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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