1. Songs of Syx
  2. News

Songs of Syx News

V54 release - Nobles and stuff

Game is now updated to V54. It is not save-game compatible with V53, but V53 can still be checked out in the steam client and you can continue playing it.

In the steam client, right click Songs of Syx, and click properties.


Now, on to the goodies!

Whenever the game updates in steam, you can now easily get a sense of what updates has occurred in the launcher:



Two new tiers of sleeping. One suited for the nobility.



UI iteration 2563. Might not be perfect, but better than before. Thanks to the community and especially Rowen in the Discord for the help in getting there.



A bunch of complicated stuff enhanced and modifiable. The goal of this update has really been to nail down the city population framework, to make the game more complex, while also opening it up to modding. feel free to start making your own species!


Nobility. This is kind of hollow ATM, but you can appoint people as nobility. Nobles will walk around boosting their assignations.



There is lot's lots more features and fixes. You can have a look in the in-game launcher for details.

[h2]Modding[/h2]
I've opened up a mod.io account for the game and written a few rudimentary guides for you to get started. My business plan has always been to create the framework of the game and steal the content from modders, much more talented than me. So if you have something you'd like to put in the game, let me know.
https://songsofsyx.mod.io/

[h2]Unstable testers[/h2]
Thank you all so much, those who have played the unstable branch these few days. I think this is the most stable version of Songs of Syx ever.

[h2]Reviews[/h2]
We are low on reviews. Reviews are really important for the growth and future of the game (algorithms and stuff) . If you haven't left a review yet, what are you waiting for!? If you intend on leave a positive one that is, otherwise disregard this shoutout :). Please keep in mind that this is clearly stated as early access and should be treated as early access in reviews IMO. You can always change it later if the game turns out to be crap.

Have fun, and thanks for playing!


V54 unstable - Nobles and Stuff

Finally, I'm done-ish with nobles and slaves and tons of suggestions and bugs!

I've put it in the unstable branch for now. There is a lot of new stuff and changes that requires a lot of testing, and while I'll be testing myself, it will speed things a lot if those willing will help.

Here's how to check out the unstable branch:



Now on to the goodies!

[h2]FEATURES[/h2]
  • Version log in launcher!
  • Nobles!
  • Slaves
  • Ability to enslave Krull's men.
  • Emigration
  • New top panel
  • New bottom build panel
  • New room - chambers. The finest of sleep services.
  • New Room - flats an upgrade from dormitories.
  • Dormitory reworked and job-less.
  • Dorms and flats modable. You can add your own versions.
  • Sleepy subjects will find sleep facilities in the order they like them. Then find a place indoors to sleep.
  • Reputation now Happiness. Complete rework.
  • 2 new songs + music changes with battles/stops at night.
  • All panels have been reworked slightly
  • Subjects get clean in baths and by skinny-dipping. They get dirty over time, visiting the lavatory and spending time in industries and mines.
  • Added harmony and Dread influence to work the same as awe. Added ability for roads to emit different kinds of influence. Specific monuments for harmony and dread will come
  • Added a bunch of new statistics and some happiness tied to them.
  • Added extensive modability to races.
  • Retirement mechanics added
  • Service room access reworked
  • Kickstarter names for subjects added
  • Building preference added. Races like to stay in different buildings.
  • Reworked room placement UI
  • Added walls and doorways when placing rooms.
  • Added colors for battlegear upgrades
  • Minimap boxes for resources and wild edibles.
  • Work priorities added
  • Secondary work priority added per race
  • Races have different skills and different preferences when it comes to work
  • Added light & awe coverage to right click explore.
  • New font for launcher


[h2]Fixes[/h2]
  • Might now correspond at a 1:1 ratio with your population. For claiming regions 1500 might is required for each of them
  • Added email in error messages.
  • Possibly trade depot bugs fixed.
  • Added manual steam-fetch mods button in launcher.
  • Export/import setting is set to 50%
  • Fixed a bunch of placability issues.
  • Woodcutters stopped from chopping invisible trees.
  • Rooms can now be built on top of degrading roads.
  • When placing monuments, you can delete mistakes by holding shift.
  • Collision with domesticated animals removed.
  • Available services changed to a "usage" percentage. Can be sorted in menus.
  • Flowers no longer grows on fences.
  • When you're building a room, Right Clicking or opening another panel will construct the room (if it's constructible). This also applies when Refurnishing a room
  • Krull increases his tribute as you yield.
  • You are warned where Krull is likely to strike.
  • camera pans to where Krull attacks
  • Adjusted working schedules, so that there will be more activity in the day.
  • Graveyard items fixed
  • Might have fixed world map lights
  • Subjects will return equippables to stockpiles if there is storage for it before they drop it on the ground. Inc. Battlegear.
  • Delta generation fixed.
  • Fixed Stockpile UI.
  • Light, awe and road access now only updates when a subject is outside of a room.
  • Main menu: rearranged buttons a bit, removed others.
  • Mouse scrolling now opens the minimap.
  • Fixed some rendering bugs with growables.
  • Adjusted Animal spawn rates, eating behavior.
  • Adjusted light colors somewhat.
  • Fixed subjects clothes color.
  • Fixed minimap colors for rooms working as intended, no need to load save
  • Fixed a visual bug with degraded floors/roads
  • Errored jobs show what resource is missing.
  • Changed a little trade thing with imports. The game would import resources in order depleting your treasury on the first ones, never getting to the last ones. Now changed to prioritize resources based on incoming/storage capacity.
  • Mushrooms now placable in caves.
  • Monument no longer removes cave roof when removed.
  • Fixed some stat and cost values for room items.
  • Added support for non 16:9 screens (no more stretching).
  • NOTE: some drivers might report faulty resolutions, casing crashes.
  • Hopefully fixed the game from going into low FPS when Vsync is enabled.
  • Defeated divisions un-musters
  • Accepting Message prompt about Krull's tribute closes the message UI
  • Soldiers move from their current division to ones with more experience if experience is gained. Fixed a few training bugs
  • Animals no longer run away from hunters
  • Animals drop a lot more resources
  • Hunting fixed in general
  • Animals in water rendering fix.
  • Entities saved differently, shaving off a few MB of savegame size
  • Sorted the order of resources.
  • Flimsy placement of walls/ceilings fixed.
  • Graveyard desecration values reworked. (Avoid penalty by deactivating it and let the graves disappear)
  • Max room size now can't be exceeded.",
  • Dormitory knickknacks different costs",
  • Library and knowledge fixed, it was a disaster.",
  • Slayed enemies now says that they were slayed by you.",
  • Outposts such as fisheries always finds fish, even if once depleted",
  • Double click for save/load in menu

[h2] BUGS[/h2]
  • Fixed CTD when undoing items in room construction.
  • Fixed continue button in menu when saves were deleted.
  • Fixed a CTD when restarting from the main menu a couple of times.
  • Fixed CTD when trying to delete non existent save
  • kitchen had a nasty bug, hopefully fixed.
  • Rare corpses stay active fix
  • Fleeing Krull messes everything up fixed.


[h2]Notes[/h2]
  • Doors are no longer intended to use with rooms. They're going to be changed to gatehouses, but I leave them in for now.
  • Some things are coded in the blind. I only have a 16:9 display for instance, so, wide displays may/may not work, please let me know if you have one...",
  • I seem to get crashes when choosing certain full screen displays. I hope this is because I bought a cheap display :). Let me know if you get any of that.



There is no tutorial in the unstable version. I will fix it once it stable.

P.S.

Some day V53 is going to be the new demo. If you have a city you're proud of, please send me the save, and I'll add it to the example cities.

V54 progress - 2

Hello!

I felt the time was right for me to show you that you're getting a return on your investment.

I've been refactoring like crazy, basically ripping out part of the old AI and inserting a new one that allows for extensive moddability for races and more flexible code for me to flesh out.



Now, all resources can be made "equippable" and you can define what boosts they give to a subject. You can also define traits with similar properties and chance of occurring. Reputation is now called standing and is also fully modifiable per race. You can also define what trades your race likes, making it more important with trade or race diversity in your city.

Thanks to some feedback, I've also been experimenting with a new UI layout, especially to improve trading and other aspects.



I want to get rid of the full screen ones in general and trying to figure out ways to convey a lot of information in a simple way. I really like the standing main panel. Not only is it clean, it also allows me to crop the main game somewhat, which saves a few % in performance.

I've also tried to fix the most pressing bugs in the current release. the rest will have to wait for V54.

Currently the main challenge is not to starve from waves of immigration. I plan on tipping this over. You'll have a toggle to allow immigration and Instead we'll have emigration when your standing is low, and "retirement", meaning that it should be more of a challenge as your city grows and not the other way around.

Then there will of course be the nobles and slaves, which I hope to get to next week. Other from that, lots of QOL, bugfixes and tweaks for a better experience. Hope you'll like it.

Songs of Syx appears to be an early success brewing on Steam

After releasing into Early Access on Steam on September 21, 2020 - it appears that the grand strategy city-builder Songs of Syx is seeing some early success.

Read the full article here: https://www.gamingonlinux.com/2020/09/songs-of-syx-appears-to-be-an-early-success-brewing-on-steam

V54 progress

Hi everyone. I'm very happy you guys are playing and keep sending me bugs!

I have spent most of the time since launch trying to calm my nerves and fixing some of the bugs that makes sense right now. the problem is that I've already started on the next update (54) and it gets very complicated when fixing the same bug in two different places.

so, I'm postponing a few bugs to be fixed in v54, just so you know.

So, what progress is being made?

New face generator. A bigger face in general with many billions of possible variations.



Here's how it's done:



I'm also more or less rebuilding the reputation mechanics and improving on the AI in general.



And what's really cool is that is mostly all modifiable. You can add items to equip, traits and new services, and you can change how each race feels about them.

The big thing to come though is the nobility class and slaves, even though this will be a bit barebones in the beginning.

I also have a list of hundreds of bugs and minor suggestions that I hope to address before launch.

I probably shouldn't give you an ETA, but I'm hoping for 6 weeks. Pray for me :)

/Jake