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Version 1.5: The Beaver Update, and DLC announcement!

Hello Elders!

I am very happy to present to you the latest update to dotAGE: The Beaver!

[h2]Meet the Beaver[/h2]

So, in the last months, many players suggested I played Against the Storm, so I did and I liked it so much one day I decided to contact its col indie devs and... we decided to make a small collaboration!

The Beaver is a new VIP inspired by Against the Storm, found after encountering a specific set of Nature-related events. He is the sole survivor of an unfortunate expedition, and he gives some nods at Against the Storm's woodcutting mechanics. I hope you will appreciate him!



The Beaver also previews two small mechanics that work as a hint at what is to come through the upcoming DLC! :)

Coming today, you might also find Matus in Against the Storm, as well as the orange Cat! The



If you have not played it yet, make sure to check Against the Storm out, as it really is deserving all the success it is getting! Both games are also available in a bundle for the duration of the Winter Sales!

https://store.steampowered.com/bundle/48344/Roguelite_City_Builders/

But this is not all, as I've also cooked some juicy new features for you!

Elder-Specific Saves and Multiple Player Profiles

This was often requested, and I finally took the chance to implement a layered save system. The game is still iron-mode in its nature, so I am not talking about manual save games, but you will now be able to keep a separate save for each Elder, thus finally allowing you to play Santa just in time for Christmas without messing up your Randolph Harder Delirium run (masochist!)

In addition, you will also find 3 slots for player profiles, accessed through the "Your Memories" screen. This allows multiple people to play using the same account and keep their progress. Do note, however, that Achievements and Highscore synchronization happens only for Profile A, as it would make no sense otherwise.



Seeded Runs


Another highlight of this update: you can now play Seeded Runs!

In the last month, I revised the game's internal randomization systems to implement a seeding feature. Seeding a run means defining an alphanumeric code that will generate a consistent scenario. Starting map and buildings, event scenarios, and what buildings you find in the research tree are all pregenerated. This allows multiple players to play the same run and challenge each other, or re-play that juicy map with that oh-so-well placed apple tree thicket!

Even the choice of events will be seeded, given the same context. Do note, however, that event rolls and event effects are unaffected, so you cannot just write down each roll and cheat (sly fox!)



This requires some explanation, as there are some quirks that might no be apparent at first glance! First of all, the actual generation also depends on the Elder choice. While the game will try to keep the map similar with the same seed, each Elder has its own quirks (such as different map sizes, or special terrain layers), that might change the generation. For this reason, you can still use the same seed with different elders, but you might get different results.

You might also be wondering how this works with the game's meta-game unlocks. I thought a lot about this, and devised a system that keeps the seed relevant even when playing with no unlocks at all. Basically, this means that if you have unlocked some game elements (such as Fertile Grounds), they might be used as additional layers in the game's procedural generation logic, but the underlying map will be similar. The same goes for unlocked buildings in the research tree, which might be different (but consistent) depending on what you have unlocked.

Also, be warned that playing a seeded run disables Achievement and posting Highscores, as to preserve the game's online presence.

Now that we have a way to handle custom games and separate saves, new ideas are coming to me, so we'll see what the future will hold! In the meantime, did I mention I was working on a DLC? Well, it's time to give you some information!

Folkways DLC reveal!




The first DLC for dotAGE is underway, and I do not have an ETA for its release yet as I am working on a lot of stuff and there is still a lot to do, but I can start showing you some cool stuff!

The titular major feature taht the DLC will bring to the world of dotAGE is the addition of Pipfolks, i.e. different species of Pips that can appear during your run (and, some Elders might be more attuned to some folks!). Different folks have different bonuses and maluses, such as producing more of specific resources, requiring specific food to be eaten, or even reacting differently to ailments (Fishpips really love to get wet, you know).

Once a Pip of a different bloodline appears, you can, you guessed it, start making new babies, and thus fill your village with them! Of course, different Pips will also bring different problems with them...



dotAGE: Folkways will be accompanied by other mechanics with the goal to increase run variation, such as new terrains to spice map generation, and the addition of ways to remove Pips from your village and, conversely, Pips that are even more annoying than Dizzy Pips!

Since I cannot restrain myself, the DLC is already shaping up to be filled with new buildings, mechanics, events, VIPs, boons, and of course new elders!

I'll show more in the future, as things get in shape, but in the meantime make sure to Wishlist it so you can be notified when it comes out!

https://store.steampowered.com/app/3384630/dotAGE__Folkways/

In the meantime, I wish you all a Merry Christmas and a Happy New Year!
- Michele


Complete Changelog


V 1.5.0

Content: Against the Storm Promotion
  • Cross promo with Against the Storm!
  • Added a new VIP: Beaver, teasing some of the DLC mechanics!
  • Added 3 new events tied to the Beaver that lead to his appearance!


Content: Seeded Runs
  • Revised the game's randomization logic to work with Seeds.
  • You can now play custom Runs by inputting a specific Seed. Highscores and Achievements are disabled if doing so.
  • A seed will determine the starting map, buildings, event scenario, research choices, and event choices (given identical context)


UX: Elder Savegames
  • You can now play multiple games at once, one for each elder. Go play Santa for Xmas!


UX: Player Profiles
  • Added new "Player Profiles" feature, that allows up to 3 profiles to coexist. Accessed through the "Your Memories" menu.
  • Current games are automatically migrated to Profile "A"
  • Backups are not saved on the cloud anymore to save space


Balance
  • Moved food-based "Illuminism" boon from page 7 to page 4, thus making "Apocalyptic Growth" appear 100% of the time until you unlock more boons
  • Random elements are now completely decoupled, so that your building choices won't affect event rolls anymore
  • Reloading a game won't lock the random number generator anymore during event rolls
  • Summer won't say it will remove Frozen anymore until you have unlocked it


UX
  • The "current memory" screen will now show how many Elders you have win with instead of the total number of wins
  • Randolph now has new animations!
  • Personal Highscores now show scores from all game versions
  • Post-win games now show information in the progress UI to identify them
  • Loading message now shows the current elder
  • When shift-selecting a Pip, they won't resume walking anymore until the radial menu is closed
  • Improved drag sensitivity parameters to avoid some ugly jumps
  • Touch controls: Holding won't trigger anymore when dragging the camera
  • Touch controls: You can now see information of already known buildings in the research tree
  • Touch controls: Tooltips now work with touch too, while holding an UI element
  • Touch controls: Tooltips appear a bit to the side so you can better see them
  • Controller: You can now open the Research Tree even if hovering on side menus
  • Hints: Minor hint revisions to make the text clearer


Bugfixing
  • Fixed bug with Enhancing traits not being correctly computed if using multiple Enhancing buildings in certain configurations
  • Fixed some hints not appearing if unlocking memories in main menu
  • Fixed score screen sometimes waiting too much before showing the highscores panel resulting in an unresponsive panel
  • Fixed bug with Healers being able to work in places they should not have if you click to fast after force-curing using ALT-picking
  • Fixed building turns of 10 or more not being visualized correctly in Slow mode
  • Fixed idle Bourgeoise being considered Handymen in the Jobs UI if they can work due to the relevant Boon
  • Fixed "Resource Tags" title getting out of its alloted space in the UI
  • Fixed Agepedia messing up when switching resolution until a restart
  • Fixed switching to Spring with Frozen pips not correctly updating the total gems generated per turn in the above UI anymore
  • Fixed touch controls registering a wrong touch during building selection
  • Fixed Pip Recap not sorting Pips when using Search
  • Fixed bug with rerolling during the initial Roll bonus making your next Doom be failed at 100% chance
  • Fixed cat meow volume being too low
  • Fixed some random elements not being seeded correctly
  • Fixed random number generator being off by 4 points when reloading the game
  • Fixed bug with Forest not being randomized enough if resetting the game right away
  • Fixed winning a game making the next abandoned game not trigger highscores
  • Fixed unlocks recap menu not updating correctly at times
  • Fixed bug with analytics being requested too many times if you switched save games
  • Fixed reroll bonus not appearing correctly in the current memories screen at times
  • Fixed post-end games sometimes not registering correctly as won
  • Controller: Fixed "Advanced Pip Actions" showing the wrong text when using a Controller
  • Controller: Fixed pressing back in the pip recap menu closing it right away while focusing on a pip
  • Various localization fixes

dotAGE x Against the Storm!

Hello Elders!

I am very happy to reveal a really cool collaboration I've been working on in the last month! So, several players suggested I check out Against the Storm as another great roguelite city builder, and oh how right you were, it is a *great* game! I contacted the developers and we decided to do a little thing together!

Coming next week, you will find a familiar face getting angry at you in Eremite Games' cool strategy game!



I must admit I've never seen a more beautiful Matus in my life!

And, viceversa, you will be able to welcome a new VIP in your villages, enter the Beaver VIP!



As you will see next week, the Beaver mechanics also hint at what I'm working on for the DLC, but we'll talk about that later! ;)

Here is their news!
https://store.steampowered.com/news/app/1336490/view/543343729673503444

If you have not played it yet, make sure to check Against the Storm out!

https://store.steampowered.com/app/1336490/Against_the_Storm


I'll share more details next week, as the update will also bring some new often requested features to dotAGE!

Until then, have fun!

- Michele

1.4.1c

Various fixes while I work on the next cool stuff! Thanks for the reports!

UX
  • Settings: Added option to configure camera drag sensibility threshold


Bugfixing
  • Fixed bug with upgrading a Hunter mid-hunting-chicken potentially getting it stuck forever producing meat without consuming creatures
  • Fixed bug with the Idiot killing another Pip tagging the dead Pip as the killer!
  • Fixed soft-lock when trying to remove Burning from a Forest tile that is not inside the village, while trying to replant a flower field placed in the bottom-left corner of the map (ugh!)
  • Fixed trying to exit the game during planting potentially leaving a building in a "wip" status on subsequent loads
  • Depleted Flower Fields now have a cleaner sprite as it was hard to see it
  • Fixed removing Burning from a terrain sometimes leaving the "remove burning" fake building below
  • Fixed bug with dismantling a Water Extractor triggering the Water over cap warning
  • Text: Fixed Seasonal text still mentioning that the building replenishes each season (now it is only for Plants, or if you have a Boon, so it was wrong)
  • Fixed season colors not updating on the first turn after a load
  • Various localization fixes

dotAGE is in the Turn Based Carnival festival!

Hello Elders!

I'm happy to announce that dotAGE is part of this week's Turn Based Carnival 2024 festival, and with a discount of 25% to boot! If you have been waiting for a chance to get the game, or to tell friends how cool it is, now it's the time! The game will be also on discount during the coming Steam sales, so it's going to be a very merry period!



Now, where were we? I'd like to update you on what I'm doing these days! Let's see what is going on in the world of dotAGE!

Work on the DLC has started!
If you have been reading my updates, you might know that I've been quite busy lately as I am working on an expansion for dotAGE! I decided to work on that as I have so many ideas saved up and having an expansion is a good opportunity to add all that without overcomplicating the base game, and for me to finally add all the stuff I've been itching to add while taking the time to do it correctly!

I am working on adding... new mechanics, new memories, new buildings, new terrains, new resources, new actions, new boons, new events, new ailments, new VIPs, new creatures, and of course new elders! The goal is to increase even more the variation you find in your games, but to counterbalance that I am also prototyping a new mechanic (which will come to the base game) that lets you reroll some buildings. This should give players that do not wish to embrace dotAGE's randomness some more choice (at a cost!). I also plan to make some of the new buildings available for the base game if they make more sense there (for example, I know many people have requested alternate Altars, so I am prototyping that too!)

I am currently doing various prototypes and estimating the amount of work and, given my solo-dev efforts and the amount of content, it will take some time for me to wrap up the development, so I'll keep you updated as more things are defined, and also give you some teasers once I have stuff set in stone!

Balance & Design tools
With the game exploding in complexity, I've been very busy lately re-organizing all my notes and improving my tools for design and balance. Things like tools that allow me to analyze the research tree and produce the efficiency of each resource given the current buildings, or compare multiple buildings with all their costs (hidden or otherwise), or measure the chance for a specific resource to appear throughout a run, or measure what changes in the whole game if I add a new resource. It's not flashy stuff, but it can be quite fun to make and is giving me a lot of insights (such as realizing in a sleep-deprived flash of insight that the game has a lot of ties to quantum physics...), and it will be very useful in managing the added complexity! I am taking the chance to also cleanup the code and the design of various parts that concern gameplay, so you can expect some more changes and balance coming to the base game alongside the DLC. The only issue is that I need to contain myself from rewriting everything!

Switch release is going great!
Last update I announced that the game was out on the Switch, and I'm very happy with the reception! Thank you for the feedback! I've been working a bit more on touch controls (as you might have seen in the latest patch), and those improvements are now on the Switch version too.

Now, back to work, I need to complete my inference tool to analyze the chance for a resource to be produced in the whole game based on rolled buildings. Fun.
So, in the meantime, you too have fun!
- Michele

V 1.4.1 b

Balance
  • Revised "Lucky Dice" multiplier sorting so to make it cleaner, and actually double level 1 mini-boons (due to sorting, level 1 mini-boons had no visible difference)
  • Handmade Stew: threat range from 3-3 to 2-2, to make it work better with "Lucky Dice"
  • The Lucky One: level from 2-3 to 2-2, to make it work better with "Lucky Dice"


UX
  • Moved Dynamic UI on top of other UIs so it does not get hidden by warnings
  • If resources are produced only by passive means (i.e. only Mountain Springs), the resource cap warning won't be shown anymore
  • Touch: Added pinch to zoom functionality
  • Touch: Touching a button will now no more move the cursor automatically
  • Touch: You can now interact with the grid even while choosing a building to build
  • Touch: Improved building menu navigation
  • Touch: Improved research tree navigation


Bugfixing
  • Fixed "Boon: Strong Crops" also refilling non-planted crops
  • Fixed bug with the camera when playing with all-zoomed out mode and an event happening not correctly resetting to zoomed-out
  • Fixed bug with reloading multiple times burials multiplying the dead placed inside
  • Fixed visual bug with some orchards and giving up a game
  • Touch: Fixed some buttons not reacting correctly due to the scroll taking precedence
  • Touch: Fixed not being able to exit Settings screen
  • Switch: Fixed tutorial text being completely skipped with the first action
  • Localization fixes