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Kainga News

Hotfix 0.5.13



I've had to make this hotfix as there was a critical bug where inspirations would not always give technology options, but lo and behold, it's been fixed!

Here's the full changelog:

  • Fixed a bug where new players couldn’t get technologies
  • Added some effects for completing quests
  • Fixed the Barracks queue
  • Demands no longer show desired resources
  • Braves will no longer lose their minds when a resource becomes unavailable
  • Trades of food for food will no longer be made
  • You can send your Thinker to any part of an inspiration’s light beam
  • Riflemen no longer hit allies right next to or in front of them
  • You can now click on resources and structures under flooded water
  • Fixed Dock missing material textures

Kainga Patch 0.5.12



I've been doing some major fixes to Kainga to get things up to speed for the next update!

A lot of changes have been including the ability to hop OFF of tamed beasts!

Here's the full list of changes below

Also, please remember to write a review for Kainga!

All the best,
-Erik

Version 0.5.12


[h3]General Bugfixes:[/h3]
  • Fixed a pathing issue where braves get caught on the corners of bridges and storage
  • Everyone will not start with hats anymore
  • Coconuts should be automatically harvested when in banner radius
  • Icebreakers shouldn’t path through the land any more and the notification has been fixed
  • Fixed an issue with disappearing soil tiles
  • Re-did how the game handles resolution sizes in the settings
  • Raised the maximum tech limit from 24 to 42 (3 rows of 14)
  • All stilt types are now free
  • AI should no longer ask for “walls” in trades
  • Fixed an issue where the trade table would ask for an impossible resource
  • Added a platform under demands and trade tables
  • Made a patch of land by the flatlands pond accessible
  • AI Thinkers won’t wander too far from their campfire
  • You can now click on resources and structures under flooded water


[h3]Unit Fixes:[/h3]
  • Corpses are again visible
  • Warriors can no longer block fire damage
  • Riflemen no longer shoot each other when bunched up
  • Braves now prefer closer resources to further
  • Braves will now not automatically attack at relationship “cautious”
  • During the boardgame festival, the Thinker now sits and plays with villagers
  • Braves will no longer get stuck under steps forever
  • Synergy units are now correctly spawned from their production buildings


[h3]Technology Fixes:[/h3]
  • Bracer no longer makes Arenas unwinnable
  • Fixed the Water Tap placement and colors
  • Plank bridge is now walkable
  • Fixed the House Extension models
  • Fixed an issue where unknown techs wouldn’t appear in the shop
  • Bridges shouldn’t be frozen in time after being destroyed
  • Fixed placement issues and water visuals with canals
  • You can no longer be locked by having an idea with no technology
  • Unlocking of the secret house type works properly
  • Made beast technologies rarer in normal tech categories
  • Synergies will not appear in the world by chance any longer
  • Fixed a graphical glitch in the shop with unique blueprints
  • Increased the cost of synergies in the shop


[h3]Transport and Beast Fixes:[/h3]
  • Fixed Firebird’s attachments, taming, notifications, attacking and commanding
  • Beasts and transports are now counted on the mouse cursor
  • Fixed notifications when taming beasts
  • Fixed an issue with disappearing tiles on snail’s nests
  • Fixed Karamana placement and stacking bug
  • Gokstad Corsairs no longer spawn units into the sea
  • Gokstads, Passarolla balloons and Walker Platforms now have and spawn on to seats
  • Beast pilots can now hop off of beasts
  • Fixed the lingering construction material on beast attachments
  • Transports and beast attachments now show carried resources in their UI

Kainga Patch 0.5.10



Hey there!
I've done some further patching fixing a bunch of issues that arose from the new Synergy system, so if you had problems with unplacable buildings or synergies breaking things, I hope it's been fixed now!



I also added a new visual representation to Charnushka's ability.

Thanks for your support and I'm now working on the new map, a snow system, and drawing a lot of clothing!
All the best,
-Kainga Dev

Here's the change log:

Version 0.5.10


[h3]Bugfixes and Changes:[/h3]

- Thinker’s starting passive now affects synergies
- Bonfire festival now also gives Karma
- Fixed a bug that blocked more than one movement inspiration from appearing
- Hearth attachments can now be placed again
- Fixed the Fertilized Crops tech so it works as intended
- Fixed passive synergies like E-fish-ency and Hermitage
- Also fixed a crash with passive synergy upgrades like Plank Axes
- Synergy UI will now show the right 2 techs when chosen backwards
- Lamba house now shows protections
- Farms can be placed at the top of the Towers islands
- Fixed an issue with synergy techs being unplaceable
- Houses that spawn double now spawn +1 with an attachment
- You can now place, rotate and cancel buildings while paused
- Boats will forget enemies more easily when moving away
- Selection decal should not persist when hopping on to transports
- Units should face the direction of travel when in transports
- Fishing tower can now not be placed slightly below ground-level, making it unusable
- Added an additional check to ensure Thinker appears as the game opens
- Fixed a bug where UI would flicker after closed
- Esc should now properly bring up the menu after closing UI
- Fixed a ramp on the Edges that was needlessly unpathable
- Added a visual representation to Charnushka’s production boost
- Units should no longer be able to attack themselves
- Fixed an issue where the hotbar buttons would get out of order
- Evaporated Ajowan Thinkers can now be properly rescued as intended
- Cages should prefer the Thinker getting unlocked in the current quest
- Fixed an issue with technologies not appearing in the Skyloft shop
- Fixed prerequisite issues with some synergy technologies
- Permanent festivals can be used again as intended
- Added an Ante cost to the Boardgame Festival

Going Rogue: What Does it Mean to be a Roguelite Village-Builder?

Kainga: Seeds of Civilization is an unusual game, that's for sure, but it's not just the strange creatures, technology and lands that make it so. Kainga is a city-builder that takes advantage of roguelite mechanics.

[h2]How can the city-builder and roguelite genres even mix?[/h2]

The more you think about it, the more at odds the two genres are. City-builders require you to plan ahead and make decisions that will influence your game later on while roguelites typically require you think on your feet and adapt with what you find along the way.

So how does it work?
I designed Kainga so that your technology tree is out in the world for you to find. You send your "Thinker", the leader of your village, to sources of inspiration where they will come up with a few technologies for you to choose from.

Here's the catch, each source of inspiration has a specific category and will have a selection of those technologies within. This ensures that you can still plan ahead, choose what type of technology you need to get next, then adapt to the options available.



[h2]How is Kainga a roguelite?[/h2]

In addition to procedurally generated maps, events and weather, a single game of Kainga will have you play with around 6-12 technologies from currently over 240+ possibilities! It's up to you to decide what best suits your playstyle, environment and current build.

But not all technologies are available at the start. Completing challenges or doing other actions like taming beasts and banishing other Thinkers will earn you Karma which carries over between runs and allows you to expand the possibilities of technologies available. Technologies will become more and more complex and unusual to continue to add spice into the game.



[h2]Is Kainga a survival game too?[/h2]

Many consider Kainga to be a sort of survival game as the wildlife, weather events and neighbors can often destroy a fledgling town. It is your responsibility as the player to take care of your people's needs to ensure survival, however there is intentionally no hunger or happiness to manage and instead an Ante will slowly increase as you grow and claim land increasing the intensity of events pushing you to complete your challenge while you can.

Kainga is based around "challenges" which are specific festivals which must be held to complete a run. Challenges have 3 categories:
  1. Population based "Arena" challenges which require you to grow a large town
  2. Construction based "Landmarks" challenges which force you to expand far and wide
  3. Combat based "Rescue" challenges where a trapped Thinker needs to be freed from a cage and sent off on an escape vehicle




Competing challenges of course earns you Karma while completing multiple challenges in a row can unlock more Thinkers, extra memory for them and new maps!

[h2]What do YOU think?[/h2]

With procedural generation, meta-progression and adaptation while planning to build a thriving town, do you think Kainga lives up to the name "roguelite village-builder?" Let me know!
-Kainga Dev

Kainga Patch 0.5.07



Thanks to the community who continues to help me find issues, big and small, with Kainga, I've been working through to get some fixes out.

Some of the biggest issues, like not being able to place escape boats or move water transports properly have been addressed along with a great number of other issues. You can now also de-activate the AI attempting the challenges in the settings!

Thanks for continuing to make this game better every day!

When things look stable I'll begin working on the next major update in the roadmap: Clothing and Stone and the Ice Ridge map!
All the best,
-Kainga Dev

Version 0.5.06 - 0.5.07


[h2]Patch Notes:[/h2]

[h3]Technology Fixes:[/h3]
  • Fixed the Raised Reeds synergy to grow the correct crop
  • Fixed the floating resources on raised beds
  • Storage now shows and is built by the correct resources
  • Fixed Sturdy Shovels to actually work as intended
  • Changed the way unit synergies work to stop overlapping technologies
  • Barracks now change to their synergy even after built
  • Elevators and Drawbridges can be built as normal
  • Fixed Elevator and Drawbridge synergies
  • Drawbridges can be placed at water level
  • Fixed Elevator placements in walls
  • Drawbridge can actually be walked across
  • Storage towers will stop eating 4 of your stored resources
  • Storage tower no longer uses destroyed market stalls for storage
  • Houses now show their wall resource changes after the Canvas Press has been constructed in the hotbar
  • Added cliff placement icon to the balloon dock’s tooltip
  • Attachments can no longer be placed when you saved them and chose huts
  • Lumberjack and Climbing Pole no longer require Sharpened Axes
  • Hotbar buttons are more intelligent in blocking you from placing un-buildable structures
  • Combat buildings built when saved after house type can be placed
  • Bridges cannot be placed at angles more than 30 degrees
  • Fishmonger should now properly appear with fish technologies
  • Efficient Clay Pit now works
  • Ladders and stilts should be getting built automatically now
  • Combat attachments won’t produce while overpopulated
  • Production buildings should be operated when overpopulated


[h3]Gameplay Fixes:[/h3]
  • Fixed the placement issues with escape boats and other water structures
  • Menhirs no longer destroy banners
  • Grenadiers now attack structures with grenades instead of melee
  • Flathead dens now only move to reachable locations
  • Flathead dens will now move with Edges landmasses
  • Flathead dens disappear after some time when Flatheads are removed
  • Stopped flying snail eggs at game start
  • Festival banners now properly attach to Edges landmasses
  • Dock platforms are now properly attached to the Dock
  • Longbows actually shoot now
  • Fixed the screaming after fire has gone
  • Reduced block chance for Warriors and increased it for Shield Bearers
  • Fixed Axe Warriors' attack damage and removed block
  • Landbarges will not be so wonky on ledges or off cliffs
  • Passarolla balloons now properly float high above the ground between cliffs
  • Fixed some visual glitches in the Archive
  • You can no longer win a quest by doing the last challenge first
  • Caged Thinkers can no longer jump from the cage to the escape vehicle
  • Umbrella trees re-grow at the desired slower rate
  • Umbrella trees on structure placements can be properly removed
  • Boats should move correctly again in the Pebbles
  • Icebreaker can now have a larger loop
  • Increased the damage braves do to each other during the Arena
  • Removed the chance of multiple inspirations at the same spot (hopefully)


[h3]Town AI Fixes:[/h3]
  • Added a settings checkbox to disable AIs pursuing challenge objectives
  • AI towns complete Arenas slower and only with and Ante over 4
  • AI towns only place buildings in completed banners
  • AI towns won't build flotsam arenas on land
  • AI towns will not do the Menhir challenge for now
  • You will no longer win when the AI finishes the Landmarks challenge