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Songs of Syx News

Road to 1.0

My dear despots. Apologies for the radio silence. I have not checked the steam boards for a month, because I've been spending all my time on programming, and while doing so I've become more and more anxious about coming here. Of course I've been available on email and on the discord.

I'm now half-way through the next update V65, code name “water”. In reality it is more about polish, getting as many mechanics into a 1.0 state as possible.

So far each update has been about adding some new mechanics, while trying to maintain the game in some kind of playable state, but spending as little time as possible on balance and polish. Now, focus has shifted to refinement and making the mechanics that are in, good as a whole. I am happy with the raw potential the game now has.

I have now finished up the overworld mechanics into a state that I wished would have been in V64. But there was no time, (and it's always good to let things mature and collect feedback). UI reconstruction has been the focus, so that you can truly use all the mechanics present regarding AI faction management and building your realm. Manual trade agreements have been re-added. Trade in general has been the secret to expansion for very long, mostly because it's a semi-exploit. I'm now deferring trade to a later stage, and the game will play like a classic colony sim for the first part. I've completely remade the world buildings to make it more interesting and have a sense of progression. There are now many more “Special” buildings that upgrade your kingdom as a whole, meaning the more regions you have, the more specialization, and the greater the kingdom as a whole. The AI aggressiveness will of course scale according to that.

The AI also communicates with you. From time to time they will send proposals, such as trade agreements, but also requests and gifts. For instance, a disgruntled king might demand of you to give up a region or face their armies.

As for the city-builder, I'm now getting started on that part, and I have big changes in mind. For instance, I will separate services such as wells and baths, so that they will use both. Wells will have a small radius while the bath will have a huge one. That will force you to build a city centre as the city grows, and allow final results to look more organic. I will also separate the entertainment building such as the arena into “fighting pits” and Colosseum. Fighting pits you will have to spread out everywhere in your city, while a single Colosseum covers mostly your whole city. Similar to this, I'm planning shrines vs temples. Food stalls (replacing eatery) vs restaurants (replacing canteen). I also want a new building “bazaar” with all equipment and furniture for you citizens. Housing will have more precise settings, allowing you to easily set up districts that do not burn down in brawls.

As for the balance, I want a streamlined experience that lets you set your own pace and difficulty. If you want a cosy little city-builder, then you can have it by expanding carefully and slowly, and if you want a challenge worthy of 100s of hours, then you must expand and face the challenges.

As for the water, I'll keep it simple. A bridge will be needed to clear deep water. You will be able to remove/add shallow water around the natural bodies of water. For irrigation, you will need a water pump, and connect canals to it. It will in other words cost you some manpower. Water table will be scrapped, but settling close to water will be equally important.

Visually, I'm happy to announce that I've gotten help from a very talented artist, and all the icons of the game have ben redrawn to perfection.

I will also dive into battle balance this time around, and make sure its well balanced. Speaking of which, I've added a very moddable equipment system with different kinds of damage and protection. I have added slash, blunt and pierce damage types, with equipment to go with it. I will leave “magic” to the modding community.

release of the game is approaching. Apart from the 1.0 quality of existing features, I still have the following to add:

  • nobles (will include a whole set of posh buildings)
  • military (fix AI issues on the battlefield) Perhaps add commanders to divisions, more training options, royal guard)
  • Tutorial
  • Campaign
  • Zombies
  • Atrifacts
  • Sound overhaul


There are a pile of suggestions on top of this, and I know many of you might be waiting for this or for that. Boats and harbours for instance. Thing is, I do agree that the game would be better with boats, but the amount of work needed for this does not outweigh the benefit currently. Depending on how long I will work on the game, it might still make it into the pipeline.

With 1.0, I envision a certain degree of quality. It's not the end of the game at all, but it's a shift in my work, and I'll have to be more careful not to break things, and keep the balance of the game. Raw progress will be slower.

My plan on building and maintaining momentum for 1.0 release is you guys. I want to make the community come alive, have moderators, events, competitions, and most importantly modders. Taking advantage of you modders have been the plan from the start, as you create the best stuff. Vanilla will be as good as I can make it, but mods will make it excel. I hope to work more closely with you and guide you through the process, and hopefully present you with rewards and opportunities. I plan on opening up the entire code base for you to play around with, make changes, and finally release mods from it.

If you would be interested of helping me with the community, please let me know!


When the big 1.0 release might be, I do not know yet. It's always been 4 years now, but I do see the horizon within a year.



V64 What is best in life?

[h3]A new era dawns. The greatest gaming event of 1999 is here. Song of Syx has a new patch.[/h3]

Oh, where to begin, it's been so long, and I've forgotten what I've done, and lost the patch-notes in a game of poker. But basically, it's been all about the world map, and adding a sort of 4X experience to go along with the city builder. We now have proper generation, proper factions that are alive, proper everything world related on steroids!
No video this time, my mic broke. But here's the thumbnail:





Here's a neighbouring king, and his heirs. He will like you differently depending on his characteristics, and your history together. You can interact with him through diplomacy.



You can also send emissaries to keep him and his heirs happy. If he makes a fuss, assassination is an option.



You now have much greater control over your realm, with proper buildings, shamelessly ripped from the total war franchise (before they had the good sense of streamlining it).



I've also added a few things to the city building experience, features, fixes and quality of life. Orchards for instance.



There's still a bit missing that I didn't have time to add to the World. Most notably anything regarding armies. That's on the to-do list for the next version.

Next up, I want to do another polish update, focusing on the city map. I have a lot of plans, you can see them here: Trello

Overall, I'm exited, we're closing in on 1.0. I have only nobles left as a major feature, and of course a mountain of polish and balance.

EA 64 has to be checked out manually in steam for now, as a “beta”. I'm very curious about the balance late game, and how the AI conducts diplomacy and decides to take you on, so let me know, I'll be here, and on the Discord

The previous version is now available as the demo, for those of you who are still waiting for a sale or whatnot, so have a look at that.

Now go forth and conquer the world!

Version 64 progress

Hi everybody!

I just want to say, that you never have to worry about the state of the game. It's going to be finished, I've got enough funds to keep at it now for another decade, and I've already been at it for about a decade, so it would be a bit silly for me to stop now.

I'm working on the game every day, sacrificing PR and community management for the sake of coding, that's why I'm not super active on the forum ATM.

Work on V64 has been a bit frustrating and slow, and it's going to be the longest wait you've ever had to endure, so I made a little video on the current state of it. Excuse the quality and the cohesion of my scattered thoughts.

[previewyoutube][/previewyoutube]

Dwarf Fortress too retro? Songs of Syx is worth looking at with another big Beta update

Songs of Syx is a fantasy city-builder that in many ways could be compared with Dwarf Fortress, only with a graphical style that's just a bit more modern. A new Beta release went up recently and it's another big one.

Read the full article here: https://www.gamingonlinux.com/2023/01/dwarf-fortress-too-retro-songs-of-syx-is-worth-looking-at-with-another-big-beta-update

V63 - Tourism

V63 is now stable and on the default branch of steam. To continue V62 saves, you must check out the EA62 branch as a beta in the steam client.

Hello!

I'm finally done with the new patch.

The patch is currently in the beta branch on steam. To enable it, right click the game -> properties -> betas. Select "ea V63". It might be unstable, but has been alpha tested.

With it, I'm pretty happy about the city building experience of the game, and now feel ready to start on the world map and its mechanics that I've promised.



I kept notes this time!

[previewyoutube][/previewyoutube]

[h2]New Stuff[/h2]
  • Sweet and salt water are now environments.
  • Blight and bountiful harvest events added. (+2 years playing) 25% chance per year
  • Droughts events. (+4 years playing) 6% chance per year-
  • Fishing events for improved/decreased fish output.
  • Upgrades for all mines + small fixes
  • Difficulty settings for random game.
  • New resource: Machinery. Used mostly to upgrade rooms.
  • Outdoors added as a building preference.
  • New workshop added. Makes the machinery resource.
  • New UI for individuals. Added a gimmic that generates biographies to each subject. Also added opinions as to what individuals want improved in the city. Each race can have their own template, and there are templates for scared, normal and confident subjects. Can be easily modded to add infinite flavour. If someone do, please let me know.
  • New thing - tourists. Tourists can come to see the marvels of your city. They're attracted by large scale industries that have a high work preference with the race of the tourist. Tourists will leave some cash and a review. You must build an inn to be able to accept tourists.
  • Thanks to Victor Baker, who wrote a lot of tourist review texts.
  • Strikes added as an alternative to emigration and riots.
  • Two new monuments. Flower beds and humidifier.
  • New road: festival square
  • New thing: Benches. Idle subjects will search out benches to sit on in a small radius. Useful for letting them absorb the environment.
  • Fullfillment from tourists.
  • Individual crime statistics.
  • Micro and macro actions for your people. Free drinks, money handouts, day off work and arrest. Can be used to temporarily boost happiness.
  • New growable resource 'Herbs'. Used in the ration maker. Will be used in cooking services for the nobility in later updates.
  • Serial killer event
  • 3 scripts added


[h2]Reworks & Improvements[/h2]
  • Climate and weather redone. Now with fully simulated cycles. Snow and ice added. Terrain has been redrawn and will respond to weather and wind. Map generation improved. Wild growing things adjusted and remade. One should now no longer be able to support maximum 100 people through harvesting.
  • Water now increases fertility around it. Irrigation is scrapped.
  • Farms have been re-coded to make more sense. The coming harvest is the result of many factors, clearly listed.
  • Homes now need a structure, the ugly walls are gone. Easier to copy and handle. Poor isolation leads to more furniture degrade.
  • Animals now have fixed spawning points. These replenish at a slow rate. Animals will stick to these points. Animals will attack people near them, except for hunters. Once you build near a spawning point, no more spawning will happen.
  • Hunter room simplified. The rate is nerfed.
  • Corpses bleed.
  • Room rates have been improved, now showing produced per day per room.
  • Shape for rooms are now individual for each room, and it's possible to please everyone regarding squareness and roundness.
  • Refiners remade. Are now upgradable. Unlocked from start. Production lowered. Early survival tactics is to use grain + bakery.
  • Accidents more rare, but more deadly.
  • Workshops have been converted to the new sprite system. Visually improved. Has their own storage, same as refiner. Some have upgrades. They are more space efficient.
  • University has gotten a face lift and is more space efficient.
  • Upgrades for service rooms, although, I've only enabled it for lavatories so far. Lavatories got a facelift, with sanitary lids for the toilets.
  • The throne can no longer be instantly moved, but must be constructed. Trapped people can still function and find jobs in their vicinity.
  • Changed the trade controls a bit.
  • Reworked exposure to work differently. Exposed people will seek services or shelter. In shelter they are still exposed, but at a lower rate. Prior to death, that can also go insane.
  • Made trees and other growth be able to grow randomly when fertility is increased by irrigation.
  • Added different sizes to wells, and an upgrade. And emitting of sweet water.
  • Gave hearths the same treatment as wells.
  • Added fulfilment modifiers for all monuments, meaning you can get happiness from specific monuments per capita.
  • Law remake. More detailed and more options.
  • All punishment types affect fulfilment differently for races.
  • Stocks added as a compliment to punishment. This shortens prison time by half.
  • Guard post now come in different sizes. They now have a visible radius. The chance of arresting a criminal is based on distance to guard post.
  • The enemy kills stat increases neuroticism and crime rate.
  • Guard posts remade. Now work with a radius. The closer a crime is committed, the greater likelihood for catching them.
  • More crime, and more penalty from it.
  • Added stuff to the tutorial.


[h2]Bug Fixes & Quality of Life[/h2]
  • An attempt to fix shuttering mouses on certain PCs.
  • Buildings can be built next to deep water.
  • Overlays have gotten some love.
  • Minimap improved + flawless zooming in/out.
  • Copying items is easier.
  • Room panels and priority panels have been improved. Now possible to prevent employment by setting priorities to 0.
  • Lots of effort put into the new sprite system for room. Making it more moddable.
  • People will not try to fetch corpses that are in dangerous zones, such as a animal spawn point.
  • Workload calculations improved.
  • The use of walls when building rooms have been improved.
  • Huge refactorings, making the game less error prone.
  • New Housing panel panel with improved overlay and tools.
  • Oddjobbers will find homes faster.
  • Improved the top panel.
  • Remade and improved bottom panel.
  • Wiki improved + moved race info to new wiki and improved them a bit.
  • Fixed Maintenance overlay
  • Added a type swapper to room copying and saved blueprint placer.
  • Industry recipes will revert if the recipe is re-locked.
  • Added population to save game files.
  • Fixed buggy Workstations
  • Ability to set punishment for prisoners manually + better ui for managing criminals.
  • Fixed broken steam achievements.


[h2]Aesthetic[/h2]
  • An in-game palette that lets you change colours of roads and structures for visuals.
  • Unique sounds for all animals. sorry about the volume, WIP.
  • Sounds will play when fast forwarding.
  • 3 new soundtracks
  • Made openings of buildings a bit clearer.
  • A light cycle toggle in the settings.
  • Improved overlay for minables
  • Added some visual help to room construction.
  • Made roads go diagonal next to diagonal walls.
  • Improved the text rendering engines, taught it some new tricks, and better looking text.


[h2]Modding[/h2]
  • New script engine. Now possible to inject java code, and package them as mods. See pdf in installation directory of how to get started.
  • Big refactoring with rooms. Room files now in folders. Modders, check out the new way of specifying rooms in other files.
  • Made titles be able to lock rooms (requested by modders).
  • Updated external libraries.


Cred to steam user FroshVII for formatting the notes!