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V 1.6.5d

UX
  • Dead animals won't be listed anymore in the Creatures UI


Bugfixes
  • Fixed Folkways UI being seemingly appearing enabled in the "new story" screen for players that do not own it
  • Fixed Fish not appearing anymore in the Creatures UI
  • Fixed Mice not eating their last meal before being killed off
  • Fixed Stonemason's Guild effect not persisting on a reload
  • Fixed Pips still sweating if you restart a story after a high-heat scenario
  • Fixed some game elements not being correctly encountered when unlocked too quickly

V 1.6.5c - FIxes

V 1.6.5c
Bugfixes
  • Fixed Pips not losing the Hungry status if they become Frozen while being
  • Fixed removing the plans for a Task not restoring reserved resouces correctly
  • Fixed removing the work action from the Village Recap screen bypassing resource checks
  • Fixed trying to perform a Move action without requirements disabling input

V 1.6.5b

This is to solve an issue with some confusion on how profiles handle highscores, and fix a bug with disabling Folkways

V 1.6.5b
UX
  • Highscore posting is now enabled also for profile B and C (achievements are still non synchronized, as that would create a lot of confusion!)


Bugfixes
  • Fixed being able to roll Folkways buildings as starting loadout when playing a non-Folkways game

V 1.6.5 - Some events getting a hit

This patch is to address some events being a bit too strong, especially as there was a bug (albeit rare) that could possibly increase the strength of failed events!
While I do the porting, I'm also reorganizing my notes, as I intend to make more changes to the event system down the line.

Also, Trustworthy Neighbours now works as intended, i.e. as a way for very low-pipulation villages to be feasible, and not as a "win more" button for larger pipulations. This takes into effect only from games started with 1.6.5!

Have fun
- Michele


V 1.6.5

Balance
  • Trustworthy Neighbours: Now appears only if you have
  • Mass Riot: Reduced selection value from T*10% to T*5%
  • Cold Times: Reduced selection value from T*10% to T*5%
  • Shared Sickness: Reduced selection value from T*10% to T*5%
  • Burning Heat: Reduced selection value from T*15% to T*10%
  • Losing Balance: Reduced selection value from T*10% to T*5%
  • Overwhelming Anger: Reduced selection value from T*15% to T*10%
  • Flu Epidemic: Reduced selection value from T*10% to T*5%
  • Rising Tensions: Reduced selection value from T*10% to T*5%


UX
  • Events that hit a large amount of Pips with ailments now have a sped-up animation when the ailment hits based on the total number of Pips


Bugfixes
  • Fixed bug with new event scaling not correctly reducing the event strength below 7 at certain configurations of threat values
  • Fixed dogs poking out of graves when buried
  • Fixed 'inverted Domain' scenarios selecting the wrong Domain for the pact
  • Fixed Dwarves being able to use Stones to build that they were actually going to eat instead
  • English: Renamed Psychologit's Study to Psychatrist's Clinic
  • Some minor optimizations

V 1.6.4c - Memory bonus updated

Further playtesting made the +100% bonus on endgame points feel a bit too fast (especially for Hard or Harder), so I am reducing it to +50% for now as it feels better, especially as winning the Apocalypse already gives double the points since all events are Doom events. Do keep the feedback coming! The goal is to find that sweet sweet spot (and give me more reason to stare at my little google sheet tables I so adore)

V 1.6.4c
Balance
  • Memories: Reduced end-run bonus points from +100% to +50%, as it was a bit too much with more playtesting (especially for Hard or Harder)