Latest Patch Notes can be found here.
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add: Common Wares Workshop
add: Candle Workshop
add: Additional parts can be unlocked for these buildings
add: construction step bundles
add: new tooltips
add: new resource icons
add: workplaces condensed view now displays a combined inventory (condensed view)
add: “trader blocked” notification
add: confirm renaming with Enter
add: collapsed masterpiece parts groups are remembered through all building panels
add: construction bundles topic in the help menu
add: tooltips and localization for building parts “Locate” and “Destroy” buttons
update: community localizations
improve: stockpile communication
improve: storage issues feedback
improve: hyperlinks style
improve: buttons (red/disabled/small)
improve: compacted estates layout
improve: now communicates max instance of a part
improve: dynamically update when unlocking building parts
fix: wooden keep doors
fix: info module buttons
add: Textfield functionality to resource trade quantity in the Book
add: Counter - missing paint zone
add: Counter - ongoing construction
add: Collapsible monument parts groups when editing (reintroduced)
add: Distance to workplace when assigning worker via dropdown
add: Full tooltips - estate unlockables
add: Military mission, panel sorting
add: New map selector integration (first iteration)
add: Map selector placeholder modded map description
add: Map selector placeholder modded map screenshot
add: Option to hide autosaves in load menu
add: Option to turn off tree and grass sway to prevent motion sickness
add: Stockpile tooltip in resource window
add: Toggleable FPS visibility in the General options
add: New golden buttons implementation
update: Improved text contrast and shadows
update: Tweak estate headers (Labor/Kingdom)
update: Multiple layout, labels and icon tweaks
update: Information Module notifications - visibility improved
update: Clear building search box when switching categories
update: Help menu - Streamline text wording
update: Improve load game layout and sorting
update: Improve promotion sorting order
update: Improve save game layout and sorting
update: Improve the workplace list sorting
update: Improve zooming on elevated terrain
update: Lock environmental animations at speed x1
update: Locked buildings provide info relative to their unlocking conditions
update: Tweak delivery quest steps
update: New event illustrations
update: Adjust dropdown and combobox positioning
update: Action Menu - UX/UI iteration
update: Port the tombstone window to the new UI style
update: Visitors follow interaction via quest module changed to locate
update: Tweaked training dummies description
update: Localizations
fix: Outside Territory notification when moving a tavern with a bridge
fix: Automated fountain musical parts should display a function
fix: Bailiff - The tooltip to locate the mineral's location is empty
fix: Missing resource counter is counting each building parts as individual structures
fix: Building status not always representative of current status
fix: Crane storage not showing resources
fix: Double "achievements disabled" notification when loading a game
fix: Estate conditions should never be red when the value is sufficient
fix: Forester status should be "No tree type selected" when no tree type is selected
fix: Immigration blocked notification missing
fix: Livestock spawning location not working
fix: Possible to have 'stuck' message that gives no information in logs
fix: Missing success probability when a military mission continues
fix: Reloading a save with an ongoing military mission can have various issues
fix: Hot reload destroying the minerals depots that have a structure
fix: Rounding issues for values throughout the game
fix: Scroll bar reset position when closing / reopening
fix: Stuck soldiers can remain stuck forever
fix: Reduce military mission rewards
fix: Days left of active military quests remain at 0 after the initial 20 days
fix: Cost to unlock the tavern wall
fix: Switch the default forester tree state to true
fix: Various UI presentation fixes and tweaks
fix: Villager status when soldier job is removed
fix: Soldiers can be selected whilst invisible at quest location
fix: Wrong granary description (stores "granary-type" food)
fix: First buildings unlocked were not showing as quest reward
fix: Resources list is misalignment
fix: Resource tab cannot be closed using the Esc key under certain circumstances
fix: Automated fountain musical parts should display a function
fix: Estates value text colors incorrectly changed
fix: Load game mod list exceeded defined space for warning window
fix: Infinite quests displaying days left in their tooltip
fix: Esc button should close system menu
fix: Esc key should cancel building placing and system menu sub window
fix: Villager Stuck Notification Log when destination object does not exist anymore
fix: Possible to promote villagers without having gold
fix: Environment map lighting
fix: History tab for saves 1.7.10 and before, now list all completed missions from day1
fix: Transporters bypassing stockpile
fix: Military panel visuals when a quest expires
fix: Missing building description tooltips for multiple monuments
fix: Building completed notification loses building name on reload
fix: Applied dynamic reserved width to military lists
fix: Crash caused by mod game rule
fix: Crash on very early building part destruction
fix: Crash when a building part is deleted with active inventory
fix: Crash when accepting a military mission
fix: Crash when attempting to deposit resources in a non-existing crane deposit
fix: Crash when load selected and savegame list is empty
fix: Crash when performing force finish on parts of the bridge
- add: mod "report content" link - request user consent before logging to mod.io when rating a mod for the first time - fix: mod loading fail on reload when adding new attach node types - fix: avoid stuck tax collector or bailiff in a specific part of the lord manor
- F1 to actually open help menu (...because we forgot it)
Lords and Ladies, we are excited to present to you the Minerals & Craftmanship 1.6 Update!
It’s a big one, so let’s take a look at some highlights of what you can expect in the new update and let you get quickly into discovering the new minerals and crafting up some masterpieces!
Savegame compatibility warning: 1.5 saves will be compatible but some of your buildings may be removed if they were placed on one of the new mineral deposit sites. Also, note that your builders will now require a Builders’ Workshop.
New Mineral deposits can be found scattered throughout the maps, containing nice shiny new minerals, from gold-rich veins to glittering quartz nodes. These deposits can be prospected by your Bailiff in order to identify the ore they contain.
Inside the Mineral deposits your Bailiff will find both rare minerals as well as more common ones such as Iron. Once discovered the minerals can be extracted by clicking the deposit and building a quarry.
Buildings can now be extended with new parts. The first building extensions will take the form of crafting workstations that can be added to the Builders’ Workshop. These crafting workstations will allow your builders to craft various objects such as sculptures and stained glass.
Note that Builders' Workshops are now mandatory for the building of any construction.
Masterpieces are sets of specific parts that can be added into a monument or be built as a standalone building. They are unique creations that will give your village unique perks once built. In total, there are 9 Masterpieces to discover and build.
Each masterpiece will unlock when specific conditions have been met. For example, this could be when your soldiers emerge victorious from a faraway mission.
As you may know, we are working on a full UI overhaul. In the meantime, you will notice a new notification panel that will help to see warnings of potential issues in your village as well as a log of your missions and quests including currently active quests.
Bridges can now be raised in height as well as length. Yes m’lord, you can now raise your bridges up high, the sky is the limit!
The Minerals & Craftmanship update will also include:
New animations
New modding functions and capabilities
New sounds
New improved grass and cliff visuals
9 new achievements
Plus many fixes and improvements
You can check out the full changelog below:
Buildings
New Builder's workshop and crafting extensions: sculpture, stained glass, jewelry
New mineral sources and quarries installations
New Glass Smelter
New Gold Smelter
New customizable fountain, stained glass
Characters and animations
New miner's job outfit and animations
New Glass Smelter & Gold Smelter animations
Environment
New grass texture
New cliff texture
Add: mods hot-reload with Ctrl+Shift+R
Add: creation of new asset and data types, and extending existing asset, component and data types
Add: creation of behavior trees and custom behavior tree nodes
Add: access to events
Update: example 02 mod bridge
Update: Remove Mover from Building Part Asset
Update: Batch all Modding logs in a single file to avoid opening too many files
Update: Foundation log file and mod log file are now readable during execution
fix: asset retrieval by scripting ID was not allowed in some cases
fix: VS Code snippets
fix: restore some missing textures
The full modding changelog can be found on the modding wiki.
Let us know what you think or discuss the game with our awesome Foundation community on our official Discord server.
The whole Polymorph Games team
https://www.polymorph.games/foundation/news
Hi everyone, the Wine Production Update (Alpha 1.2.2.3105) is live!
quest window can't be close anymore
added error message with description when a save game fails
improved mod loading error logging
fix some production building description
fix: estate button could become un-clickable with small definition
added Discord link on Main Menu
*Old savegames should be compatible
Hello everyone,
Alpha 1.0.15.0226 is live, it fixes a freeze / memory leak introduced in previous version - which was ironically fixing another less frequent issue of same type.
Have a good day!