello Elders! Phew!! I was *not* expecting this kind of reception, and I love it! Know that you already all changed my life, this is very... strange, and good! Thank you so much!
Things are becoming bigger and bigger, and I am trying to keep up with everything, so please be a little patient if I cannot answer, as you may imagine I'm bombarded from all sides at the moment (not to mention I still have my daily job! Boss has been *very* understanding of this situation, so much that he realized what was happening before everybody else. He's a smart guy!)
I'm handling a lot of stuff at the moment, and I am prioritizing *game breaking* bugfixes before anything else. There are a few, not many, but with so many players and so many strategies being tested, they ought to appear. My bunch of 10 testers of course could not have tried everything, but I think they did an *awesome* job in making sure the game experience is mostly smooth. Keep the suggestions coming!
Note that I reduced a bit the scaling of memory points, as the end elements were a bit too slow to get for my tastes. It still should take many, many hours to get all of them, but that is good as they all introduce complexity, better not to have too much at hand. ;)
I am also thinking about what to do next, and I do not have a definitive plan at the moment, but I am weighing my options. I already ordered a Steam Deck for *ahem* research purposes. ;)
And now, to the changelog for today. I am doing daily bugfixes whenever I get the chance.
Have fun!
1.0.0.0015
UX
- Temporarely disabled bug report button as it was giving too much hope to people
- Animals waiting for slaughter will be more visible as they'll get a bit closer to the building
- Full-Screen mode will now NOT minimize when alt-tabbing to help with single-screen streaming
-
Total memory points needed to unlock all memories reduced from 1848 to 1368 as it took too much time to get all of them
Children can no longer be selected for romantic events (even if it was platonic, of course)
-
Fixed bug with Skinning animals not actually skinning them in the Tannery, resulting in animals becoming unskinnable and unbutcherable
[ 2023-10-10 07:08:35 CET ] [ Original post ]
- Achievements - Reduced from 500 to 100 hours. - Reduced from 10000 to 5000 turns - Bugfixes - Fixed some edge cases with graveyards getting people stuck - Fixed resource count persisting between runs making your score rise too much - Events Balance - Risk events that may become Mini events won't be affected by village size anymore - Strong Cold rarity increased from 1 to 3
[ 2023-10-08 10:50:58 CET ] [ Original post ]
Bugfixes - Fixed Bourgeoise Pips being affected by "resource eater" boons - Fixed some players getting stuck in the Current Story screen - Fixed Tomatoes action cost increasing if you switched from replant to dismantle multiple times - Fixed curing Mourning with Graveyards soft locking the game after too many activations
[ 2023-10-07 17:43:48 CET ] [ Original post ]
I am without words, the reception of the game is going above and beyond my wildest dreams!! I am so happy that so many people are having a blast discovering the world of dotAGE! Thank you so much! :)
I am a bit overwhelmed at the moment by all the feedback and the reception, and I'm trying to collect all your suggestions for balance and UX, so much that the report tool for suggestions and bugs broke today with all the feedback! While I look for a solution, please report your issues in the Steam forum or on Discord.
While I collect the initial bugs that are bound to appear with the number of players rising, I did some minor fixes and added the possibility for the Tutorial to be reset in the Current Screen Menu. (you should see the changelog)
Good luck with your Apocalypse!
- Michele
[ 2023-10-06 22:15:43 CET ] [ Original post ]
UI & UX - Added a "Reset Tutorial" button in the Current Game Screen - Added "no bug report for now" panel Bugfixes - Fixed bug with tutorial soft locking if you cannot place the first Bivoauc so that Pensatory has enough space (will skip the tutorial for now, but at least you won't get stuck) - Fixed bug with Bourgeoise Pips losing their Bourgeoise status if reloading a game while they are a Trainee (I guess the apprenticeship lowers their status to the eyes of other Bourgeoise) Localization - Fixed a couple typos in English - Fixed some weird translations in German
[ 2023-10-06 22:11:51 CET ] [ Original post ]
Hello elders! The time has finally come, and dotAGE is now available for everybody to play!
Launch day has been really exciting, and I hope you are already having fun in the world of dotAGE, and I can't wait for you to reach the Apocalypse (if you can), and for you to unlock all that the game has to offer!
I'll be finally getting some sleep tonight, and then work first and foremost on the release bugs that are surely going to pop up with the increased number of players. If you can, please use the bug report inside the game, as that one will send me more information alongside the save file, making it easier to find the issue.
Also, don't forget to leave a review, it really helps in making sure the game gets shown to more people!
Have fun!
Michele
[ 2023-10-04 22:40:32 CET ] [ Original post ]
Hello elders to be! I am so excited, I hope you are enjoying the new demo and the new event system!
I'm starting a countdown for release, and you can already see previews of the game popping up on twitch and youtube if you are curious about all the game has to offer!
Just 4 more days and you can try to beat the Apocalypse!
[ 2023-09-30 10:58:20 CET ] [ Original post ]
Hello elders to be! I just updated the demo with the latest changes, so you can see the new event system, UX, and new balance before the game releases in less than 3 weeks! The new demo has a similar flow to the old one, but it has several important changes:
- The event system has been completely redone to allow reaching 100% protection if you play well. Decide whether you want to optimize, or whether you want to try your chances!
- The balance of buildings, resources, turns, events has been completely redone after many months of iteration. Difficulties have been rebalanced, so if you are a good player of the old demo I suggest trying out Hard mode directly!
- You will find a few new buildings in this updated demo, which are the buildings that you will encounter at the start of the game in a few weeks
- There is a new playable mechanic: Jobs! Two of the buildings in the demo allow you to train professionals
- A sneak peek at the new Boon mechanic if you fend off the Doom event!
- The Demo is localized in Italian and French (WARNING: localization is a fan effort so you may encounter errors, and we are still working to make it better)
Have fun in the world of dotAGE! Michele
[ 2023-09-18 06:34:40 CET ] [ Original post ]
Hello Elders to be! I am so happy to tell you that I finally have a release date for dotAGE!
In development since 2014 in my spare time, this little game of mine has become so big and I am so proud of it, the time to finally show it to you has come!
I prepared a new trailer for the occasion
[previewyoutube=M8jiWVJ1QQU;full][/previewyoutube]
Enough words, when is the game getting released?
...
...
...
The 4th of October, a month from now!!! (AAAAAAAAH this feels so liberating). I am so excited and I hope you are too!
What now then? The next month will be a bit busy, as I need to make sure that the game can be viewed by as many people as possible (not easy as a solo indie dev), so do spam all your friends with the news, and send the game to your enemies by forcing them to play the hardest mode!
I am working on the updated demo so you can try out the new event mechanics and the changes to the buildings before the release, stay tuned for more!
I hope you will enjoy the world of dotAGE!
Michele
[ 2023-09-05 12:51:36 CET ] [ Original post ]
Hello fellow Elders! This is a short update, as I am very, very, busy adding the last touches to the game.
After many months of balancing and bugfixing, I am happy to say that the game is now complete, all text is in, and the different runs balanced! With the help of playtesters, I am squashing the last bugs, so (and I know this feels unreal) expect an announcement soon. ;)
Everything Animated
In the last months, I finished adding all animations to all buildings (and couldn't stop myself from adding a few more buildings, by the way!). The game now has more than 200 different buildings!
All Descriptions!
I finally added all descriptions into the game, so all text is complete now! I hope you'll like the elder's comments.
Localization/b]
I am also testing out some localization, as I'd love for the game to be played by more people. I am working on the Italian localization (my mother language), but I'd love to also do the same for other languages, starting with French and German. Unfortunately, I added too much text to the game so I'm looking for options to translate it!
Strategy Fest
DotAGE is also participating into the Steam's Strategy Fest. Let's get some more eyes on the game!
See you soon in the world of dotAGE!
Michele
[ 2023-08-31 16:39:00 CET ] [ Original post ]
Hello fellow Elders! It is time for a new update on the development of the game.
But first! These last months have been quite hectic as I became a father! I am so happy! :)
So, in-between one diaper and the next, what have I been up to regarding dotAGE? Let's find out!
An Apocalyptic Story
I finished adding the game's story (oh yeah, there is also some narrative in this game!). I'm happy to finally put an end to this story. I hope you will like it (if you can survive the Apocalypse!)
New Connection Mechanic
While working on the balance of the game, I noticed a few issues with the current village layouts, which led me to add a new mechanic that requires you to connect some buildings together using pavements. This creates very nice villages!
New Resources and buildings
I just can't seem to keep myself from adding some content (I swear they were needed for balance purposes!) ;P
New elders!
As the game's balance gets finished up, I started work on additional Elders you can play! I am not spoiling anything at the time, but know that each elder comes with different maps and with their own special traits, such as having unique buildings, increasing the chance for specific events, or rewarding specific behaviors. The goal is to make each elder's village pretty different. I can't wait to show them all!
Balancing & Bugfixing
Balancing and testing is going smoothly, and I am testing also the different difficulties. The game is in a really nice state now, and I can't wait to announce a release date as soon as I finish working on the balancing!
In the meantime, have a great month!
Michele
[ 2023-05-31 21:02:26 CET ] [ Original post ]
Hello fellow Elders! It is time for a new update on the development of the game.
We have some juicy additions!
Boons!
A new system has been added that rewards players for beaing Doom visions at each page in the game. The boons are granted by the Domains, allowing you to choose from a set of predefined bonuses and get a great help in fighting the next events. I'm not spoiling them, however!
The Apocalypse is Coming!
The Apocalypse at the end of the game has been defined and balanced. Expect it to be fierce and relentless! Will you be able to fight it off?
Balacing turns
With the balance being in a good state, I also made sure to tune the number of turns and events that will be encountered to provide a smoother experience.
New difficulty options!
A lot of players of all kinds are interested in playing dotAGE for different reasons.
To make sure that the game is at the right pace for everyone, I added new difficulty options.
Balancing and testing is going smoothly, but there still a few bugs scattered around. Stay tuned for more information.
See you soon,
Michele
[ 2023-03-01 20:22:37 CET ] [ Original post ]
Hello wise elders! I am here today with news about the development of the game.
Food Balancing
The focus these months has been on balancing, making sure the game is both fun and challenging at the different difficulty levels. This is quite a hard task, but I am spending a lot of time to make sure it works out.
A lot of thought, test, and math has been put on balancing food in particular. Winter will be quite a challenge, but I'm sure you can survive it.
Label System redone
The Label system has been completely revamped, and a Pip with a Label will now have a (small) impact on the gameplay. You will be able to get Pips that only eat Vegetables, or Coward Pips that increase the probability of Fear events!
Finishing touches
With the final stages of the game being tested, I am making sure that everything is in order and that all events work as they should. Hundreds of events are dying to meet you!
I must say that the new event system I talked about earlier is giving good results, I'm eager to know what you will think of it.
The same is true for the research tree, that is being finalized as well. Here is a sneak peek:
The festival of Turns!
Take a look at the banner at the top of the page of dotAGE, as the game is participating in the first ever #TurnBasedFest. There are a lot of discounts and other demos to try, so go check it out!
A last announcement
Balancing is going smoothly, but there are still some things I need to do before deciding on a release date, as the game is quite complex and, as you know, time is a tyrant. I want to make sure to provide a good experience, so I need some more time!
Unfortunately, this means I won't be releasing the game before the end of the year, but be sure that it is going to be soon enough.
In the meantime, I hope you have a great end of the year... who knows what the new year may bring!
[ 2022-12-09 20:32:23 CET ] [ Original post ]
Hello wise elders! Time passes so fast when you are old, but we are not out of energy yet!
I am here today with a little peek behind the curtains, showing what is changing in the current months as I get closer to the release.
As some of you know, I am working on the mid and end-game balancing, making sure everything clicks together. I've been working on a lot of things in the shadows, and I want to show you some of it!
Revised Research Tree
Due to the ongoing work in the beta, the Research Tree has been completely rebalanced, with many new buildings and jobs being added to make sure the flow keeps up during the game.
Want some idea about what is coming? New resources such as Mushrooms, Coal, or Ice. New buildings such as Cellars and new Farms.
The Prophecy Looms
After a lot of testing, I now have the full prophecy setup with all the correct pages and events, paving the way for the end game, and the fulfilling of the Prophecy... What will you find at the last page? Nobody knows!
New VIPs have reached the village
VIPs (Very Important Pips) can affect life in your village. You may have encountered one in the demo, but there are others hidden, waiting for you to find them! Speaking about hiding... one of them really loves to hide. Some VIPs will be a boon to the village, but others... it is yet to be seen.
Now that the start of the game flows correctly, I have also started adding more variation to the start of the game: you may find different fields, or abandoned buildings laying around as you start, and the prophecy changes at each playthrough.
Remember: balance is still undergoing and you will see that the final game will have a lot of tweaks. ;)
The beta is still going strong, but there is still a lot to do to make sure everything is where I want it to be. I know we are getting to the end of the year and you are eager to try the game, but please be patient for a little bit more! I will announce a release date when the game is ready.
In the meantime, be sure to tell your friends to Wishlist the game!
[ 2022-09-27 16:27:04 CET ] [ Original post ]
Hello fellow elders!
Thank you for the huge response to the demo of dotAGE! It means a lot, after so many years, to see people finally playing it!
Work is continuining steadily after the release of the demo, I received a lot of feedback on the current state of the game and this is helping guiding the rest of the development as the beta proceeds forward.
Here are a few highlights on what I am working on:
A lot of UX upgrades are being developed on the most requested features, such as the option to set a limit on the amount of food consumed each day by the village:
I am also working on finding a better balance for event danger / protection, as losing events when your protection is high can be frustrating in the demo. I am testing several methods to make sure that everything feels more fair and more fun, while still mantaining the thrill of the risk! This is a mix of UX upgrades and mechanical changes that I am sure will be appreciated by the more strategic players. Here is a peek!
You may not know this, but the demo is just a glimpse of all I implemented in the years, and balance is now undergoing for the rest of the content. This means that I am moving around buildings, resources, and costs to make sure everything clicks together!
Here is a (WIP) resource tree showing all the resources related to the Health Domain, and the diseases they can cure:
I may have exagerated with diseases...
Last but not least, dotAGE will be participating in the Tiny Teams Festival which highlights small teams making cool games! This is a good chance to get a lot of eyes on dotAGE! :)
There is still a lot to do, but I am happy on how the balance is shaping up lately.
See you soon!
Michele
[ 2022-07-28 11:53:39 CET ] [ Original post ]
The dotAGE demo is playable during the Steam Next Fest! I am going to stream playing it and talk about how the game works. Let's play it together and see what happens!
[ 2022-06-10 20:34:56 CET ] [ Original post ]
The dotAGE demo is playable during the Steam Next Fest! I am going to stream me playing it and talk about how the game works. Let's play it together and see what happens!
[ 2022-06-10 14:06:46 CET ] [ Original post ]
It's finally time! This is your chance to try dotAGE in a small demo, go play it now!
The demo will take you through the first days of the village, up to the first Doom event.
It ill be available up to the 20th of June through the Steam Next Fest.
Go tell everybody to try it!
[ 2022-06-07 11:02:10 CET ] [ Original post ]
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In .Age, you are the village elder, spiritual guide of a secluded village. A dark omen was seen above your village and the Apocalypse looms over it. Plan, build, produce, research, lead your Pips in these awful times and protect them as the heavens unfold their wrath on your puny village. Will you find what caused the Apocalypse?
.Age is a turn-based village builder with a heart of stone.
A hybrid between a roguelike-like and a village simulator: FTL meets The Settlers!
Bullet Points
- Strategic Gameplay: classical town-builder gameplay in a turn-based fashion, with a claustrophobic map reminiscent of European-style board games.
- Plenty of Content: More than 70 buildings to research and more than 50 resources, with full production chains from raw materials to finished products.
- Fate is angry: the complex Fate system will throw more than 300 events at you to fight off. From simple coughs to earthquakes, from tornadoes to plagues, from volcanoes to inondations, from taxes to kittens, from cattle diseases to furious murders.
- The world changes: life becomes harder and harder as you play, keep an eye on the current levels of Fear, Sickness, Heat, Cold, and Cataclysm!
- Cute yet merciless pixels: The cute pixel art details all the harsh realities of these Dark Ages. Don’t get fooled by the happy colors!
- All different playthroughs: Play a different game and a different story each time thanks to the Fate system and a dynamic research tree
- Listen to the Montpellier Codex: real medieval music rearranged in a retro game style is waiting for you
- The village is doomed: destruction is permanent, errors can doom your village and you won’t be able to reload from a better position!
- An Apocalyptic goal reach the end of these dark times and fight the Apocalypse to win the game
- Processor: 64 bitMemory: 4 GB RAMStorage: 200 MB available space
- Memory: 4 GB RAMStorage: 200 MB available space
- Storage: 200 MB available space
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