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Hotfix Patch 1.6.1c

V 1.6.1c

Bugfixes
  • Fixed some events appearing incorrectly
  • Fixed some new omens (like Thirsty Day) possibly blocking the game

Fixes - V 1.6.1b

V 1.6.1b

Bugfixes
  • Fixed Compressor not appearing in the building menu sometimes
  • Fixed Water Eaters not working at times
  • Fixed the Small Brewery slot sometimes not connecting to the building above in the research tree
  • Controller: Fixed controller not focusing correctly on the new multi-unlock message UI
  • Dad: Fixed Fused Pipbots sometimes producing the wrong output
  • Dad: Fixed destroying a building not removing the Fused Pipbot
  • Localization fixes
  • Minor optimizations

v1.6.1 - the Catman plays with cats

Hello Elders!

Thank you so much for the warm welcome to Folkways!

I've been monitoring the early feedback, and decided to do some tweaks. Since the new elders use a lot of the new mechanics, and can get pretty advanced, I had put them later in the tree due to their prerequisites, but I can see that you are eager to try them! So I have now moved them a bit earlier, especially Dwarf is moved a lot earlier, and Cats are moved a bit earlier. I hope this can help in making them not seem so far away!

Also, during playtesting, I forgot that being a literal Catman gave me an advantage when playing as cats, so I gave a buff to the early game for Ronomy, as it felt a bit too hard! Food is still pretty scarce for Cats, but the new buff should give you an edge to get your food chains up!

Have fun!
- Michele


V 1.6.1

Balance
  • Trisavolo: Scattered Stones now produce 5 stones per turn instead of 4
  • Trisavolo: Increased Scattered Stones spawn value from 48 to 72, thus increasing starting stones on the map
  • Ronomy: starting Food from 16 to 20
  • Ronomy: start Manure from 4 to 6
  • Ronomy: starts with one Hunter Cat
  • Ronomy: Reduced starting plants on the map
  • Ronomy: improved starting ruins selection
  • Solace Buffet: Now requires a Hunter instead of a Cook


Memories
  • Revised Folkways memories so that the new elders are now encountered earlier in the memory tree


UX
  • Restored auto-swap recipe functionality from 1.5


Bugfixes
  • Fixed a rare bug when building signposts on flat mountains
  • Localization fixes and minor optimizations
  • Fixed Xenophobia events not working correctly
  • Fixed the unwelcome Idiot starting as a Fishpip in Delirium node
  • Fixed the VIP Cat in the base game messing up if you do not also have Folkways

Saturday Night patch (wohoo) - 1.6.0i

Well then! Thanks to the influx of players, some more edge cases were found, and so I was able to create a new batch of small fixes!

I am also monitoring the early feedback on the new elders, so thank you for sharing your thoughts! I hope you like the design of the folks and new elders, and I look forward to do some balance tweaks as more feedback comes!

Have a good night!
- Michele



v 1.6.0i
Bugfixes
  • Fixed an old and mysterious bug with Easy mode's cold generation sometimes behaving incorrectly during the Apocalypse (we finally found it!!!)
  • Fixed Clement Domain being able to appear in wrong situations
  • Fixed Scattered Stones UI sometimes remaining on screen after depletion
  • Fixed pavementing multiple times over underground water blocking further pavementing attempts
  • Fixed Test Chamber not counting Mushroom Picker as a Nature-producing building
  • Fixed a rare bug where some events being able to spawn buildings that were not unlocked yet, thus messing up with the research tree
  • Randolph: Fixed starting snow being spawned incorrectly on top of other snow. A snow pile, if you will.


Hotfix 1.6.0h - Dwarves hate the woods

This was affecting some players it seems, so update as needed!

v 1.6.0h
Bugfixes
  • Dwarf: Fixed some players experiencing Woodcutters not being buildable
  • Captain: Fixed some players experiencing Buoys not being buildable