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Experimental 1.3.0 is underway!

Hello Elders!

I hope the Heat generation in real life these days is not giving you too many issues! Make sure to drink a lot of water!

I am happy to be here with the experimental version of the Delirium Update, which you can now find in the Experimental branch! Let' see what it brings to the tabletop!
(...sorry)

Speed options!

I heard you, the game can get quite *long* and this can vary enormously between different players, especially with it being turn-based not enforcing any turn length, and with choices having so much weight! With some players dozens of hours for a single won run, it was time to do something!



To make sure the game can be enjoyed by all types of players, I worked hard these last months on analyzing all game mechanics to obtain a full-fledged experience condensed into half the turns. The game's flow is maintained, so this is nust just a "cutoff" version, but a genuinely faster version. Good thing is that I like meddling with excel file! I am happy to reveal that the game is robust enough to support varying turns while still maintaining true to all mechanics so, inspired by Civilization games, I added a Fast mode (145 turns instead of 280).

I made sure that all the numbers balance out so that the difficulty is unaltered, but be warned that fewer turns make the game slightly harder as you have less space and flexibility to maneuver around mistakes, effectively making the cognitive load higher! I made sure to buff the starting resources to counterbalance that, so be sure to tell me how it feels to you!

Persistence Bonus

To incentivize not rerolling games until you find the perfect combination, I added a persistence bonus. This bonus is obtained by reaching Page 2 during a run and will give you a choice of a (small) starting bonus at the next run with that same elder!



Delirium Mode!

Now, with faster runs, I also took the opportunity to revise the Challenge mode to be more interesting, and thus enters the Delirium Mode!

This is a revision of the current Challenge mode that aims to make higher level play more interesting, so instead of a fixed difficulty scaling, you will be able to customize your difficulty settings by selecting modifiers that will increase the Delirium of the story told by the elder. The higher the difficulty, the higher the Delirium, and by winning a max-Delirium game it will allow you to reach higher Mastery Levels!



Save System Revision

This patch also introduces some revision to the save file system, and this is reflected in the game's save files being placed in sub-folders.
At the moment, this only means means that each Steam user will have a separate folder, so that you can now play the game with multiple steam users on the same machine.
This however allows me to do more with the save folders, and I intend to explore that a bit!

New Stats

The game will now also register all the attempts you make at a specific elder, and list how many wins you achieved alongside your best score.

The current Stats will be taken from your local highscores, so they might miss a few attempts and the win streak will not be initialized correctly, but the max score should be fine!

Miscellaneous

Version 1.3 will also bring some balance updates on some buildings, especially by taking a look at water production as too many people are finding the new Spring Well to be too convenient.

If all goes well, this update will be up in a couple of weeks on the main branch, so make sure to tell me what you think about these changes so I can tweak them if necessary before then!

(Oh, I was almost forgetting, dotAGE is 25% off with its lowest discount ever during the Summer Sales!)

Note that the experimental update is currently being translated, so it will be in English only

Here is the changelog for the experimental version: https://steamcommunity.com/app/638510/discussions/0/4409669041611862095/

I'll go get my gelato now. Have fun!
- Michele

V 1.2.4 c

I noticed that some animations were not played when Pips had ailments due to some later optimizations, your Pips should be quite more lively now (even the sick ones)

UX
  • Spacebar will now work as a skip for all full-screen notifications (event arrival included)


Bugfixes
  • Fixed some ailments disabling some Pip animations from playing, resulting in Pips that were too still!
  • Controller: fixed trying to access the memories menu when everything is unlocked creating an error
  • Controller: fixed search UI being enabled for controllers when it should not
  • Fixed camera drag not being stopped by limits while using the new zoom

V 1.2.4 b

A couple of small fixes post 1.2.4!

Bugfixes
  • Controller: Fixed camera movements not working anymore for some players
  • Fixed tasks being re-assigned incorrectly when playing with Yugong

Patch 1.2.4 and more QoL

Hello Elders!

While I work on the secret mode, I have been doing some UI changes, so I took the chance to upload a new patch with even more QoL!

This patch revises the search function, allowing search to be performed on all items in the Agepedia, and also enabling search for the Village Recap and the Hints screens.

I also improved the Pip reassignment functions which are thus a bit smarter. For example, Hunters will automatically switch to another building if possible, and you can use force-assign to get Distressed Pips even if they are already assigned to buildings.

I also updated some hints and tips, and the game's FAQ, so you can find more information here on advanced actions if you missed them: https://steamcommunity.com/app/638510/discussions/0/3816292540679146813/

I'll appear soon with more news on the "???" mode, as it will appear soon on experimental branch!

In the meantime, have fun!
- Michele


Here is the complete changelog:

V 1.2.4

UX
  • Improved Pip reassignment: all Buildings now work like Crops, allowing Pips to be auto-reassigned to the same building in another spot if the previous one is disabled (especially notable with Hunters and Thinkers)
  • Professionals that are working in buildings that produce resources used by other buildings can now be replaced correctly
  • You can now use CTRL to force-select Pips for curing, making them be auto-removed from their buildings (useful for handling Distressed Pips, for example)
  • Redrawn Apples to be less similar to Tomatoes and thus avoid some confusion. Know your fruits, people!
  • If a specific food is disabled for being eaten, it can still appear as the cost for active actions (Lure, Growth, Cure), but with lower priority than other food if available
  • Added Search function to the Tips & Hints screen
  • Added Search function to the Pips Recap screen
  • Agepedia Search function can now search in all tabs
  • The creature removal warning now appears even if there are no animal on a tile, but there is an animal den
  • Added new short hints for some commonly asked questions, and improved some hints and tips to clear some information


Balance
  • Forest Shrine: Flower input from 2 to 1, base output from 10 to 14
  • Forest Temple: Flower input from 4 to 2, Base output from 24 to 30
  • Grow Grass: Now does not remove Underground Water when applied
  • "Boons Galore" Mechanic now appears ealier, to increase Boon variety


Bugfixes
  • Fixed clearing snow changing color to the wrong season
  • Fixed "Free Refill" boon not working alongside the "Apocalypse Growth" boon


System
  • Added a profile backup function (similar to the runs one, just for extreme cases)


V 1.2.3 d

Some changes to hints, as well as some minor fixes. Enjoy!
- Michele

UX
  • Added new Roads hint
  • Added new Ailments Curing hint
  • Added unlock triggers to missing hints
  • Default sensitivity for the new zoom is now 15/30


Bugfixes
  • Fixed Pip or elder coloring in UI elements sometimes being wrong
  • Pressing escape on various menus now won't wrongly open/close the pause menu anymore
  • Fixed a bug where Overpipulation hint would disappear for some players
  • Fixed a couple of items that appeared in the Agepedia but should not have