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Sengoku Dynasty News

Q&A Part 5 – Mansions, Muskets, and Character Customization



Hello everyone!

Almost three weeks ago we announced the continuation of the Q&A and just like last time, you delivered! We can see that you care about the game and that you want to know a lot about it. We've gathered quite a few questions here on Steam and on social media from you, so thank you very much for that!

Hopefully we were able to answer a few questions with update 0.1.3.0 (markers and zoom). Of course, we are still working on the game and besides the fixes and quality of live improvements we are also preparing content and performance updates that will be released in the upcoming weeks and months.
We will also be introducing the Public Stage to Sengoku Dynasty, which will move the "testing" of new content etc. to a second branch. More on this shortly.

But we digress.

So today is the next round of questions and we'll get started right away:

As we chart our course through the captivating landscapes of the Sengoku era, we're thrilled to share a glimpse of our envisioned future for the game - based on your questions.

Imagine sprawling mansions reflecting the pinnacle of luxury, alongside intricate character customizations that let you immerse in Japan's rich sartorial history. Yet, amid the tranquility and artistry, the first whispers of gunpowder promise a seismic shift in gameplay dynamics. Join us as we answer your questions showing the glimpse of a future where architectural splendor meets impending firepower.


[h3]Will there be muskets?[/h3]
This is one of the most common questions on forums and discord. Given that we are making a realistic game taking place during the Sengoku period, we are considering all types of weapons that were used back then, with muskets being very high on our to-do list. You will have to wait till the combat update though!

[h3]You mentioned character customization on the co-op video. Will this be for single player as well?[/h3]
When it comes to the starting clothes for player characters, it is something that we plan for co-op only, as it will simply differentiate players. All other customization options (starting specialization, clothes, etc.) are going to work exactly the same in single player and in multiplayer.

[h3]How much depth is planned for the skill tree?[/h3]
Four skill trees are planned right now, each will contain a few dozen perks. We want you to be able to roleplay different kinds of archetypes and we want to do it right, so it will take more time.

[h3]Will there be building opportunities for estates?[/h3]
Yes, there will be a possibility for a player to build an estate. It is quite possible we will make it modular so you will be able to choose its shape. For the smaller buildings we wanted to adhere to the historical standards, thus we made them prefabricated, so your villages can look as authentic as possible.

[h3]Why do the townsfolk idle instead of collecting things?[/h3]
For your workers to use their tools or interact with the workplace furniture, you need to increase their production above zero. We have also introduced some AI fixes that should help villagers behave more naturally, and according to their occupation. When it comes to certain workplaces, mainly those which rely on harvesting raw resources, we are still working on AI.

[h3]Will it be possible to make the jobs already taken either in a different color or have it in another section above or below?[/h3]
We plan to add sorting, grouping and filtering to all UI lists where it would make sense and improve the usability.

[h3]Can we hope for a different start in the future? Something different than what we have seen in the EA.[/h3]
Yes, we plan both starting specialties for a player character, as well as different starting locations. We need to implement more character skills so they can truly give you different gameplay experience. It won’t affect the story, but your gameplay, having different skills and items available at the start of the playthrough.

[h3]Will you change the way NPCs gather and make it more like in Medieval Dynasty? Now the way they work seasonally makes it feel like a dead village.[/h3]
Villager behavior is not affected by the seasonal production logic. Villagers are going to perform work activities and villages are going to look alive - we are constantly trying to improve their AI, add more animations, and streamline the management system. There were some bugs that resulted in NPCs not doing their animations. We will be constantly investing time into making the villages look busy and lively.

[h3]Will any deployable road (stone or mud one) be added in the future?[/h3]
Yes, we plan to add a way for a player to build a lot of structures that can extend, like fences, walls, and roads.

[h3]Will there be Steam Achievements?[/h3]
Yes, when we are happy with all the mechanics that are still pending implementation, we are going to introduce Achievements so that you can explore them all.



Zoom In on Update 3: New Map Features, Fast Travel, and More!



Big thanks for all the feedback you've been sending our way!
The list of updates is long, so let's take a quick look at the highlights:

Map
This was probably the most common request. New map features—like zooming, panning, and custom markers—should help keep you on track! There are still things about the Map UI that we want to improve in the future, but we think this is a solid start.

Fast Travel
You can now use Fast Travel between all discovered Bell Towers, both in your villages and in NPC villages. Yet another reason to gather those bells (and keep your purse full of coins)! There will be more (non-Bell related) Fast Travels spots in the future.

Pause
The game will now pause when you open the in-game menu in single-player mode. Perfect for when you want to prepare yourself another green tea.

These are just three out of dozens of improvements we have made in the past two weeks – and we don’t intend to slow down. For us, Early Access launch was just the start of a new phase in development, one that we're excited to undertake with your feedback, so please keep it coming! We're giving it our all—working on quick bug fixes and quality of life improvements, and at the same time laying the groundwork for major updates coming this year. Hope you’ll follow us along the way!

Superkami and Toplitz Productions teams


[previewyoutube][/previewyoutube]

[h2]Patch notes (Version 0.1.3.0) [/h2]

[h3]FIXES [/h3]
  • Fixed village icons not saved and not replicated to clients.
  • Fixed left arrow set as default for “move right” in default key bindings (you need to reset controls for the fix to take effect).
  • Fixed Fisherman’s Hut and Mining Post retroactive unlock not working for 0.1.1.0 saves. You will now unlock both structures upon completing any “Talk to Abbot” quest objective (after reaching Dynasty level 7, 14 or 21) or by talking to abbot Joen at any point after reaching LVL 21.
  • Fixed ESC key acting as a confirmation button in Open Main Menu and Quit Game pop-ups.
  • Fixed custom key bindings not applied on the game start.
  • Fixed “Thank you” cutscene causing loss of focus in the Abbot dialogue.
  • Fixed some minor calculation errors in Dynasty Management.
  • Fixed NPCs rarely interact with buildings and workplaces (they will now act more naturally and do things like sweeping the floor).
  • Fixed villagers assigned to a workplace performing home routine instead of work routine after loading save.
  • Fixed NPC sliding on the ground when idle.
  • Fixed torch being rotated when held.
  • Fixed boar combat behaviour - now they will not stop to munch on grass when chasing you.
  • Fixed entrance limit check for some specific cases.
  • Fixed workplaces decreasing freshness of consumables.
  • Fixed defensive fence models.
  • Fixed renaming village on clients not working/saving.
  • Fixed closing pop-up in Main Menu.
  • Fixed navigation after closing the tutorial and showing another widget.
  • Fixed closing tutorial screen when inventory is open.
  • Fixed furniture and containers loading previously saved inventory in that location when building a new one – no more item duplication this way.
  • Fixed missing Special Project Completed marker in a Small Bridge near Segi.
  • Fixed missing localization in the network loading screen.
  • Fixed missing Iwasaki shrine.
  • Fixed red flowers not disappearing under buildings.
  • Fixed missing dying SFX for bandits.
  • Fixed Sayuri not having a job specialisation icon (only for fresh games).
  • Fixed missing window frame in the Mining Station Special Project model.
  • Fixed player mantling on the Watchtower Special Project railing.
  • Fixed some flying rocks.
  • Fixed crow nest appearing on a bridge.
  • Fixed the inability to move items to quick slots.
  • Fixed ranged spear throwing attack dealing less damage than it should.


[h3]UI [/h3]
  • Added a Pause in the in-game menu for single-player games.
  • Implemented a Fast Travel – use a Bell Tower and pay a small fee to teleport.
  • Added Quick Slot Menu hint to holdable and empty hands – just a friendly reminder that you can bring up quick slots with a middle mouse button.
  • Implemented major Map improvements like zooming, panning, and custom markers.
  • Added "Creating server..." dialogue after clicking "Create Server".
  • Increased other player & player village marker visibility distance on the compass for easier navigation.
  • Added new icons: building and recipe menu categories, village structures, exterior segments, and more.
  • Improved icons: watering bucket, rot, elevation (in compass).
  • Simplified Season Change tutorial.
  • Added inventory shortcuts:
  1. Shift + LMB” – Transfers the stack to the external container or sells as much of the stack as possible to a trader inventory.
  2. Ctrl + LMB – Splits the stack in half if there are empty slots in the inventory.
  3. Alt + LMB – Splits the stack to create a new stack with a single item.


[h3]SETUP/BALANCE [/h3]
  • Localization update for KO, PL, PT, RU, UKR
  • Reworked villager needs -- rescaled how needs progress and lowered the needs for larger populations.
  • Reworked how Well and water production works - it is much easier now to meet the water needs of your villagers.
  • Added medium trees that behave like small trees but provide more resources.
  • Made bandits and boars more dangerous by not slowing down after taking some hits – boars are now faster, so watch out.
  • Workplace production recipe costs are lowered for many items.
  • Adjusted the price for some Special Projects.
  • Increased the max stack of some items.
  • Improved the Water Storage and Smithy mandatory furniture setup.
  • Made it easier to build Beggar's Huts 2 & 3, Water Storage, Composting Station, Food Storage, Temporary Tawara containers, Special Project Workshop.
  • Made hay insulation part of the roof stage for the Water Storage building so that the furniture cannot be accessed before finishing the roof.
  • Reduced the price of the straw cloak – sorry, no more money farming this way.
  • Added interaction with a standalone Japanese red pine tree stump – now you can clear the area near Segi for example.
  • Moved Guard Tower to Service Buildings
  • Added Charcoal Kiln as a standalone village structure.


[h3]3D/MAP [/h3]
  • Improved Empty Entrance and Ramp Entrance exterior segments – should be less confusing now and look better when the hammer is equipped.
  • Added new construction blockers on the map: Burned Mansion (coming soon), Chiime House, Enjiro, Hunting Camp, Rice Fields, Segi Impure Camp, Sukejiro Camp, and Yajiro Camp – if you have had structures in those areas, you should be able to move them away, as you will not be able to build anything new there.
  • Improved construction blockers for Taro Camp, Teimatsu Camp, Miko House, and Starting Area.
  • Added more Small Iron Deposits in the Iwasaki mine.
  • Adjusted the invisible wall in the ocean to be more precise and closer to the shore.
  • Improved lake bottom floor height.
  • Removed obsolete Beggar's Hut near the Sosogi Inari Shrine.
  • The Ryujin shrine special project now should also build stone stairs and place a gohei wand on the shrine – the stone stairs should be removed if you haven’t completed the project yet.


[h3]ANIMATION/CHARACTERS [/h3]
  • Improved villager and beggar behaviour.
  • Villagers can interact with more structures.
  • Added animal alerted and flight animations.
  • Adjusted the reaction transition cooldown on fox and boar.
  • Implement male bandit aggro animations.
  • Assigned a different animation to Nijo.
  • Tweaked fox movement speed.
  • Improved NPC pathfinding.


[h3]TECH/TECHART [/h3]
  • Some NPC optimizations.
  • Some UI texture optimizations.
  • Set network timeout to 120s.
  • Optimised net code replication to prevent disconnecting players on change of season.


[h3]SFX [/h3]
  • Added new boar SFXs (Roam, Search, Aggro).
  • Adjusted animal SFX radius
  • Adjusted Effort SFX for bandits and players when taking damage.
  • Improved environment SFX for forests, hot springs, birds, animals, ocean.



[h2]Hotfix 0.1.3.1[/h2]
  • Fixed performance drop after starting another game in the same session (from main menu).
  • Removed the disclaimer text in the load menu.
  • Official guide (DLC) updated to reflect version 0.1.3.0.

Play Sengoku Dynasty at Gamescom 2023



Take a glimpse at ancient Japan and experience the Nata valleys’ beauty. Visit the war-torn provinces of the Sengoku era and start rebuilding the country!

Get HANDS-ON with the game and witness the next step of life-simulation right before your eyes.

Date: 24.08-27.08

Location: Home of Indies booth in Hall 10.1 - Block 4, E018g D019g

This is your chance to experience the gameplay of Sengoku Dynasty. Build, craft and survive in a land that strives for better times! Let's usher in a new gaming era together and make Gamescom 2023 a memorable experience.

Pin a kōgai in your calendar, gather your friends, and join us at the Home of Indies booth in Hall 10.1 - Block 4, E018g D019g, for an unmissable adventure.

See you at gamescom 2023!

Sengoku Dynasty Insider Video #8 – Buildings



In Sengoku Dynasty, the power to create beautiful, aesthetically pleasing villages lies in your hands. Drawing inspiration from the rich history of feudal Japan, the team conducted extensive research to recreate the architecture and ambiance of this extraordinary era authentically. Customize every aspect of your settlement, from simple dwellings to more complex structures, and watch as your creation comes alive with charm and authenticity.

[previewyoutube][/previewyoutube]

Update 0.1.2.0



[h3]
FIXES [/h3]
  • Fixed player losing control over character when crafting on cooking pot.
  • Fixed unlimited ashigaru armor exploit in Secrets of Trade quest
  • Fixed items disappearing from map on loading saved game (affected loot, dropped items and others). Unfortunately, these items will not reappear if you saved the game when they were already gone.
  • Fixed excessive foliage issue near the central lake
  • Fixed motion blur activating at night.
  • Fixed trade amount resetting when confirming with keyboard/gamepad after mouse use.
  • Fixed steel hammer recipe icon showing iron hammer.
  • Fixed menu button icons in load game menu.
  • Fixed last button being focused on the dialogue, now the first one will be selected by default.
  • Fixed dialogue navigation button error.
  • Fixed build version becoming visible after pressing F10 (which is the “hide HUD” button. Feel free to use F10 to take some nice screenshots.
  • Fixed loss of focus when closing error pop-up in main menu with controller.
  • Fixed deer IKs – they should be walking more naturally now.
  • Fixed duplicate sound on opening dynasty tab.
  • Fixed headwear showing if equipped in FPP.
  • Fixed loss of focus after closing the Choose Amount UI.
  • Fixed some untranslated UI text.


[h3]3D/MAP [/h3]
  • Updated mansion’s second building and corridor.
  • Updated hunter’s hut tower ramp, and improved the ghost placement setup, as now the ramp is longer.
  • Change the taiko drum model and textures.
  • Change nameplates models, pivot, and textures.


[h3]ANIMATION/CHARACTERS [/h3]
  • Improved hats and hairstyles for some NPCs.
  • Update male refugee torso skin.
  • Adjust NPC sitting on benches.


[h3]BALANCE/SETUP [/h3]
  • Spanish localization update.
  • Campfire with the Cooking Pot will now remove grass when built.
  • Advanced cooking recipes do not require sticks or stones anymore to cook meat, eggs, or fish.
  • Improved exterior segment setup in Small House and Forager's Hut.
  • Added a second mandatory bed to the Standard House, and two more mandatory beds to a Large House – we are aware that the descriptions still mention that those buildings house fewer people, we will improve them.
  • Boar takes 4 hits now to kill the player (from full HP).
  • Improved Fences placement – it should now be considerably easier to place fences and walls on steeper slopes, but there is still room for improvement.
  • Improving Hunter's Hut ghost placement, as the tower ramp is now longer.


[h3]TECH/TECHART [/h3]
  • Set motion blur to 0 in the night post-process.
  • Improved roofs to not obscure the TPP camera when inside a structure.
  • Save files can be moved without the metadata file – so it’s easier to share your game.


[h3]SFX [/h3]
  • Loudness and mix adjustments.
  • Improve Environment SFX.


[h3]UI [/h3]
  • Villager efficiency bonuses and penalties increased – each time you fail to meet a need you get a penalty to worker effectiveness for the next season. Each time you fulfill a larger need, you get a bonus for a worker effectiveness for the next season.
  • Sleeping interaction (Tents, Buildings) now requires holding the button – we just wanted to make sure you will not accidentally go to sleep.
  • Added color to mouse icons and added a scroll wheel icon.
  • Added droplet of water to the water bottle icon.
  • Increase Quick Slots text size box.