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Major update! Farming basics and optimization



Youkoso!

It’s been roughly three months since we launched Sengoku Dynasty on Steam. We've worked hard on bug fixes, quality of life improvements, and gameplay balance.
Now it’s time to move to version 0.2.0.0. We're thrilled to introduce two major updates to our game:

Farming

Delve into Aratani, the new NPC farming village, complete with a new storyline, new unique NPCs, and a new side quest. Explore the basics of the farming system - with two different field types (land and water) and various crops. And, as a bonus, trees and other resources now regrow. We are in the process of expanding that feature by adding a permanent removal of interactive resources with a shovel. Dynasty management for farming is coming in the next update. What more would you like to see in the future? Let us know!

Performance Optimization

  • Experience a smoother Sengoku Dynasty with our performance tweaks:
  • Reduced RAM usage by nearly 33%
  • Faster loading times, with an improvement of around 33%
  • Optimized GPU Load and VRAM usage, leading to higher FPS and fewer DirectX crashes.
  • Optimized heavy UI elements, that will improve overload of CPU and allow for higher max FPS.


PC performance can vary based on individual hardware configurations, but all players should notice a performance boost. Let us know if you see the difference and if not, send us your DxDiag so we can study your case. While we aren't adjusting the game's minimal requirements just yet, it's a goal on our horizon. Stay tuned for even bigger performance enhancements in Q1 of 2024.

[previewyoutube][/previewyoutube]



[h2]Full 0.2.0.0 changelog [/h2]

[h3]SYSTEMS [/h3]
  • Personal farming. Use your hammer to designate and build land and water fields. Plant millet, rice, garlic, leek, parsley, wasabi, or turnips. Then just let nature do its job. Or help nature a little bit by watering and fertilizing the fields and removing those pesky weeds. The more effort you put into your farm, the sooner you’ll see the fruits of your labour – rows of lush green leaves or sunny yellow stalks. Now take your trusty old Kama and enjoy the harvest! Note that this is only a personal farming system. Integration with dynasty management and production will come in the following updates.
  • Resource regrowth. Do you feel like aggressive deforestation leaves the land desolate? Fear no more. Starting this update, most harvested or cut-down resources will slowly regrow. Even some mining deposits will have a small chance of respawning.
  • Emoting. Greet your co-op friends with a polite bow, meditate surrounded by falling leaves, or stretch that back after a good night of sleep. Emoting is here to add an additional layer of expression and emotion to your gameplay. We are starting with twelve emotes, and we are going to successively add more. And that’s not all that we have planned with this system – expect NPCs to react to your behaviour in future updates!


[h3]3D/MAP [/h3]
  • New village. Aratani – located near the river in the south portion of the map, this peaceful farming village is your introduction spot to farming, with farming traders and a farming-themed side quest.
  • New quest. Of Rice and Men – follow this quest to unlock those farming fields and enjoy new ways to cultivate land.
  • Added construction stages to the Large Bridge and Watchtower Special Projects. Each season the construction will progress visually at those special projects. Builders performing the work there are coming soon!


[h3]TECH [/h3]
  • Auto settings. A new feature that, during the first launch of the game, performs a quick benchmark for the PC configuration and adjusts video game settings. On fresh installs the benchmark will start automatically, and you’ll be prompted (for 15 seconds) to confirm new settings. On older installs the game will ask you if you want to do the benchmark -- and then it will continue exactly as on fresh installs. The benchmark pop-up will appear only once unless you delete your save data. In the near future we’ll add a setting that will let you run it any time you want. Note: this tool will try to strike a perfect balance between performance and quality, but you might want to play around with the settings to match your preferences.
  • Landscape optimization – removed distant, unreachable parts of the world to lower RAM usage, and make loading faster.
  • Grass optimization – changed grass models and reduced cull distance view.
  • UI optimization – applied better compression and adjusted UI assets to reduce memory usage. Also, reduced amount of invisible UI widgets to decrease CPU overhead.
  • Particle optimization – changed compression assets to reduce memory usage.
  • Water optimization – leading to less memory and VRAM usage, higher FPS, and fewer DirectX crashes.
  • Disabled physics for invisible NPCs – better CPU performance.
  • Plant mesh reduction – reduced memory usage, slightly better CPU performance.
  • Audio optimization – reduced memory usage, slightly better CPU performance.


[h3]UI [/h3]
  • Added production amount maximization. Now there is a toggle that maxes out your production, as long as you meet the requirements like assigned worker, tools, and input items. It will reduce production micro-management each season when you must update production amounts after your worker effectiveness increases. And this is not our last word regarding the production quality of life features.
  • Added the current worker job assignment to a list in the workplace popup. When reassigning a worker, you will now know if they are unemployed, or what their current occupation is. More improvements regarding accidental worker reassignment are coming soon.
  • Added demolishing UI indicator. It now takes three hammer hits to demolish anything with a hammer, so no more tragic demolition accidents. It works for each player individually and resets when you look away.
  • Added in-game announcement pop-up. Just to make sure that you will not miss those sweet new updates and features.
  • Hidden villagers and workplaces specialization and level icons – they weren’t doing anything yet, so no point in showing them. Expect workers' specialization and levelling in future updates.
  • Changed the Help Villagers quest name to better communicate what you need to do.
  • Changed Tutorial tips settings to say: "Show tutorials" and be toggled on by default.
  • The neutral Bell tower marker will not disappear from the compass when nearby.
  • Loading screen visual improvements.


[h3]SETUP AND BALANCE [/h3]
  • Recipe changes. Since you will be able to farm new plants, we are adding some new meal recipes, and we are updating some existing recipes to use new plants. Note that it is a process that will eventually lead to a rebalance of many consumable items and resources on the map, but you can expect your miso soup and soy sauce soon.
  • Reworked fall damage. Now it should allow you to jump around more. You will still get damaged sometimes, but the damage should be lower, and in general, the experience should be less punitive.
  • Villagers’ Needs rebalance. New needs introduced with new villagers will require less, and higher consumption will require more. The progress of needs was rescaled. It should now be easier to create a sustained production.
  • Removed certain items from the needs. Now your needs are met only with a small number of items so that your furs and logs are not consumed by villagers - it should improve the management experience. And we are working on a proper consumption manager, expect it soon.
  • Reduced hammer stamina cost significantly. N w it will be easier to build larger structures in one go.
  • Weapons tracing improved. It now should be easier to hit enemies with certain weapons, especially in third person. We have also eliminated a bug where a spear would damage enemy behind the player.
  • New tools added. Wooden Shovel (Tier 1), and Wooden Hoe (Tier 1), to be crafted at Woodworking Table (your existing hoes may be broken), as well as seed bags used for planting.
  • New items added. We have added several new plants and seeds to the game, so that you can use them to keep your villagers fed.
  • Doubled dynasty level reward for the Special Project (small bridge and stone stairs) near Ryujin shrine.


[h3]FIXES [/h3]
  • Fixed "ChiimeMarker" text displayed over Chiime during the Ryuijin Wrath quest.
  • Fixed Beggar’s Hut visiting beggars piling on each other on the game load.
  • Fixed weather bug after Nijo dialogue and cutscene.
  • Fixed Iron Ore Processing Station using a debug name as a structure name on the workplace list.
  • Fixed in-game settings menu position.
  • Fixed Cooked Gobo recipe icon.
  • Fixed the ability to use neutral village infrastructure when holding a hammer.
  • Fixed snow setting on the holdable leather bag.
  • Fixed Sika Deer Antlers to be more accurate.
  • Fixed Campfire with cooking Pot ghost placement.


A word of thanks! Your ongoing support and passion for Sengoku Dynasty inspires us every day. Your enthusiasm and constructive criticism fuel our commitment to making the game the best it can be.


Q&A - Farming Basics Update



Thank you for your interest and questions about our farming basics update! There are too many questions to answer them all, but here are answers to the ones that were most popular. You will be able to see everything for yourself very soon when the update goes on the public beta branch!

[h3]Can we freely set up and rotate the fields?[/h3]

You can construct fields of various sizes and position them in any orientation.

[h3]Can we also grow medicinal herbs in addition to food?[/h3]

Yes, nearly all plants on the map, including herbs, can be cultivated. We plan to expand the list of crops in the future.

[h3]Does the weather impact crop yield? Are plants sown based on their appropriate season?[/h3]

Weather influences crop growth; for instance, rain waters the fields. Certain plants have specific planting seasons, while others can be sown in multiple seasons.

[h3]Can fields only be established within our village?[/h3]

Yes. If space is limited, you have the option to establish more villages.

[h3]How many farmers can operate a single field?[/h3]

Currently, only you can work in a field. With the upcoming update, we'll integrate dynasty management, allowing you to assign workers to fields.

[h3]Is field cultivation available from the start, or is it unlocked via a quest?[/h3]

As of now, you need to complete the new Aratani quest to unlock field recipes. We are currently working on progression systems that will affect how and when you unlock stuff. This is a top priority and will significantly evolve gameplay in upcoming updates.

[h3]Will soil have different quality?[/h3]

No, currently soil doesn’t affect your fields.

[h3]Can we implement terraced farming or aquaponic systems?[/h3]

Definitely. We have paddy fields and constructing them on slopes results in terraced designs.

[h3]Do we purchase seeds from a vendor, or can we produce seeds from wild plants?[/h3]

Both options are available. Seed bags, essential for planting, can be crafted using leather and seeds/plants. Alternatively, purchasing them is a quick way to commence your farming.

[h3]If we get animal husbandry in agriculture, which animals will be involved?[/h3]

No animals for now, but we plan to add some in the future.

[h3]Will the water wheel and attached irrigated rice fields be a special project we can build and use as a working farm and mill for a village we build nearby along the river there?[/h3]

Yes, that is a future special project location related to farming. Expect it one of the upcoming updates.

[h3]Will there be random events in agriculture? E.g., bugs, pests, failed harvests, rotten harvests etc.?[/h3]

We plan to add more events and randomized content to the game in general, and it will also affect farming.

[h3]Will it also be possible to set up a tree nursery to harvest wood and other resources?[/h3]

Yes, we plan to add features like growing your own trees, bushes, and other plants not included in farming to the game in the future.

[h3]How much will players have to contend with wildlife eating crops or newly sprouted plants? If so, what means are available to limit or prevent this crop loss?[/h3]

No such hazards yet. Random events and real time obstacles are going to be added in the future.

[hr] [/hr]


The Farming Update is now live on Public Stage

[h2]What is Public Staging?[/h2]

It is the modus operandi of working with a second version of the game, on which new patches and updates can be applied and tested before they are integrated into the regular live version of the game. This means that one or more updates can first be tested before they are made available to all players in Early Access.

[h3]How to join the public staging?[/h3]
Some of you probably have not done this before, so we have a small guide:

Prerequisite:
You must have Sengoku Dynasty in your library – obviously.

The procedure

  • Open your game library.
  • Right click on Sengoku Dynasty.
  • Open properties.
  • Select the tab "BETAS".*
  • Enter this password into the field below the drop-down menu: 6RmK07O5em39LFLj1e4OvZGlrQ7OqI
  • Click on "CHECK CODE".
  • Use the drop-down menu and select “releasecandidate“. This is the public stage version.
  • Click on "Close".
  • Steam should now download this version of the game.


IMPORTANT! PLEASE SAVE YOUR GAME ON THE LIVE VERSION AS A BACKUP COPY BEFORE ACCESSING THE PUBLIC STAGING BUILD!

This is merely a precautionary measure in the very unlikely event that anything goes wrong!
The saves can be found under this path:

%USERPROFILE%/AppData/Local/SengokuDynasty/Saved/

Copy the entire folder into a zip file or store a copy somewhere else on your hard drive.

*Steam labels all those builds as "betas” even if they are technically not betas, don’t let it confuse you!

[h2]0.2.0.0 changelog[/h2]

[h3]SYSTEMS [/h3]
  • Personal farming.
  • Resource regrowth.
  • Emoting.


[h3]3D/MAP [/h3]
  • New village: Aratani - located near the river in the south portion of the map.
  • New quest: Of Rice and Men.
  • Added construction stages to the Large Bridge and Watchtower Special Projects.
  • Reworked grass path to better blend with terrain


[h3]TECH [/h3]
  • Landscape optimization: less RAM usage, faster loading
  • Grass optimization: GPU boost
  • UI optimization: reduced memory usage
  • Particle optimization: reduced memory usage
  • Water component optimization: reduced memory usage, faster loading, slight GPU boost
  • Disabled physics for invisible NPCs: better CPU performance
  • Plant mesh reduction: reduced memory usage, slightly better CPU performance
  • Audio optimization: reduced memory usage, slightly better CPU performance
  • Switched the default shadow quality settings from Epic to High (only for fresh installs)


[h3]UI [/h3]
  • Added production amount maximization.
  • Added the current worker job assignment to a list in the workplace popup.
  • Added demolishing UI indicator.
  • Added in-game announcement pop-up.
  • Hidden villagers and workplaces specialization and level icons.
  • Added the current worker job assignment to a list in the workplace popup.
  • Changed the Help Villagers quest name to better communicate what you need to do.
  • Changed Tutorial tips settings to say, "Show tutorials" and be toggled on by default.
  • The neutral Bell tower marker will not disappear from the compass when nearby.
  • Loading screen visual improvements.


[h3]SETUP AND BALANCE [/h3]
  • Recipe changes.
  • Reworked Fall Damage - now it should allow you to jump around more.
  • Villagers’ Needs rebalance.
  • Removed certain items from the needs like furs and logs which are now not consumed by villagers.
  • Reduced hammer stamina cost significantly.
  • Doubled dynasty level reward for the "Small Bridge and stone stairs" Special project near Ryujin shrine.
  • Weapons tracing improved – it now should be easier to hit enemies with certain weapons, especially in third person. We have also eliminated a bug where a spear would damage the enemy behind the player.
  • New tools added – Wooden Shovel (Tier 1), and Wooden Hoe (Tier 1), to be crafted at the Woodworking Table. Your existing hoes may be broken.


[h3]FIXES [/h3]
  • Fixed "ChiimeMarker" text displayed over Chiime during Ryuijin Wrath quest.
  • Fixed beggar encounters.
  • Fixed weather bug after Nijo dialogue and cutscene.
  • Fixed Iron Ore Processing Station using a debug name as a structure name on the workplace list.
  • Fixed in-game settings menu position.
  • Fixed Cooked Gobo recipe icon.
  • Fixed the ability to use neutral village infrastructure when holding a hammer.
  • Fixed snow setting on the holdable leather bag.
  • Fixed Sika Deer Antlers.
  • Fixed Campfire with cooking Pot ghost placement.




Of Rice and Men



Youkoso!

We would like to water your mouths and give you a little appetizer to go with it!

Next week, the first Farming Update for Sengoku Dynasty will be on its way, and we would like to let you know in advance what's in store for you. A new village, a new quest, and the introduction of farming! But see for yourself:

[previewyoutube][/previewyoutube]

We have already screened your questions about agriculture and will be able to answer some of them in the next Q&A!

See you soon!

The teams of Superkami and Toplitz Productions


Questions wanted for the next Q&A – Farming



Youkoso!

Our first farming update is currently in the pipeline for release and now guess what kind of questions we’d be interested in?!

Please send us your questions regarding farming till 29 October 2023 midnight CET.

Don’t forget that some questions have been answered in the past, so here are the link to the previous Q&As:

Q&A 1 Q&A 2 Q&A 3 Q&A 4 Q&A 5 Q&A 6

Please feel free to post your question here or on our social media channels!

Sorting out balance, customization and load times



Youkoso!

Patch 0.1.5.0 has landed, and we're bringing many long-awaited improvements your way. You’ll load the main menu faster than before, and we're working on speeding up in-game loading as well – this will take longer but it’s one of our top priorities.

Your inventory should be easier to manage now, making your in-game life a bit simpler. Plus, we've just added cheats for those who want a more personalized experience. Unlimited life, stamina, faster building, and most of all – unlocking of all recipes in the game! It’s a powerful tool and will be redone in the future, but for now use it as much as you want.


[previewyoutube][/previewyoutube]

Check out the complete rundown below.


[h2]Patch notes -- version 0.1.5.0[/h2]

[h3]TECH[/h3]
  • Main menu now loads way faster than before! That is just for opening the game. For loading of the main level, we need to do a complete overhaul of game content streaming. This will also improve the overall game performance.
  • UI textures are now optimized, which should result in less crashes thanks to lower VRAM usage – let us know if you notice any difference.
  • Disable playing the game on DirectX 11 – it is not supported and causes major performance issues.


[h3]UI [/h3]
  • Keyboard shortcuts for map “M”, inventory “I" and others now both open and close the respective menus.
  • You can now keep the E button pressed to continuously collect resources.
  • Added filter function for the storage inventory.
  • Added new tutorial for new villager needs.


[h3]SETUP/BALANCE [/h3]
  • Complete overhaul of animal spawners' mechanics and balance – animals will now have different spawn rates based on the time of day and season. As long as you are close to their area, their numbers should remain constant. If you hunt them down, it will take some time for them to reappear. Additionally, animals will not spawn inside your village anymore. Those improvements provide a little bit more challenge – you will need to explore further to find larger amounts of animals, and you can learn their behaviour patterns to increase your chances. At the same time, animals’ behaviour should be more consistent, making hunting easier when you spot your prey.
  • Rebalanced how much resources deposits provide – as large and medium deposits spawn smaller ones when destroyed, the last hit to any deposit will now provide fewer resources. It should take more than just a few deposits to fill your inventory completely. Additionally, yields from each tool hit have been rescaled to be less swingy – better tools behave more consistently now.
  • Rebalanced production stations' max output and production time for easier player production – for example, Charcoal Kiln, Fermentation Barrel, Filtration Press, Paper Pulp Barrel, Rice Boiling Barrel, and Tanning Vat will now have a maximal output equal to one full stack in the inventory. Drying Rack will now produce Straw one by one. Production times have been rescaled a little – fast production stations are now slightly slower.
  • You can now build in caves (still work in progress but works in some specific locations).
  • Added Lighthouse special project to the map.


[h3]SFX [/h3]
  • Iteration on the Deer nearby sounds.


[h3]ART [/h3]
  • Updated Male Bandit body mesh.
  • Equipping animations look better.
  • Added Bandit Alerted animation.


[h3]FIXES [/h3]
  • Fixed multiple Inversed Kinematics and animation blending.
  • Fixed the ability to jump while waking up from sleep animation.
  • Fixed Traders starting to roam when in dialogue with player.
  • Fixed fast travel UI.
  • Fixed swapped actions for buildings.
  • Fixed black map after death.