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Experimental 1.0.1.002c

More fixes for the experimental branch. These will be soon on the main branch.


V 1.0.1.002c EXPERIMENTAL

Balance: Buildings
  • Highly Fertile and Soil now work for all Fruits and Field buildings


UX
  • EXPERIMENTAL ONLY: All mastery levels are now unlocked for testing new difficulty system (WIP)
  • You may now open the research tree while placing your first Building


Bugfixes
  • Fixed bug with Research not being correctly unlocked if a Boon event arrived at the same day
  • Fixed Cats not being buried correctly
  • Fixed Rebellious ailment making Cats become adult Pips
  • Fixed research modifier UI not getting reset on a new game
  • Fixed bug with resetting won games giving double the memory points

Experimental 1.0.1.002b

Fixes for the experimental branch. Please note that you will find the current balance data number at the feet of the elder in your Current Game screen.

Have fun!
- Michele


V 1.0.1.002b EXPERIMENTAL

Bugfixes
  • Fixed bug with traits not being refreshed correctly on different balance versions
  • Fixed bug with Quarry disappearing on load
  • Fixed bug with some techs not being correctly loaded
  • Various controller fixes
  • Load optimizations

Experimental 1.0.1.002 (and previous)

I just now realized that I can also put patch notes for the experimental version here, wops!
I will then write here what changes are in experimental from version 1.0.1.001 EXP to 1.0.1.002 EXP (i.e. what I worked on the last two weeks)

Please remember that what you can see and play in experimental may *not* appear in the main branch, as some of the balance changes are being tested and may not pass playtest, and will be reverted.

Have fun!
- Michele



V 1.0.1.002 EXPERIMENTAL

Balance: Buildings
  • Added new building, Large Buoy, as an upgrade to Buoy
  • Buoy base distance increased to 3
  • School is now an upgrade of Scriptorium
  • Replaced Brothel's "+5 for each Dwelling " with "+4 for each Middle Dwelling"
  • Reduced Brothel's Sickness malus from 45+4X to 4+4X
  • Replaced Festival's "+4 for each Dwelling " with "+3 for each Active Social"
  • Replaced Theater's "+5 for each Dwelling" with "+5 for each Active Leisure"
  • Replaced Animal Theater's "+5 for each Animal Terrain" with "+10 if Animal Terrain within 1"
  • Replaced Animal Theater's "+5 for each Dwelling" with "+2 for each Inhabited Pen within 2"
  • Replaced School's "+3 for each Dwelling" with "+3 for each Knowledge-producer"
  • Replaced Brothel's "+5 for each Dwelling " with "+5 for each Middle Dwelling"
  • Replaced Hearth's "+5 for each Dwelling " with "+5 for each Middle Dwelling"
  • Replaced Hospital's "+10 for each Dwelling within 1" with "+5 for each Dwelling within 2"
  • Replaced Public Baths's "+5 for each Dwelling" with "+4 for each Active Leisure"
  • Replaced Slaughterhouse's "+3 for each Dwelling" with "+3 for each Inhabited Pen within 1"
  • Shrine and Temple rebalanced to use Intensify Traits, base output increased to make up for it
  • Wrestling Arena now has the Intensify Hope 2 Trait
  • Wrestling Ring now has the Intensify Hope 4 Trait
  • Garden now requires 1 Flower per use
  • Plums Tree now produces during Summer & Autumn instead of Spring & Summer
  • Starting map generation now tries to use multiple food sources
  • Plankmaker's base output reduced from 2 to 1


Balance: Difficulties
  • Reduced difficulty modifier for higher challenges from 0.2 to 0.05 (effectively increasing the amount of food at the start)
  • Starting food generation algorithm revised to take into account the total yield


UX
  • Chance bar now lists how much Protection you have accumulated above 100%


Bugfixes
  • Fixed weathers not generating events correctly anymore
  • Fixed some buildings not appearing anymore in the tree
  • Fixed new buildings not being unlocked correctly


System
  • Improved performance and memory optimization


V 1.0.1.001 EXPERIMENTAL

Features
  • Added new Doomsday mechanic. This allows snowballing runs to end sooner
  • Added new building, Stone Toolmaker, as an upgrade to Stone Workbench
  • Added Controller support (WIP)


Balance: Research
  • Onion and Pumpkin field now share a Research Slot
  • Seeds Field and Medicinal Herb Field now have their own Research slot separate from Hemp Field
  • Toolsmith now has Workshop as a prerequisite instead of Copper Mine
  • Oil Extractor is not connected anymore to Heat production
  • Fine Tailor now has all other Fabric-making buildings as a potential prerequisite


Balance: Flow
  • Reduced double Omen turn safety net from 7 to 5
  • Rebalanced scenarios to better match the desiderd end game flow (i.e. one more Omen at the end game for off-Domains)
  • Reduced second Spring duration from 30 to 20
  • Reduced second Summer duration from 40 to 30
  • Increased second Winter duration from 30 to 40


Balance: Buildings
  • Increased Strawberry output from 3 Strawberries to 4 Strawberries and 1 Seed
  • Insulated Cellar's Storage reduced from 50 to 20
  • Insulated Cellar's Cold output reduced from 4 to 3
  • Kitchen's meat recipe reduced from 2 to 1 base output
  • Buoys can now reach into water. Reduced Buoy's road distance from 3 to 2
  • Mender's Cottage now inherits the same traits of Mender's Hut
  • Hemp Fields can now grow in Spring too
  • Hemp Woodmaker's job requirement is now Knifemaster instead of Herbalist
  • Papyrus Cutter's input changed from 4 Hemps to 2 Hemps and 2 Water
  • Rabbit Shearer's job requirement is now Knifemaster instad of Shearer
  • Fans now have a new traits that requires them to be surrounded by flat terrains
  • Pond's total output reduced from 20 to 15
  • All terraforming tasks that add new tiles now require Advanced Toolsmith
  • Onion Field's turns to grow increased from 5 to 8
  • Onion Field's depletion value reduced from 10 to 8
  • Removing forests or mountains now also generates 10 Cataclysm
  • Field Collector's base output increased from 1 to 2 (maximum output still 3)


System
  • Setup Analytics for game data analysis


Graphics
  • Doctor's Hut roof color changed to make it different than Mender's

v1.0.0.026c


V 1.0.0.026c

Bugfixes
  • Fixed a UI bug with mastery level selection
  • Fixed bug with Wandering Bard breaking the game sometimes
  • Fixed bug with opening the research tree before it is available breaking the start of the game
  • Fixed bug with buildings on experimental counting in the main branch


System
  • Various optimizations

Changelog 1.0.0.026

Hello Elders!

Patch 1.0.0.026 is now up! This patch brings mostly bugfixes, as I am working on the side on an important feature you can see a prototype of here...



Yes! You guessed right! Controller support is underway! I am testing it now, so it is a bit buggy still, but I'm already happy with how it feels!

Also, in the meantime, I am working on the balance patch, which will bring many changes to existing buildings following feedback from players. Remember to check out experimental branch if you want to give your opinion on the upcoming balance changes!

Have fun!
- Michele

V 1.0.0.026

Balance: Events
  • Increase chance for the Cute Kitty event to appear


Bugfixes
  • Fixed rarity of events not being correctly shown
  • Fixed bug with refusing to accept a Pip granting twice the listed resources
  • Fixed children not being buried correctly
  • Fixed tools sticking out of graves on load
  • Fixed some stranger Vips sticking around even if you kick them out
  • Fixed Apocalypse sometimes hanging during Randolph
  • Fixed luring not switching to the next fruit or vegetable if at least 1 fruit/vegetable was available
  • Fixed win cutscene triggering even if the village is lost at the last event


System
  • Various minor optimizations