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Περιγραφή

BUILD THE ORGANIC MEDIEVAL CITY OF YOUR DREAMS
Foundation combines free-building tools and procedural generation to create the ultimate organic city-building experience.
MANAGE YOUR VILLAGE AND MAKE IT COME TO LIFE
Assign jobs, create production chains, establish trade. In Foundation, your creations come to life!
PLAY AT YOUR PACE, RELAX AND ENJOY THE VIEW!
Foundation offers various difficulty levels, so you can play the way you want! Choose an Aspiration to discover new ways to play, or just play in Creative mode, relax and enjoy the view!
FEATURES
An advanced gridless City Building experience, with unlimited generated maps and almost no construction constraints.
Free-building tool: Create modular buildings from individual parts, beautify and transform them into majestic monuments!
Organic development with our unique Painting tool: Guide your villagers by defining areas for building homes, decide where to pave roads and set patrols, designate forest extraction zones, and more!
Manage your village: Develop production chains, tax your villagers, trade with neighboring villages, or fight for the King. There are multiple ways to create a successful economy!
Progress with the three Estates of the Realm: Three distinct progress paths await you: Labor, Clergy or Kingdom. You can either specialize in one or combine all three.
Tailor your gaming experience: Select an Aspiration, adjust the difficulty level or build without constraints by playing in Creative Mode.
Full modding integration!
Foundation Original Soundtrack: Immerse yourself in over 100 minutes of atmospheric medieval music crafted by the award-winning composers at Audinity.
and much more!
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- Εκδοχή: Windows
- Ενημερώθηκε:
- Latest Patch Notes
Latest Patch Notes can be found here: https://www.polymorph.games/foundation/news
Patch 1.10.2.14 (Feb 21, 2025)
- Fix crash when loading an overwritten savegame
- Fix crash when adding multiple parts via Shift-Click
- Fix crash when clicking multiple times on a part in the edit menu (especially for Walls)
- Fix some fortification strings that mentioned patrollers instead of watchmen
- Localization update
Patch 1.10.2.11 (Feb 11, 2025)
- A tavern decoration was giving too much Splendor
- Fix occasional crash when Tax Collectors deposit their loot
- Fix crash after building a Court of Heroes in a cliff with specific parts
- Fix crash when destroying parts in a Market while the building window is open
- Fix crash when overwriting a save while auto-saving
- Fix crash during upgrade/downgrade of houses in specific situations
- Add Community Polish Translation
- Add Community Vietnamese Translation
- Updated Community Korean translation
Patch 1.10.2.10 (Feb 10, 2025)
- Fixed a rare crash occurring in the building window when modifications are made.
- Fixed a rare crash that could happen when the Tax Collector visits a house.
- Fixed a rare crash related to the road system.
Patch 1.10.2.0 (Jan 31, 2025)
Hello everyone!
The time has finally arrived... Foundation has officially left Early Access, and version 1.0 is now available!
After 6 years of new features, bug fixes, and improving the game with the help of your feedback, we are proud to finally wrap up Foundation's incredible journey in Early Access!
Since the last major update, we have worked tirelessly to deliver the game we envisioned and the game you want to play. The full release comes with a large number of changes. So many, in fact, that it may seem like a whole new game!
If you want to know what's new, grab a medieval drink and some snacks while the game updates, and we'll take a look through the patch notes.
New and Updated Content
- New Main Menu and Rulesets The first thing you will see is an overhauled main menu that now includes rulesets! Customise your new games using a selection of adjustable rules. Whether you prefer a more relaxed and creative experience or wish to challenge yourself with a higher difficulty, you can now do so at your leisure.
- All New Heraldry System Display your banner with pride! You can now create and customise your village with the new Coat of Arms editor.
- Revamped Aspirations Will you dedicate your efforts to building a thriving priory or craft a magnificent stronghold to win the King's favour? Choose an Aspiration to uncover new ways to play, challenging you to create a unique and distinctive village.
- New and Improved Villager Residential Tiers Residential housing has been revamped for a more seamless and organic experience. Additionally, you can expand your city further with the highest density and quality residential tiers, allowing for more village customisation options.
- Improved Progression System Unlock content seamlessly and enjoyably with a refined progression system, adding depth and strategic opportunities to your city-building adventure. We have also removed the estate trade-off, so you can now concentrate on a single estate or aim to keep everyone happy.
- Each estate has a different focus, whether that be a focus on Kingdom Military rewards, Labour estate taxation, or improving trade relations via the Clergy pathway. The choice is yours!
- New Onboarding Experience Whether a new player or a seasoned veteran, the updated onboarding quests and visual aids are now easier to follow, helping everyone find a perfect start to their village.
- New Military System and Castle Monument Take on new challenges with a refreshed military system that will have you create Companies to send abroad and have them bring back precious resources and gold coins.
- Naturally, these Military Companies need a home fit for a king, and what makes a better home than a Castle! Flex your creativity by building and customising your Castle from various parts, much like other Monuments.
- New and Improved Walls Walls are now fully integrated into the building system. Plan and build your walls to add fortification coverage to your village. Some buildings require fortification coverage to function.
- Patrols and Fortifications Alongside the new buildable walls, you will also discover Watchtowers and Guard placements adding further fortification options to your settlement.
- Medium-density residential tiers now require consistent patrol coverage. Patrols can be formed from a City Watch in the Labour estate or by tasking your Military with the job of keeping your village secure.
- Paved Roads Meet the needs of the new high-tier housing with our new paved road mechanic, tailored to support your most developed areas. A new paint tool is now available to give you complete control of where you wish paved roads to be created.
- Extendable Buildings Some workplaces, such as the Woodcutter Camp, Warehouse, and Stonemason, can now be expanded with new parts to increase storage, worker slots, and more!
- More Building Customisation Most Monuments can now have their roof colour customised to your liking, offering more choices for their appearance. Additionally, some building parts have varying cosmetics and can be easily switched while editing via the new part-switcher feature.
- Enhanced UI We have significantly streamlined the user interface throughout the game. From a new main menu, progression tree, and tooltips, to an improved Book providing in-depth information about your village, not to mention a massively overhauled Monument design experience. All implemented to improve gameplay and enhance your city-building efficiency.
- Monument building has evolved, allowing you to move and replace parts with minimum fuss, helping you customise your Monuments more seamlessly.
Enjoy a Completely Revamped Art Direction!
- Dynamic Environment Overhaul Your Cities will now take on a completely new look and feel, helping you experience Foundation in a whole new way. Enhanced map creation, refined lighting, map edges, and major environmental changes, all of which bring more depth and immersion to your city-building adventure.
- Revamped Art and Assets Discover updated visuals to all buildings, including an elaborate new Manor House and the brand new Castle Monument. With more detail and realism for every building, your cities will be the talk of the realm!
- New and Improved Animations Get a closer look at your Woodcutters as they chop down trees, observe your Villagers during their leisure time, or track your Hunters as they look for animals to hunt. All new and enhanced animations bring your Villagers to life, adding greater immersion to your cities.
- New Cosmetic Time of Day Switcher Switch between day and night to see your village come to life during the darker hours.
- New Photo Mode The new photo mode lets you capture in-game moments to keep for yourself or share with the community. Don't forget to tag us on social media when you share your creations.
Will I Still Be Able to Play My Old Cities?
- Due to massive changes to the game, saves from early access will not be compatible with the full release version.
Modding
- Mods will need to be updated and, as such, will not be available during the initial release from Early Access. We will be collaborating closely with mod creators in the coming weeks to update their mods and will also introduce new modding features in the future.
Supported Languages
The following languages will be officially supported on release:
- English
- French
- German
- Italian
- Japanese
- Portuguese (Brazilian)
- Russian
- Spanish
- Chinese (Simplified)
Patch 1.9.7.8.0206 (Feb 6, 2024)
- Visitors would sometimes lack the service need even when capacity is available
- Evicted Villagers that had an expired eviction debuff would have the debuff again at 100% upon reload
- House/Workplace buttons in the Book did not enable when a new house/workplace was assigned
- ‘Monument changes complete’ notification appeared when removing a preview part of an already built sub-building
- Abbatial Monastery back window minor attach point was too low
- Abbatial Monastery Gallery, Minor part was missing a floor, resulting in a misalignment with other parts
- Hospitium Passive Guests were spamming missing needs notifications
- Villagers would not consider houses under construction as viable housing
- Dedicated to Kingdom! (HARD) aspiration would not complete in certain situations even though it should have
Modding Expose missing components for custom Livestock:
- COMP_LIVESTOCK
- BEHAVIOR_LIVESTOCK
Patch 1.9.7.7.1221 (Dec 21, 2023)
- Upgrading house construction visuals were, on rare occasions, located at 0,0
Patch 1.9.7.6.1218 (Dec 18, 2023)
- Stuck Miners - Some map resources were not being gathered
- Mods were preventing the “Advice: Fulfilling Villager Needs” quest from completing
- Crash when changing function for Dorm
- Rare Crash when starting construction of a building
Patch 1.9.7.4.1214 (Dec 15, 2023)
- Market tent capacity was not registering on old saves
- Onboarding Advice - Assign a Bailiff advice text was not showing the Estate name
- Crash related to the destruction of inaccessible Treasury on loading
- Crash related to an old removed part
- Note: Market tents will only be fixed when loading a pre-1.9.7 save. Market tents on already converted saves can be fixed by rebuilding the tents.
Patch 1.9.7 (Dec 14, 2023)
New
- Added Interior Access visualization and construction toggle
- Players can now specify their favorite resources in the top resource bar
- Added a Bailiff option for the Monastery: The Monastic Emissary, a Brother/Sister working at the Emissary Office
- Ghosts of buildings under construction are now displayed when you are in Construction/Edit mode
Update
- Construction sites are now prioritized by start time, not by closest distance
- Workers should go to their workplace before starting their work time
- Display attach node only when snap mode is toggled or part needs to be mandatory attached
- The Market Monument has been turned into a building with parts instead of a Monument with sub-buildings.
- Moved the Clergy Privilege and Clergy Influence mandates to the Monastic Emissary
- Overall improvement of the Mandate window & tooltips
- Improvements to monument attach nodes
- House Upgrade/Downgrade transition improvements to show construction steps and not new build
- Tavern Kitchen - worker quantity now scales with building capacity
- Treasury - Gold coins are no longer lost when the maximum treasury limit is reduced
- Various UI improvements
Fix
- Soldiers - soldiers using the barracks as their houses could not fulfill their needs when the monument is being expanded.
- Bailiff - Changing the bailiff resulted in the edict "contractual wage" to not be applied until reload.
- Book - Logs - Newcomer notification was not updated "live"
- Monument Editing - Display all possible attach nodes when a part is being placed / moved.
- Cloister - Could not start construction if function was switched
- Monument Editing - Prevent parts from being attached to house attach nodes.
- Building Highlight - Sometimes, a building would remain highlighted even if the window is closed and the cursor is not on the part.
- Mandate Window - The window did not close when the Great Hall was destroyed.
- Deliver Wood Quest - Displayed requirement was 50 but required 100 to complete
- Unlockables - Show part's description when there is no building function
- Missing Unlockable descriptions on Candle & Commonware extension
Map generator
Update
- Improved elevation texture visuals
Fix
- It was possible to have a broken territory on specific generated map seeds
- Some territory regions were too small
- Some maps had unreachable village path exits
- Some setting changes could create unwanted bumps on islands
Modding
- Expose - COMP_BUILDING:getEditMode
- Expose - Mandates
- Territory Tooltip - Always shows "coins / week" even if resource is changed
- Support buying from trade routes with certain condition
- Updated modding wiki
Save File Compatibility
- Due to changes to the Markets, Market tents will require rebuilding on older saves to get their full capacity
Alpha 1.9.0.38 (2 December 2022)
QOL/Tweaks
- The parent building upkeep cost will now be updated dynamically after deleting a part instead of having to close and reopen the building window to see the change
- Better wording about the monthly upkeep of sub-buildings
- Updated localization
Bug fixes
- Hovering over the conditions to unlock a new tier of progression displayed the Estate Splendor tooltip instead of Estate Rating
- Sub-buildings displayed the tax amount of the parent building instead of their own in the building panel
- Splendor was gained even though buildings/monuments weren’t completely built
- The disabled trade route button was missing a tooltip
- The Trading with the Abbess event was adding its debuff on top of the applied debuff on each reload
- The Help window for control keybinds was displayed again after reselecting a building even if the player chose to dismiss it
- The first sculpture’s required resources were being multiplied by the total number of sculptures
- Required statues for some monuments’ parts were being converted to something else on load, which could prevent them from ever being completed
- Fixed a large number of typos
Crash fixes
- Crash linked to switching a Refectory (from the Monastery) to any other sub-building function
- Crash when quick reloading while the Parts list window of a monument is active and a newly added part is still under construction
Alpha 1.9.0.37 (17 November 2022)
QOL/Tweaks
- Builders will be more efficient
- Cloister improvements:Added new Entrance & Hall descriptions to parts; Moved the Rustic Cloister wall to the Decorative category; Updated Decorative category and description
- Destroying a sub-building no longer closes the building window, instead going back to the parent building window
- Updated Help topics and tooltips for Influence, Splendor & Splendor Rating
- Minor music improvements
Bug fixes
- Debuff timer for the Monastery Trade Favour was set to 0
- Construction requirements were displaying wrong font colors and a double space
- The Traders panel was displaying wrong colors for both Wants to buy and Wants to sell categories
Crash Fixes
- Crash related to Trade Routes when clicking on a Courier in your village
Modding
- Exposed Agent need and building function for the Monastic Cloister
- Exposed the Behavior Transporter function
- Exposed the Behavior Tax Collection function
- Exposed sitting animations
Alpha 1.8.1.7 (16 February 2022)
General
- Masterpiece: prevent early activation of a masterpiece by adding additional parts once built
Crash
- Fixed crash preventing saved games from loading with the Stained Glass Masterpiece
Alpha 1.8.1.6 (10 February 2022)
General
- Monastery: the apiary's workers are unable to produce ressources when the combined total of resources in the output is greater than or equal to 50
UI
- Monument production: the output entry for the production function cannot exceed 50 in condensed view
- The workplace list sorting order is not stable
Crashes
- Avoid crash when deleting the kitchen part of the tavern during gameplay
- Avoid rare mod-related crashes
- Avoid crash with the logger
Alpha 1.8.1.4 (19 January 2022)
General
- Buildings using production recipes had doubled outputs
- Ressource tracker: simple production buildings had the wrong input icon in certain cases
- Cows walk animation was missing: they are back to being gracious while moving around!
- Some mod.io mods were not fully displayed in the "Installed mods" window
- Even more updated localizations for builders all around the globe!
UI
- Work assignation dropdown could appear partially out of screen
- Updated Tavern and Luxury needs descriptions
- Updated Treasury description
- Added description for public lounge
- Restored unlockable button sound
- Adjusted building description style
- Adjusted time string readability
- Adjusted Warehouse and Granary refuse icon color
Crashes
- Fail to load corrupted saves instead of crashing
- Avoid crash when unassigning the bailiff's office part function from the monument while the bailiff mission window was open
- Avoid crash when a quest instance is not linked to any asset quest anymore (on load of a savegame)
- Avoid crash when inputting (way) too many characters in any text editor (villager name, monument name, quote, etc...)
- Avoid crash when logging an error related to wrong building function type on workplace
- Avoid rare crash while switching job
- Avoid crash when starting more than one game with certain mods
- Avoid a bunch of useless logs
- Avoid crash when closing game during certain loading steps
- Avoid crash with some usage of resource tracker from mods
Modding
- Possibility to remove Need type per villager status
- Expose COMP_AGENT:setProfile()
- Gatherer can produce multiple resources even if one resource `isFull`
- Call of parent function for extendable class in Lua
- Mod components now have last priority (for init, update & enable order). This ensures core game components are ready to be interacted with from mods
Alpha 1.8.1.3 (14 December 2021)
- Add: Resource tracker (resource icons are shown above entities when right-clicked in info module)
- Add: Resource tracker windows open entity panels
- Add: Resource tracking button in the book (resources list)
- Add: Shortcut from resources in info module to book
- Add: Resource row highlight in the book
- Add: Ready-to-build bundles are now shown in construction progress bars
- Improve: Construction and Bailiff progress bars are no longer shown behind prioritize and cancel buttons
- Improve: parts list and jobs ordering
- Fix: color when conditions are met from green to gold (quests)
- Fix: missing tooltip on delete savegame button
- Fix: buildings generating resources have duplicated descriptions
- Fix: missing localization on Controls window title
- Fix: crash after building the Village Center is the Build menu was already opened
- Fix: if there is at least one incomplete part in a multi-part monument when a reload is performed, all the parts that were previously completed will turn invisible (monuments)
- Fix: walls disappear upon reload
- Fix: Market Goods and Luxury tables are not unlocking
- Fix: crash when building a village center
- Fix: crash no crane on mineral deposit
- Update: community localizations
- Update: rename good and luxury market stall part set category
Alpha 1.8.0.8 (18 November 2021)
Fixes
- Expose military campaigns for mods
(EVENT_ACTION_TRIGGER_MILITARY_CAMPAIGN)
- Possibility that a resource cannot be gathered after changing a villager's status to unemployed
- Crash when rendering saves games’ thumbnails with big cities
- Major hang when using the promotion system while a villager window is already opened, using specific mods
Add
- Buildings, building functions, jobs and resources introduced in 1.8 are now available to modders
Update
- Localizations
Alpha 1.8.0.6 (08 November 2021)
Tweaks
- CandleWorkshop: Extension now modifies recipe
- Minor adjustment to the Candle Workshop model
- Adjust building window to properly show recipe modifiers
- Wait for a villager to finish his/her work shift before changing jobs
Fixes
- Building Window refresh when building parts get unlocked
- Church message tooltip
- Performance issue when unemploying a villager
- Visual issue which doubled the maintenance cost in the preview building window
- Resource depot causing infinite fuel bug with fuelmonger mod
- Building description update when building and part are built at the same time
- Top module not showing resources at 0 when loading a game
- Some work interactive location could become locked after work shift switch
- Crash on launch on Linux Proton
- Localization typo
- SaveGamePatcher: fix stuck interactive locations
Alpha 1.8 (27 October 2021)
- 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
Alpha 1.7.11 (27 August 2021)
- 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
Alpha 1.7.4.0618 (18 June 2021)
- add: double click on a textfield selects all text
- add: allow text selection even on fully-draggable window
- add: support to assign workers on the general tab
- add: options menu sliders drag
- add: villager stuck notifications
- add: stockpile descriptions notifications
- add: display stockpile status on resource tooltip
- add: quest pin tooltip
- add: mouse instructions on quest module content
- add: display stockpile status on resource tooltip
- update: event illustrations
- update: text colors desirability, fertility, church attendance, weapon picker and multiple paragraph styles
- update: villager description in villager panel
- update: achievements window
- update: localization
- update: various menu sizes adjustments
- fix: crash when deleting a statue
- fix: crash with lacking need notifications
- fix: crash on some notifications
- fix: crash when fetching dependencies of non-supported mods
- fix: achievements progress
- fix: conflict popup - only appears on first load after new controls are added
- fix: influence cost image size
- fix: savegames display when file name contains a dot
- fix: quest tooltip used context for "opportunity" title
- fix: melody composer window
- fix: melody composer size
- fix: help window flickering
- fix: visual glitches on Illustrations
- fix: help and territory overlap when a new town is started.
- fix: quest tooltip pin behavior
- fix: display part size on part view
- fix: workplace full is taking into account the market
- fix: various military mission bugs
- fix: military soldiers stuck on village center
- fix: soldiers won't go to dorm if building is not built
- fix: soldier level
- fix: achievements locked/unlocked icons
- fix: workplace status when inventory changes
- fix: warehouse slot information
- fix: mandate mission always clickable
- fix: missing description on visibility layer action button
- fix: missing resource for construction notification
- fix: visitor notification
- fix: old notifications won't appear
- fix: building capacity messaging
- fix: military mission display on right mission panel
- fix: villager Issue in Book missing high severity warning icon
- fix: upkeep cost when building is paused
- fix: multiple issues: bailiff’s detail window part list
- fix: forester building: tree selector value on load
- fix: trade bonus does not revert to purchasable state
- fix: red color that wasn't readable in the logs
- fix: effect module, opportunities and quests sorting
- fix: loophole during onboarding playthrough
- fix: promotion opportunity notification
- fix: access to deleted construction site component
- fix: crash on load when mod version is different
- fix: crash with notifications when exiting the game
- fix: performance issue with construction site lacking resources
- update community localizations
- fix: a frequent random crash due to input management
Alpha 1.6.28.0216 (16 February 2021)
- 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
Alpha 1.6.27.1223 (23 December 2020)
- F1 to actually open help menu (...because we forgot it)
- Expose new particle system to mods: PARTICLE_SYSTEM_BLACKSMITH_FIRE & PARTICLE_SYSTEM_BLACKSMITH_FIRE_SMOKE
- Allow mods to override core textures
Update alpha 1.6.19.0812 (12 August 2020)
Buildings:
- adjust: Some building shapes in Monastery, Rustic Church, Legacy Church, Lord Manor & Wooden Keep
- adjust: Markets now requires at least one stall
- fix: Villager could remain blocked once a monument door was placed on water
- fix: Cancel reserved resources when agent villager behavior is aborted
- fix: Multiple Villagers occupying the same workstation
- fix: Some workstation orientation
Masterpiece:
- adjust: Allow multiple masterpieces on the same monument
- adjust: Some effects on appropriate masterpieces
- fix: Some masterpiece conditions
Mineral Deposit:
- fix: Prevent deleting the Stone Mineral Deposit
- fix: Blueprints will no longer appear in quarry
Notification Panel:
- adjust: Warning panel will remember severity
- fix: Action button is red only when a new action is available
Custom text boxes:
- fix: the possibility to be stuck in an un-resumable game when closing the text editor
Crashes:
- fix: Rare crash on game load
- fix: Rare crash when loading corrupted localization file
- fix: Rare crash when downloading a mod
Modding:
- add: Prompt download of missing mod(s) when loading a save containing missing mod(s)
- add: lua file name + line number in modding logs
- add: Behavior tree example - Guard patrol behavior
- add: Localize function
- update: Example 02 - bridge mod
Update alpha 1.6.10.0714 (14 July 2020)
- 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.
WHAT’S NEW
Discover and Extract New Minerals!
- 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.
Extend your Buildings and Build Masterpieces
- 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.
New Productions
- All of the new minerals can be used in production buildings as well as in the new Masterpieces. Further, new production buildings have been introduced to refine these minerals to be ready for use, such as the new Gold Smelter that turns Gold ore into Gold bars, the Glassworks that will work quartz into glass as well as a Jeweler who will make good use of any gold and gems you might find.
Bailiff Mandates
- The Bailiff’s role has been expanded and can now undertake Mandates. These mandates will range from prospecting the new resource deposits to gaining influence with an Estate or researching blueprints. Yes, the scholar was unhappy and has now left!
Pathing Inside Buildings
- Villagers can now path through monuments! This means that Monks can now get to those inner courtyards and soldiers can protect the pass. Pathing inside buildings will allow particular villagers to enter and exit through separate monument doors. Pathing will have conditions so that only those that should be allowed through can get through.
Visits
- Word of your settlement is growing stronger. Not only will there be visits from envoys but there will be new visitors arriving at your village. Pilgrims might visit your shrine masterpiece and one of your monuments, that is perfect for taking in guests, might also receive a visitor under certain conditions.
Even More New Features
- 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 List Goes On…
- 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:
Changelog
Gameplay
New features
- New: Minerals sources that can be prospected and extracted
- New: Production chains related to minerals
- New: Masterpieces
- New: Productions chains
- New: Buildings can now have multiple placeable parts
- New: Builder now has his workshop
- New: Builder's workshop can be extended with crafting extensions
- New: New unlockable builder's workshop parts
- New crafting feature: craft sculpture and stained glass
- New: Bailiff can have mandates assigned like prospecting minerals and influencing estates
- New: New notification panel
- New: Pathing can now go through buildings that have multiple entrances
Improvements
- Add: Completed monument parts activate its function, (no need for an entire monument to be built before it becomes usable)
- Add: Gold has been separated in two new resources: Gold Coins and Gold Bars
- Add: Improved performance when editing a monument
- Add: Transporters will now carry materials to construction sites
- Add: New uniformized build flow between buildings and monuments
- Add: "getting started" section to help menu
- Add: Davenport now sells gems
- Add: Allow multiple transporters to carry materials to construction sites
- Add: localization
Art
- 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
Bug fixes
- fix: soldier/monks could get stuck on bridges
- fix: Wooden Keep Door B
- fix: tavern bridge bug
- fix: transporters and builders flow (pause & builder allocation)
- fix: missing tavern chimney texture
- fix: path finding issues when house upgrading
- fix: crash when the same game file is empty
- fix: crash when closing the game due to unsupported OpenGL version
- fix: rare crash with promotion
- fix: clear preview on bridge
- fix: freeze on clear preview
- fix: wooden bridge entrance PATH & slope locator position
- fix: showing bulldozer button on destructible building when under construction
- fix: mod list disappearing when scrollbar is added/removed
- fix: crash when destroying building too close to map edges
- fix: rare crash during tax collector collection
- fix: drop-down scroll bar behavior
- fix: wooden keep stair colliders
- fix: a crash in mod list menu
- fix: rare crash in workplace list window
- fix: building parts are not child of the core part anymore
- fix: crash with public lounge function activation
- fix: crash with notification window
Modding
- 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
Update alpha 1.2.4.0611 (12 June 2019)
Bug Fix: Trader walking animation is restored.
Bug Fix: Monks can no longer be assigned to a non-monk job through the “...” menu.
Bug Fix: Rare crash when destroying buildings.
Bug Fix: Wheat Farms "No Farming Zone" notification message no longer appear for no reason.
Bug Fix: Upkeep cost for new parts are not charged while editing an already existing monument.
Update alpha 1.2.2.3105 (3.06.2019)
Hi everyone, the Wine Production Update (Alpha 1.2.2.3105) is live!
IMPORTANT:
Savegames from the previous version are compatible!
All mods need to be updated by modders to make them compatible with this new version. See the Migration documentation https://bit.ly/2EL947h
All mods from the previous version are unsupported and may cause crashes.
Game changes
New wine production chain:
New building: Monastery Vineyard
New building: Monastery Winery
New building: Cooperage
Production of workplaces can now be paused, halving maintenance cost
Villager window now displays distance between home and workplace
Improved job selection UI
Destroying a building under construction will refund upfront cost
Add severities to warning window (low, high) to distinguish stuck agents from full workplaces.
Farm have separated farm fields, zonable through the workplace window. All fields need to be zoned on previous savegames. You also need to press the "Start production" button once you have finished zoning.
Change in balancing (WIP):
Reduce production rate of honey
Reduce production rate of herbs
Reduce the value on herbs and honey on the market compared to wine
Wine is tradable
Texture uniformisation on Stone Bridge, Small Stone Wall and Large Stone Wall
Changes on some Monastery building part cost
Update localization
Modding
mod:registerPrefabComponent to add component to FBX nodes
adding workplaces
adding monuments and bridges
adding walls
expose particle systems features
overriding game assets
individual log files for mods
new example mod: Mithril Factory
mod IO functions
mod dependencies
mod sandboxing: hide some potentially dangerous lua function from mods
msgbox function will only log and won't display a messagebox, unless enabled in usersetting.config
log and crash as soon as a circular parenting is detected
lua will use mod relative path when logging lua error instead of long path
expose game textures to lua materials
fix: generate generated_ids.lua sooner if inexistent
fix:: COMP_BUILDING_PART.FeedbackComponentListToActivate on certain type of - -production buildings
fix: QUEST.OnFailCallback was never triggered
fix: EVENT_CALLBACK_TRIGGER_EVENT with delay 0 was never triggered
expose PROFILE_ENVOY_CLERGY and PROFILE_ENVOY_ROYAL
rename DELAYED_QUEST.QuestResource into DELAYED_QUEST.AssetQuest
rename WALL_CONFIG.UvTillingWall into WALL_CONFIG.UvTilingWall
rename WALL_CONFIG.UvTillingTop into WALL_CONFIG.UvTilingTop
Bug fixes
Construction will cancel if builder profile change to monk
Use S3TC compressed texture when supported
Forbid zone painting outside of player territory
Zone cleaning when abandoning tile
Occasional crash when leaving a game containing a bailiff office
Fix various crashes
Zoning tool optimization & interpolation between two frames
Tree shadows are now dynamic
Update alpha 1.1.7.0308 (08 March 2019)Fixes:
fix: save game loading crash with some old saves with monks
Update alpha 1.1.6.0307 (07 March 2019)Fixes:
fix: occasional crash when leaving the game during a save
fix: crash with the Monastery
fix: House/Dorm capacity display
fix: Lordhouse Smoke FX position
fix: Crash when a house was destroyed
Update alpha 1.1.5.0305 (05 March 2019)General:
New Help Window
Improve Intel GPU compatibility by fixing object flickering
Monastery:
Support multiple dorms
Monks will leave their current home and family (sad, we know) when conceded to the Monastery
Villagers won't go live in the Monastery Dorms
Monks will fill their needs – a first step toward a secluded need loop
Monks will find a new dorm if their dorm is destroyed
Housing:
Housing now have capacity
Villagers should fill empty houses before building a new one
Fix entrances for Level 2 houses (not on houses already built in old savegames)
Rustic Church:
Size has been increased
Entrances are now fixed (not on doors already build in old savegames)
Lord Manor:
Stone parts are now giving Splendor
Wooden Bridge:
Revamped Look
Fishing Hut:
Lengthen Wooden Poles
Others:
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
Update alpha 1.0.15.0226 (26 February 2019)
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!
Update alpha 1.0.14.0225 (26 February 2019)
fix: shader loading for some graphic cards
fix: possible infinite loop and memory leak in some mods
better handling of shader compilation errors, with user message
Update alpha 1.0.12.0220 (21 February 2019)
fix: crash on loading when the player setting file was corrupted
fix: UI scale bug when going back to main menu
fix: bug and potential crash when closing a market window with ESC key with the resource selection menu open
fix: crash when a villager tried to find his house the same frame the house was destroyed
fix: occasional crash in workplace list window when player destroyed certain building part
fix: rare crash due to lack of residential zoning notification
fix: rare crash when quitting the game
Update alpha 1.0.11.0219 (20 February 2019)
Fix "No zoning" notification on load game
Update alpha 1.0.10.0218 (19 February 2019)
fix: occasional remaining crash when closing a workplace window while assignation menu was open
fix: occasional crash while editing bridges
fix: occasional crash due to game memory corruption caused by zoning notifications
fix: crash in bailiff selection window when a bailiff candidate leave the village
Update alpha 1.0.9.0215 (18 February 2019)
fix: crash when closing game during loading
fix: crash related to bailiff offices destroyed in old save-games
fix: safely ignore mods containing duplicated IDs
fix: display of mod names in "Browse Mods" list
mods can now be removed from "installed mods" list
move mod.io json files outside of mod folders
Update alpha 1.0.8.0213 (14 February 2019)
fix: occasional crash when leaving a game
fix: crash when destroying a warehouse before accepting a delivery quest
fix: crash when closing warehouse with escape key with resource selection context menu open
fix: crash when send troops quest was closed while the soldier selection context menu was open
fix: crash when housing attempted to build on map's edges
fix: occasional crash when loading a corrupted mod
fix: occasional crash after a bailiff office was destroyed
fix: crash when clicking on an envoy notification if the bailiff was leaving
fix: workplaces list refresh when a monument building part workplace is destroyed
Update alpha 1.0.6.0206 (7 February 2019)
fix: crash when houses were built outside the map
fix: some anti-virus were sometimes preventing game to launch. Might still occur with some anti-viruses but a message will inform the player.
fix: better user settings handling for save games
fix: quests could be doubled
Update alpha 1.0.5.0205 (6 February 2019)
fix: Crash on AMD VEGA graphic cards
fix: Disabled texture compression for better compatibility
fix: Attaching parts bugs when editing monuments
fix: Crash with bridge monument
fix: some issues with UI scale
fix: top-right icons was disappearing on small resolution screen or with UI scale
fix: various crash
Update alpha 1.0.3.0202 (4 February 2019)
Add Simplified Chinese language
Fix crash when removing a door in Monument Edition
Fix crash when removing training dummies
Fix a leak with Warehouse UI
Fix: Trader is no more invisible
Fix: Trading in Valley map now work on both sides of the river
Fix: Some quests were not resolving
Fix: Rustic church bell tower will now ring (only newly built ones)
Fix: crash with building entrance indicator
Fix market edition crash
Fix monument edition crash
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