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This page lists the changelog of every released version of ''[[Songs of Syx]]'' that have been posted on Steam. To see a more thorough version history, see [[Version history|this page]].
This page lists the changelog of every released version of ''[[Songs of Syx]]''.
 
== V61 ==
'''Released:''' 5/6/2022<br>
'''Type:''' Major Update
 
* People will have a "healthy" stat that will be increased by comfortable jobs, food rations and visits to a doctor. Hygiene will be important to keep off epidemics. I'm thinking immigration could also increase the chance for that. We will have wards, or hospitals that will need supplies of medicines (made from opiates I'm thinking). A curfew decree that will cause everyone to stay indoors to prevent spread. Obviously your economy will suffer from this. I also want to make some kind of martial law mechanics where soldiers will patrol the streets, we will see about that.
* An elderly care building for retired people, where they can hang around playing cards as the elderly often do.
* I also plan to make private housing. Each dude will have one of different quality. They will also fetch stuff such as furniture and cloth to improve their dwelling, if you allow it. You'll be able to specify what species get to live where. I'm aiming to make some funny interaction between neighbours as flavour, but also potential problems.
* Some species will be converted into a sort of "creature" instead. They will not immigrate, but they will have camps on the world map that you can persuade to join you if certain conditions are met. Cantors will be one of those. There will also be a new ant species.
* I've had this idea about changing up the tech tree, and just display all bonuses that you can allocate tech points into, indefinitely, but at an increasing cost. This will really simplify the whole tech aspect of the game, while offering more freedom at the same time. I'd like to hear if anyone has objections to that.
* A new notification system that will bake messages and notifications into one, with some clever mechanics and customization options, so that you can decide exactly what you want to be notified about.
* I have an idea of a new sprite system as well, that will benefit modding, and allow for more variation and detail. Basically I want to put all sprites in a folder and have all assets map to the sprite they're using. that way a lot of sprites can be reused, and you can mod in new rooms without having to draw stuff.
* Tons of suggestions and QoL's and polish are going into this one as well.
 
== V59 ==
'''Released:''' 9/20/2021<br>
'''Type:''' Beta & Major Update
 
* Patch notes will automatically be shown when something new has been added to the game!
* Rebalance happiness in general. Should now be more stable, and immigration shouldn't ruin it.
* Rebalance a few technologies.
* Added more flavour to all species.
* Tech tree now allows unlocking multiple techs at once.
* Slave uprisings. Slaves no longer runs away. If they are unhappy enough they will rebel.
* Slaves can now be sold to the slaver
* Riots. When loyalty is low for subjects there is a chance for a riot. Can be put down with guards and soldiers.
* Law remade. Much easier at first and climbs with your population. Happiness is no longer such a big factor.
* Burials now count differently. If no deaths take place, value will be based on available grave spots.
 
* Farm and pasture yields increased slightly
* Production rate remake for all rooms. Adds intelligence as a possible factor and a lot of tweaks for better balance.
* Fixed correct training for your city divisions on the world map.
* Fixed library/admin paper bug, and made gaining tech/admin faster, while decaying at a lower speed.
* Warning icon on harvestable food when not ripe added.
* University room for education of adults
* New smart remove tool.
* Reconstructing rooms with different structure now works.
* Workflow of room construction made better. Now refurnish without prompt & builds over other jobs.
* When hovering a job/ something buildable, you'll be prompted to build jobs of the same type by hitting a hotkey.
* New translation opportunities through crowdin. The idea is that the game will ship with these translations automatically, no need for mods.
* New species, the Tilapi. Thrives in forests, and likes to eat people. Hates basically everyone. Good fighters and herders.
* New portraits for all species. Thanks to Bendi!
* Storage and logistics wiki entry
* Immigration can now be set to a absolute number.
* Launcher screen selection is now a bit clearer and simpler.
* Education added. Education + intelligence = production boosts and knowledge. Will decrease loyalty a bit.
* Indoctrination as an option to education. Indoctrination only adds to submission regardless of education.
* School added. Can only be used by children. Will rapidly educate them.
* Changed so that wild growables spawn based on yield rate, and decreased regeneration of all of them.
* Added a multitude of hotkeys and new ways of assigning them.
* Path notes will automatically be shown when something new has been added!
* Children. Walks around and eats your food while contributing to nothing. Can also go to school.
* New procreation rooms that lets you make new citizens. Breeder for Cretonians, Nursery for men and Hatchery for Garthimis.
* Rooms on battle minimap fixed
* Nerfed hunter success by 50%
* Room refurnishing vanishing resources fix.
* Added addition useful info to the food days tooltip.
* Fixed disparaging enemy garrisons after battles
* Tweaked pathing a bit. More road usage, and smoother paths.
* Hearths now used once a week, even if no one is cold.
* Fixed population decline in world regions.
* Remade room, work and priority panels.
* Made slaughtered animals into skeletons in pastures, so to stop the confusion.
* World generation now have moddable blueprints for the terrain. Random seed also added.
* Export depot remade into a static design, and has only one resource. Global settings for exporting in the UI
* Visual genders for certain species, with feminine and masculine names.
* Admin nerfed slightly. Harder to remain in control of regions. You need either an army stationed, or a big garrison.
* Admin room now unlocks at Cheiftain (500 people)
* Import depots have controls for global import level.
* Import depot has a visual resource
* Lavatory basins fixed
* Janitors do a better job at fetching needed resources
* New title system. Titles can be unlocked and then used with a new game. Unlocked titles persist between games and also hopefully versions.
* Savable room layouts that will also hopefully survive between versions.
* x200 speed added if you push the third speed key twice.
* Some rooms leave the floor/road when deleted
* Steam achievements now triggered when you press the sync steam button.
* Trade resource counter fixed
* Bonuses in status panel sorted alphabetically
* Warehouse and export depot UI fixes
* Added tooltip for equipping resources with their wear-rate
* Improved the room creation UI
* Added UI for how much a species like other species in the species info panel
* Some needs now resets, such as drink. Will help that initial drink supplying.
* Improved canteen workers significantly and their usage as well.
* New room - transport. A cart pulled by animals that is loaded and then sent to a destination. Requires livestock to operate. Moves 200 items at a time.
* Hauler now come in different sizes.
* Made freed slaves immigrants, so you'll have some time before their expectations rise.
* Smarter Deliverymen
* All now have multi-carry capabilities. They'll carry up to 3 resources, and be a bit smarter about it.
* Refiners have common storage for output.
* Deliverymen has had their carry capacity nerfed a bit.
 
* Prolonged the day-length. This is to optimise things and make distances less important. Leisure time can be experienced as longer in early game though.
* New stat: riches. Based on the amount of credits you have per citizen.
* Military depots have setting how much they'll be filled.
* Trade interval halved, more frequent trades. Good deals for SoS. Trade reworked, should be better in general.
* Import depots has more storage.
* New penalty for exports. You'll be paid less at the beginning, but this penalty can be reduced by techs and levels.
* AI now receives tribute as to what makes sense, not a static amount for each, resulting in a more balanced market.
* Spoils and tribute will go to the throne, if there is no import depot for the resource. Also imports that has had their import depots removed.
 
* Measuring tool with right click.
* Deposits colored after density
* A new super copier tool
* Fixed keyboard issues
* Proximity instead of distance in services. And this has been nerfed, allowing you to reach 100%.
* Service coverage radius increased by 50%
* Toggable overlay when building roads
* Some rooms have their settings copied when copying them. Worker limits and warehouse settings.
* Fixed mining output based on workers
* Added "Starfoth The Burgundy"'s Silk Rug's2 nobility mod to the main game.
* 5 new soundtracks
* Info in main menu about starting species
* Expanded info when placing down first city
* MODDING
* Environments (awe, harmony) modifiable.
* Monuments/decorations made modifiable, and ordinary rooms can map to these.
* Added support for invalid keys for mods. Species init files can now have rooms that doesn't exist. Make sure you have debug on when modding to test that you aren't making mistakes.
* Remade the appearance block of subjects almost completely. Now allows for more modularity when rendering portraits. There is an example species you can have a look at in game folder that hopefully explains it. Not too difficult too convert from the old system.
* Added a file-type "_IgnoreVanilla.txt". Place this anywhere in order to ignore all vanilla assets in the folder.
* Added new mod versioning. At the root of the mod folder, you must have a new folder VXX, where XX is the major version number of the game. So you can now support multiple versions.
* Sync steam button no longer hangs
* Removed totorial + examples is mod does not have their own.
* Added support for more textures. Crazy content mods is no problem, and bigger fonts possible, such as Asian ones. (you specify texture size in mod _info.txt as TEXTURE_CACHE_SIZE Can be 4096, 8192, 16384)
 
== V58 Conquest ==
'''Released:''' 6/24/2021<br />
'''Type:''' Major Update
 
* Inflation added. 10% of credits per year will be lost. Sorry.
* Treasury UI remade
* New Happiness modifiers and fixed ones.
* Improved Pastures ability to deal with bad daily work.
* Made Lavatories modable
* Added some load information to services and heatmaps for access.
* Added dynamic yield for mines based on assigned workers.
* Added some kind of growth inside mountains, made mountain generation a bit better
* Species now have terrain/biome preference in addition to climate. MODDERS: added a TERRAIN clause for animals. Added POPULATION clause to species.
* Fixed a lot of streaming issues, like discord. Just uncheck "debug" in the launcher, if it complains when you exit the game.
* Workshop rooms furniture improved.
* 2 new species.
* 3 new music tracks
* Price for leather fixed through a moddable thing in resource init files.
* Fixed CTD regarding monuments and smaller rooms.
* Added forums and a wiki to the webpage (well, community did really).
* Middle mouse button now grabs map.
* Knowledge cap now limitless
* Mines now produce according to employees and deposits, you can now build over bad deposits.
* Administration room, works as library to make admin points, used to upgrade regions.
* Rations and rationmaker
* Autosave & quicksave new UI
* Changed apartments to only need work every 4th use.


==Cannibals, Slaves and Drunks==
==Cannibals, Slaves and Drunks==
'''Released:''' 3/17/2021<br />
'''Released:''' 3/17/2021<br />'''Type:''' Major Update
'''Type:''' Major Update
 
* Build a spell checker that checks for spelling/typos whenever I build the game.
* Room production overhaul. Enables us to specify in-rates, so that bread can cost 0.5 wood and 1 grain for instance.
* Added a "do what I did last" Button and hotkey for the build menu.
* Clarified and fixed squareness a bit.
* Clay excavatable resource + claypit
* Ability to mod occurrence of excavatable resource based on terrain.
* Happiness screen overhauled.
* Info on city selection refined.
* Trade adjusted and balanced.
* Potter Workshop and Pottery. Coal + clay = pottery
* Alcohol resource and brewery. Wood+pottery+grain/fruit = alcohol
* Eatery room. Very basic food distribution place. Replaces kitchen.
* Canteen room. Now works as a kitchen with tables.
* Tavern is now for drinks only.
* Alcohol limit to dictate. Adds happiness, but can make subjects drunk an unproductive if set too high.
* Changed so that all rooms that needed wood to run now requires coal instead at a lower rate.
* AI faction trade and production overhauled. Still needs some work, but better now.
* Well room, a simple bath.
* Jewelry and jewelers. Jewelry can be worn.
* Proper slaves. Can be gained through beating Krull, or as a form of punishment. Slaves have a collective happiness that is still based on the racial composition of all your slaves. You set work priorities for slaves, same as citizens. Slaves have simpler demands in general. They don't have expectations, but the more slaves you have per citizen, the happier you must make them. Slaves can run away if too unhappy. Will revolt in the future.
* Slaver room for punishing criminals and gain slaves.
* New slave UI screen.
* Unique slave happiness based on the number of citizens compared to slaves.
* Lots of rebalancing around happiness and a few stats added/removed.
* Touched up some icons.
* Slaves will run away, while citizens will commit more crimes and not emigrate if unhappy.
* Slaver event, lets you buy slaves.
* Notifications reworked, some new added.
* Death statistics and death causes added.
* New grave alternative - Crypt
* Cannibal room that butchers corpses for resources.
* Mass grave for corpses.
* Hover info for room copier.
* Room category UI remade.
* Industry storage visible on hover.
* Mines/woodcutter proper errors.
* Guard post placed inside fixed.
* Forgetting techs now disables all dependent techs.
* Horizontal scrolling of tech tree with Ctrl + mousewheel
* Notification when nobles die.
==Crime and Punishment==
'''Released:''' 2/16/2021<br />'''Type:''' Small Update
 
* Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
* Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
* Much easier to reach 0% squareness.
* Logistics mechanics overhauled, added an "empty to" mechanics which lets you empty resources to specific warehouses.
* New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
* Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
* Normal speed triggers when there is a message
* Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
* Onx pastures for cold and temperate climates.
* Hotkey for getting to the throne/capitol.
* Status concept. New profile screen.
* Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
* Faction visuals. Change faction name and colors while playing.
* Faction banners. Randomized banners for all faction and a banner editor for the player.
* Added on "available services" tooltip. How many are used and how many that needs work.
* Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
* Remade light engine and prettier fires/candles
* Recolored ore
* Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
* Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each species has a property on their chance to become criminals. The amount of criminals spawned depends on law and happiness.
* New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
* Prison. Employ guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years). 
* Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
* Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
* Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
* Added a width/height restriction to rooms.
* Made so that the tunneling bonus actually works. Dondorians tunnel into mountains twice as fast.
* Rearranged resources categories a bit.
* Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
* New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
* The above also holds true when building rooms with inner walls.
* Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
* Returned rock ground under mountains that had disappeared.
* Moved key settings to in-game menu.
* Touched up the happiness screen in an effort to make it more understandable.
* New tech tree with unlockable buildings.
* Made room construction render above terrain.
* Decreased snoring sound.
* Deleting room blueprint no longer removes roads beneath.
* New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
* A bit more UI info about service rooms. 
* New trading mechanics for stabler trade and prices.
* When Krull dies, his son will take up his arms and continue raiding you.
* Optional resources shown as optional on hover when built.
* Harvest jobs can be placed, but only performed when ripe.
 
== Crime and Punishment 0.56 ==
'''Released:''' 2/11/2021<br />'''Type:''' Major Update
 
* Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
* Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
* Much easier to reach 0% squareness.
* Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.
* New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
* Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
* Normal speed triggers when there is a message
* Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
* Onx pastures for cold and temperate climates.
* Hotkey for getting to the throne/capitol.
* Status concept. New profile screen.
* Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
* Faction visuals. Change faction name and colors while playing.
* Faction banners. Randomized banners for all faction and a banner editor for the player.
* Added on "available services" tooltip. How many are used and how many that needs work.
* Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
* Remade light engine and prettier fires/candles
* Recoloured ore
* Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
* Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each species has a property on their chance to become criminals. The amount of criminals spawned depends of law and happiness.
* New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
* Prison. Employs guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years). 
* Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
* Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
* Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
* Added a width/height restriction to rooms.
* Made so that the tunnelling bonus actually works. Dondorians tunnel into mountains twice as fast.
* Rearranged resources categories a bit.
* Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
* New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
* The above also holds true when building rooms with inner walls.
* Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
* Returned rock ground under mountains that had disappeared.
* Moved key settings to in-game menu.
* Touched up the happiness screen in an effort to make it more understandable.
* New tech tree with unlockable buildings.
* Made room construction render above terrain.
* Decreased snoring sound.
* Deleting room blueprint no longer removes roads beneath.
* New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
* A bit more UI info about service rooms. 
* New trading mechanics for stabler trade and prices.
* When Krull dies, his son will take up his arms and continue raiding you.
* Optional resources shown as optional on hover when build.
* Harvest jobs can be placed, but only performed when ripe.
 
== unstable V55 out! ==
'''Released:''' 12/20/2020<br />'''Type:''' Regular Update
 
'''''Note: With this update, the demo of the game is changed from version 51 to version 53.'''''
 
* Sithilion Ore that can be mined. Very rare and at a slow rate.
* Happiness modifier based on resource stored per citizen (modable in species init files). Dondorians like Sithilion ore.
* Stockpile crates size increased from 64 to 255.
* Stockpiles have adjustable radius for their workers.
* Smaller radius for employed subjects that wants to give a hand with odd jobs like hauling, construction or maintenance.
* Bread resource + Bakery industry. Grain is no longer edible, but must be processed into bread. The industry only needs grain to operate.
* Proper hunting rooms. Very effective in the beginning to feet your subjects. Has an adjustable radius that can cover the whole map. Wild game will be exterminated quickly though if overused.
* Proper fisheries. You now place a fishery room on top of shallow water. Expand a bit on land too to be able to place storage and auxiliary items. Fish stock is static and is highlighted when placing the room. Green is best. Red is hardly worth placing a fishery on top.
* When placing your throne at the beginning of the game you have the ability to regenerate (button below "place start"). While the general layout will be the same and dirived from the world tiles you picked, minerals, game, and fish stock will be randomly generated once more.
* Tilling period for farms. No longer will you get an army of workers after harvest, the farmers must remain an "till" the earth until they can sow in spring. Tilling increases the output of next harvest.
* Manual food usage in kitchen. You can now check which raw ingredients to use. Can come in handy if you're saving up some of them, or using them different locally (save the meat for the nobility district)
* Manual usage of specific raw materials in workshops. Now only applies to tailors in practise that can use either pelts or fabric.
* Rates added to industries. The rate is an estimate of the amount of produce per worker per day.
* All industries internal storage reduced and will stop producing if these are full. should prevent carpenter from using up all the wood.
* Tiny saves < 1MB. No need to zip anymore! Things now saved better and faster.
* Fields of minable resources are now much bigger, while having a lower yield. they are also infinite and clearly visible if you right click. they can also generate inside mountains, or under shallow water.
* Room placement undo better.
* Ability to change roof of room when reconstructing it.
* Ability to reconstruct rooms under construction. (Just click them).
* Livestock resource replaces the damned eggs (eggs now a food) and pastures no longer needs them in the construction process. Instead the herders will grab a livestock and haul it into the pasture where it transforms into cattle. Pastures produce livestock at a low rate. Different type pastures are available in different climates and the animals produce different kinds of resources at different rates (meat, pelt, cotton, eggs). Hunters sometimes produce a livestock resource.
* Animals also spawned according to climate and have different resources when hunted.
* Minimap has been a bit revamped with better and more consistent colors and functions.
* Construction panel has been condensed.
* New setting in the launcher allows you to pick both width and height of a windowed window. Should now work well with ultra wide-screeners.
* Service rooms have a reachability map on hover that shows you the area where subjects can reach it. "Distance" also added as a modifier to service happiness. You can never max it out, but you can decrease it by placing services closer to where they're needed.
* Ability to pick multiple mods. The first chosen mod will have residence over the second and so forth.
* 3 more soundtracks. I advise you turn the music volume back up.
* keyboard rework. Ability to assign more keys using ctrl/alt as a modulator. Added keys for saving and zooming. More keys to come. Open to suggestions.
* All rooms and their production now reflected on the world map. What this means is that the AI is playing by the same rules as you are when building your city in terms of manpower and production rates.
* Trade fixed a bit. You will now get special treatment in the algorithms, making sure you're the first who gets to export/import on the world scene, leading to massive trades.
* Baths are now made modable, meaning they are dynamically loaded. So you can add as many variations of a bath as you want and define how it affects happiness.
* Clarified service access happiness a bit. I grouped each "group" (food & sleep)
* Immigrants will now walk to the throne and kiss it.
* Happiness and immigration completely reworked. We now have "expectations" which will increase as your population grows. It affects total population as well as population per species.
* New, rare species added (Cantors). Giants not really good at anything else but fighting. Very picky and demanding.
* Maintenance and upkeep reworked. Should be a higher rate, you now need to pay attention to it. There are settings for road and room maintenance in the room panel.
* More resource expenditure UI. Added maintenance, construction and some other resource usage statistics.
* Temperature according to climate and season. Exposure added to subjects. they have a chance to die from exposure. Exposure can be mitigated by wearing clothes and using hearths /skinnydipping. There is also snow in cold climates.
* Walls now count towards building preference.
* Squareness thing added for room construction. Affects happiness. Species can have a thing for organic looking cities or square ones.
* Isolation added to rooms based on walls surrounding it. Affects maintenance needed greatly.
* Room cost and upkeep is increased by building big rooms. You now need supportive pillars or walls inside the rooms to avoid this extra cost.
* Efficiency/cosiness reworked. Based on actual stations vs knick-knacks/auxiliaries
* Monument Trees now emit harmony. awe, harmony and dread reworked.
* Noise. Noisy rooms disturb subjects. Noise travels through air, but is dampened by walls.
* Paper and papermaker, primarely for libraries that now needs paper, else they'll work at 25% speed.
* Fixed game zooming, should now zoom in and out without disorientation.
* Krull wins if his men reaches the throne.
* Species work priorities draggable.
* Fart sounds reduced.
* Re-added sounds to work rooms
* Service usage number fixed
* New localization method ensuring swift translation.
* Removed coal usage in weaver, reduced efficiency
* Launcher wind sound lowered.
* Faction colors mixup fix.
* CTD when invasion
* CTD when dragging unit cards in dev mode
* CTD when opening room list
* Fixed broken kitchens. No more free food.
* Food preference fixed.
* CTD when deleting room from panel.
 
== V54 unstable - Nobles and Stuff ==
'''Released:''' 11/4/2020<br />'''Type:''' Small Update
 
'''Features:'''
 
* Version log in launcher!
* Nobles!
* Slaves
* Ability to enslave Krull's men.
* Emigration
* New top panel
* New bottom build panel
* New room - chambers. The finest of sleep services.
* New Room - flats an upgrade from dormitories.
* Dormitory reworked and job-less.
* Dorms and flats modable. You can add your own versions.
* Sleepy subjects will find sleep facilities in the order they like them. Then find a place indoors to sleep.
* Reputation now Happiness. Complete rework.
* 2 new songs + music changes with battles/stops at night.
* All panels have been reworked slightly
* Subjects get clean in baths and by skinny-dipping. They get dirty over time, visiting the lavatory and spending time in industries and mines.
* Added harmony and Dread influence to work the same as awe. Added ability for roads to emit different kinds of influence. Specific monuments for harmony and dread will come
* Added a bunch of new statistics and some happiness tied to them.
* Added extensive modability to species.
* Retirement mechanics added
* Service room access reworked
* Kickstarter names for subjects added
* Building preference added. Species like to stay in different buildings.
* Reworked room placement UI
* Added walls and doorways when placing rooms.
* Added colors for battlegear upgrades
* Minimap boxes for resources and wild edibles.
* Work priorities added
* Secondary work priority added per species
* Species have different skills and different preferences when it comes to work
* Added light & awe coverage to right click explore.
* New font for launcher
 
'''Fixes:'''
 
* Might now correspond at a 1:1 ratio with your population. For claiming regions 1500 might is required for each of them
* Added email in error messages.
* Possibly trade depot bugs fixed.
* Added manual steam-fetch mods button in launcher.
* Export/import setting is set to 50%
* Fixed a bunch of placability issues.
* Woodcutters stopped from chopping invisible trees.
* Rooms can now be built on top of degrading roads.
* When placing monuments, you can delete mistakes by holding shift.
* Collision with domesticated animals removed.
* Available services changed to a "usage" percentage. Can be sorted in menus.
* Flowers no longer grows on fences.
* When you're building a room, Right Clicking or opening another panel will construct the room (if it's constructible). This also applies when Refurnishing a room
* Krull increases his tribute as you yield.
* You are warned where Krull is likely to strike.
* camera pans to where Krull attacks
* Adjusted working schedules, so that there will be more activity in the day.
* Graveyard items fixed
* Might have fixed world map lights
* Subjects will return equippables to stockpiles if there is storage for it before they drop it on the ground. Inc. Battlegear.
* Delta generation fixed.
* Fixed Stockpile UI.
* Light, awe and road access now only updates when a subject is outside of a room.
* Main menu: rearranged buttons a bit, removed others.
* Mouse scrolling now opens the minimap.
* Fixed some rendering bugs with growables.
* Adjusted Animal spawn rates, eating behavior.
* Adjusted light colors somewhat.
* Fixed subjects clothes color.
* Fixed minimap colors for rooms working as intended, no need to load save
* Fixed a visual bug with degraded floors/roads
* Errored jobs show what resource is missing.
* Changed a little trade thing with imports. The game would import resources in order depleting your treasury on the first ones, never getting to the last ones. Now changed to prioritize resources based on incoming/storage capacity.
* Mushrooms now placable in caves.
* Monument no longer removes cave roof when removed.
* Fixed some stat and cost values for room items.
* Added support for non 16:9 screens (no more stretching).
* NOTE: some drivers might report faulty resolutions, casing crashes.
* Hopefully fixed the game from going into low FPS when Vsync is enabled.
* Defeated divisions un-musters
* Accepting Message prompt about Krull's tribute closes the message UI
* Soldiers move from their current division to ones with more experience if experience is gained. Fixed a few training bugs
* Animals no longer run away from hunters
* Animals drop a lot more resources
* Hunting fixed in general
* Animals in water rendering fix.
* Entities saved differently, shaving off a few MB of savegame size
* Sorted the order of resources.
* Flimsy placement of walls/ceilings fixed.
* Graveyard desecration values reworked. (Avoid penalty by deactivating it and let the graves disappear)
* Max room size now can't be exceeded.",
* Dormitory knickknacks different costs",
* Library and knowledge fixed, it was a disaster.",
* Slayed enemies now says that they were slayed by you.",
* Outposts such as fisheries always finds fish, even if once depleted",
* Double click for save/load in menu
 
'''Bugs:'''
 
* Fixed CTD when undoing items in room construction.
* Fixed continue button in menu when saves were deleted.
* Fixed a CTD when restarting from the main menu a couple of times.
* Fixed CTD when trying to delete non existent save
* kitchen had a nasty bug, hopefully fixed.
* Rare corpses stay active fix
* Fleeing Krull messes everything up fixed.
 
'''Notes:'''
 
* Doors are no longer intended to use with rooms. They're going to be changed to gatehouses, but I leave them in for now.
* Some things are coded in the blind. I only have a 16:9 display for instance, so, wide displays may/may not work, please let me know if you have one...",
* I seem to get crashes when choosing certain full screen displays. I hope this is because I bought a cheap display :). Let me know if you get any of that.
* There is no tutorial in this version.
== V54 progress - 2 ==
'''Released:''' 10/10/2020<br />'''Type:''' Small Update
 
This update featues more UI improvements and makes some resources equippable.
 
== V54 progress ==
'''Released:''' 9/28/2020<br />'''Type:''' Small Update
 
This update features an active face generator.
 
== Hotfixes ==
'''Released:''' 9/26/2020<br />'''Type:''' Small Update
 
'''53.51'''
 
* Fixed tribute from claimed regions
* Fixed forgetting knowledge from affecting all techs.
 
'''53.52'''
 
* Fixed a CTD that occurred when building baths that I introduced in 53.51 :)
 
'''53.53'''
 
* Fixed baths, now you can build big basins
* Fixed some CTDs (Crash to desktop)
* Set up a new build pipeline, so that the game updates to all platforms instantly. I've tested this on mac, but not linux. Would be very grateful if someone on Linux could test it out.
 
'''53.54'''
 
* Added a little more info to the launcher info screen to help debug mac users.
 
'''53.55'''
 
* Hopefully fixed the full screen visuals for mac users. I still recommend playing in windowed more, or at lower resolutions. That retina display is a tricky beast)
* Adjusted mouse wheel to better fit mac.
 
'''53.56'''
 
* Fixed crashes related to computers being set to other languages than English.
 
'''53.57'''
 
* Fixed a CTD on load
 
'''53.58'''
 
* Fixed a CTD when looking at the minimap
* Fixed a CTD due to big, big rooms.
* Fixed a CTD when trying to add animals through modding.
 
'''53.59'''
 
* Fixed a CTD that wasn't really fixed.
 
'''53.60'''
 
* Finally found a bug where deleting a room under construction would delete parts of neighboring rooms and cause a lot of bugs as a result. Also increased max addable fortifications to 8.
 
'''53.61'''
 
* Removed the confusing tool policy.
* Fixed a bug where subjects wouldn't fetch tools unless the clothes policy was > 0.
 
'''53.63'''
 
* Fixed a krull spawning CTD.
 
'''53.64'''
 
* Fixed trade depots. They would become useless in time and workers would stop fetching goods.
* Fixed steam integrations from crashing the game at startup.
 
'''53.67'''
 
* Made some smaller specific fixes. Tried to get the steam integrations to work.
 
== 1000 copies sold, bug fixes, rant & and a thank you! ==
'''Released:''' 9/22/2020<br />'''Type:''' Small Update
 
* The damned message panel can now be closed. (it could be closed with right click, but now also through clicking the 'x').
* Crashes when pressing the wiki button is gone. Instead no wiki will be opened, because there isn't one yet for all room types.
* Steam screenshots should now work. Unfortunately the in-game screenshots made by clicking buttons /pressing prtsc are not connected to steam yet, but will be in the next major update.
* Mac unplayability: When playing on mac, the steam overlay goes rabid and completely takes over. I have no control over this. The only fix now is to disable it. <nowiki>https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014</nowiki> Long term fixes is Steam fixing it, or me dropping Mac support, if it's not acceptable.
* Crashes when clicking play. This seems to be conflicts with other software running on your PC. I've had Bandicam as a culprit for example. try turning those off.
 
== V53 - Refinement & mod support ==
'''Released:''' 8/12/2020<br />'''Type:''' Regular Update
 
'''Modding:'''
 
* Resources
* Many room types
* Technologies
* Sounds
* Structures (fences, walls, ceilings, fortifications)
* Floors & Roads (they look better too)
* Animals
 
== V52 - The world and beyond ==
'''Released:''' 7/14/2020<br />'''Type:''' Regular Update
 
This update featues large improvements for world and region generations.
 
== V51 - Battles and KS ==
'''Released:''' 3/26/2020<br />'''Type:''' Minor Update
 
This update features battles and an antagonist named Krull.
 
'''Minor Fixes:'''
 
* Prettier roads
* Rendering optimizations
* Tool level now set for each room
* Zoom  move with mousewheel
* Coziness implemented  bonuses special items for other rooms
* Instant feedback when trying to place something where it doesn't belong
* Room furnishing new item-sizes for all rooms with feedback when trying to place them.
* Night gamma setting
* Script loading/saving more robust
* Better job prioritizing by the AI. It's not perfect, but better
* New technology screen
* Ground is prettier  gets wet in rain
* Start camp is now placed manually at the beginning of a game
* Jobs shows when there is a problem
* Continue in main menu loads latest save
* Deleting graveyards will give huge penalty to reputation
* Fine structures uses cut stone
* Hotspots - mark part of the map and navigate to it easily
* Globian eggs dropped by killed Globians

Latest revision as of 18:56, 16 September 2023

This page lists the changelog of every released version of Songs of Syx that have been posted on Steam. To see a more thorough version history, see this page.

V61

Released: 5/6/2022
Type: Major Update

  • People will have a "healthy" stat that will be increased by comfortable jobs, food rations and visits to a doctor. Hygiene will be important to keep off epidemics. I'm thinking immigration could also increase the chance for that. We will have wards, or hospitals that will need supplies of medicines (made from opiates I'm thinking). A curfew decree that will cause everyone to stay indoors to prevent spread. Obviously your economy will suffer from this. I also want to make some kind of martial law mechanics where soldiers will patrol the streets, we will see about that.
  • An elderly care building for retired people, where they can hang around playing cards as the elderly often do.
  • I also plan to make private housing. Each dude will have one of different quality. They will also fetch stuff such as furniture and cloth to improve their dwelling, if you allow it. You'll be able to specify what species get to live where. I'm aiming to make some funny interaction between neighbours as flavour, but also potential problems.
  • Some species will be converted into a sort of "creature" instead. They will not immigrate, but they will have camps on the world map that you can persuade to join you if certain conditions are met. Cantors will be one of those. There will also be a new ant species.
  • I've had this idea about changing up the tech tree, and just display all bonuses that you can allocate tech points into, indefinitely, but at an increasing cost. This will really simplify the whole tech aspect of the game, while offering more freedom at the same time. I'd like to hear if anyone has objections to that.
  • A new notification system that will bake messages and notifications into one, with some clever mechanics and customization options, so that you can decide exactly what you want to be notified about.
  • I have an idea of a new sprite system as well, that will benefit modding, and allow for more variation and detail. Basically I want to put all sprites in a folder and have all assets map to the sprite they're using. that way a lot of sprites can be reused, and you can mod in new rooms without having to draw stuff.
  • Tons of suggestions and QoL's and polish are going into this one as well.

V59

Released: 9/20/2021
Type: Beta & Major Update

  • Patch notes will automatically be shown when something new has been added to the game!
  • Rebalance happiness in general. Should now be more stable, and immigration shouldn't ruin it.
  • Rebalance a few technologies.
  • Added more flavour to all species.
  • Tech tree now allows unlocking multiple techs at once.
  • Slave uprisings. Slaves no longer runs away. If they are unhappy enough they will rebel.
  • Slaves can now be sold to the slaver
  • Riots. When loyalty is low for subjects there is a chance for a riot. Can be put down with guards and soldiers.
  • Law remade. Much easier at first and climbs with your population. Happiness is no longer such a big factor.
  • Burials now count differently. If no deaths take place, value will be based on available grave spots.
  • Farm and pasture yields increased slightly
  • Production rate remake for all rooms. Adds intelligence as a possible factor and a lot of tweaks for better balance.
  • Fixed correct training for your city divisions on the world map.
  • Fixed library/admin paper bug, and made gaining tech/admin faster, while decaying at a lower speed.
  • Warning icon on harvestable food when not ripe added.
  • University room for education of adults
  • New smart remove tool.
  • Reconstructing rooms with different structure now works.
  • Workflow of room construction made better. Now refurnish without prompt & builds over other jobs.
  • When hovering a job/ something buildable, you'll be prompted to build jobs of the same type by hitting a hotkey.
  • New translation opportunities through crowdin. The idea is that the game will ship with these translations automatically, no need for mods.
  • New species, the Tilapi. Thrives in forests, and likes to eat people. Hates basically everyone. Good fighters and herders.
  • New portraits for all species. Thanks to Bendi!
  • Storage and logistics wiki entry
  • Immigration can now be set to a absolute number.
  • Launcher screen selection is now a bit clearer and simpler.
  • Education added. Education + intelligence = production boosts and knowledge. Will decrease loyalty a bit.
  • Indoctrination as an option to education. Indoctrination only adds to submission regardless of education.
  • School added. Can only be used by children. Will rapidly educate them.
  • Changed so that wild growables spawn based on yield rate, and decreased regeneration of all of them.
  • Added a multitude of hotkeys and new ways of assigning them.
  • Path notes will automatically be shown when something new has been added!
  • Children. Walks around and eats your food while contributing to nothing. Can also go to school.
  • New procreation rooms that lets you make new citizens. Breeder for Cretonians, Nursery for men and Hatchery for Garthimis.
  • Rooms on battle minimap fixed
  • Nerfed hunter success by 50%
  • Room refurnishing vanishing resources fix.
  • Added addition useful info to the food days tooltip.
  • Fixed disparaging enemy garrisons after battles
  • Tweaked pathing a bit. More road usage, and smoother paths.
  • Hearths now used once a week, even if no one is cold.
  • Fixed population decline in world regions.
  • Remade room, work and priority panels.
  • Made slaughtered animals into skeletons in pastures, so to stop the confusion.
  • World generation now have moddable blueprints for the terrain. Random seed also added.
  • Export depot remade into a static design, and has only one resource. Global settings for exporting in the UI
  • Visual genders for certain species, with feminine and masculine names.
  • Admin nerfed slightly. Harder to remain in control of regions. You need either an army stationed, or a big garrison.
  • Admin room now unlocks at Cheiftain (500 people)
  • Import depots have controls for global import level.
  • Import depot has a visual resource
  • Lavatory basins fixed
  • Janitors do a better job at fetching needed resources
  • New title system. Titles can be unlocked and then used with a new game. Unlocked titles persist between games and also hopefully versions.
  • Savable room layouts that will also hopefully survive between versions.
  • x200 speed added if you push the third speed key twice.
  • Some rooms leave the floor/road when deleted
  • Steam achievements now triggered when you press the sync steam button.
  • Trade resource counter fixed
  • Bonuses in status panel sorted alphabetically
  • Warehouse and export depot UI fixes
  • Added tooltip for equipping resources with their wear-rate
  • Improved the room creation UI
  • Added UI for how much a species like other species in the species info panel
  • Some needs now resets, such as drink. Will help that initial drink supplying.
  • Improved canteen workers significantly and their usage as well.
  • New room - transport. A cart pulled by animals that is loaded and then sent to a destination. Requires livestock to operate. Moves 200 items at a time.
  • Hauler now come in different sizes.
  • Made freed slaves immigrants, so you'll have some time before their expectations rise.
  • Smarter Deliverymen
  • All now have multi-carry capabilities. They'll carry up to 3 resources, and be a bit smarter about it.
  • Refiners have common storage for output.
  • Deliverymen has had their carry capacity nerfed a bit.
  • Prolonged the day-length. This is to optimise things and make distances less important. Leisure time can be experienced as longer in early game though.
  • New stat: riches. Based on the amount of credits you have per citizen.
  • Military depots have setting how much they'll be filled.
  • Trade interval halved, more frequent trades. Good deals for SoS. Trade reworked, should be better in general.
  • Import depots has more storage.
  • New penalty for exports. You'll be paid less at the beginning, but this penalty can be reduced by techs and levels.
  • AI now receives tribute as to what makes sense, not a static amount for each, resulting in a more balanced market.
  • Spoils and tribute will go to the throne, if there is no import depot for the resource. Also imports that has had their import depots removed.
  • Measuring tool with right click.
  • Deposits colored after density
  • A new super copier tool
  • Fixed keyboard issues
  • Proximity instead of distance in services. And this has been nerfed, allowing you to reach 100%.
  • Service coverage radius increased by 50%
  • Toggable overlay when building roads
  • Some rooms have their settings copied when copying them. Worker limits and warehouse settings.
  • Fixed mining output based on workers
  • Added "Starfoth The Burgundy"'s Silk Rug's2 nobility mod to the main game.
  • 5 new soundtracks
  • Info in main menu about starting species
  • Expanded info when placing down first city
  • MODDING
  • Environments (awe, harmony) modifiable.
  • Monuments/decorations made modifiable, and ordinary rooms can map to these.
  • Added support for invalid keys for mods. Species init files can now have rooms that doesn't exist. Make sure you have debug on when modding to test that you aren't making mistakes.
  • Remade the appearance block of subjects almost completely. Now allows for more modularity when rendering portraits. There is an example species you can have a look at in game folder that hopefully explains it. Not too difficult too convert from the old system.
  • Added a file-type "_IgnoreVanilla.txt". Place this anywhere in order to ignore all vanilla assets in the folder.
  • Added new mod versioning. At the root of the mod folder, you must have a new folder VXX, where XX is the major version number of the game. So you can now support multiple versions.
  • Sync steam button no longer hangs
  • Removed totorial + examples is mod does not have their own.
  • Added support for more textures. Crazy content mods is no problem, and bigger fonts possible, such as Asian ones. (you specify texture size in mod _info.txt as TEXTURE_CACHE_SIZE Can be 4096, 8192, 16384)

V58 Conquest

Released: 6/24/2021
Type: Major Update

  • Inflation added. 10% of credits per year will be lost. Sorry.
  • Treasury UI remade
  • New Happiness modifiers and fixed ones.
  • Improved Pastures ability to deal with bad daily work.
  • Made Lavatories modable
  • Added some load information to services and heatmaps for access.
  • Added dynamic yield for mines based on assigned workers.
  • Added some kind of growth inside mountains, made mountain generation a bit better
  • Species now have terrain/biome preference in addition to climate. MODDERS: added a TERRAIN clause for animals. Added POPULATION clause to species.
  • Fixed a lot of streaming issues, like discord. Just uncheck "debug" in the launcher, if it complains when you exit the game.
  • Workshop rooms furniture improved.
  • 2 new species.
  • 3 new music tracks
  • Price for leather fixed through a moddable thing in resource init files.
  • Fixed CTD regarding monuments and smaller rooms.
  • Added forums and a wiki to the webpage (well, community did really).
  • Middle mouse button now grabs map.
  • Knowledge cap now limitless
  • Mines now produce according to employees and deposits, you can now build over bad deposits.
  • Administration room, works as library to make admin points, used to upgrade regions.
  • Rations and rationmaker
  • Autosave & quicksave new UI
  • Changed apartments to only need work every 4th use.

Cannibals, Slaves and Drunks

Released: 3/17/2021
Type: Major Update

  • Build a spell checker that checks for spelling/typos whenever I build the game.
  • Room production overhaul. Enables us to specify in-rates, so that bread can cost 0.5 wood and 1 grain for instance.
  • Added a "do what I did last" Button and hotkey for the build menu.
  • Clarified and fixed squareness a bit.
  • Clay excavatable resource + claypit
  • Ability to mod occurrence of excavatable resource based on terrain.
  • Happiness screen overhauled.
  • Info on city selection refined.
  • Trade adjusted and balanced.
  • Potter Workshop and Pottery. Coal + clay = pottery
  • Alcohol resource and brewery. Wood+pottery+grain/fruit = alcohol
  • Eatery room. Very basic food distribution place. Replaces kitchen.
  • Canteen room. Now works as a kitchen with tables.
  • Tavern is now for drinks only.
  • Alcohol limit to dictate. Adds happiness, but can make subjects drunk an unproductive if set too high.
  • Changed so that all rooms that needed wood to run now requires coal instead at a lower rate.
  • AI faction trade and production overhauled. Still needs some work, but better now.
  • Well room, a simple bath.
  • Jewelry and jewelers. Jewelry can be worn.
  • Proper slaves. Can be gained through beating Krull, or as a form of punishment. Slaves have a collective happiness that is still based on the racial composition of all your slaves. You set work priorities for slaves, same as citizens. Slaves have simpler demands in general. They don't have expectations, but the more slaves you have per citizen, the happier you must make them. Slaves can run away if too unhappy. Will revolt in the future.
  • Slaver room for punishing criminals and gain slaves.
  • New slave UI screen.
  • Unique slave happiness based on the number of citizens compared to slaves.
  • Lots of rebalancing around happiness and a few stats added/removed.
  • Touched up some icons.
  • Slaves will run away, while citizens will commit more crimes and not emigrate if unhappy.
  • Slaver event, lets you buy slaves.
  • Notifications reworked, some new added.
  • Death statistics and death causes added.
  • New grave alternative - Crypt
  • Cannibal room that butchers corpses for resources.
  • Mass grave for corpses.
  • Hover info for room copier.
  • Room category UI remade.
  • Industry storage visible on hover.
  • Mines/woodcutter proper errors.
  • Guard post placed inside fixed.
  • Forgetting techs now disables all dependent techs.
  • Horizontal scrolling of tech tree with Ctrl + mousewheel
  • Notification when nobles die.

Crime and Punishment

Released: 2/16/2021
Type: Small Update

  • Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
  • Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
  • Much easier to reach 0% squareness.
  • Logistics mechanics overhauled, added an "empty to" mechanics which lets you empty resources to specific warehouses.
  • New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
  • Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
  • Normal speed triggers when there is a message
  • Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
  • Onx pastures for cold and temperate climates.
  • Hotkey for getting to the throne/capitol.
  • Status concept. New profile screen.
  • Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
  • Faction visuals. Change faction name and colors while playing.
  • Faction banners. Randomized banners for all faction and a banner editor for the player.
  • Added on "available services" tooltip. How many are used and how many that needs work.
  • Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
  • Remade light engine and prettier fires/candles
  • Recolored ore
  • Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
  • Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each species has a property on their chance to become criminals. The amount of criminals spawned depends on law and happiness.
  • New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
  • Prison. Employ guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years).
  • Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
  • Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
  • Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
  • Added a width/height restriction to rooms.
  • Made so that the tunneling bonus actually works. Dondorians tunnel into mountains twice as fast.
  • Rearranged resources categories a bit.
  • Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
  • New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
  • The above also holds true when building rooms with inner walls.
  • Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
  • Returned rock ground under mountains that had disappeared.
  • Moved key settings to in-game menu.
  • Touched up the happiness screen in an effort to make it more understandable.
  • New tech tree with unlockable buildings.
  • Made room construction render above terrain.
  • Decreased snoring sound.
  • Deleting room blueprint no longer removes roads beneath.
  • New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
  • A bit more UI info about service rooms.
  • New trading mechanics for stabler trade and prices.
  • When Krull dies, his son will take up his arms and continue raiding you.
  • Optional resources shown as optional on hover when built.
  • Harvest jobs can be placed, but only performed when ripe.

Crime and Punishment 0.56

Released: 2/11/2021
Type: Major Update

  • Hauler room added. Can be placed for free on cleared ground and will employ haulers, that will fetch resources to the room.
  • Proper Woodcutter room added. Now fully renewable and with fixed output, same as other industries.
  • Much easier to reach 0% squareness.
  • Logistics mechanics overhauled, added a "empty to" mechanics which lets you empty resources to specific warehouses.
  • New Janitor room with maintenance now separated from construction. Only janitors can do maintenance. Janitors need construction materials in the vicinity, or they will become less effective.
  • Auto employment for some rooms, which will make the AI fire/hire 1 subject per day based on workload. Workload calculations improved.
  • Normal speed triggers when there is a message
  • Immigrant value now decreases more slow, allowing you to fulfil the needs of new immigrants.
  • Onx pastures for cold and temperate climates.
  • Hotkey for getting to the throne/capitol.
  • Status concept. New profile screen.
  • Level (title). You now increase your level according to your population, which unlocks bonuses and rooms. The throne visually upgrades with these levels.
  • Faction visuals. Change faction name and colors while playing.
  • Faction banners. Randomized banners for all faction and a banner editor for the player.
  • Added on "available services" tooltip. How many are used and how many that needs work.
  • Fixed various crashes from streaming. Requires you to uncheck "debug" in the launcher.
  • Remade light engine and prettier fires/candles
  • Recoloured ore
  • Huge AI refactoring. Not that anyone cares, but it allows for faster AI progress.
  • Criminals. Come in three flavours: thieves, vandalisers, streakers, and murderers. Each species has a property on their chance to become criminals. The amount of criminals spawned depends of law and happiness.
  • New guard post room. Guards will catch criminals in their vicinity, or if they happen to stumble into one on their patrols. Guard posts also deter crime in their vicinity.
  • Prison. Employs guards that bring food and empties latrines of the cells. Criminals will go here after being caught, if your policies are set up that way. Prisoners will stay there for a number of years before being let out and become citizens again (average 6 years).
  • Game will now save to "new_city" before you place your throne, allowing you to restart at any time by loading it.
  • Scaffolds room. Employs executioners. Prisoners will go here to be executed according to your policies.
  • Courts. Prisoners will go here before going to either prisons or scaffolds. Improves justice. Can also instantly turn some prisoners back to friendly subjects.
  • Added a width/height restriction to rooms.
  • Made so that the tunnelling bonus actually works. Dondorians tunnel into mountains twice as fast.
  • Rearranged resources categories a bit.
  • Law. Law is gained by apprehending criminals, having courts for them as well as Prisons and scaffolds. Law makes your citizens happy and deters the spawning of criminals.
  • New algorithm for determining build order when constructing massive walls now enables you to build as thick a walls as you'd like without people getting stuck.
  • The above also holds true when building rooms with inner walls.
  • Added demography to understand retirement better. Also made it more clear that retired people doesn't work.
  • Returned rock ground under mountains that had disappeared.
  • Moved key settings to in-game menu.
  • Touched up the happiness screen in an effort to make it more understandable.
  • New tech tree with unlockable buildings.
  • Made room construction render above terrain.
  • Decreased snoring sound.
  • Deleting room blueprint no longer removes roads beneath.
  • New employment mechanics with new priority system and panels. AI will now distribute workforce evenly.
  • A bit more UI info about service rooms.
  • New trading mechanics for stabler trade and prices.
  • When Krull dies, his son will take up his arms and continue raiding you.
  • Optional resources shown as optional on hover when build.
  • Harvest jobs can be placed, but only performed when ripe.

unstable V55 out!

Released: 12/20/2020
Type: Regular Update

Note: With this update, the demo of the game is changed from version 51 to version 53.

  • Sithilion Ore that can be mined. Very rare and at a slow rate.
  • Happiness modifier based on resource stored per citizen (modable in species init files). Dondorians like Sithilion ore.
  • Stockpile crates size increased from 64 to 255.
  • Stockpiles have adjustable radius for their workers.
  • Smaller radius for employed subjects that wants to give a hand with odd jobs like hauling, construction or maintenance.
  • Bread resource + Bakery industry. Grain is no longer edible, but must be processed into bread. The industry only needs grain to operate.
  • Proper hunting rooms. Very effective in the beginning to feet your subjects. Has an adjustable radius that can cover the whole map. Wild game will be exterminated quickly though if overused.
  • Proper fisheries. You now place a fishery room on top of shallow water. Expand a bit on land too to be able to place storage and auxiliary items. Fish stock is static and is highlighted when placing the room. Green is best. Red is hardly worth placing a fishery on top.
  • When placing your throne at the beginning of the game you have the ability to regenerate (button below "place start"). While the general layout will be the same and dirived from the world tiles you picked, minerals, game, and fish stock will be randomly generated once more.
  • Tilling period for farms. No longer will you get an army of workers after harvest, the farmers must remain an "till" the earth until they can sow in spring. Tilling increases the output of next harvest.
  • Manual food usage in kitchen. You can now check which raw ingredients to use. Can come in handy if you're saving up some of them, or using them different locally (save the meat for the nobility district)
  • Manual usage of specific raw materials in workshops. Now only applies to tailors in practise that can use either pelts or fabric.
  • Rates added to industries. The rate is an estimate of the amount of produce per worker per day.
  • All industries internal storage reduced and will stop producing if these are full. should prevent carpenter from using up all the wood.
  • Tiny saves < 1MB. No need to zip anymore! Things now saved better and faster.
  • Fields of minable resources are now much bigger, while having a lower yield. they are also infinite and clearly visible if you right click. they can also generate inside mountains, or under shallow water.
  • Room placement undo better.
  • Ability to change roof of room when reconstructing it.
  • Ability to reconstruct rooms under construction. (Just click them).
  • Livestock resource replaces the damned eggs (eggs now a food) and pastures no longer needs them in the construction process. Instead the herders will grab a livestock and haul it into the pasture where it transforms into cattle. Pastures produce livestock at a low rate. Different type pastures are available in different climates and the animals produce different kinds of resources at different rates (meat, pelt, cotton, eggs). Hunters sometimes produce a livestock resource.
  • Animals also spawned according to climate and have different resources when hunted.
  • Minimap has been a bit revamped with better and more consistent colors and functions.
  • Construction panel has been condensed.
  • New setting in the launcher allows you to pick both width and height of a windowed window. Should now work well with ultra wide-screeners.
  • Service rooms have a reachability map on hover that shows you the area where subjects can reach it. "Distance" also added as a modifier to service happiness. You can never max it out, but you can decrease it by placing services closer to where they're needed.
  • Ability to pick multiple mods. The first chosen mod will have residence over the second and so forth.
  • 3 more soundtracks. I advise you turn the music volume back up.
  • keyboard rework. Ability to assign more keys using ctrl/alt as a modulator. Added keys for saving and zooming. More keys to come. Open to suggestions.
  • All rooms and their production now reflected on the world map. What this means is that the AI is playing by the same rules as you are when building your city in terms of manpower and production rates.
  • Trade fixed a bit. You will now get special treatment in the algorithms, making sure you're the first who gets to export/import on the world scene, leading to massive trades.
  • Baths are now made modable, meaning they are dynamically loaded. So you can add as many variations of a bath as you want and define how it affects happiness.
  • Clarified service access happiness a bit. I grouped each "group" (food & sleep)
  • Immigrants will now walk to the throne and kiss it.
  • Happiness and immigration completely reworked. We now have "expectations" which will increase as your population grows. It affects total population as well as population per species.
  • New, rare species added (Cantors). Giants not really good at anything else but fighting. Very picky and demanding.
  • Maintenance and upkeep reworked. Should be a higher rate, you now need to pay attention to it. There are settings for road and room maintenance in the room panel.
  • More resource expenditure UI. Added maintenance, construction and some other resource usage statistics.
  • Temperature according to climate and season. Exposure added to subjects. they have a chance to die from exposure. Exposure can be mitigated by wearing clothes and using hearths /skinnydipping. There is also snow in cold climates.
  • Walls now count towards building preference.
  • Squareness thing added for room construction. Affects happiness. Species can have a thing for organic looking cities or square ones.
  • Isolation added to rooms based on walls surrounding it. Affects maintenance needed greatly.
  • Room cost and upkeep is increased by building big rooms. You now need supportive pillars or walls inside the rooms to avoid this extra cost.
  • Efficiency/cosiness reworked. Based on actual stations vs knick-knacks/auxiliaries
  • Monument Trees now emit harmony. awe, harmony and dread reworked.
  • Noise. Noisy rooms disturb subjects. Noise travels through air, but is dampened by walls.
  • Paper and papermaker, primarely for libraries that now needs paper, else they'll work at 25% speed.
  • Fixed game zooming, should now zoom in and out without disorientation.
  • Krull wins if his men reaches the throne.
  • Species work priorities draggable.
  • Fart sounds reduced.
  • Re-added sounds to work rooms
  • Service usage number fixed
  • New localization method ensuring swift translation.
  • Removed coal usage in weaver, reduced efficiency
  • Launcher wind sound lowered.
  • Faction colors mixup fix.
  • CTD when invasion
  • CTD when dragging unit cards in dev mode
  • CTD when opening room list
  • Fixed broken kitchens. No more free food.
  • Food preference fixed.
  • CTD when deleting room from panel.

V54 unstable - Nobles and Stuff

Released: 11/4/2020
Type: Small Update

Features:

  • Version log in launcher!
  • Nobles!
  • Slaves
  • Ability to enslave Krull's men.
  • Emigration
  • New top panel
  • New bottom build panel
  • New room - chambers. The finest of sleep services.
  • New Room - flats an upgrade from dormitories.
  • Dormitory reworked and job-less.
  • Dorms and flats modable. You can add your own versions.
  • Sleepy subjects will find sleep facilities in the order they like them. Then find a place indoors to sleep.
  • Reputation now Happiness. Complete rework.
  • 2 new songs + music changes with battles/stops at night.
  • All panels have been reworked slightly
  • Subjects get clean in baths and by skinny-dipping. They get dirty over time, visiting the lavatory and spending time in industries and mines.
  • Added harmony and Dread influence to work the same as awe. Added ability for roads to emit different kinds of influence. Specific monuments for harmony and dread will come
  • Added a bunch of new statistics and some happiness tied to them.
  • Added extensive modability to species.
  • Retirement mechanics added
  • Service room access reworked
  • Kickstarter names for subjects added
  • Building preference added. Species like to stay in different buildings.
  • Reworked room placement UI
  • Added walls and doorways when placing rooms.
  • Added colors for battlegear upgrades
  • Minimap boxes for resources and wild edibles.
  • Work priorities added
  • Secondary work priority added per species
  • Species have different skills and different preferences when it comes to work
  • Added light & awe coverage to right click explore.
  • New font for launcher

Fixes:

  • Might now correspond at a 1:1 ratio with your population. For claiming regions 1500 might is required for each of them
  • Added email in error messages.
  • Possibly trade depot bugs fixed.
  • Added manual steam-fetch mods button in launcher.
  • Export/import setting is set to 50%
  • Fixed a bunch of placability issues.
  • Woodcutters stopped from chopping invisible trees.
  • Rooms can now be built on top of degrading roads.
  • When placing monuments, you can delete mistakes by holding shift.
  • Collision with domesticated animals removed.
  • Available services changed to a "usage" percentage. Can be sorted in menus.
  • Flowers no longer grows on fences.
  • When you're building a room, Right Clicking or opening another panel will construct the room (if it's constructible). This also applies when Refurnishing a room
  • Krull increases his tribute as you yield.
  • You are warned where Krull is likely to strike.
  • camera pans to where Krull attacks
  • Adjusted working schedules, so that there will be more activity in the day.
  • Graveyard items fixed
  • Might have fixed world map lights
  • Subjects will return equippables to stockpiles if there is storage for it before they drop it on the ground. Inc. Battlegear.
  • Delta generation fixed.
  • Fixed Stockpile UI.
  • Light, awe and road access now only updates when a subject is outside of a room.
  • Main menu: rearranged buttons a bit, removed others.
  • Mouse scrolling now opens the minimap.
  • Fixed some rendering bugs with growables.
  • Adjusted Animal spawn rates, eating behavior.
  • Adjusted light colors somewhat.
  • Fixed subjects clothes color.
  • Fixed minimap colors for rooms working as intended, no need to load save
  • Fixed a visual bug with degraded floors/roads
  • Errored jobs show what resource is missing.
  • Changed a little trade thing with imports. The game would import resources in order depleting your treasury on the first ones, never getting to the last ones. Now changed to prioritize resources based on incoming/storage capacity.
  • Mushrooms now placable in caves.
  • Monument no longer removes cave roof when removed.
  • Fixed some stat and cost values for room items.
  • Added support for non 16:9 screens (no more stretching).
  • NOTE: some drivers might report faulty resolutions, casing crashes.
  • Hopefully fixed the game from going into low FPS when Vsync is enabled.
  • Defeated divisions un-musters
  • Accepting Message prompt about Krull's tribute closes the message UI
  • Soldiers move from their current division to ones with more experience if experience is gained. Fixed a few training bugs
  • Animals no longer run away from hunters
  • Animals drop a lot more resources
  • Hunting fixed in general
  • Animals in water rendering fix.
  • Entities saved differently, shaving off a few MB of savegame size
  • Sorted the order of resources.
  • Flimsy placement of walls/ceilings fixed.
  • Graveyard desecration values reworked. (Avoid penalty by deactivating it and let the graves disappear)
  • Max room size now can't be exceeded.",
  • Dormitory knickknacks different costs",
  • Library and knowledge fixed, it was a disaster.",
  • Slayed enemies now says that they were slayed by you.",
  • Outposts such as fisheries always finds fish, even if once depleted",
  • Double click for save/load in menu

Bugs:

  • Fixed CTD when undoing items in room construction.
  • Fixed continue button in menu when saves were deleted.
  • Fixed a CTD when restarting from the main menu a couple of times.
  • Fixed CTD when trying to delete non existent save
  • kitchen had a nasty bug, hopefully fixed.
  • Rare corpses stay active fix
  • Fleeing Krull messes everything up fixed.

Notes:

  • Doors are no longer intended to use with rooms. They're going to be changed to gatehouses, but I leave them in for now.
  • Some things are coded in the blind. I only have a 16:9 display for instance, so, wide displays may/may not work, please let me know if you have one...",
  • I seem to get crashes when choosing certain full screen displays. I hope this is because I bought a cheap display :). Let me know if you get any of that.
  • There is no tutorial in this version.

V54 progress - 2

Released: 10/10/2020
Type: Small Update

This update featues more UI improvements and makes some resources equippable.

V54 progress

Released: 9/28/2020
Type: Small Update

This update features an active face generator.

Hotfixes

Released: 9/26/2020
Type: Small Update

53.51

  • Fixed tribute from claimed regions
  • Fixed forgetting knowledge from affecting all techs.

53.52

  • Fixed a CTD that occurred when building baths that I introduced in 53.51 :)

53.53

  • Fixed baths, now you can build big basins
  • Fixed some CTDs (Crash to desktop)
  • Set up a new build pipeline, so that the game updates to all platforms instantly. I've tested this on mac, but not linux. Would be very grateful if someone on Linux could test it out.

53.54

  • Added a little more info to the launcher info screen to help debug mac users.

53.55

  • Hopefully fixed the full screen visuals for mac users. I still recommend playing in windowed more, or at lower resolutions. That retina display is a tricky beast)
  • Adjusted mouse wheel to better fit mac.

53.56

  • Fixed crashes related to computers being set to other languages than English.

53.57

  • Fixed a CTD on load

53.58

  • Fixed a CTD when looking at the minimap
  • Fixed a CTD due to big, big rooms.
  • Fixed a CTD when trying to add animals through modding.

53.59

  • Fixed a CTD that wasn't really fixed.

53.60

  • Finally found a bug where deleting a room under construction would delete parts of neighboring rooms and cause a lot of bugs as a result. Also increased max addable fortifications to 8.

53.61

  • Removed the confusing tool policy.
  • Fixed a bug where subjects wouldn't fetch tools unless the clothes policy was > 0.

53.63

  • Fixed a krull spawning CTD.

53.64

  • Fixed trade depots. They would become useless in time and workers would stop fetching goods.
  • Fixed steam integrations from crashing the game at startup.

53.67

  • Made some smaller specific fixes. Tried to get the steam integrations to work.

1000 copies sold, bug fixes, rant & and a thank you!

Released: 9/22/2020
Type: Small Update

  • The damned message panel can now be closed. (it could be closed with right click, but now also through clicking the 'x').
  • Crashes when pressing the wiki button is gone. Instead no wiki will be opened, because there isn't one yet for all room types.
  • Steam screenshots should now work. Unfortunately the in-game screenshots made by clicking buttons /pressing prtsc are not connected to steam yet, but will be in the next major update.
  • Mac unplayability: When playing on mac, the steam overlay goes rabid and completely takes over. I have no control over this. The only fix now is to disable it. https://support.steampowered.com/kb_article.php?ref=9394-yofv-0014 Long term fixes is Steam fixing it, or me dropping Mac support, if it's not acceptable.
  • Crashes when clicking play. This seems to be conflicts with other software running on your PC. I've had Bandicam as a culprit for example. try turning those off.

V53 - Refinement & mod support

Released: 8/12/2020
Type: Regular Update

Modding:

  • Resources
  • Many room types
  • Technologies
  • Sounds
  • Structures (fences, walls, ceilings, fortifications)
  • Floors & Roads (they look better too)
  • Animals

V52 - The world and beyond

Released: 7/14/2020
Type: Regular Update

This update featues large improvements for world and region generations.

V51 - Battles and KS

Released: 3/26/2020
Type: Minor Update

This update features battles and an antagonist named Krull.

Minor Fixes:

  • Prettier roads
  • Rendering optimizations
  • Tool level now set for each room
  • Zoom move with mousewheel
  • Coziness implemented bonuses special items for other rooms
  • Instant feedback when trying to place something where it doesn't belong
  • Room furnishing new item-sizes for all rooms with feedback when trying to place them.
  • Night gamma setting
  • Script loading/saving more robust
  • Better job prioritizing by the AI. It's not perfect, but better
  • New technology screen
  • Ground is prettier gets wet in rain
  • Start camp is now placed manually at the beginning of a game
  • Jobs shows when there is a problem
  • Continue in main menu loads latest save
  • Deleting graveyards will give huge penalty to reputation
  • Fine structures uses cut stone
  • Hotspots - mark part of the map and navigate to it easily
  • Globian eggs dropped by killed Globians