1. dotAGE
  2. News

dotAGE News

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

Changelog 1.0.0.023 with Overpipulation mechanic

Hello Elders!

I just pushed a new patch that, among various bugfixes and several QoL changes (go eat those pigs!), also adds the new Overpipulation mechanic to the game. As explained beforehand, this mechanic will make large amount of Pips less optimal to have, as it will start generating more Danger the more Pips you have!
Do not worry, as large villages are still possible, but this balances out having too many Pips being an easy choice, pushing you to try to find other solutions. Remember that advanced buildings and Bourgeoise are more Pip-efficient!



Have fun
- Michele

V 1.0.0.023

Features
  • Added new Overpipulation mechanic. This will trigger on your next game when you reach 50+ Pips, with a new memory and hint. The mechanics adds diminishing returns to increasing Pips over a certain threshold in the form of increased Danger generation for the four Domains (Cold excluded).
  • Added News section in the title screen


Balance
  • You can now lure creatures even if a child creature is growing inside the dwelling


UX
  • SUPER Pass Turn now will not wait for research instances to pop
  • Difficulty warning is now a bit more clear to stop high skilled players from thinking normal difficulty is for them
  • Added Discord link. Social buttons now appear in the pause screen too.
  • Butchers, Fishers, and Hunters will now prioritize non-empty tiles
  • When luring a creature, the closest one will now be preferred


Bugfixes
  • Fixed events sometimes showing the previous event's tooltip on their effect, resulting in frankly hilarious combinations
  • Fixed an error log spam on the first turn post load
  • Fixed bug with Captain showing a Signpost in the research tree
  • Fixed changelog's last line not being visible
  • Fixed animals returning to their pens when hovering on them
  • Fixed events sometimes breaking resulting in them remaining in the prophecy
  • Added various code optimizations
  • Minor localization fixes

Changelog 0.0.022

Hello Elders!

The latest bugfixes are now on the main branch after having been tested on the experimental branch, please let me know if you find any new issue! You will also find a changelog in the main menu now, so you can check from inside the game what the news are.

I also added a new column to the food interface, allowing you to independently select whether animals or Pips should not consume a specific food.


Have fun
- Michele

V 1.0.0.022

UX
  • Added Changelog to the main menu
  • You can now independently disable food for Pips or Animals
  • You can now skip the end credits by pressing Escape. A sad voice will be heard when you do so, to make you feel bad about it.
  • Abandoned effect now has more flies to make it more visible
  • The research bar is now available from the first turn after you discover its memory (yes, this is just a first step towards allowing you to see it before placing the Bivouac)


Balance
  • Outer tiles cannot be selected anymore by events (this caused all kinds of wrong behaviour)
  • Thawing will now remove Snow instead of transforming the tile into Grass


Bugfixes
  • Fixed winning with Randolph not unlocking the achievement correctly
  • Fixed profile picture appearing upside down in highscores
  • Fixed trainees becoming Bourgeoise resulting in them keeping the old commoner job, while still becoming Bourgeoise. Other Bourgeois Pips would also look down on them due to their humble roots.
  • Fixed some combination of actions resulting in abandoned buildings that, paired with Pips performing cures, would soft lock the game. This is fixed by moving all similar checks to the end of the turn.
  • Fixed tasks handling bonus resources erroneously, resulting in double costs, or double gains
  • Fixed Buoy not loading correctly for Captain anymore
  • Fixed memory unlock percentage being off due to hidden memories
  • Fixed bug in Relax mode that made the day be wrong on load, until you passed the turn
  • Fixed cat not meowing when selected
  • Fixed boons adding a wrong message in the log
  • Fixed last game weird boons and techs remaining on a new game, until you reload
  • Fixed a rare null reference on load
  • Fixed bug with having zero food selected disabling the food selection UI on load
  • Fixed tutorial getting stuck if you tried building without first opening the Agepedia


System
  • Various end-game optimizations
  • Localization update

Weird Hats & Experimental Branch 0.1.0

Hello Elders!

I am not sure what happened last night, but some Pips started behaving weirdly! Did any of you feed them something you shouldn't have? Oh well! While we wait for them to drop the funny hats, make sure to show your creepiest scenes to the community!



In the meantime, I have fixed a set of pesky bugs (and I am still fixing them, keep them coming!), I want to thank everybody who has reported one, as you have been very helpful in finding the root cause!
I am now testing a lot of fixes in the new Experimental branch, and if everything is fine I will upload it on the main branch tomorrow. Check the changelog below to see what is fixed there!

Also, if you want to try the experimental branch, there is a new memory and building waiting for you... it will come to the main game once we have tested it a bit, but if you try it, do tell me what you think of it!



Have fun
- Michele

V 1.0.1.0 EXPERIMENTAL
Features
  • Added new Overpipulation mechanic. This will trigger on your next game when you reach 50+ Pips, with a new memory and hint. The mechanics adds diminishing returns to increasing Pips over a certain threshold in the form of increased Danger generation for the four Domains (Cold excluded).
  • Added new Doomsday mechanic. This allows snowballing runs to end sooner.


V 1.0.0.022
UX
  • Added Changelog to the main menu
  • You can now skip the end credits by pressing Escape. A sad voice will be heard when you do so, to make you feel bad about it.


System
  • Various end-game optimizations


Balance
  • Outer tiles cannot be selected anymore by events (this caused all kinds of wrong behaviour)
  • Thawing will now remove Snow instead of transforming the tile into Grass


Bugfixes
  • Fixed winning with Randolph not unlocking the achievement correctly
  • Fixed profile picture appearing upside down in highscores
  • Fixed trainees becoming Bourgeoise resulting in them keeping the old commoner job, while still becoming Bourgeoise. Other Bourgeois Pips would also look down on them due to their humble roots.
  • Fixed some combination of actions resulting in abandoned buildings that, paired with Pips performing cures, would soft lock the game. This is fixed by moving all similar checks to the end of the turn.
  • Fixed tasks handling bonus resources erroneously, resulting in double costs, or double gains
  • Fixed Buoy not loading correctly for Captain anymore
  • Fixed memory unlock percentage being off due to hidden memories
  • Fixed bug in Relax mode that made the day be wrong on load, until you passed the turn
  • Fixed cat not meowing when selected
  • Fixed boons adding a wrong message in the log
  • Fixed last game weird boons and techs remaining on a new game, until you reload
  • Fixed a rare nullreference on load