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V65 The way of water

It is here!

This version can now be checked out as beta in the steam client. Right click the game and there should be something like "betas" or "properties -> betas".

[previewyoutube][/previewyoutube]

Patchnotes:

  • WORLD
  • Overall the world has been overhauled to 1.0 status. Lots of smaller adjustments.
  • Armies are now reinforced by garrisons and other armies nearby in an intelligent way.
  • Better auto resolve based on damage types.
  • Better army composition for the AI.
  • Most UI reworked. Made sure it fits on a 1200x720 screen.
  • Improvements to FOW and minimap FOW and highlighting.
  • Lots of new functionality around trade.
  • Improved world buildings on the map. Each race have specific ones.
  • Improved neighbour factions spawning
  • Mineral deposits rework. All deposits available in any region and in any city. The amount of deposits dictate the efficiency of the mines. Settlement will be generated with the same quantity of ores. The ore nodes will increase quality of the nodes.
  • Epidemic events on the world map.
  • NPC factions communication events.
  • All UI and mechanics concerning army management and recruitment polished.
  • The world construction has been completely revamped with new mechanics and buildings to choose from.

  • CITY
  • Generating initial roads according to the world roads.
  • Generating small rivers according to the world map.
  • Equally large mineral patches will be generated (about 1500 workers each) on every city. The richness of the spots is determined by what world location you pick.
  • new Main UI
  • Historic data for equipment wear and initial equip.
  • Full control over house assignments.
  • Brawls still happen now and then (prevented by segregation of hateful species with the new home settings). Big brawls are now an event that happens with low fulfilment.
  • Army recruitment UI redone. Bulk edit of divisions, and reordering. More info on whats going on.
  • Strangeness regarding training of different battle types fixed. A recruit can train at any facility for basic training, and will then start specialising.
  • Warehouses are now upgradable for more space and less degrade. Visually a bit more exciting.
  • Overtime command now gives flat bonuses. The actual work hours are not affected, they just work more efficiently.
  • Work time is now "elastic" in order to let the peeps travel farther away services without affecting production. When a peep has been away in the arena, he will work extra shifts afterwards to compensate.
  • Arenas now have workers istead of using prisoners. Death in the arena is an optional punishment form.
  • Arenas are now renamed "fighting pits" and are available early. The size option does not affect quality.
  • A new Grand arena building is available late game.
  • Eatery renamed food stall, and look much prettier. Canteens -> restaurants, and I've increased coal consumption and work time for it! The idea here is that while it's theoretically possible to give everyone restaurant access, you shouldn't, you should use in conjunction with food stalls.
  • Roundness and squareness now replaced with only roundness, and it's not tied to rooms, it's tied to the walls of your whole city, including mountains. Added roundness liking to Garthimi.
  • Hearths no longer require wood to be brought to them. Instead they cost a lot of wood to contruct and maintain.
  • Added some terrain decorations.
  • Made the mineral deposits a bit more visually appealing.
  • Shrines to all gods added. Shrines is your everyday religious fix. Shrine have a tiny radius. Temples can serve more people and have a much wider radius.
  • All services are now a bit more tolerable for being full. A subject will try to find a vacant service several times before they mark it as unavailable.
  • Made some changes to the workload calculator, hopefully giving you more accurate results.
  • Entry points to your city is now fixed and mirror how your city is connected to roads on the world map. You must keep these points open, or receive negative consequences.
  • Invasions can happen even if the entry points are closed. Invasions will find a suitable area to spawn on. They will not spawn on places that can't be reached from the world map, like in a mountain, but they are not tied to entry points, so you can't just fortify those. More will be done, I plan on keeping track of where enemies attack, and your fortifications in the area, so that they don't walk into kill boxes. If you go all in on fortifications and artillery, I plan to have them simply besiege you until you die.
  • Mountains are now "soft" around the edges, so that you can initially tunnel quicker, however tunnelling will be slower the farther into the mountain you dig.
  • Clearing other terrain stuff can be a bit slower, but yields more resources.
  • Fixed so that you can always get 1 of each race through immigration, unless you're prosecuting them.
  • Added more hate and racism :). This will make sure the world map is less diverse, with more regions oppressing other races. I also increased the importance of the "other" fulfilment thing, as well as gave x2 expectancy to your non-starting race.
  • The liking of other species is now an absolute value 0-1. If A likes B with 0.5, they will only tolerate having 0.5 of that species relative to their own population.
  • Workshops and refiners now have fixed amount of workers that are guaranteed to have something to do if raw materials exist.
  • Daily production/consumption UI for rooms.
  • Tools are now tied to the rooms they are used in, and not equipped.
  • Pastures have an efficiency item, and get a small boost from sweet water access.
  • Consumption of resources when producing also apply to bonuses, meaning when you boost something by x2, its consumption is also boosted by x2.
  • Lowered all raw material production rates. (It's not harder, just more balanced).
  • Animals on the map are now hunted manually.
  • Hunter rooms are now a perpetual source of meat, though limited to very few employees.
  • New building type added. The "hut". What's special about this is that it's free, but take a long time to build. Amevias like it.
  • A new food panel, that gives you daily production and detailed info about food.
  • Smallest housing option removed. The other houses have had their capacity increased by 125%
  • Nurseries now unlock with you population. Maximum children is based on the population of the race in question.


  • WATER
  • Water table scrapped
  • Instead there is ground water in both sweet and salty variants. You can terraform these areas as you're used to. These areas cover the generated natural water on the map + 8 tiles surrounding it.
  • New water pumping system. You now need to build water pumps to generate water pressure that you can channel into canals. The pumps stack their pressure. these are manned by workers, although you'll need less as you upgrade them. You get the best result by placing the pumps close to sweet ground water.
  • Every map is generated with at least 1 small body of water.
  • To channel water through as structure you can use a drain.
  • The canals emit sweet water, and increases fertility.
  • Where there is sweet water access you can place different kinds of pools. These are moddable, I've added moats, ponds and pools to vanilla.
  • Wells no longer emit sweet water, but can be placed anywhere.
  • Bathhouses need access to sweet water to function optimally. Their pools look a bit better.
  • Deep water can now not be completely removed. you can create a pathway through it, and place roads on that, and it will mimic a bridge. You can also remove the pathway.
  • Skinny dipping access gets you a small fulfillment bonus.
  • Fish amounts on the map is scrapped.
  • Instead, you get a fixed, 1 worker/64 tiles in your fisheries.
  • But, you get a lot of fish from new "deep water fishing spots" that will litter the edge of the sweet water tiles that's adjacent to deep water. These will send out boats to sea to fish.
  • Salt water gets more of these tiles, since it has crap fertility.
  • Just wood needed for fishery, they now have an upgrade.
  • Indoor farms get a small boost to fertility from sweet water access.

  • BUGS
  • All bugs reported fixed. Noteworthy:
  • The Cannibal now produces resources as it should.
  • Fixed broken camps (Cantor, Argonosh).

  • BATTLE
  • Military Training and Training rooms now moddable. Each room has its own training stat and bonus. Each stat has its own set of bonuses. Divisions will be populated in a smart manner, best candidate first.
  • Added new damage and armour types. Blunt, Pierce, slash
  • New division power calculations + advanced auto resolve calculations.
  • Added new battle equipment: short sword, long sword, warhammer, plate armour, leather armour and shields.
  • I've rebuilt and rebalanced everything regarding battles. It is now much better, but far from perfect. It is important that you give me test cases where the AI is acting weirdly. Save before a battle, and if possible before the oddities occur.

  • MISC
  • 4 new sound tracks
  • new day-night cycle, kinder to the eyes.
  • New lock and unlock mechanics for everything, which makes the possibilities of the tech tree much more interesting and increases modability. For modders, full syntax examples should be in the tech files. Also works on titles and player levels and world buildings.
  • Improved fonts, especially for non-latin languages.
  • Visually improved main menu.
  • New icons for everything. Improved icon rendering.
  • Increased maximum resource types from 64 to 128. It can be increased further without hassle, but I think 128 will be enough for modders.
  • New and improved titles, totalling 20. Titles have a 1:1 relationship to steam achievements.
  • Steam achievements are now automatically updated when starting and exiting the game.
  • Timed super screenshots
  • Launcher is now translatable, with a new look, and a live language select.
  • Quarter speed added by double tapping 1x speed
  • Fixed the "non shading" option.

  • MODDING
  • First off, I've ruined a lot for current mods, and I apologise for this. I will most probably not do such a big change as this again, it is close to 1.0.
  • The biggest thing is the new bonus system and unlock. It is much more versatile and broader, but has a different syntax.
  • Added optional flag "AI_BUILDS" to world buildings.
  • Made world generation heightmaps able to have any size (256px is the current world size) for better precision.
  • Added default liking for other species.
  • Better moddability for ranged weapons.
  • Moddable damage and armour types
  • All projectiles are now moddable, one can mod the damage done, velocity, etc. Added max arch angle as well (for muskets and cannons).
  • Services are now tied to needs, and needs are moddable. This means that you can add a service and tie it any existing or new need you come up with. A physician can be reskinned and repurposed to deal with some other need for instance, very similar to industries, where you can change input/output.
  • Water pool buildings available to be modded.
  • Moddable city map size

  • NOTES
  • Brawls can not be a crime in the game. A crime needs an intent, while brawls are a sporadic thing, and will not work in the current law system. We will have to live with them going unpunished.
  • Fishing boats can indeed bump around in an ugly fashion in your fisheries if you build these in weird shapes. Please let me know.