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V59 - Reproduction and Riots

V59


[h3]EA version 59 is now out in beta. As always, it is not save game compatible. To help me out with stability, please check it out in the steam client.[/h3]

This version adds a lot of quality improvements. The main feature is reproduction and education. It has a new happiness system and if it goes low, people will riot. Children and adults can now be educated for massive boosts and knowledge points. Should you wish, you can instead indoctrinate them and make them a bit easier to handle.

[previewyoutube][/previewyoutube]

It breaks all mods, but it should be quite quite easy to fix. The first step is to create a new folder in your mod root folder, named V59 and drag all old stuff there. Next version, you'll create a V60 folder and so on, so that mods are versioned, which is good.

Translation efforts have now moved to a place called crowdin, which is great, and everyone can contribute to their language. I will implement mechanisms that will make the game fetch all translations from that place in the coming days.

Thanks to Bendi for the new graphical assets, and to Fatmice for being an awesome new moderator and bug resolver.

Check it out -> https://crowdin.com/project/songs-of-syx

[h2]Path notes, V0.59[/h2]

  • Patch notes will automatically be shown when something new has been added to the game!
  • Rebalance happiness in general. Should now be more stable, and immigration shouldn't ruin it.
  • Rebalance a few technologies.
  • Added more flavour to all species.
  • Tech tree now allows unlocking multiple techs at once.
  • Slave uprisings. Slaves no longer runs away. If they are unhappy enough they will rebel.
  • Slaves can now be sold to the slaver
  • Riots. When loyalty is low for subjects there is a chance for a riot. Can be put down with guards and soldiers.
  • Law remade. Much easier at first and climbs with your population. Happiness is no longer such a big factor.
  • Burials now count differently. If no deaths take place, value will be based on available grave spots.

  • Farm and pasture yields increased slightly
  • Production rate remake for all rooms. Adds intelligence as a possible factor and a lot of tweaks for better balance.
  • Fixed correct training for your city divisions on the world map.
  • Fixed library/admin paper bug, and made gaining tech/admin faster, while decaying at a lower speed.
  • Warning icon on harvestable food when not ripe added.
  • University room for education of adults
  • New smart remove tool.
  • Reconstructing rooms with different structure now works.
  • Workflow of room construction made better. Now refurnish without prompt & builds over other jobs.
  • When hovering a job/ something buildable, you'll be prompted to build jobs of the same type by hitting a hotkey.
  • New translation opportunities through crowdin. The idea is that the game will ship with these translations automatically, no need for mods.
  • New species, the Tilapi. Thrives in forests, and likes to eat people. Hates basically everyone. Good fighters and herders.
  • New portraits for all races. Thanks to Bendi!
  • Storage and logistics wiki entry
  • Immigration can now be set to a absolute number.
  • Launcher screen selection is now a bit clearer and simpler.
  • Education added. Education + intelligence = production boosts and knowledge. Will decrease loyalty a bit.
  • Indoctrination as an option to education. Indoctrination only adds to submission regardless of education.
  • School added. Can only be used by children. Will rapidly educate them.
  • Changed so that wild growables spawn based on yield rate, and decreased regeneration of all of them.
  • Added a multitude of hotkeys and new ways of assigning them.
  • Path notes will automatically be shown when something new has been added!
  • Children. Walks around and eats your food while contributing to nothing. Can also go to school.
  • New procreation rooms that lets you make new citizens. Breeder for Cretonians, Nursery for men and Hatchery for Garthimis.
  • Rooms on battle minimap fixed
  • Nerfed hunter success by 50%
  • Room refurnishing vanishing resources fix.
  • Added addition useful info to the food days tooltip.
  • Fixed disparaging enemy garrisons after battles
  • Tweaked pathing a bit. More road usage, and smoother paths.
  • Hearths now used once a week, even if no one is cold.
  • Fixed population decline in world regions.
  • Remade room, work and priority panels.
  • Made slaughtered animals into skeletons in pastures, so to stop the confusion.
  • World generation now have moddable blueprints for the terrain. Random seed also added.
  • Export depot remade into a static design, and has only one resource. Global settings for exporting in the UI
  • Visual genders for certain species, with feminine and masculine names.
  • Admin nerfed slightly. Harder to remain in control of regions. You need either an army stationed, or a big garrison.
  • Admin room now unlocks at Cheiftain (500 people)
  • Import depots have controls for global import level.
  • Import depot has a visual resource
  • Lavatory basins fixed
  • Janitors do a better job at fetching needed resources
  • New title system. Titles can be unlocked and then used with a new game. Unlocked titles persist between games and also hopefully versions.
  • Savable room layouts that will also hopefully survive between versions.
  • x200 speed added if you push the third speed key twice.
  • Some rooms leave the floor/road when deleted
  • Steam achievements now triggered when you press the sync steam button.
  • Trade resource counter fixed
  • Bonuses in status panel sorted alphabetically
  • Warehouse and export depot UI fixes
  • Added tooltip for equipping resources with their wear-rate
  • Improved the room creation UI
  • Added UI for how much a race like other races in the race info panel
  • Some needs now resets, such as drink. Will help that initial drink supplying.
  • Improved canteen workers significantly and their usage as well.
  • New room - transport. A cart pulled by animals that is loaded and then sent to a destination. Requires livestock to operate. Moves 200 items at a time.
  • Hauler now come in different sizes.
  • Made freed slaves immigrants, so you'll have some time before their expectations rise.
  • Smarter Deliverymen
  • All now have multi-carry capabilities. They'll carry up to 3 resources, and be a bit smarter about it.
  • Refiners have common storage for output.
  • Deliverymen has had their carry capacity nerfed a bit.

  • Prolonged the day-length. This is to optimise things and make distances less important. Leisure time can be experienced as longer in early game though.
  • New stat: riches. Based on the amount of credits you have per citizen.
  • Military depots have setting how much they'll be filled.
  • Trade interval halved, more frequent trades. Good deals for SoS. Trade reworked, should be better in general.
  • Import depots has more storage.
  • New penalty for exports. You'll be paid less at the beginning, but this penalty can be reduced by techs and levels.
  • AI now receives tribute as to what makes sense, not a static amount for each, resulting in a more balanced market.
  • Spoils and tribute will go to the throne, if there is no import depot for the resource. Also imports that has had their import depots removed.

  • measuring tool with right click.
  • Deposits colored after density
  • A new super copier tool
  • Fixed keyboard issues
  • Proximity instead of distance in services. And this has been nerfed, allowing you to reach 100%.
  • Service coverage radius increased by 50%
  • Toggable overlay when building roads
  • Some rooms have their settings copied when copying them. Worker limits and warehouse settings.
  • Fixed mining output based on workers
  • Added "Starfoth The Burgundy"'s Silk Rug's2 nobility mod to the main game.
  • 5 new soundtracks
  • Info in main menu about starting race
  • Expanded info when placing down first city
  • MODDING
  • Environments (awe, harmony) modifiable.
  • Monuments/decorations made modifiable, and ordinary rooms can map to these.
  • Added support for invalid keys for mods. Race init files can now have rooms that doesn't exist. Make sure you have debug on when modding to test that you aren't making mistakes.
  • Remade the appearance block of subjects almost completely. Now allows for more modularity when rendering portraits. There is an example race you can have a look at in game folder that hopefully explains it. Not too difficult too convert from the old system.
  • Added a file-type "_IgnoreVanilla.txt". Place this anywhere in order to ignore all vanilla assets in the folder.
  • Added new mod versioning. At the root of the mod folder, you must have a new folder VXX, where XX is the major version number of the game. So you can now support multiple versions.
  • Sync steam button no longer hangs
  • Removed totorial + examples is mod does not have their own.
  • Added support for more textures. Crazy content mods is no problem, and bigger fonts possible, such as Asian ones. (you specify texture size in mod _info.txt as TEXTURE_CACHE_SIZE Can be 4096, 8192, 16384)

Current Status and V59

Deer despots,

The latest conquest update really propelled the game to new heights in terms of exposure and sales. It's both good and bad, I would prefer the game to stay under the radar until I feel it's polished and fleshed out enough for no one to find any complaints and be able to have a close relationship with anyone getting involved, or playing it. And crash-free of course.

Not that I'm complaining. This is all unbelievable to me and a huge thanks to every one of you, and especially those who come back with praise/criticism/feedback. I'm just sad, I might not be able to give you the response I used to be able to do. The hours of the day just isn't enough, and I have to focus on game progression for everyone sake in the long term.

The next update will be rich in "quality of life" features, based on suggestions. For one, we'll see a bulk copier tool that allows you to select anything (rooms, jobs, roads, etc. ) of any size, rotate it and slap it down somewhere else. It also contains the possibility to save room-plans between games. Logistics within the city will be more or less finalized, with multi carry for everyone, and a new transport-room that has animal powered carts that will ship huge amounts anywhere on the map. Knowledge will also be polished and finalized.

New features includes procreation that will take place in nursery rooms. subject will visually have gender and there will be children. Immigration will now be but a second way of boosting your workforce. The benefit of procreation is that you get to educate your children in a school system. You can choose to either teach them stuff, which boosts productivity and gains you knowledge, or indoctrinate them, making them easier to control.

Tyranny will be a new term, and can be gained through indoctrination and by other means, such as statues, soldiers on active duty (I'll try to make them march around), executions, or secret police. With more tyranny, you can have lower happiness without risking riots.

I'll also attempt to balance the game. As it stands currently, I think there are many exploits there that allows you to basically skip the mid-game and tax your way to world dominance. I'm planning on making it so that you need a much bigger army presence in regions to be able to tax them without them revolting.

The game released in September last year, and I hope to release V59 before a year has passed, so that I can say I do 6 major updates per year. A year ago, I thought I'd work on the city builder part of the game for 3 more years, now I think it's closer to 2 years. This is what I'm still aiming at doing:

Religion (temples, cultists, human sacrifice, power struggles and riots between religions)
Entertainment (stage for actors, singers, maybe arenas for gladiators)
Health (pandemics and epidemics. Doctors, wards)
Nobility (Smarter, interesting nobility that has wills of their own and needs to be pleased for gains. Nobles will have their own homes and families and require some micro)

Once the city builder has all this, I will consider it to be 1.0, and move on to military related updates (which I know many of you are eagerly waiting for, sorry). And after that, I'll focus on the world map and empire management.

I hope this sound good too you, I'm here, (and now also getting payed) to serve. If you want a chat, I'm here, or at the discord. https://discord.gg/eacfCuE

V58

Adds conquest to Sys. Have fun. Don't forget that if you want to continue your saves of V57, you can check that out as a beta in the steam client. Big patches are never save-compatible.

Massive scale city-builder Songs of Syx gets a new world map, Total War styled conquests

After the initial Early Access success where Songs of Syx managed to quickly shift over 11,000 copies the developer has been toiling away on a massive update that's now in Beta.

Read the full article here: https://www.gamingonlinux.com/2021/07/massive-scale-city-builder-songs-of-syx-gets-a-new-world-map-total-war-styled-conquests

V58 Conquest


Sorry for having kept you waiting. For three long moths I have added basic Civilization/Total war mechanics to songs of Syx. You can now sally forth and conquer your foes and do that which Conan the Barbarian loves so.

It is now available as a steam beta - V58 Beta. It will remain there until the bugs are sorted. I will try to keep it save-compatible during this time.

[previewyoutube][/previewyoutube]

I lost tracks of the path notes the first month, but here is what I've got:

  • Entirely new gameplay mechanics for the overworld.
  • Space usage for sprites severely reduced, making it possible for more mods.
  • UI for goods remade. Now merged with trade.
  • Inflation added. 10% of credits per year will be lost. Sorry.
  • Treasury UI remade
  • New Happiness modifiers and fixed ones.
  • Improved Pastures ability to deal with bad daily work.
  • Made Lavatories modable
  • Added some load information to services and heatmaps for access.
  • Added dynamic yield for mines based on assigned workers.
  • Added some kind of growth inside mountains, made mountain generation a bit better
  • Races now have terrain/biome preference in addition to climate. MODDERS: added a TERRAIN clause for
  • animals. Added POPULATION clause to races.
  • Fixed a lot of streaming issues, like discord. Just uncheck "debug" in the launcher, if it complains when you exit the game.
  • Workshop rooms furniture improved.
  • 2 new races.
  • 3 new music tracks
  • Price for leather fixed through a moddable thing in resource init files.
  • Fixed CTD regarding monuments and smaller rooms.
  • Added forums and a wiki to the webpage (well, community did really).
  • Middle mouse button now grabs map.
  • Knowledge cap now limitless
  • Mines now produce according to employees and deposits, you can now build over bad deposits.
  • Administration room, works as library to make admin points, used to upgrade regions.
  • Rations and rationmaker
  • Autosave & quicksave new UI
  • Changed apartments to only need work every 4th use.


There's also a new wiki on the webpage songsofsyx.com
Thank you to everyone involved and for all you patient players!