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V67 beta - many small things

Greetings friends!

Finally some progress from your beloved developer (now with some company).

This patch is special in that it's save-game compatible with V66. However, it will not move to stable, and it will not be translated, as I want to make more of these patches. Note that you can't load a V67 save in V66 though, so keep backups.

It revolves around what is already in the game and making it better and live up to its potential. Some highlights are maintenance, raiders and events.

You can access the game by selecting it as a beta in the steam-thing (V67).

I will now go back to coding V68. This patch should be relatively bug and issue free, although I've probably made a few oopsies here and there that I will fix in the coming days.

[previewyoutube][/previewyoutube]

Here are the patchnotes. It's not all of my work though, and it might not make sense or have correct spelling.

  • I've remade the priorities (priorities visible in the property tab) to make a more dependable schedule for subjects.
  • All activities a subject can do have a need to them, which can be tempered with through mods and events.
  • There are now essential services, such as food. And non essential, of which 2 is selected each day and consumed.
  • A proximity stat that is tracked for each citizen. Is added to production calculations. Measures the time they're doing other things than actually working while working, such as hauling goods. Good for optimising industries.
  • Onx pasture produce more cotton
  • Special amount setting for warehouses, lets you use one crate with a specific capacity. Needed for the new maintenance overhaul.
  • Both the new setting and pull orders are now copied when pasting a warehouse.
  • Fulfilment formula made a lot easier for early game, and harder for late.
  • Maintenance is now a science instead of something flimsy. There are strict rules, and as such the cost can be estimated. I've added the estimates to the UI where they are needed. Maintenance will now be a much bigger factor in your economy.
  • Retirement age made more important, and set it to start at half. It will slowly make its way to whatever you set as the target, so you hopefully can't cheese it.
  • Services fulfilment rebalanced. More diminishing returns.
  • Some changes to fishery deep sea access.
  • Upgrades available for monuments with fulfillment in regards to it.
  • Torch have upgrades.
  • New upgrade placer tool.
  • Better saved blueprint UI and functionality.
  • Guard post has upgrades
  • Light removes snow
  • Encyclopedia has been redone. Some functionality added.
  • Nursery UI facelift
  • Tourism fixes. Increased amount and money from tourism. Added more races.
  • Added diplomatic penalty for disallowing tourists.
  • Changed disease. Disease can be avoided with near infinite tech upgrades late game. Will later be replaced by a medical research facility.
  • Crimes should also increase as you grow indefinitely, but has tech to offset it. Will later be replaced by police buildings.
  • New revolutionary event mechanics. Makes it easy to add many events, and have them affect the game. Over 100 events added.
  • Fixes of Dondorian and Cretonain portraits.
  • New biographies for subjects, deeply tied to traits, and custom for races.
  • The wishes of subjects are much more colourful and race specific.
  • Religion conversion now works for both shrines and temples.
  • Many more rooms now have more upgrade stages, and the upgrades are expensive to maintain.
  • Pastures now have useless cubs for 6 days. Slaughter all output is increased though.
  • Transports have radius, increased capacity, and can be loaded when they're away.
  • Food and drink production increase, but higher food/drink rations possible. You only get this bonus if rations are > 1. Rations can now be fractions.
  • Removed water need for baths. (I'm not sure what I/you want. Either water should play a substantial role in city planning, or just for agriculture)
  • New raider mechanics
  • - a fixed number of raider groups are pre-spawned and known from the start.
  • - these come in different powers
  • - only a span of raiders are interested in you at any given stage of the game.
  • - This span are the ones that can pose a challenge to you, and the ones that think you are worthwhile.
  • - The system is self-balancing, sort of like a ladder that you climb with your wealth. If the raids are too hard, they will grab your stuff and bump you down the ladder. If it's too easy, you'll climb the ladder.
  • - start difficulty determines the offset of the span you are currently in.
  • - raiders can be killed, either by attacking them manually, or defeating them in an invasion.
  • - you get a bounty for killing raiders.
  • - a killed-off raider can be respawned. If all raiders are killed, a new raider will spawn every 10 years, so that's the max rate. Don't want it to feel endless, but also don't want to completely kill the system.
  • - raiders will spawn like in V66, or at the edge of your realm as a rebel army.
  • Made some changes to borderless window creation. Let me know if I broke / fixed something.
  • Added army supply consumption to tooltips.
  • Better room ordering in lists.
  • Room name based on amount of room, not iteration of room.
  • Special floors for rooms override by race. For instance Garthimi have their organic floors for them. This can be implemented for every race.
  • Auto immigration only counts adults.
  • Nurseries have local limits.
  • Toggle for automatic roads underneath benches etc.
  • Better on-hover on the world map.
  • Culvert overlay
  • Room build overview tweaks
  • Archery speed tech
  • Cobblestone repainted
  • Better search for bottom panel
  • Indicator for planning mode
  • Historic data for available technology points
  • Extra cost when constructing room more prominent.
  • Indoor pastures gate placement improved.
  • Some indoctrination/education changes.
  • Saved bluprints work on unfinished rooms.
  • Auto immigration has numerical input.
  • Minimum treasury setting for imports
  • Room problem overlay
  • Tilapi happy in slaver and cannibal
  • Janitor overlay show all combined radiuses.
  • Indoor pastures get boost in mountains.
  • Warehouses start with 100% radius.
  • toggle all select for pull orders
  • Fill tool improvements
  • Woodcutter items can be placed on trees.
  • Moved tooltip when managing equipment of divisions.
  • reconstructing rooms and cancelling rebuilds them instantly.
  • Hotspots left click to navigate, right to edit.
  • Overlays remove the hard shadows in mountains.
  • Resolution UI problems.
  • Trade price added to resource tooltip.
  • minimap settings are saved.
  • Added equipped tool consumption to resource tooltip.
  • Made minimap entity coloring a bit better.
  • Race filter for minimap
  • A bit less forest generated on the world map.
  • Mural of the main menu completed.
  • Service proximity is now impossible to get to 100%. But the upside is you can always find a better layout for your city.
  • Much more accurate workload values.
  • Temporary loyalty boost when invaded or when there is an epidemic.
  • Experience bonuses for industries rebalanced.
  • All industries construction materials have been balanced to be uniform, and prevent early upgrades (through the maintenance cost).
  • New icons here and there.
  • Trade tariff increased.
  • Inflation increased.
  • the two above might decrease again once I fix more world mechanics.
  • Roundness change. Now both roundness and squareness exist. Humans like both, so you need a good 50:50 ratio for it. This is not registered in rooms.
  • New Revolutionary trading system. Lets you export machinery with the same profits as grain if your trade partners are big enough. Also affects wood prices when trading furniture.
  • Accidents more rare, and more severe.
  • Livestock is now a recipe in all pastures, and can be traded normally.
  • some logistics QoL
  • Fixed world fortifications
  • snow and ice removed when the weather setting is off.

  • Contributions
  • Roberto Díaz Pérez - more and better place types.
  • Vanir - lots of the above
  • Krastor - lots of the visuals above

V66 stable release

Esteemed Despots,

What a ride, and what a toll on my delicate nerves. A beta release + the influx of a huge number of new players, a poor logistics implementation, etc. That was a bad combination. But now it's over, the bugs have been squashed, strange choices remedied, oddities swept in under the carpet. Stable V66 is now released, praise be the Astari.

that means that the default branch on steam will be updated to V66, and your V65 saves will not work. To continue playing those, you must manually check out V65 as a beta in the steam client.

As always, I planned for V66 to be perfect, however under scrutiny, many issues has been revealed. That means that I will continue to patch the game with a few more mini-versions. The gamechanger here is that I will not break saves, I will just rebalance things. And the patches will be smaller, more frequent and narrower in scope. The rough plan is this:

[h3]V67 – balance. [/h3]
  • Make maintenance great again and make sure upgrades to buildings is not a one-time cost for the player.
  • Make services more costly if maintenance isn't enough, especially the late game ones.
  • General love to fulfilment modifiers and race diversity.
  • Admin to replace organization. Still focus on < 12 region kingdoms. Law and health rework in order to make this the primary late-game pushback, but still give you tools to mitigate them.
  • Further work on the difficulty progression, by making early game more forgiving, and increase difficulty at higher populations.


[h3]V68 – diplomacy[/h3]
After a lot of work, I feel that the basic diplomacy is stable. That means I can add layers to it, to make it more fun, immersive and engaging. I want “stories” generated through your journey, and make your AI counterparts feel alive. There's also a problem with opinion and the threat modifier. The plan is to sort of hide this modifier, so that you'll be under the impression that they love you, but as you grow, you'll be targeted for backstabbing. Also make the traits of the rulers more impactful, so that you'll use diplomacy more. I can also work with adaptive difficulty, trying to figure out how much pushback to give you for the best experience.

[h3]V69 – battles[/h3]
Fix movement, friendly fire, etc. Balance the actual fighting. I'm still bent on making battles be about breaking the enemy, not killing them as in most Hollywood inspired games. My best total war experience comes from a mod called “Rome total realism”, which had just that. I don't want it to be about your clicking skills, I want it to be about your tactical planning skills.

I'm sure there will be 1-2 more of these mini-versions.

I also have a guy helping me in my effort and to organize stuff. His username is Vanir, and so far, he's doing one heck of a job. Right now he's scouring suggestions from all corners of the world, which will all be considered. And he's a machine when it comes to testing. I'll also put him on balancing, we will see if he's up to snuff.

As you see, 1.0 is still a bit illusive, but I'm thinking it should probably be Q1 of 2025. A reminder is that 1.0 will contain the major feature of proper nobilities and their rooms, the throne room, and professional soldiers parading the streets. The main idea behind nobles is to tap into that “story telling” mechanics that are in other games. I'm still debating with myself and others, if we really want this, or if it will just be an annoyance, as you try to optimize your city. We will see. I've also saved a bunch of low-hanging fruit in terms of content.

Final note, I want to thank everyone for testing the beta, which is 98% of all players. Just please be thoughtful that in the beta of and EA title, made by a solo fool in his garage, there is bound to be bugs, strange features and balance issues. If you find something that annoys you, chances are it's not intended to be that way. But I have no idea of knowing unless you let me know how you feel.

Fantasy city-builder Songs of Syx is approaching the end-game

Songs of Syx is approaching the end-game now with a new Beta release out for version 66, which as usual has tons of changes for this massive city-building strategy game.

Read the full article here: https://www.gamingonlinux.com/2024/04/fantasy-city-builder-songs-of-syx-is-approaching-the-end-game

V66 - Endgame

The time has come. It is time for a new of my world-renowned dev-log videos. I've got so much to say, yet so little time, and so much confusion.

Beta is now released. You check out the beta manually from the steam client, or your other store's clients. This beta is in a good state, but there might still be bugs I need to fix, and rebalancing, so it might be a bumpy ride. It will also be updated, sometimes several times per day. So if you're not into that, wait for the official stable release, else, I am very grateful to you who give it a shot.

You got the patch notes in the previous announcements, so instead I'll talk a bit about this nice little marketing push I've received.

As you know there was a 20% sale, and a huge video by Seeth - the youtuber. SoS made it to the top 20 worldwide on Steam, and #4 on another store who's name shall not be mentioned. This increased sales indeed. I basically made 6 months normal revenue in 24h. I'm not gloating, I just think some of you might be genuinely interested. It didn't stay in the top very long though, sadly. I planned on releasing V66 along with it, to create extra buzz, but there were too many bugs. I was defeated.

All in all, I'm very happy with it, and I might do sales in the future, since the response has only been positive. And I'm confident 1.0 will be a good.

[previewyoutube][/previewyoutube]


V66 sneak peak and news

Greetings earthlings.


It's about time I divert my attention from my codebase, and try and explain myself as best I can.

First of all, I want to inform you that the game will be on sale the first time ever (and maybe last), from today to April 29th. Personally, I would have loved to skip sales all together, but SoS strangely isn't the top seller of the decade, so I want to try this once and see what it brings. The reason I chose to do so now, is that I have some good things happening all at once. Firstly, the renowned youtuber Sseth is releasing a SoS video today, and the digital stores promised to give me some extra exposure. We will see what it brings, I'll keep you posted.

[previewyoutube][/previewyoutube]

Secondly, I'm not very active in the steam forums, as you might have noticed. This is simply because it eats a lot of my time, and I need to focus when I'm making new patches. I will be back when V66 is done, if you promise to be nice. The steam boards have degenerated a bit, I think we can all agree, as is expected as the game grows. The good old days are in the past.
If you want nearly daily rambles, I cordially invite you to the discord, where I post progress more regularly, and open to chats.
Discord Link

Thirdly, about V66. V66 is very special to me. It is most probably the patch before 1.0, and it's focused on polish and stability. I have not drastically altered anything. And I've made a special save thing, so maybe it will even be compatible with 1.0. Focus has been on mid-late game, mainly about getting the AI factions to behave, and present challenges from 1k population. I've been good with patch notes this time, so I'll include them here. In a perfect world, I would release the beta today, but I'm trying to come up with all kinds of distractions to keep me from playtesting, which I'm not too fond of, not sure why. But it should be released within a week, along with one of my astounding video logs.

What 1.0 means is that the game is in a state I'm happy with. It does not mean that development will stop, just focus will be shifted more towards polish and stability and balance. No new ground-breaking that breaks all saves. From 1.0 and forward, all saves and mods will be compatible. And when I'm done doing that, maybe 6 months from then, I will probably start working on an expansion pack.

Forgive my misspellings and other deficiencies.

[h2]MISC[/h2]
  • Campaign engine.
  • The tutorial converted into a campaign.
  • Selectable scripts when generating random game.
  • Different "scenario" options. A scenario is a save that you can distribute with mods. Battles for instance.
  • Trait system remade and reworked to work both or royals and subjects.
  • Military equipment has efficiency based on race, added as a modding request. I've added some malus to the Argonosh.
  • All kinds of racism is now connected in the world and your city, and other factions.
  • Save resilience. Saves should now be able to be opened with different mod configurations, if the mods are not too exotic. Custom maps also have a good chance to work all the way to 1.0 as well.
  • 14 new sountracks. The soundtrack is now complete.
  • A nifty little property saver that saves for instance wall-type in room construction to your profile. Can be used to save many such QoL, suggestions are welcome.
  • New menu background
  • New Titles: The Undefeated, The Incompetent, The Merciful, The Merciless, The Wise, The Bureaucrat, The Clumsy, The Gourmand, The Entertainer, The Drunkard, The Caretaker, The Pleasurer, The Uniter



[h2]CITY[/h2]
  • Admin and knowledge now have sticky production, meaning values will not swing back and forth during the day.
  • Accidents are back. Also some panic when accidents occur.
  • Pimped the Embassy. Made it more space efficient. It now needs jewellery and fabric, although it's optional as the admin.
  • Sick and injured people no longer counts as workforce, enabling you to control work priorities properly.
  • Soldier fulfilment based on total number of soldiers, not per race.
  • Grave mourners now stand beside the grave.
  • Market rooms keep their settings when copied.
  • Pasture output tiles capacity increased.
  • Overtime now has significant penalty to happiness.
  • Water pumps can now only be placed on ground water. You must plan for the canals.
  • Data for resources and credits are now per day instead of per season.
  • Resource piles have much greater capacity, reducing their amount and potential lag if the map becomes filled with them.
  • Rooms listed in construction order
  • removed entrance check when building rooms, allowing you to build in mountains.
  • Saved blueprint now moved to the construction screen of individual rooms. Saved blueprints made more robust.
  • Made some small changes to the bottom menu. I know you don't like this, but it's for the better. Some small changes might occur next patch, but after, I'm done.
  • Food preference improved. You'll get a slight value when there is one out of many.
  • Service overlays now better.
  • Entertainment buildings keep better count of available services.
  • Services such as food stall and restaurant now count to fulfilment by themselves. Restaurants are on average used ever 8th food stall day.
  • Tree regrowth rate halved, and woodcutter production boosted.
  • Auto employ removed from crafting buildings.
  • More road types, and they look better.
  • Road access remade. Now remade into preference, which works the same as the building materials.
  • Hospitals now offer fulfilment to citizens.
  • Multiple drink types. I only have two. Tavern has been pimped, and has an upgrade. Drink preference works just as food preference.
  • Massage parlour added. What happens in there is up to everyone's imagination. In practise, it is just another service, but reduces health slightly.
  • New room "stockade" is a holding place for prisoners. It is dirt cheap, and it is not a punishment. Prisons are now purely a punishment.
  • Law is remade, so it starts at full fulfilment, then climbs down as crime starts appearing.
  • Added escape events to stockades and prisons.
  • Work priorities and the assignment mechanics got some love, and now work better, even when priority is 0.
  • -Logistics remake-
  • Two new major things to know about. Fetch and deliver orders. These are set per room. They are similar to the old "empty to" functionality.
  • The warehouse have 4 available fetch orders. In addition, it also has a toggle for "regular fetch", and a true store function. It also has a limit that decides how much other storage fetchers may fetch from it.
  • The hauler has the same things, but only two fetch orders.
  • The old fetch mechanics is thus retired. Warehouses will only grab stuff from the ground and from production rooms, if no fetch orders are issued.
  • Logistics are nerfed a bit. They have less radius, and less carry capacity. The carry capacity is based on race and can be upgraded. Garthimi sucks, Dondorian and Cretonian excel.
  • Transports have 4 delivery orders available. Their capacity is now 60, and they will depart more regularity. Their speed is slower than a regular pleb, but they obviously carry a lot more. They are good for moving big numbers of resources. For few numbers, a warehouse will do.
  • Export depots and military supply depots work similarly to warehouses, in that they grab resources on the ground, and also have pull orders.
  • The "export when over" is thus scrapped and replaced by the power of the pull orders.
  • The army supply works like a warehouse with 2 fetch orders available.
  • Exposure tweaks. You must now provide wells and hearths all over the city, as everyone will become cold and hot. Clothes will only decrease the frequency of getting cold/hot, thus making the city more efficient.
  • Divisions when sent out to an army will take some time to return.
  • Option to send out divisions even if they're not fully trained.
  • Raids pimped up. They no longer spawn an army, they attack directly. You have a chance to fight them on the field.
  • Raid chance is reworked. Now based on riches (resources, slaves and credits) and your military power. Also your military reputation.
  • Raids no longer scale as you defeat them until you're faced with impossible odds. Instead they are randomized each time.
  • Raiders have a captain and a name.
  • There are a number of unconditional raids added that you can't avoid.
  • Roundness is now an addative value.
  • Made some visual changes to walls.
  • Some 20+ techs added and tech tree restructured.
  • Refined how slave submission works.




[h2]WORLD[/h2]
  • Generation now tries to base the size of the region on capacity, meaning larger, infertile regions.
  • Roads made a bit more pronounced.
  • Some color and sprite changes.
  • Editor. To share maps you make, make a mod and put the save from the editor into custom folder.
  • Havens now have lower requirements in order to join you. More will join if you exceed the requirements though.
  • Build points removed. World buildings rebalanced.
  • "Organisation" a new world thing and is based on how much workforce you have allocated. Replaces distance, although distance is still there.
  • Organisation lets you either expand though upgrades or through region amounts.
  • Building buildings now has a new flow. Loyalty and health is based on the population target, not current population. Enables you to know exactly what to build.
  • Building buildings is done in bulk that lets you experiment with different configurations without spending money.
  • Prosecution in you capitol also affects regional happiness.
  • Representation of species in your capitol affects regional happiness.
  • Representation of nobles in your capitol affects regional happiness.
  • Prices have been fixed all over, and is now derived from the prices of goods. For instance slaves cost their food and upkeep during breeding, and mercenaries their equipment and training.
  • Region generation improved.
  • Battle stats for armies and factions. Military reputation based on your prowess. Affects AI factions and in-city stats.
  • Mercenary rework. Scales with your size, and have a long cooldown when disbanded, and low replenishment. Also correctly prices, more than it will cost you to train your own.
  • Raid stance added for army. Allows you to get slaves and resources.
  • Artillery is now an army supply.
  • Only rations and clothes are mandatory, drinks improve morale.


[h2]FACTIONS[/h2]
  • Opinion "threat" now reworked. Based on population vs Ai's population, meaning small states will hate you more/faster. Some additional stats added.
  • UI of opinion enhanced.
  • Reworked emmisaries. Now a diplomatic point system. Points allocated will stick to the court when someone dies. Better UI for this.
  • New "sabotage" diplomacy option in order to get a faction to attack you without getting a betrayal penalty.
  • Betrayal added. If you act like a jerk, you will be severely punished by all factions.
  • Factions will not attack you simple because they do not like you. They will make sure they can beat you in auto resolve.
  • Factions with low opinion will secretly convince other factions to attack you with time.
  • New diplomatic options available:
  • Alliance -> a military alliance, you will share enemies. You can get a cheap alliance by helping someone out that is at war.
  • Colleague -> a non aggression pact. Promise to not attack each other.
  • Vassal -> become, or make a vassal. A vassal pays a yearly tribute to its overlord, and is protected by it. As an overlord, you can pick what kind of tribute you want, and as a vassal, you'll pay 15% of your shit each year.
  • Protector -> above reversed
  • Join Federation -> Unite. Pay a hefty sum to have a faction join yours without bloodshed.
  • New trait system for royalties. Shapes a unique personality that has a large impact on your relations. Hopefully this will prompt you to assassinate more.
  • All factions now has an army. These armies grows slightly as you expand.
  • Initial generation of factions makes sure you will have nice progression. The neighbouring factions are immune to events, and will stay there until you're ready to expand.
  • Slave trade.
  • War diplomacy fixes.
  • The betray system hopefully fixes exploits, such as selling a region and then attacking it shortly after.
  • Opinion has less impact on trade prices.



[h2]SOUND[/h2]
  • Reworked the sound engine.
  • Added multiple new sounds in theory, but I haven't added much of the actual sounds.
  • Sounds that you can be added by modding:
  • -Room ambiance
  • -Room on click
  • Furthermore, there will be a variety of sounds coming from the subjects themselves, but I'm saving these until after 1.0, as it will not affect saves.


[h2]MODDING[/h2]
  • Some changes to scripts. Now there are selectable scripts, and forced scripts. Forced scripts can be adding ui tools or whatnot, selectable is a traditional script. Scripts are selected on a new random game.