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Update 0.4 "Trade and Travel" Changelog



Here's the full list of changes (and subsequent fixes) that have occurred in the 0.4 update "Trade and Travel".

If you'd like to see what these updates look like visually, check out the Steam update here. A lot of work has gone into this, so please let me know what you think, how it can improve, and what you like!

Also, please remember to review Kainga! It really does help! :)

All the best,
-Kainga Dev

Version 0.4.12 - 0.4.18


[h3](TLDR) Summary[/h3]

  • “The Edges” Map
  • Menhirs Challenge
  • Ajowan Thinker
  • New Quests and UI interface
  • New Priest Unit
  • New Creatures: “Totano” and Mastadon
  • Wandering Trader Added
  • Relationships, Trade, Gifts and Demands Added


[h3]New Technologies[/h3]
  • Memorial Banner Festival
  • Waterbomb Festival
  • Clay Drill Festival
  • Demand Table
  • Trade Table
  • Royal Gift
  • Disguised Gift
  • Blacksmith
  • Bowyer
  • Spearsmith
  • Powderstack
  • Whiptwister
  • Library
  • Temple
  • Palm Farm
  • Market Tower
  • Fertilizers
  • Walker Firebombs
  • Walker Waterbombs
  • Colporteur


[h3]Major Additions:[/h3]
  • Added sitting animations for combat units
  • Added an in-world Karma shop with random techs (locked and unlocked)
  • Added beasts and boats to the population lists
  • Added dynamic music to the Skyloft
  • Extended the possible length and varieties of the Terraces map
  • Improved off-screen animation optimization
  • Ambient tracks now play on startup
  • Separated the Map from the Quests, and there are now different stations to choose each
  • Quests are less linear, allowing for more choice and selection at the start
  • All locked content now describes why it’s locked and how to unlock it
  • Doubled the speed in which braves go back to work after combat or festivals
  • You can now click on claimed resource icons to find where they are
  • Camera should bob less when zoomed out
  • Increased the amount of trees available on The Pebbles map
  • Added a “Low Quality Clouds” checkbox
  • Doubled the distance braves look for available resources
  • Rainclouds are now more affected by Ante
  • Nautalisks can now be hit in the eyes to deter them from attacking
  • Inspiration UI now overlaps world so they won’t be obscured by foliage
  • Changed progress bar visuals
  • Braves will now be more intelligent with when they should enter houses
  • Added a bunch on new bindable keys including a WIP pause button
  • Added “Are you sure” buttons to surrendering and quitting
  • Added a "What's New" box in the corner of the main menu


[h3]Technology Changes:[/h3]
  • Made rare techs rarer
  • Houses built on beasts and transports now omit food costs
  • Foraging hermit now gathers more types and quantities of resources
  • Greatly improved the Wide Windmill’s production speed
  • Larger houses now spawn faster and smaller houses spawn slower
  • Added a relationship bonus to the “Ceramic Tower” festival
  • Improved passive “Permaculture”
  • Bonuses are now kept in an expandable box
  • Added a banner to display technology category when choosing from inspiration
  • You can no longer build some structures before choosing a house type
  • Inle farms will auto harvest to fix pathfinding to the resources over water
  • Lumberjack and Adobe Oven change resource types after construction is complete
  • Braves now exit a house when they cannot find food


[h3]AI Towns Changes:[/h3]
  • Towns now track relations with you and each other
  • Towns demand, trade, raid and support each other
  • Dying Thinkers drop new sources of inspiration
  • AI towns no longer spawn free units
  • Towns crops will be built more intelligently
  • Increased the variety of buildings towns can create
  • Other teams won’t pick team colors similar to you or each other
  • Towns will now only get angry if you take inspiration or claim land closer to their campfire than yours
  • Allied towns can gift you inspiration
  • Towns will no longer change team colors after being destroyed


[h3]Bugfixes:[/h3]
  • UI now adjusts to both wide and square screens
  • If you unlocked “Water Carriers” between the patch and the hotfix, you will now have proper access to the correct boats
  • Fixed a text overflow problem on the end game screen
  • Fixed text overflow issues on the technology scrolls
  • Units will no longer be “lost in thought” if the festival they were celebrating was destroyed
  • Inle farms will rise with floodwaters
  • Units won’t chop Pear Farm trees even in as a last resort
  • Placing a campfire multiple times will no longer require chopping all resource touched
  • Thinkers will no longer try to claim your Festival technologies
  • Fixed the lumberjack not recognizing logs
  • Thinkers no longer slide after dying
  • Tower Arenas are now properly climbed as intended
  • Fixed a bug where missions wouldn’t load on the map properly
  • Tamed beasts should automatically attack intruders
  • Walkers will no longer sink into the underwater sand
  • Fire restores the soil slower as intended
  • AI towns will no longer use your pop-cap limit instead of their own
  • Achiote will no longer knock Trudgers into the netherworld
  • You can no longer rapid-fire snail spits
  • Tamed snails will no longer melt their own pilots when looking downhill
  • You can no longer enter the cloudspace in the Skyloft
  • Thinkers should no longer be freed from their cages by wind
  • People will no longer get blown out of houses by wind
  • Enemies taming beasts will no longer give you Karma
  • Fixed the Nautalisk’s tentacle movement, readability and behavior
  • Umbrella trees can now be permanently chopped when structures are placed over them
  • Fixed a bug where sometimes your people would yell at trespassers even after they left
  • Limited the demand list at high ante


[h2]Subsequent changes (during testing and launch prep)[/h2]

[h3]Patch 0.4.14[/h3]
  • Thinkers can no longer be converted
  • Fixed other issues with conversion
  • Fixed the tower house ladder (again)
  • Can no longer click multiple times to speed up inspiration
  • Fixed pathing issues with the Icebreaker
  • Notifications correctly say which Thinker disapproves/approves of your actions
  • Skyloft music is now affected by the music sliders
  • Fixed an issue where Edges landscapes would split in half
  • Fixed a placing issue on the Edges
  • Lotus can now be force-chopped from farms
  • Fixed the Market Tower’s size to be more tall and narrow
  • Fixed Memorial Banners’ rotation placement
  • Icebreakers should properly path around the edge of the landscape
  • Menhirs are hoisted from the correct direction


[h3]Patch 0.4.15[/h3]
  • Thinkers can be sent to the trader’s beast to trade
  • Increased the chance of the shop opening
  • Fixed Ajowan’s final challenge not working
  • Added the Mastodon trader
  • Braves should listen a bit better when there’s fire around
  • Added an Alabastron jar UI element
  • Evaporated notification now correctly shows where
  • Fixed a problem where Thinkers wouldn’t automatically think at inspiration
  • Hopefully fixed an issue where Ajowan’s smoke would flicker from far away
  • Fixed a problem where the escape vehicles wouldn’t work after an earthquake


[h3]Fix 0.4.16[/h3]
  • Added banners to the Archive
  • Towns will now build bridges to their destinations
  • Added (x) to most Skyloft UI elements
  • Fixed the Clay Fountain banner colors
  • Towns should no longer make trades where they offer you nothing
  • Added a work-in-progress pause button (spacebar)
  • You can no longer fight others in the tutorial


[h3]Fix 0.4.17[/h3]
  • Fixed the Totano’s attachment spot
  • Fixed the Market Tower’s texture issue
  • Fixed the Weaving Hermit’s pathing and placement issues
  • Hopefully fixed an issue with treasonous braves
  • Fixed a bug where ctrl and shift wouldn’t register on UI the first time
  • Sandsail and Rickshaw now do only 1 damage when hitting people
  • Wind during Sandsail rescue is now just for show
  • Keybinds should not reset when opening the game
  • Fixed the Cloudpopper Balloon’s collision


[h3]Fix 0.4.18[/h3]
  • Fixed an issue with the relationships display
  • Changed the colors of challenges on the map
  • Fixed a bug where resources would be removed from structure UI 2 at a time
  • Thinker no longer returns to campfire after thinking at inspiration if moving or unreachable (to stop him from yeeting himself into the water)
  • Gosanke harbors and Icebreaker towns now display the correct colors

Progress towards the "Trade and Travel" Update

Fist off, I want to state again that I'm incredibly impressed with how people are taking to Kainga!

Thank you so much for your positivity and engagement!

[h2]News on the "Trade and Travel" Update[/h2]



It's been a while since I posted an update on Steam and I'd like to explain why. Normally, I'd make minor updates every few weeks but since one of the major changes in the "Trade and Travel" update was a fundamental change in how towns react to one another through the new relationship system. I unfortunately couldn't share any updates without sharing the whole system, and the system isn't yet complete, although very close!

[h2]What Can We Expect?[/h2]

There are dozens of major and minor changes, here's a quick look at 4 that you can look forward to:

[h3]1.) Trading and Relationships![/h3]
Gone are the days when you will get randomly raided just for existing. Actions you take will affect your relationships and you can now make trades, or give gifts to appease relations or demand resources from your enemies. Alliances will bring surprising perks!

[h3]2.) New Playable Thinker: Ajowan[/h3]
Ajowan is a new unique Thinker that you can currently see in the Skyloft, unlike all other Thinkers, he's incorporeal and made entirely of smoke! With just 1 health, death will only return him to his massive jar known as an Alabastron. If the Alabastron is broken, however, you will lose.

[h3]3.) New Map: The Edges[/h3]
A kind of savannah, this new biome will offer an abundance of reeds and logs as well as a decent amount of space to build your town. However, traversal will be difficult as steep cliffs drop into the water. Who knows why the ground keeps ominously rumbling!

[h3]4.) New Challenge: Menhirs[/h3]
A new kind of Landmarks challenge except instead of simply building what you need, you need to find and gather these massive stones, pulling them back to your town before hoisting them upright to complete the challenge!



[h2]How Long Is It Gonna Take?[/h2]

I'm very close now, but I need some time to clean up what's already been created as well as around a week for bug-testing before the update is released.

Here's some fantastic villages created by some members of the Kainga community!


A symmetrical town from CaptainArex


An intimidating boat army from Rentier Riche


And a multistoried housing cluster from Sandra Vea

[h2]Moving Forward[/h2]
As Kainga is in Early Access and there's personal investment to see the progress of development, I'm going to do my best to produce updates every few weeks without such large breaks in communication.

If at any time, you'd like to contact me with anything about Kainga, feel free to reach out on Discord or Twitter where I'm quite active!
Come, join the community, share your village screenshots!

Feel free to also share your ideas for the game, I'm constantly adding things and making changes based on player suggestions, so keep it up!
See you at the next update!
All hail the snail.

Patch Hotfix 0.3.28

Just making some critical patch hotfixes as some issues were found by the community.

Stay safe and stay awesome!

Hotfix 0.3.28
  • Landmarks challenge fixed!
  • Hakken house should appear now
  • Overhangs can be placed properly
  • Blastpowder boiler can be placed
  • Fixed Mighty Pie placement
  • Fixed snail den demands UI
  • Fixed lotus pond capacity
  • Braves won’t transmute carried resources
  • Warriors will attack beasts after taming has failed
  • Fixed dye pot team color unlocks
  • Your units will listen to your flee commands better

Winter Patch and Sale!

Hello Kaingans!


Happy Holidays, gifts are on the way!



I've been really happy with the response to Kainga, people have really seen the potential in this game which has been amazing to see. In celebration, I've put Kainga on sale at 15% off!

I've been working really hard to fix and further improve the game as much as I can (see the full patch notes below) and I will continue to do so throughout this Early Access development!
I've also been working on the next major update working on things like improving the AI of other towns, adding trade technologies, creating the new map: The Edges, and working on a new Thinker. Here's a sneak peek:



This is Ajowan, an incorporeal Thinker that actually cannot be destroyed! When damaged, he returns to his Jar, known as the Alabastron. If the jar breaks, however, the game will be lost, so protect it carefully!

This Thinker is not yet playable in the game, but will be upon the next update, but you can check him out in the Skyloft.

Without further ado, I'll share with you the changes and fixes below:

Patch Notes, version 0.3.27


New Technologies:
  • Rifle Casern
  • Fishmonger
  • Runed Axes
  • Sturdy Shovels
  • Hearth Spikes
  • Mighty Pie
  • Sampan and Dragon boats
  • Walker War Rig


Minor Changes:

Units
  • Arrows and Rifles now do half damage to Thinkers
  • Thinkers now heal from festivals
  • Achiote no longer damages your own buildings
  • Braves will carry starting resources if campfire is placed far from starting location
  • Added a rudimentary “hold” command (T)
  • Rifles can now shoot through resources
  • Bracer is now improved so ranged units don’t even hit allied units. Fire at will!
  • Added a new Thinker to the Skyloft: Ajowan (not yet playable)
Animations:
  • Rifleman now has all shooting animations
  • Beastmasters now have attacking animations
  • Added Garam and Achiote death animations
  • Added more team colors to Beastmaster and Rifleman designs
  • Added Thinker specific end-screen images, no more purple Sumac!
Structures
  • Rain Collectors now fertilizes soil when filled
  • Clay Pit can only be built once now
  • Simplified house weather protections to None, Half and Full
Other
  • Changed how towns build and grow
  • Bamboo grows further from its base and also changes soil type
  • Umbrella “Hardwood” trees are now counted as 3 logs and will mark themselves for harvest when regrowing
  • Added an Icebreaker event
  • You can now shoot Walkers :(
  • Challenge Festivals cannot be destroyed after being started
  • Remembered techs pop-up one at a time
  • Gave the player a bit more leniency when discovering techs before getting attacked
  • Discovered techs now queue so you won’t lose potential techs when taming
  • Unlocks in the Skyloft now show 1 at a time as well
  • Added a symbol which indicates that a tech can be built only once
  • Increased the amount of time it takes for resources to degrade
  • Enemy towns can now tame wildlife
  • Enemy towns now expand by claiming new lands (WIP)
  • Enemy towns choose house types based on the resources around them
  • Enemy towns will now build more ladders around their town


Bugfixes:

Units
  • Resources can be picked up from the top of any stack
  • You can now walk from the edge of the deserts
  • Achiote should no longer attack his rescuers
  • Achiote will no longer be mini when coming from a cage
  • Units no longer change skin color when getting trained
  • Ranged units will no longer fidget and actually shoot while in close combat
  • Ranged units can no longer shoot while moving
Structures
  • Feasting Pot now creates warriors as intended
  • Incense Memorial now requires people have died as intended
  • Escape Sandsail will not appear on the Pebbles map but can now also ride on water
  • Storage doors no longer spawn in the walls of some storage buildings
  • Fixed a bug where production buildings would ignite multiple times
  • Sturdy Construction now works on most buildings
  • Beast structures can be re-built after being destroyed
  • Resource totems can be built by multiple people now
  • Resource totems can now be torn down
  • Fixed the ladders on Tower Houses and Lamba Houses
  • Fixed the UI and wait time on Barracks repairs
  • Fixed a bug where hermits wouldn’t automatically construct and be managed
  • Fixed a bug where the Foraging Hermit required an unknown resource
  • The audio of destroying a building will now not play forever
  • Your main Thinker will now jump out of the Escape Balloon as intended
  • Skylines and Sandsail are no longer available in the Pebbles
  • Fixed a bug where hotbar and actual construction materials would be slightly different
Water
  • Icebreaker now rises and lowers with the tides
  • Fixed boat movement confusion during flooding
  • Boats can be built while flooded without being instantly submerged
  • Edges of the water no longer float during floods
  • Water will now appear underground throughout the flatlands
  • Boats should no longer be able to move when on land
Other
  • Clicking notifications while placing will no longer break the game
  • Starting to-do list shows correct amount of desired houses
  • Crustaceans will no longer bury your campfire underground
  • Walkers should no longer be always leaning forward sometimes
  • Towns should no longer build on access ramps
  • Notification should still be clickable even after the notifying actor has been killed
  • Fixed a crash after spearmen killed a charging Flathead
  • Expired demands now properly initiate raids
  • Soil should change to sand on the shores of the Pebbles
  • Fixed the UI text overflow for the reward titles on the map
  • Hopefully fixed an issue where the main Thinker didn’t spawn in the Skyloft
  • Fixed collision on the tall cacti
  • Trudgers can no longer walk on the water splash of cacti
  • Raids and demands won’t use boats when they don’t need to
  • Fixed a bug where braves would go get the wrong resource after their resource was taken


That's it for now!
Keep your eyes open in January for more info on the next update, I look forward to sharing the trade mechanics with you then.

Happy holidays!
-KaingaDev

Kainga Patch 0.3.21

Hello Kaingans!

I've got another hotfix patch here to repair a lot of common issues players have been having, and hopefully smooth the experience more. Hopefully this will be my last patch that doesn't include anything new! But there continues to be issues I'd like to get fixed for you, so I've been keeping my focus.

I've fixed the issues with widescreen and the bindable keys which was critical in my mind. I have made steps in improving ladders and boats, but please be patient as I continue to make them behave as expected.

Next step is to work on how the AI build and grow their towns!


If you're interested in diving into the full change-log, please see below:

Version 0.3.21

Minor Changes:
  • Firetower range has been reduced
  • Changed the Scented Candle from luring all nearby beasts to 1 from a great distance
  • Rescued Thinkers are now invulnerable for a little time after being rescued
  • Changed a lot of the tech names to be more distinct from one another
  • Movement inspirations will no longer spawn in unreachable locations
  • Viewport is no longer bound to 9:16 aspect ratio (widescreeners may cheer!)
  • Had to change wooden nails from 0 hammers to 1 to allow for dismantling
  • Reduced the cost of constructing barracks and docks
  • Nerfed Clay Huts a bit (60% chance)
  • Blueprint turns red when entrance is blocked too
  • Updated the music with new tracks
  • Updated the map to increase clarity
  • Reroll button is blocked when you only know less than 5 techs in that group


Bugfixes:
  • Q and E won’t be bound to the same key (please rebind both!)
  • Fixed the key-bindings, they should actually save now
  • Wooden Nails now affects Resource Totems
  • Thinkers in cages will no longer get attacked
  • You will no longer delete a key binding when swapping between 2
  • Units should no longer “fall” into the tops of snails
  • Hiding the hud (V) no longer requires you to have the hud hidden to push buttons
  • Fixed the issue with “ghost boats”. I ain’t afraid of no boats.
  • Towns with docks will no longer put their demand table in their own town
  • To-do list updates during the Rescue challenge
  • Fixed the selection priority between rescue structure and rescue boat
  • Resources can still remain claimed while unreachable (on other islands)
  • Overlapping territories no longer double-count resources
  • Units are less likely to slip into the water during a flood
  • Thinkers can no longer claim unreachable inspiration
  • Archers should no longer shoot themselves in the back
  • Fixed a lot of issues when building stilts
  • Endscreen techbox now adjusts to situations with a lot of techs
  • Achiote will now properly forget enemies when commanded to leave combat
  • Removed Favor from Thinker selection menus (legacy)
  • Fixed a graphical bug in the Skyloft
  • You can now place structures in overlapping regions correctly
  • Team colors should unlock as intended and appear in the end screen statistics
  • Fixed an issue where your starting resources were not being counted
  • Tooltips will no longer overstay their welcome on the endscreen
  • Hermits will now be automatically managed


Thanks for being so positive and enjoying the game!
I'm aware this is a mighty list, and also aware there are still more issues to get to. I'm also really happy with the reception and response from the community.

So thanks again, and have a great day!
-KaingaDev