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Sengoku Dynasty News

Hotfix to 0.3.4.1

Youkoso!

The Hotfix brings these changes:

  • Improved spline ghost visuals
  • Fixed the female NPCs eyeballs and the misplacement of the lower lip
  • Fixed the visible holes in some male NPCs
  • Fixed old body material of elite villagers
  • Fixed some items are not free to build in creative mode
  • Fixed game mode settings set to zero when starting a game from an older saves
  • Fixed the RT and LT misleading prompt placement in the Dynasty tab
  • Fixed missing localization
  • Fixed gamepad issues in new game menu
  • Fixed texture tiling in cobblestone path

Build a Path to Happiness with Kaizen Pt. 2



Gravel, sand, dirt or stone? Lay scenic roads down and mark your territory with a variety of fences and walls, using our brand-new system of building with splines. And don't forget to keep your villagers happy while you're at it! Their smiling faces will guide you to success as you build your dream village.

Inspired by Kaizen (改善), the Japanese philosophy of continuous improvement of production processes, this series of updates brings you some of the most requested features related to village building and management. Hope you’re enjoying them thus far. Rest assured more improvements are coming soon as we continue to listen to your invaluable feedback!

[h3]Build roads, fences, and walls[/h3]
You can now easily build long-form structures by using a handy new tool: splines! Choose from a selection of materials and shapes and unleash your creativity to make your village really stand out!

[h3]New building models and decorations[/h3]
Build new, visually striking torii gates and decorate them with elaborate shimenawa, stone foundations, and even moss. Rebuild your kitchen and fisherman buildings from the ground up to give them a new, more elaborate look. And give your village a more authentic feel by covering some of the buildings with traditional Japanese straw roofs.

[h3]Happiness system[/h3]
We’ve reworked the way we calculate the needs and happiness of your villagers. Angry and smiley faces in the Dynasty Summary tab will now be a reliable indication of how good of a leader you are. We also made a series of UI changes, so that you can get better feedback about the consequences of your decisions:
  • We added a new tooltip system for displaying contextual information in the Needs panel, to better explain the needs and happiness system.
  • Warnings related to villager needs will now be displayed as red exclamation icons in the Dynasty Needs panel (in the Dynasty Summary tab).


The Needs Priority tab should be more useful and understandable now after we:
  • swapped positions of values to be consistent with the Needs panel.
  • removed the display of item storage for service jobs, as they don’t store anything.
  • stopped displaying and including needs in calculations for specific items when the consumption toggle is off.


[h3]Improved new game and game modes experience[/h3]
There’s a new, better-looking New Game screen for choosing your game mode and a more intuitive custom game settings window. Also, game modes will now impact more systems, including item sell costs, crafting costs, and a range of consumption modifiers. That means your choice of game mode now carries more weight.

[previewyoutube][/previewyoutube]


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IT IS STRONGLY RECOMMENDED TO KEEP THE GRAPHIC CARD DRIVERS UPDATED!
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[h3]Other additions and improvements[/h3]
  • New weapon: Longbow
  • New exploration music tracks
  • Improved skin textures for the player character
  • Improved all lighting, including sun & moon, and overall scene colours
  • Added interaction with water, like foam and waves
  • Added trader encounters on rebuilt small bridges (special projects)
  • Rebalanced refugee camps in villages – they will now spawn a varied number of refugees
  • Rebalanced how wells and buckets interact – when interacting personally, you will use one bucket to get much more water over a longer period
  • Improved neutral village looks with new asset compositions including furnishing some empty houses
  • The autosave interval was changed to 15 minutes
  • In the radial menu, an additional option has been added to rotate selections using the right analogue stick
  • For keyboard users, there is now the option to move selections (such as inventory items) or adjust UI sliders (such as craft amount) using the WSAD keys
  • Improved Dialogue UI
  • Minor adjustment of furniture - some have been reworked to occupy less space, and we have added an arrow pointing to the front of the furniture
  • Added a tutorial tooltip for camera modes (you can switch between TPP and FPP with “V” by default)
  • Added Dynasty Management warnings displayed on HUD for clients
  • Improved recipes for debarking logs showing both items that they produce (bark and debarked log)


[h3]Fixes[/h3]
  • Fixed Owl SFX being too invasive during the night
  • Fixed multiple bodies of water and terrain bugs on the map
  • Fixed NPCs roaming aimlessly when the player entered a loading location
  • Fixed Animals and NPCs getting stuck between rocks, trees, props, etc.
  • Fixed season duration UI displaying the default values on the game load
  • Fixed equipping-unequipping holdable being laggy for clients when host performance is bad
  • Fixed marker for Segi quest changing position upon zooming in/out the map (and not being tracked properly)
  • Fixed hares making wrong sounds sometimes
  • Fixed fog getting very bright for clients
  • Fixed Nijo cutscene breaking the UI when played close to the season end
  • Switched position of gamepad UI prompts (RT and LT) in Dynasty Summary window


[h3]Known issues[/h3]
  • You may need to open and close some full-screen UIs to refresh values. We plan to address this issue in the next update.
  • Consumption prediction is not precise due to not considering input items that will be distributed to workplaces. This will also be addressed in the next update.
  • Kitchen and Fisherman's Hut buildings will not be compatible with your save – rebuild them to enjoy their new models
  • Localizations are currently missing for some new Ui elements (affects all languages).
  • The sliders in the game customization settings do not yet behave as desired when the left stick of a gamepad is used for input.


Meet a slightly different dynasty!

Greetings!

Are you thirsty for more Dynasty?

Sangavia is looking for fresh blood! A comfy wooden box with all the amenities awaits your passage to the promised land of haemoglobin aficionados! Check-in here!

See you at dusk!

https://store.steampowered.com/app/2191500/Vampire_Dynasty/

Fences, roads and happiness - New Features in Kaizen Part 2



Youkoso!

We are thrilled to announce the upcoming release of Kaizen Part 2! Here are its two core features you can look forward to:

The Happiness System: Introduce joy and satisfaction to your villagers' lives by managing their happiness levels and the harmony within your community.

Fences and Roads: Craft intricate fences and roads with our new spline building feature. Design your village infrastructure with greater precision and creativity.

This update takes another step towards making the village simulation aspect of Sengoku Dynasty more engaging and intuitive. We can't wait for you to experience the improvements and take your villages to new heights.

There's even more exciting content coming in this update, and we'll be revealing additional details in the coming weeks.

Stay tuned for the release date!



We also want to express our gratitude for your continued support and the valuable feedback you provided after the first part of Kaizen update. We're thrilled to have you with us on this journey!

Superkami and Toplitz Productions





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PS: A little cross-promotion to mark the start of the Steam NEXT festival today.

We want to let you know that Farmer's Dynasty 2 has been granted a demo version that you can play as part of the upcoming Steam NEXT Fest!
Do you crave for more ‘Dynasty’? We look forward to welcoming you to Farmer's Dynasty 2!

https://store.steampowered.com/app/2569670/Farmers_Dynasty_2/

Take Control with the Kaizen Update



Inspired by kaizen (改善), the Japanese philosophy of continuous improvement of production processes, this update brings a streamlined storage system and adds a new Consumption Priority tab that allows you to decide exactly how your villagers use resources. Plus, new warnings will help you spot issues like homeless villagers or lack of tools. So, jump back into your village, experience much shorter loading times, and let us know what you think! We’re always eager to hear your feedback.

[h3]Shorter loading times[/h3]
We have decreased the initial loading times by 73% (median). That’s what our internal tests suggest at least - the results may differ between different setups, so we’re all the more curious to hear about your experience. Did you notice a significant improvement?

[h3]Improved Dynasty Storage[/h3]
No more will you have to build several storage structures at the very beginning of the game, in every new village, just to produce simple stuff, like water, or planks!
General Storage will now accept all items by default and will meet storage requirements for production purposes in your village.
Newly produced items will now automatically go to the proper (preferred) dynasty storage if they exist, and if not, they will go to the General Storage instead.
The specialised storage will now mainly serve the purpose of organising resources and adding more dynasty storage space (as well as decorating the village)!

[previewyoutube][/previewyoutube]

[h3]New Consumption Priority Tab[/h3]
The new Consumption Priority (or “Needs” for short) tab should give you much better control over the production and consumption of items in your dynasty. It has many benefits:
  • Shows a comprehensive list of all items in the game that can be stored in your dynasty storage.
  • Shows how many of each item you have in storage.
  • Shows which items (and in what amount) are going to be consumed on a given day.
  • Allows you to change the order of consumption or disable consumption entirely to save more valuable items from being devoured by your villagers.

Multiplayer: for now, the Needs tab is only visible for the Host.


[h3]Service Jobs (Prototype)[/h3]
We’re introducing a new type of job: service jobs, like guards. They fulfill needs without producing any tangible items. Service Jobs will use tools, and sometimes resources, to produce value for villager needs directly. It will be consumed by your villagers with the highest priority by default, which makes sense since Service Jobs results cannot be stored for later. To check it out, assign a worker to a Guard Tower, open the new Needs tab, and see how Security Jobs increase a sense of safety in your Dynasty (requires at least 18 villagers).

[h3]Dynasty Management Warnings[/h3]
In the spirit of allowing you better feedback and control, we implemented new warnings on HUD and in UI tabs. They warn you about many issues, to mention just a few:
  • Homeless villagers.
  • Unemployed villager.
  • Workplace lacking tools.
  • Workplace lacking storage access.
  • Wrong season for a recipe.

Resolve those issues to have a smooth production cycle. More warning types coming soon!

[h3]Improved balance[/h3]
Thanks to your feedback and some long-awaited new features, we have greatly improved the overall game balance. We have mostly focused on the economy and dynasty management experience. Here are some of the highlights:
  • The in-game economy will now make more sense with the introduction of different buying and selling prices.
  • Sustaining villager populations should now be easier, with their needs adjusted for small, medium, and large villages.
  • Some recipes, including most meals and medicine recipes, have been reworked to be cheaper or more flexible to make them simpler at the beginning of the game.
  • Farming will be unlocked much sooner so that you can begin food production earlier and support larger populations easier.
  • The farm plants growth speed modifier has been added to Custom Game Settings if you want to speed things up even more.


[h3]Changes and Additions[/h3]
  • Refugees will now come to the first player village in the same season, the day after it’s built (instead of next season).
  • Miko Chiyome in Sosogi is now a trader.
  • You can now build fences on steep slopes (with one exception -- the defensive fence).
  • New workshop building model.
  • Some basic buildings got a new floor type made out of logs.
  • You may now find some arrows at the Arrow Stand furniture each season.
  • Game Modes Ul in the in-game gameplay settings menu has been improved.
  • You can now provide tools to production slots directly from your inventory.
  • The production slot tool list was improved by adding the name of the source of the tool (player inventory or dynasty storage).
  • Tools are now automatically assigned to a production slot, choosing the most effective tool.
  • Reworked notifications to reduce spam and clutter when gaining rewards, unlocking recipes, and completing quests (including new SFX) - for example in the starting “Unfamiliar Shore” quest.
  • Improved Wooden Torch SFX.
  • Updated music system for better exploration experience, more tracks will play depending on weather and season.
  • Changed default TPP camera movement from 1 to 0.
  • Changed default FPP FOV from 90 to 100.
  • Optimised AI for better performance in villages.
  • Optimised winds and tree needles transparency.
  • Added warnings for village needs.
  • All icons now have a dark version.


[h3]Notable fixes[/h3]
  • Fixed the crossplay with Epic users.
  • Fixed some item stacking in inventories and storage.
  • Fixed weapons and other items able to clutch not cleared from encounters.
  • Fixed the enemy marker not clearing after enemy death.
  • Fixed the camera behaviour after the player's death.
  • Fixed the Large Kagaribi lacking unlock options.
  • Fixed camera going under water for 3rd Person View.
  • Fixed area marker missing in "Find Yajiro (the runaway spy)" quest.
  • Fixed scroll not moving past the first 5 positions in the "Assign Home” list on the gamepad.
  • Fixed “Empty” bed status not being localised.
  • Fixed workplace tool list not refreshing automatically when another player is changing the global storage.
  • Fixed the DLLS option being visible on hardware configurations not supporting it.
  • Fixed hammer icon material in the empty exterior ghost.
  • Fixed issues with shitake mushroom
  • Fixed furniture ghost edges not replicating.
  • Fixed the wind in the sorbus tree.
  • Fixed collision with ginger plants.
  • Fixed showing the player counting as a worker in the Dynasty tab.
  • Fixed showing the player as homeless in the Dynasty tab.
  • Fixed the general Dynasty storage not being initialized properly for the client. (“Transferring items with E tap to the storage" bug)
  • Fixed several water continuity glitches.