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dotAGE News

V 1.6.3d

Here are some UX improvements to reduce confusion! I'm now looking at doing some balance changes for 1.6.4 for Folkways, especially as Ronomy seems to still need a buff early game!

Work on GoG and Switch has started, it will take a while (Switch especially, Nintendo processes can beg quite slow) but they will come!

Have fun
- Michele

V 1.6.3d

UX
  • Cats and Dogs will now
  • also* be affected by the Creature food column, to avoid confusion, and so that you are not obliged to have all your Pips eat raw meat if the dog wants to eat. This means that to disable food for a Cat you need to disable both columns.
  • Dwarves can now be trained even while Miners, to avoid players not realizing they can untrain them first
  • Merged Folk and Job icons to make it clearer who can work there, also in the in-game building action UI
  • Expansiom enabled / disabled UI is now clearer


Localization
  • Chinese: Changed "Natural / Nature" localization to avoid confusion


Bugfixes
  • Fixed "special" resource category having a missing localization and showing internal resources
  • Fixed "Healthier Crops" boon affecting non-Plant buildings
  • Fixed having future memories unlocked (for some reason, for example if participating in the beta) messing up with path selection
  • Fixed research slot visualization sometimes not triggering automatically

V 1.6.3c - Minor fixes

V 1.6.3c

Bugfixes
  • Fixed some of the new tags not working as intended
  • Fixed a rare bug where the Beaver could not appear

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