Foundation

Foundation 1.7.11

Version
1.7.11
Version Date
Aug. 26, 2021
Links

Patch Notes

Alpha 1.7.11 UI/UX Patch is now live!

Good day Lords & Ladies!

We hope that everyone has been enjoying the new user interface (UI) which, as mentioned previously, was only the 1st phase of a continuing UI/UX development.

Today we have released patch 1.7.11 which brings some further quality of life (QoL) features to the recent 1.7 UI/UX update, as well as some overall user experience (UX) and accessibility improvements.

The patch will also squash a few medieval bugs as well as address some crash fixes, as we continue to improve on the already stable 1.7 update.

Here are a few highlights of what you will find in today’s patch…

New tracking counters


The recent new UI introduced clickable counters that would help track issues such as missing resources or workers.

Two new counters have now been added that will let you know, at-a-glance, how many buildings are under construction as well as a counter for paint zones issues. Clicking these counters will cycle through said buildings locations for easy tracking.



Manual input: trade quantities


Based on community feedback we know many of you will be happy to see this next feature added.

The trading resource quantities can now be edited manually via numerical text entry, directly into the resource table. The buttons are still there of course and don’t forget you can click and hold the buttons to increase or decrease the quantities in larger steps.



Tree and grass sway


Another great example of community feedback comes with this next change. Tree and grass sway animations have been normalized to run at x1 speed no matter the speed setting above pause. This should help those that suffer from motion/simulation sickness and even those that don’t.

For more severe cases we have also added the option to turn off the environmental animations entirely.



Main Menu improvements


When starting a new game, the map selector now shows a short description of the map, as well as a handy thumbnail image of the map itself. Modders are also able to add thumbnails and descriptions with their own maps, though current ones will need to be updated.

Layouts for both the loading menu and save menu have been improved, making it easier to find the save you wish to play. It’s now much easier to see information pertaining to a save file, whilst easily sorting the list via various sort options. Additionally, it is now possible to filter out autosaves and remove them from the viewable list.



And more…


Distance to workplace information returns with this patch. More specifically when assigning villagers to a workplace using the dropdown, you will now see the distance that workplace is from the villager’s home or village center if homeless. We all love an efficient village!



We are aware of some issues relating to zooming, specifically around elevated terrain, with this in mind we have made some improvements to the way that zooming is handled, making it more responsive. More work will be done on the camera in future updates but this should help to improve the control over high terrain areas.

Text contrast and shadows have been enhanced throughout the game, which brings a cleaner look but more importantly, increased readability for everyone. Further improvements are also planned as we continue to refine the new UI.

There are many more tweaks in the 1.7.11 patch, as well as a bunch of medieval bugs vanquished and a number of crashes addressed.

As always, we would like to say a big thank you for your continued support and invaluable feedback.

Changelog


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

Modding

add: Ability to customize core prefabs
add: Modded maps preview customization
add: Expose additional classes and core content

update: Mod logging improvements
update: Modding documentation fixes and improvements

fix: Existing savegame mod reordering fixes
fix: Mod custom behavior tree node fails
fix: Other modding-adjacent bug fixes
fix: Crash on modded bridge building part removal
fix: Crash when building monument mod with tree building part
fix: Crash caused by mod game rule

Modding wiki

Modding documentation and changes can be found over on the modding wiki.

- The Polymorph Games Team