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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

Changelog 1.0.0.025

Hello Elders!

I just uploaded a new patch with a good amount of fixes, but also a couple of balance and UX changes!

Visible range now extends into impassable tiles
This will make it easier to see whether you can build on a mountain, forest, or water tile. It looks a bit odd on water tiles, but is now more coherent and avoids some edge cases.

Added a colored border around resources to show whether the net is positive or negative at a glance
Many players have expressed the need for a way to see at a glance if the production is positive or not, and this should help them not have to do a little math for that. I am looking for ideas to make it work also for colorblind people, but let's see what you think!

Field Adjacency now works also when Fields are depleted
This is an important change that will make your depleted crops count for bonuses (such as for Windmills). So do not worry about depleting that last point! This should make the usage of fields a bit nicer.

I am now working on the experimental branch with heroic players that are testing larger balance changes, and more are coming!

In the meantime,
Have fun
- Michele

V 1.0.0.025

UX
  • Visible range now extends into impassable tiles
  • Added a colored border around resources to show whether the net is positive or negative at a glance


Balance: Buildings
  • Rebalanced starting food generation algorithm to avoid edge cases where you would have too low or too much food
  • Field Adjacency now works also when Fields are depleted


Balance: Mechanics
  • Gardens are now unlocked before Library


Balance: Events
  • Consequential events cannot be generated anymore if a Season or Doom event aer coming up. This also avoids the Heat and Cold domains appearing together, as they are the same person and that creates a paradox.


Bugfixes
  • Fixed higher dwellings being able to fit more Pips than they declared, probably stashing the extra Pips into forgotten rooms.
  • Fixed animals being able to spawn on non-fertile terrains and thus getting buried under pavements.
  • Fixed Captain's research tree not being completely reachable
  • Fixed wild sheep idle sprite having a blue outline
  • Fixed bug with damaged FX not disappearing if demolishing a building
  • Fixed bug with total play time not being counted correctly for achievements
  • Fixed being able to use side actions to cheat resources below a zero amount
  • Fixed Overpipulation gems sometimes not being generated
  • Fixed Pippins not being buried correctly

Changelog 1.0.0.024 and new Golden Prophecy

Hello Elders!

I hope you had a great weekend!

A couple of days ago, I was notified that a player has managed to beat the "No Food" challenge! Wow!

This means that we can see what else the Golden Prophecy has in store for us! Let's just hope that there is no Apocalypse at the end! ;)



The hardest part will be to get Lucas Pope to play, but if it is written in the prophecy, it means it can be done! :D

In the meantime, I pushed a new patch last Friday with more bugfixes and minor QoL, you can find the changelog below. The ugliest bugs are now fixed, and I am at work on fixing all the rest, and started working on an overall balance patch, so hold on a bit more with those hemps, as they will get some care next!

Have fun
- Michele

V 1.0.0.024

Balance
  • Shaman's death on animal malus won't trigger anymore if animals just disappear


UX
  • Revised Ice Cutter icon
  • Ice Cutter is now among tasks
  • Fields now appear as the first subtype of the Food building type


Bugfixes
  • Fixed resetting tutorial on an empty game giving you the same score of the last game
  • Fixed initial message appearing when localization data is not available yet
  • Fixed animal pens sometimes saying that they are full when they are not
  • Fixed luring spawning multiple animals on multiple toggles
  • Fixed luring adding food requirements for the creature that was lured, and de-lured
  • Fixed elder not showing its type corectly in the Dynamic UI
  • Fixed some tasks not being usable underneath buildings
  • Fixed snow removal not giving resources if used underneath buildings


System
  • Added Cloud Diagnostics to better handle bug reports