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Experimental 1.0.1.005

Yes, Elders, I know... 3 patches in a day, what the? I wanted to get some final changes in following feedback on the new adjacencies before the patch goes into the main branch. ;)

Have fun!
- Michele


V 1.0.1.005 EXPERIMENTAL

Balance
  • Enhancing traits won't work anymore if the building is inactive
  • Replaced Festival's "+3 for each Active Social" with "+10 if an Active Social is within 1"
  • Replaced Theater's "+5 for each Active Leisure" with "+15 if an Active Leisure is within 1"
  • Replaced Public Baths's "+4 for each Active Leisure" with "+10 if an Active Leisure is within 1"


Bugfixes
  • Fixed bug with Pips wading through the ground
  • Fixed bug with loading old data sometimes messing up the arrows in the research tree


System
  • Research tree optimizations

Experimental 1.0.1.004d


V 1.0.1.004 EXPERIMENTAL d

Gameplay
  • Dooomsday Tower is now unlocked if you complete a Research Tree, or if you complete a Game, instead of being a memory


UX
  • Added hint for Doomsday Tower
  • Added new UI and text for Mini-Apocalypses


Bugfixes
  • Fixed rare bug with research carrying between runs
  • Fixed bug with buoys sometimes messing up with the grid
  • Several controller and tutorial fixes

Experimental 1.0.1.004c

Hello Elders! A new experimental versions with some bugfixes and a lot more work on the controller support (phew, that requires *a lot* of work!) The game now is completely playable with a controller, so I am going to fix some smaller issues and do some small balance tweaks on the new mechanics and I can push everything that is in experimental to the main branch this week!

Have fun!
- Michele

V 1.0.1.004 EXPERIMENTAL c

UX
  • Added "minimum font size" option
  • Various minor UI improvements


Bugfixes
  • Fixed side UI flickering on shift
  • Fixed highscore screen not showing challenge level
  • Fixed bug with older versions retaining old traits on the first load
  • Several controller fixes


System
  • Further optimized building placement checks

Experimental 1.0.1.004b

Hello Elders! I just pushed a new update on experimental that, among fixes, also adds a new scoring system. The new system assigns zero points to Buildings and Pips, and instead focuses more on prevented events and saved turns.

A word of caution: the highscore table will be reset when we get out of experimental

Have fun!
- Michele


V 1.0.1.004 EXPERIMENTAL b

Gameplay
  • Revised score formula


UX
  • Revised highscore screen to support new scoring
  • Highscore tables are now separated per Elder
  • Cycle pulsing now won't zoom anymore on creatures and will pulse only one at a time


Bugfixes
  • Fixed side UI flickering on shift
  • Fixed highscore screen not showing challenge level
  • Fixed bug with older versions retaining old traits on the first load
  • Several controller fixes


System
  • Further optimized building placement checks

Experimental 1.0.1.004


V 1.0.1.004 EXPERIMENTAL

Balance: Buildings
  • Thinker's Post and upgrades trait changed from "No building around" to "Malus for each building around"
  • Study and upgrades trait added: "Requires Town Center within 2"
  • Scriptorium default output from 2 to 3
  • Strawberries depletion rate from 10 to 8 (was missing from last version)


Bugfixes
  • Fixed lists with more than 10 pages not showing correctly in Agepedia
  • Fixed bug with unapplied settings not being reverted correctly
  • Fixed some wrong UI positioning


System
  • Improved controller support
  • Further optimized load performance
  • Optimized building placement
  • Further optimized larger villages