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1.2.0 C

A few fixes post update, thanks for the reports!

V 1.2.0 C

Bugfixes
  • Fixed bug with self-curing Pips being able to soft lock the game if they try to cure while stunned
  • Fixed panels sometimes animating by 1 pixel (ARGH!)
  • Fixed bug with rocks and trees not becoming dark during the night
  • Fixed bug with mortal event not triggering in specific cases
  • Fixed Yugong clump bonus working on all buildings instead of Crops only
  • Fixed some graphical glitches with new crops
  • Fixed an issue with Controller detection
  • Localization fixes



V 1.2.0 B

Bugfixes
  • Fixed bug with Randolph map generating double snow and creating various issues
  • Fixed Hi-Res font not working correctly with Polish
  • Fixed old games having some revised spawning events not working anymore
  • Minor UI fixes

The Yugong Update is live!

Hello Elders!

I got a surprise for you all! Do you remember the Roadmap Prophecy? It turned out to be reality! To celebrate the addition of the Chinese language to the game thanks to HQ, a new elder is coming to the world of dotAGE: the Foolish Old Man that Moves the Mountains - Yugong!



I remembered a new Elder!


This Elder comes with a new mechanic of his own: Intensive Farming. All Crops get a bonus of +1 for every 5 of the same Crop in a clump. This means +1 for 5, +2 for 10, and so on. Make sure you take advantage of this and plan your layouts accordingly!



Due to his stubbornness, Yugong can even move mountains (of course, he's not doing this alone, and instead Pips will lend him a helping hand). Yugong's Pips can perform all tasks in just one turn
This is a direct reference to an old Chinese tale that is very well known in the country!



Yugong also adds a set of dwellings that are larger, but do not allow placement far from the town center, creating a close-knit village in the valley. He also adds a few new resources and crops inspired by China's culture

Of course, this Elder has his own map too! The new map sports a long river that cuts the map into two, and is filled with scattered mountain tiles that need to be removed to make space. The large plains are yours to conquer! Be wary, however, as the events that hit this land tend to change it up a bit!



New Boons!


Alongside Yugong, while working on the Events Balance patch I also added a new Memory that adds 16 new boons to the game! The new Boons are designed to promote a bit wackier strategies, and can be very strong if used effectively, so make sure to take advantage of them! One boon doubles the power of your graves, another gives a bonus if you use fewer buildings, another even doubles down on randomness! What else could there be?

Balance Patch!


In the last months, I have collected all the feedback received since release and have been working on a big patch to improve the balance of the game. The focus has been on helping making players who are struggling get back into the game on one hand, and to make it more challenging for players that are snowballing, especially at higher difficulties!
The 1.2 patch is now live on the main branch! Thank you to everybody who helped testing it!

Here are some highlights:
  • Event level now scales with the residual chance of winning an event (i.e. barely lost events will have a lower level!)
  • Weathers have been completely redesigned to be more interesting and less annoying in general
  • The Deadly event mechanic has been redesigned to be less "feel-bad", and more as a way to close lost games
  • Almost all events have been rebalanced and reshuffled to add more variety and decrease feel-bad moments
  • Cows are stronger
  • Frozen Pips do not need to eat anymore
  • Crops do not refill anymore at season changes (but the function has been moved to a new Boon!)
  • Threat range to get 100% or 0% increased from 3 x Danger to 4 x Danger (this goes both ways, effectively helping struggling players)
  • Seasonal buildings do not work anymore during apocalypse (unless you choose a new Apocalyptic boon!)
  • Some cures now appear earlier, and Pips can cure themselves (not if frozen or burning)
  • Overpipulation now triggers earlier (30+ Pips)
  • Dirt can now be removed
  • Post-Apocalypse games will now switch seasons like the base game, but without events interfering


There are *a lot* of changes, so if you want to know more, you can find the full changelog here!

New Localizations


At last, the new patch adds Polish and Chinese localization added by three awesome volunteers, so if you speak either, do give them a try and give us feedback here!

Next Steps


Now that this new patch is out, this ends successfully the current roadmap efforts! What else will the future bring? I'll be reorganizing my notes and prepare a plan for the next steps (of course, QoL and bugfixes will still come). I now have access to all development resources for Console versions and will probably dive into that for a while! Stay tuned for more information about what will come next as I will be posting a new roadmap.

Sale upcoming!

Heads up: the game will be on 20% sale starting monday during the Endless Replayability Fest, so if you are on the fence about the game, it would be a good idea to wait for that!

Until then, have fun!
- Michele


P.S: The Golden Prophecy is still waiting to be completed and needs help from the community!

V 1.1.10 O

I ported some bugfixes from experimental to the main branch

Bugfixes

  • Fixed bug with trying to remove burning from a forest when no Pips are available soft-locking the game
  • Fixed bug with food not being refreshed correctly during some multi-turn upgrades


V 1.1.10 N

Bugfixes

  • Fixed reroll UI sometimes appearing behind the blocking UI
  • Fixed bug with the Weird boon that blocks dead Pips from generating threat not working correctly in some instances
  • Fixed bug with resetting the run allowing previous run buildings to appear if you did not select a new one and reloaded
  • Fixed Apocalypse cutscenes sometimes resetting heat and cold values due to Domain changes being triggered
  • Minor localization fixes


Road to 1.2

Hello Elders!

I just uploaded the new patch 1.2 to the Experimental branch after a lot of work. The focus of this patch is on balance, with many changes to event selection.

Here are some highlights:
  • Effects of events scale more (i.e. higher level events have stronger effects)
  • Event level now scales with the residual chance of winning an event (i.e. barely lost events will have a lower level!)
  • Weathers have been redesigned to be more interesting
  • The Deadly event mechanic has been redesigned to be less "feel-bad"
  • Threat range to get 100% or 0% increased from 3 x Danger to 4 x Danger
  • Crops do not refill anymore at season changes.
  • Seasonal buildings do not work anymore during apocalypse
  • Overpipulation now triggers earlier (30+ Pips), and more events appear at Pipulation 20+
  • Almost all events have been rebalanced and reshuffled to add more variety
  • Cows are stronger
  • Some cures now appear earlier, and Pips can cure themselves (not if frozen or burning)
  • Weak Pips now die when hit by sickness! (ouch)




There are *a lot* of changes, so if you want to know more, you can find the changelog here!

However, that is not all, as the patch also adds a new Memory with 15 new Boons to choose from during your games! Some of these new boons are a bit wackier than usual, so let's see how you use them! If you want to help test the upcoming changes to the game, it's the moment to do so!

At last, the new patch has Polish and Chinese localization in the proofreading state, so if you speak either, do give them a try and give us feedback here!

As we playtest this patch, there may be more changes. If all goes well this patch will come to the main branch in the coming weeks, and if all goes very well I may also have an ace up my sleeve...

Have fun!
- Michele