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Sengoku Dynasty News

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.

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

[h3]PERFORMANCE[/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.


[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. These new filters can currently not be used with the gamepad.


[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).


[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.


Optimizing the Way Forward: Your Queries on Sengoku Dynasty’s Answered



Step into the world of Sengoku Dynasty as we address your questions and share insights about the game's journey ahead. We understand your curiosity and eagerness to learn more about character customization, narrative development, and other game aspects. Your concerns are important to us, and this Q&A is an opportunity to provide clarity and shed light on the game's future direction. From the anticipated implementation of Japanese V/O to our ongoing efforts for smoother gameplay, discover the various facets and upcoming enhancements in Sengoku Dynasty. We are working diligently to improve every aspect of the game, and your continued support and feedback are crucial in this journey. Thank you for being a part of the Sengoku Dynasty community, and let's embark on this adventure together."

[h3]Is this game prepared for something like an ending? [/h3]
Yes, our plans include crafting a satisfying ending to the story. However, it will only become available later in the 1.0 version of the game, after we implement all the core narrative content we have outlined. It’s worth pointing out that reaching the end of the story will not stop you from further growing your Dynasty.

[h3]If our dynasty lasts long enough, will we see the Edo/Tokugawa Period? [/h3]
Currently we have no plans of extending the game’s timeframe beyond the Sengoku Period, however it’s possible you’ll be able to notice signs of a historical tidal shift looming on the horizon.

[h3]Will there be more events leaning into folklore and superstitions of the era (such as Onibaba, currently in the game)? [/h3]
Our game is not narrative driven, and therefore will not feature many events one could expect from a more RPG-style title. It is also realistic, and therefore will not feature supernatural phenomena. That said, we do strive to represent the Japanese culture of the XVI century as best we can within the survival-builder genre, and so many of the NPCs you meet along the way will have things to say about myths, religious beliefs and customs that might seem alien to modern audiences.

[h3]Can we change house names in the future? [/h3]
Yes, that is a feature we plan to implement very soon.

[h3]Are we Eta/Kawata? [/h3]
Currently there is nothing in the player character backstory that would suggest that. As a matter of fact, there are no suggestions about your previous occupation or skills. That’s by design. When we introduce character customization in one of the future updates, you will be able to choose your character’s background.

[h3]Will it be easier to transfer items to storages? [/h3]
Yes, we just implemented a feature that streamlines the transfer of items into dynasty storages (in Update 4), and there are many more quality-of-life improvements to the inventory system coming soon (including sorting).

[h3]What is being done to optimise the game for shorter loading times and more fluid gameplay? [/h3]
Fixing performance issues is our top priority. We are a small team making an open-world game in the latest available version of Unreal Engine – this is an ambitious task and sadly a diverse world with cutting edge tech requires additional optimization efforts on our side. We are sorry that it often negatively affects your performance. We are investigating performance drops, loading times and crashes, and looking for solutions that will boost your experience. It’s a complicated process and we are hopeful that you will see improvements soon. We will definitely let you know when we hit it big in this regard!

[h3]Will NPCs get Japanese voiceovers? [/h3]
Yes, we plan to implement Japanese V/O for common phrases and reactions in the near future, along with improvements to NPC behaviour before, during and after dialogue. There won’t be a full voiceover due to the costs and complicated process.

[h3]Will there be a function that would assist in connecting fences? [/h3]
Yes, we plan to implement a spline-based system for fences and other similar structures, that will make the experience of building them much more streamlined.

[h3]When is the farming update due? [/h3]
First one is currently scheduled for November. Since we are in Early Access, this will be an iterative process and you will be getting farming content and quality updates regularly to make it a great experience – keep the feedback coming!
For clarity's sake: we are talking about agriculture, we are considering adding animal husbandry later in the process.