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dotAGE News

V 1.0.0.0019

Hello Elders! I am hard at work with fixing the bugs you are sending, thank you! I hope you liked the speed-up option, even if I know that some of you would want to speed it up even more, but I need to focus on other issues as well, so please be patient (even tho I know that people that want to speed up things are not the patient type, my time is pretty limited ;) )

So! After having analyzed the reports, I am here with a small patch that adds a new difficulty that has a 150% multiplier, this should be the difficulty that experienced strategy gamers should choose as their first one, so do not get bored playing normal if you are an optimized (remember that the game's default difficulty needs to be challenging for *all* people, not just for you!)

Also, it was pointed to me that a couple of buildings felt very bad and indeed the Field Collector was really too weak, so I made it a bit stronger, and even stronger than Forager for Hemp collection, so this should open more strategies!

Also, I removed carrots from the initial map generation, as you all hate carrots. They may return after some balancing!

I will be finally getting some rest this weekend. :)

Have fun!
- Michele

V 1.0.0.0019

Gameplay
  • Added new "Hard" difficulty in-between Normal and Harder with 150% difficulty multiplier. This should be a good starting point for experienced board gamers or strategy gamers.
    Scaling for this difficulty starts similar to Normal, but scales harder, so it eases into the game similarly but then becomes hard earlier!


Balance
  • Field Collector's turns to produce Hemp from 2 to 1
  • Removed Carrot Field from the starting map generation until I find a good way to balance it, as it is too weak


Bugfixes
  • Fixed cold being able to go into the negatives during the Apocalypse
  • Fixed a localization key issue

V 1.0.0.0018

Hello Elder! I am hard at work on the few big bugs that are still in the game, I want to thank you for the reports, they are making my job a lot easier. If you do find bugs, *especially* if you find breaking bugs, please come to the forums or discord and follow instructions on how to report.

I want to tell you that I am aware of the following issues I am working on
Trying to find why some MacOS players are having flickering issues, seems tied to the graphics card
There are some soft locks in very specific cases, I am investigating
Some people are experiencing abandoned buildings when they load the game, which is very weird

Have fun!
- Michele

V 1.0.0.0018

Bugfixes
  • Fixed bug with memory points not being removed correctly at times, giving you some kind of memory credit with 0 interest rate. Good for you.
  • Fixed bug with game not loading anymore if you somehow managed to build multiple buildings on the same tile (no idea how you guys managed to do that, but I like it)
  • Fixed bug with some buildings being saved into the save file while thay are in a Planning state
  • Fixed some minor nullreferences that filled some logs


Graphics
  • Buoys won't draw roads anymore

V 1.0.0.0016b

Hotfix - SUPER speed up was enabled by default

V 1.0.0.0016

Hello Elder! I know, I know, with so many things to do during the day, games that slow down too much to show animations may not be our top priority.

Although I am proud of the small animations, and they are needed for new players to understand what is happening, I realize that people that have played for many hours would rather just skip them after a while.
I honestly did not expect people to like the game so much that they'd play *that* amount of hours in a week! I am blasted away by the reception! I decided to add among bugfixes a couple of new options that you will find in the settings menu.

Know that I am juggling, as you may imagine, a *lot* of stuff at the moment (my mail has exploded!), but my first priority is to make sure people have fun, and since this is something that people have been experienced and it took not *too* much to do, here it is! I won't be always able to react *this* fast (I am currently high on life due to all the good reviews you have been writing, which have fueled my mind to work like crazy these days! Keep them coming!)

Please do report if you have issues with the new settings. They should work fine as I used most of them during development to speed up testing, but you never know, right? Also, please, *please* don't try to reach 400 Pips as the game won't be able to handle that gracefully at this moment AHAH

Have fun!
- Michele

V 1.0.0.0016

UX

  • Dissipating resources over the cap now will compound when >= 10, or when fast pass turn is enabled
  • Added "Super Fast Pass Turn" option for players that have memorized the story and could recite it by heart:
  • - Increases resource speed x10 and removes some juicy waits
  • - Avoids Pips pondering their actions a bit before killing an animal
  • - Disables Pips waiting before being affected by an Ailment or Quirk
  • - Disables Buildings waiting before being affected by a Condition
  • - Disables Pips waiting before or after specific work actions slowing down a bit
  • - Disables all delays to reach end of the Afternoon or Night
  • - Disables some pre and post-roll waits during events
  • - Speeds up animations during events (not entirely, but a bit more)
  • - Pips will run faster during pass-turn time


  • Added "Skip Dialogues" option that:
  • - Disables
  • all* dialogue panels from appearing (some animations will still perform, for now, and I am surprised it looks good even if played like this!)


Bugfixes
  • Fixed bug with wild Boars (and sometimes hares) not being domesticated correctly
  • Fixed bug with memories not being saved if you unlocked them in the Current Story page


Localization
  • Minor localization fixes

V 1.0.0.0015

Hello Elders! Phew!! I was *not* expecting this kind of reception, and I love it! Know that you already all changed my life, this is very... strange, and good! Thank you so much!

Things are becoming bigger and bigger, and I am trying to keep up with everything, so please be a little patient if I cannot answer, as you may imagine I'm bombarded from all sides at the moment (not to mention I still have my daily job! Boss has been *very* understanding of this situation, so much that he realized what was happening before everybody else. He's a smart guy!)

I'm handling a lot of stuff at the moment, and I am prioritizing *game breaking* bugfixes before anything else. There are a few, not many, but with so many players and so many strategies being tested, they ought to appear. My bunch of 10 testers of course could not have tried everything, but I think they did an *awesome* job in making sure the game experience is mostly smooth. Keep the suggestions coming!

Note that I reduced a bit the scaling of memory points, as the end elements were a bit too slow to get for my tastes. It still should take many, many hours to get all of them, but that is good as they all introduce complexity, better not to have too much at hand. ;)

I am also thinking about what to do next, and I do not have a definitive plan at the moment, but I am weighing my options. I already ordered a Steam Deck for *ahem* research purposes. ;)



And now, to the changelog for today. I am doing daily bugfixes whenever I get the chance.

Have fun!

1.0.0.0015


UX
  • Temporarely disabled bug report button as it was giving too much hope to people
  • Animals waiting for slaughter will be more visible as they'll get a bit closer to the building


System
  • Full-Screen mode will now NOT minimize when alt-tabbing to help with single-screen streaming


Balance

    Total memory points needed to unlock all memories reduced from 1848 to 1368 as it took too much time to get all of them
    Children can no longer be selected for romantic events (even if it was platonic, of course)


Bugfixes

    Fixed bug with Skinning animals not actually skinning them in the Tannery, resulting in animals becoming unskinnable and unbutcherable