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dotAGE News

V 1.6.3b - Minor fixes

There, hopefully last patch this week! Woah, it's been a blast. Release week is always exhausting, but I'm also pretty happy about it! Thank you for all the feedback, my gears are already turning to make some improvements to the experience, while I start porting this to other platforms.

Oh, I'd also like to see your new villages, so do share your screenshots if you can make a cool Dwarf, Cat, or Woodpip village (and especially a Fishpip one!)

Have fun during the weekend!
- Michele

V 1.6.3b

UX
  • Added Russian localization for the new achievements


Bugfixes
  • Fixed Pips imprisoning other Pips sometimes being able to work in multiple buildings at once
  • Fixed Ropery appearing in a Matus story too (this slipped in with 1.6.3!)

V 1.6.3 - Let's learn some Folkways!

Hello Elders!

I have now added a new set of achievements for Folkways! As you will see, I had a bit of fun in adding some weird new achievements which use the new content! I hope you like them!



This one is my favorite! I love to put literary, theater, and cultural references in games! Can you spot a few more?



Now, I wanted to give a few more answers as I've been receiving some repeated questions:

- I am receiving feedback, especially from new players (welcome!), that they would like to access the DLC content even if they have not played much the main game. This is not something that I had initially imagined, as I made the DLC for fans, as it adds complexity and variation to an already large game, and the memory system in dotAGE is geared towards giving both a sense of long term progression and not overwhelm the player with complexity. However, I understand some players would prefer to reach the content earlier, so I am evaluating what to do about that and weighing my options. So give me your thoughts about this!

- I see some players are having problems with dwarves as they do not know you can untrain Pips! Note that you can untrain Pips by selecting them with SHIFT, or from the Pip Recap, so use that to your advantage!

- I have started the work for getting the DLC on GoG and Switch, it will take a while for both as they have various requirements to fulfill, but it is coming there too

Thank you again for the reports, we found some more (rare, but annoying) bugs with some of the new events, so this version also fixes what was found!

Have fun
- Michele

V 1.6.3

Content
  • Added new dedicated achievements for Folkways!


Balance
  • Peace Tent is now forced to appear with the Rabbits path, as due to the changes in 1.6 it is possible to start without any rabbit on the map
  • Folkpip buildings requiring bourgeoise now won't appear anymore in your run unless you also have the bourgeoise Dwell
  • Events that increase Pipulation without asking for a confirmation won't appear anymore with less than 12 Pips
  • Broken Pipbots now count for determining a loss for any elder
  • Randolph: Removed some of the dedicated new elder buildings from the pool as they would make Randolph unplayable


Bugfixes
  • Fixed Rope being able to be unlocked before it is encountered if you tried to produce it with the Physician's Table
  • Fixed the Idiot changing species at each load
  • Fixed non-Commoner Dwarves appearing as Miners
  • Fixed a bug with the "Real Boy" Fear Omen event possibly blocking the game in a Dad story
  • Fixed a bug with "No Sick Days" event sometimes messing up with Pip assignment, especially if your professionals had multiple ailments

V 1.6.2b - Dwarves have a drinking problem

Thank you for the reports! There were some pretty weird interactions with some boons, and the Dwarven special traits. Also, your Orange Cat should stop being transformed into a normal Pip on a reload. ;)

- Michele

V 1.6.2b

Balance
  • Added Hay recipes to Mills (apart from Seed Mill, of course)
  • Reduced values for Threat above 7 and modified so they scale with difficulty, starting at +20 at Normal


Bugfixes
  • Fixed Dwarven brewers being able to inhebriate themselves by drinking alone
  • Fixed Dwarven brewers being able to inhebriate dead Pips
  • Fixed Mountain Lovers giving Charcoal Maker an out-of-the-ordinary boost
  • Fixed rebuilding multi-turn ruins removing the worker after the first turn
  • Fixed VIP Cat being loaded as a normal Pip on load if Folkways is not installedps
  • Fixed reloading the game with exactly 0 Gold causing some Gold Mines to not be deactivated
  • Fixed a rare load bug with curing frozen Pips


UX
  • Added a row to the Increasing Threat hint that shows that Threat can now go above 7
  • Added more color to Guide Stone to make it clear when it is being built

Folkways DLC for the excellent village builder dotAGE released - here's a little interview with the developer

dotAGE is a very unique turn-based village builder that blends in roguelike survival elements. It's one that you should definitely add to your list, and a new DLC expansion is out now so I took the chance to speak to the developer a bit.

Read the full article here: https://www.gamingonlinux.com/2025/03/folkways-dlc-for-the-excellent-village-builder-dotage-released-heres-a-little-interview-with-the-developer/

v1.6.2 - Rock & Roll

Hello Elders!

Thank you again for the warm welcome for Folkways, I am happy that you are surprised at how much I put into it, and I think you'll have a lot more to be surprised for as you keep playing! Have you encountered the new Evil Boons? Or have you tried the Gallows? Have you found a way to handle Zombies? Do share the funny events you find, especially if they concern Fishpips (which are my favourite Pipfolks!)

I just pushed a new patch with some balance changes geared towards Trisavolo's early game, especially aiming to reduce randomness of the start. Now, Granite Mines, while still being a fallback building, produce much more (6 over 2 turns, equivalent to 3 per turn, instead of 2 per turn), which brings them to a full 9 every 2 turns or 4.5 per turn if you build them on Stone Strands!

To counterbalance this, the number of Stone Strands you can find is reduced, thus pushing for more prospecting.

Also, Menirs now grant 6 Stones when dismantled, making Menir-demolishing a viable early turns strategy.

Note that these changes have effect on your next run, as otherwise the change would upset existing stone-making (due to the 2-turns change).

I am working on the achievements, and with all the fun things that can be done with Folkways I hope you will like how wacky they are!

Also remember that dotAGE is part of the Steam's City Builder & Settlement Fest, with dozens of other great games and big discounts!


Have fun
- Michele



V 1.6.2

Balance
  • Trisavolo: Granite Mine stone production from 2 per turn, to 6 every 2 turns
  • Trisavolo: Reduced Stone Strands spawn amount
  • Trisavolo: Dismantling a Menir will now give 6 Stones instead of 2
  • Ronomy: Leftover Box road value from 2 to 3
  • Having an animal die due to events won't invalidate a Vegan run anymore, as that's just how nature works


UX
  • Stone Strands's granite sprites redone to be more visible (now actual white granite!)
  • Localization: Added all Japanese Agepedia descriptions
  • New events unlocked in memories will now not appear in the Agepedia until you have encountered them once. Adds to the mystery!


Bugfixes
  • Captain: fixed Water Temple sometimes not appearing in the research tree
  • Dad: Fixed Automated Pipbots sometimes stopping working for no apparent reason
  • Fixed being able to discover Skinning Rack after Butcher's Table instead of Fisher's Hut
  • Fixed fires starting on snowed forest not being able to be put off