Honestly half the reason I watch these update logs is the comedy value of him always downplaying his own work. "Oh yeah only a few small things, like 200 new events" Or when he apologised for taking too long with an update but he basically put in a whole 4x layer in a few months.
@@ExploratoryResearch I love the scattered approach to these dev diaries. "Reworked disease, so that ahh... Well, it didn't make a lot of sense before, but right now, basically, umm, [it] makes more sense." "I don't actually remember what I've done."
Early game immigrants being less picky is so great. It has always annoyed me that they had such high expectations of a growing settlement. Great change and changes overall!
tbf sometimes it's justifiable, i mean ffs the vikings called GREENland to bait people into thinking it was fertile land... i would be very pissed too if i traveled for weeks or months to arrive at a glorified iceberg XD
You should come to sweden. If they dont get a free apartment in the central downtown area, they get cranky. Meanwhile our native citizens sit and wait in apartment queues for 3 years hoping for any old rundown place opening up..
I'm about 500 hours into the game in 2 months and it's one of the best games I've played. Keep up the good work! My biggest complaint was the combat ai, but it sounds like that will get worked on next. I'm looking forward to 1.0!
Wow, Strat - never thought I'd see you around these parts! By the way, I just wanna say I watched every single bannerlord perk video you made XD. Thanks, my friend. You should give this game a nod on a video! Get some more people aware of this hidden gem!
Great work. I would love to see an "officer/military academy" building that both enhances combat ability of troops and produces "commanders", which could work in the same way as nobles. It'd be a cool part of building the military districts of cities.
Reading this made me think that the game could have a middle class, that they could give bonuses to buildings and squads in the case of battles. They could be captains, managers, the disadvantage would be that they would have to be educated and are more difficult to keep happy.
The plan is to have professional soldiers and militia in 1.0. I can't promise I'll succeed, because last time I ran into an obstacle I've forgotten about. The professional soldiers could have a suite of buildings to compliment their prowess. Professional soldiers could also double as guards, and march around in your city. I'm also pondering commanders, that each division should have 2, and they should be trained in a special academy.
@@songsofsyxofficial9516 your commanders could be the noble's sons and daughters that way you'd have to balance your commanding pools between plebeins and the various nobles you have
@@mcupcake5161 nope... we don´t do too much bloodline-royalty here,we choose our nobles from the coal-mines and farms and our sons and daughters come from the nursery 😁
yesterday a friend and me were just talking about how we'd like more developer updates, right on time I guess! ps: please fix the zoom function so that we can zoom out further, it's really the biggest thing holding this game back, we wanna see our cities fully!!!
@@benc640 U can see the whole map? Cause I have a 27 inch, 4k monitor and I can only see a small part of my city (4k population) I tried the scaling option in the startup menu but that doesnt help and there is no option in game to increase your resolution.
I can zoom out and see the whole map, yeah. Though after a certain level of zoom the graphics turn to markers. Regardless, I have a much wider view at the graphic level with a higher resolution monitor. Playing on a laptop/small monitor after this is basically impossible.
The secret police is such a good idea. I wonder if this could tie in with nobles at all? Im sure in antiquity the higher ups would have well placed individuals around town.
This Game is very clearly a passion project for you. This makes me happy cause a game like this deserves to reach its potential. Keep up the unbelievable work!
Nah, this is better. Kenshi is devoid of content, and notoriously unfinished and abandoned. It had potential but that potential was never reached. Every game start is the absolute same. Go mine for 10 hours straight while avoiding slavers and other miscreants. I know this game is still in development but at least the early and mid game are good. Even if author admits he has no idea what the endgame should be yet I'm sure he'll figure it out. And it's not a school project so it's unlikely to get abandoned.
@@user-pc5qj2ix2c you don't have to just "mine". Theres a slave start thats pretty fun but I will agree there needs to be more procedural things like ancient labs. Also Chris worked on kenshi alone for a long while and he made the choice to start working on kenshi 2 with a full dev team which will hopefully deliver where kenshi 1 didn't.
what a cool ass world we live in, where people who love to make a game can find people just as passionate who will do things for free for then the developer to hire them as appreciation is such a good thing to see, keep iy up man
I love how the developers continuously make videos like this to express and explain things to us. I can see the passion they have for creating this game for all of us. Keep it going because I've already fallen in love with this game!
The early game was a struggle, but in the end, I actually liked it. However, I understand that it filter out some people, which isn't good for the game itself. Overall, it's an amazing game, and I can't wait for the 1.0 release. I'll definitely come back when it comes out. Thank you for your hard work! Games like this are hard to find and don't always appeal to the average person, but they end up having a dedicated community. I believe this will be a great success.
I know there is a group that enjoyed that struggle. And it should be relatively easy to mod back in. The problem is that if you push difficulty into early game, then there's not enough to go around for late game. IF you're not a fan of late game, then that is how it should be. But I need to figure out what the baseline is for vanilla, and this is what I've come up with.
Thank you for your continued support to this incredible game! I'm so happy to hear that you've taken on some support. Can't wait to try out the new changes!
this is by far my favorite game of the past like, decade. i love that you're pouring out so much work and passion and inspiration into this, seriously. as an early 30's gamer, this is one of the rare projects that still inspires in me the feelings i had from games from when i was a kid. i work a lot and don't get much gaming time these days, but i daydream about the game often, and relish the chance to play it more, to start a new save and see how well i can prep my early game and see how well it plays out over time. see how i can improve. love love love it. gives me the same feelings of wonder and itnrigue i had as a kid stepping into AoE2 for the very first time, but this just has so much more flavor and depth and longevity to it.
You've made one of the best fucking games in this genre / cross genre. So many games like this don't have the macro and micro scale like this and it really scratches an itch that other games can only partially scratch. I am starting a new game after not playing for a few months and legit it feels so good to see noticeable improvements from the last time I played which feels so rare man. Loving the new import export features. Great work!
I heard the voice and had to go back to steam to retrieve the wonderful: " This singular mad man dev with his $2 dollarstore mic and utter 20 minute mono-tone ramblings tangents he calls "patch notes videos" while simultaneous discovering bugs while showcasing the newest features IS..... the pinnacle apex of city builders developers. Give him your money, this game is more addicting then black tar heroin and more in-depth then the 900 page Iphones Terms & Conditions. 10/10 would experience colony collapse again due to racial infighting over who gets to walk on which side of the street. " I love this game :D
I found this game via some random post in a video about Manor Lords. So glad I did. And I feel like I joined at a really good time (last spring). Looking forward to more.
I am glad you hired someone who shares your passion for the game, I wish more devs took that route instead of 3rd party companies who just treat it like a preset checklist instead of a growing project.
"My christal clear voice" and your microphone still sounds horrible lmao, I almost died laughing. Unintentionally the funniest thing you've ever said. And thanks for the update ❤
Most of these changes are great, but I have a question regarding trade... why would someone be incentivised to produce machinery for export if they couls just export stone just as well ? Shouldn't higher tier goods have better profit margins ? Great job on this gem of the game btw
You do actually get more out of machinery than stone. First there's the toll, with a flat fee on each unit, which favours machinery. But in general, you have bonuses for stone, and bonuses for machinery and they cost the same, although machinery has a bigger up-front cost. A stone-powered civilization should be viable, same as machinery, that is the idea. It depends on what you choose to specialize in. Each specialization should feel special though, I'm working on that. For instance there are means to increase both toll or tariff. Low toll will make stone profitable and vice versa. If machinery had better margins, then all player would go for it, and I want there to be a choice. The choices should be different though.
Jake - wonderful job you and your team has done so far. Been playing since the very early release! If I had a suggestion for the 1.0 release, it would be a few more amazing songs from the folks that do the music for this game! I know you added more songs a while back, but I simply just can't get enough! You did an amazing job contracting people with such great talent!
Great update. Would really be interested to see a deeper class system, with different sectors of your society wanting more/better goods etc. Keep up the great work, you have a fantastic game here.
cool idea for a game mode where you play as one (minion) go to the throne room to give orders have a family so if you die the leadership stays on the family ...
Just commenting to tell you that I really really like this game of yours, having found it through an obscure, malevolent yet enthralling "RUclipsr" that shall not be named. Managed to get the dondorian homies to some 300 pop before this update, let's see how we'll fare now !
Have you thought about the profession names for the health and law research buildings? One of my favourite things in this game is looking into a tavern or restaurant or hearth and seeing the priest sitting next to a woodcutter and a barber, then following one of them to their work.
@@songsofsyxofficial9516 Those terms sound a bit too modern, but hard to say. I guess it depends on what the building looks like and what they do inside of it
Good update, i am not entirely sure how Storage workers prioritize what resources to gather from first to last. Is it based on distance? I wish it would prioritize by spoilage. Other things are that i think that Freelands are way to easy to capture. And building them up and get an insane amount of stuff is way to cheap also the new event system is cool, we should get events for our captured settlements aswell with more focus of upkeeping and defending.
Great game. I will say the key to longevity for me is detailed toggles for difficulty and editable text files. I can take the bits that annoy me and tune them down, and the challenges I enjoy and tune them up.
Seeing as you read the comments: id be interested to see if nobility could arise in a more natural manner. I think in real life nobility arises ususally from the military, I also think it could arise from artisans and advanced crafts. I like the idea that workers who are in advanced trades, or perhaps officers if its inplemented, gain a sort of "Luxury bar". And these are additional luxuries they expect to be satisfied and work in higher tier professions. You van then build a parliament, or congress, which these citizens staff, and allow you to make choices about what bonuses you want. This way nobility becomes an inherent part of an advancing civilisation, youre forced to consider how to get finery, but once you have a habdle on that you can turn it to your benefit and choose how the nobility can enhance your particular city.
Yes, I'm also pondering how nobility should be appointed. It would be fun and engaging if you were given a list of prominent citizens, and their trade and select from those. Importing nobles could also be a thing. I haven't thought up something good yet.
@@songsofsyxofficial9516 if every race handles nobility differently as well that would be cool. Something for maybe the future but I feel the garth(forget bug people name) are more hive minded, so probably wouldnt care for nobility but maybe something that functions as title that focus on growing the hive for the God? Same with the wood elf faction having a sort of noble that increases faith but overseas cannibal rituals etc? Looking forward to it!
Рад был услышать про новые здания, товары и механики. Играю в бету и мне нравятся новые QoL элементы. Надеюсь в будущем будет ещё много контента. Например хотелось бы чтобы у жителей был распорядок дня и здания соблюдали свой режим работы (номинально у них есть часы работы, но по факту все работают круглосуточно, что выглядит немного нереалистично, когда ночной город мало отличается от дневного). Так же было бы круто если бы в игру добавили браки жителей и детей вне специальных построек, хотя наверное это сложно реализовать с технической точки зрения.
Maybe add a series of events where stranger comes and gives you free stuff or knowledge, but then much later comes and asks to become a noble And if you accept, he joins ur city and that's it, if you reject he goes away, and some (long) time later comes back with an army to defend his honor
Really interesting stuff! Some feedback based on the video: Im happy that maintainance costs are now a part of the production/consumption estimations. I REALLY would like if furnishing from homes also were a part of that, and, less importantly, other wear and tear for items such as clothing and tools. Since you set the amount that is allowed to be used, it should be possible to estimate "consumption" for those. Im looking forward to seeing if you have made earlygame too easy. Its were I spend most of my time, and I really enjoy it a lot, so I hope we dont skip over it too fast from now on. On the other hand, I like that the lategame has been enhanced with events etc. From what I understand, Late game has very much ended in Stagnation rather then destruction, which I always thought was a shame. For you upcoming work on combat: I would really appreciate it if equipment was re-balanced, so I no longer need to give someone 8 warhammers to carry around. It sort of made sense in earlier versions where they were just "weapons", but now that they are specific weapon items, it feels very immersion breaking to me. Keep up the good work, and remember: Its your game, and your vision that matters!
Absolutely, I'll get on that now regarding consumption. The game is centred around population, so I must decide where end game is located. Right now I'm thinking it starts at 6k. This is way too much for most, some like a much faster game with more pacing. While this can still be achieved through modding, I would rather lure those players into becoming more interested in late game. Events play a part here, but there must be more things going on to keep you interested while you wait for the slow construction work to finish. IDK about the weapons. The same philosophy is there more = better, and it works well. Instead of having 8 different warhammers of different quality. I can perhaps change the UI a bit to take the edge of the immersion breaking.
@@songsofsyxofficial9516 Thank you! I agree with you on a lot of your point. I dont know if my PC could take 6K population though :) I suspected that the weapons were supposed to symbolise higher quality weapons. I agree that SOS does NOT need some sort of Dwarf fortress like quality system to its weapons. If it was up to me, I would probably just remove the scaling system and have every unit either be armed or unarmed. You either have a flancata or you dont. Maybe you can have one in each hand. But beyond that, More is not Better. I dont know if that could be balanced by making them harder to produce and buffing the bonus form weapons a bit?
As a new player, my biggest issue is always my people outgrowing my food supply, I'm not sure if its a really just a skill diff or not, but would it be possible for a toggleable warning window to pop up when I'm going to exceed my food production? I'll add one Orc to my settlement cause I have a visual surplus of food, then within a month I have negative food and my city deathspirals. Also for battles, Flags floating above units with the various battles stats I could see in a glance, would be an absolute godsend 🙏🏻
As a new player you should die in just the right amount without you getting frustrated and hating the game. That's the survival part, before you get to the empire part. I personally feel this is too easy in theory ATM, as you have details about your consumption vs production available. You also have hunting and foraging which should stave of any disaster. So I think the problem you're having more stems from a crappy tutorial/guide.
loving the updates! your getting there!! mic has some very high frequency now, cant stand it now with ribbon tweeters^^. previously was better imo, there was some reverb to it, now its in my head. only real way is better mic. please try a highcut and reverb in your new software.
I love your personality and sense of humor. Down to earth, honest, direct and funny. Keep up the great work! I will definitely come back for 1.0, if not before. After 1.0 ( and a few months of bug fixing and balancing),my advice would be to go on a longer vacation and then come back with a new project or new content in the form of a paid DLC.
For those who want a summary: Additions: Save compatibility (~not fully tested) New event engine (200 events) Reworked maintenance (it’s no longer a magical thing) Difficulty change (early game easier, late game harder) Fulfillment adjustments Text fixes Reworked diseases (and new infinite technology for them) Reworked raiders (finite number of raiders) New trade system and HUD (added tolls and tariffs, more balanced?) For future versions: New buildings (for medical research and law/police/secret police) Reworked battles (weapons, morale, ...) World map (factions, AI, management, ...) More sound effects For version 1.0: Water mills, windmills Casino?
A few suggestions - I'd love to see more species specific demands when populations get higher, for example when you've got like 100 bugs then they start wanting slaves more or when you're the dwarfs and you don't have booze after 50 pop they get mad. Perhaps the humans want nobility a lot! This would make each settlement feel different and your runs more focused (if you're doing a specific race) and it would make a cosmopolitan settlement pretty darn difficult as you'll be hitting all those demand thresholds. An idea for an event - religious based events. This is fantasy! I think the gods should participate in the world! Maybe it's a god who demands sacrifice of some kind (animals, gems, people?) And if you don't agree you get punished somehow? Drought, raid, infestation (food stocks dissappear), plague. Or you do complete the gods demands and you can get a temporary buff to efficiently somewhere or protection from raids for a bit. Maybe lowered matenince for a time! Player driven events - a way for the plater to activate events of some kind, perhaps throw a feast to liven up moods or host a combat tournament for similar reasons but it also helps relations with nearby settlements. Religious events - for example sacrifices ^ or congregations. Maybe hosting a market day when your warehouses are bursting that makes a load of traders come through and pick up what they feel like from your exports. [I'd imagine that one would be a nightmare to code tho]
„It should be compatible with v66 saves”
„There might be strangeness. Who knows, I havent actually tried”
My favourite gamedev vlog youtuber is back
"Then there's the Tariff, and the Tariff is kind of-I don't understand it fully but..."
The Ye of the fantasy based city state simulator world
IN HIS DEFENSE, he has tried loading and booting it as he said, he just hasn't tried to see how things develop
"There are no major features in this update"
also
"There is now an event engine with 200+ events"
Honestly half the reason I watch these update logs is the comedy value of him always downplaying his own work.
"Oh yeah only a few small things, like 200 new events"
Or when he apologised for taking too long with an update but he basically put in a whole 4x layer in a few months.
@@ExploratoryResearch I love the scattered approach to these dev diaries.
"Reworked disease, so that ahh... Well, it didn't make a lot of sense before, but right now, basically, umm, [it] makes more sense."
"I don't actually remember what I've done."
Early game immigrants being less picky is so great. It has always annoyed me that they had such high expectations of a growing settlement. Great change and changes overall!
tbf sometimes it's justifiable, i mean ffs the vikings called GREENland to bait people into thinking it was fertile land... i would be very pissed too if i traveled for weeks or months to arrive at a glorified iceberg XD
You should come to sweden. If they dont get a free apartment in the central downtown area, they get cranky.
Meanwhile our native citizens sit and wait in apartment queues for 3 years hoping for any old rundown place opening up..
Keep Dondarians picky though please
I'm about 500 hours into the game in 2 months and it's one of the best games I've played. Keep up the good work! My biggest complaint was the combat ai, but it sounds like that will get worked on next. I'm looking forward to 1.0!
You are the true gamer strat!!
would love to see spme guides on this!
Wow, Strat - never thought I'd see you around these parts! By the way, I just wanna say I watched every single bannerlord perk video you made XD. Thanks, my friend. You should give this game a nod on a video! Get some more people aware of this hidden gem!
Great work.
I would love to see an "officer/military academy" building that both enhances combat ability of troops and produces "commanders", which could work in the same way as nobles. It'd be a cool part of building the military districts of cities.
Reading this made me think that the game could have a middle class, that they could give bonuses to buildings and squads in the case of battles. They could be captains, managers, the disadvantage would be that they would have to be educated and are more difficult to keep happy.
The plan is to have professional soldiers and militia in 1.0. I can't promise I'll succeed, because last time I ran into an obstacle I've forgotten about. The professional soldiers could have a suite of buildings to compliment their prowess. Professional soldiers could also double as guards, and march around in your city. I'm also pondering commanders, that each division should have 2, and they should be trained in a special academy.
@@songsofsyxofficial9516 your commanders could be the noble's sons and daughters that way you'd have to balance your commanding pools between plebeins and the various nobles you have
@@mcupcake5161 nope... we don´t do too much bloodline-royalty here,we choose our nobles from the coal-mines and farms and our sons and daughters come from the nursery 😁
I truly hope you realize you are the living incarnation of the golden standard for indie devs. Keep going, you absolute chad of a man.
The microphone quality is good now! This is one of my favorite changes from this video!!
It's very 2008. I'll go find out how it sounded before lol.
Kenshi/Dwarf Fortress/Songs of Syx is the god tier trifecta
how dare you not mention rimworld
I like the idea of having events. Thanks for the great work!
I fking love this game, thank you so much for creating this gem. And all the hard work you put into it
yesterday a friend and me were just talking about how we'd like more developer updates, right on time I guess!
ps: please fix the zoom function so that we can zoom out further, it's really the biggest thing holding this game back, we wanna see our cities fully!!!
This would be great!
This is fixed with a higher resolution monitor. I never actually realised you were limited in zoom until I tried to play on my laptop.
@@benc640 I have a 27 inch 4k monitor
@@benc640 U can see the whole map? Cause I have a 27 inch, 4k monitor and I can only see a small part of my city (4k population) I tried the scaling option in the startup menu but that doesnt help and there is no option in game to increase your resolution.
I can zoom out and see the whole map, yeah. Though after a certain level of zoom the graphics turn to markers. Regardless, I have a much wider view at the graphic level with a higher resolution monitor. Playing on a laptop/small monitor after this is basically impossible.
The secret police is such a good idea. I wonder if this could tie in with nobles at all? Im sure in antiquity the higher ups would have well placed individuals around town.
This Game is very clearly a passion project for you. This makes me happy cause a game like this deserves to reach its potential. Keep up the unbelievable work!
RIP my schoolwork...
i guess i am not graduating from masters this year ... again ...
You are the Kenshi of citybuilders!
so true
And just like Kenshi, this needs Magic ^^
@@Melganor no
Nah, this is better.
Kenshi is devoid of content, and notoriously unfinished and abandoned. It had potential but that potential was never reached.
Every game start is the absolute same.
Go mine for 10 hours straight while avoiding slavers and other miscreants.
I know this game is still in development but at least the early and mid game are good. Even if author admits he has no idea what the endgame should be yet I'm sure he'll figure it out.
And it's not a school project so it's unlikely to get abandoned.
@@user-pc5qj2ix2c you don't have to just "mine". Theres a slave start thats pretty fun but I will agree there needs to be more procedural things like ancient labs. Also Chris worked on kenshi alone for a long while and he made the choice to start working on kenshi 2 with a full dev team which will hopefully deliver where kenshi 1 didn't.
what a cool ass world we live in, where people who love to make a game can find people just as passionate who will do things for free for then the developer to hire them as appreciation is such a good thing to see, keep iy up man
I love how the developers continuously make videos like this to express and explain things to us. I can see the passion they have for creating this game for all of us. Keep it going because I've already fallen in love with this game!
The report of how many resources are spent by maintenance is a great add.
We will be there in the 1.0! we already are here haha
These dev blogs are another reason to support this dude, they are somehow very entertaining and informative even for "small things".
These vids among other things, separate you from the rest! Thank you and keep it up.
Can’t wait for the sequel Songs of Sevyn
I am interested to see how the city building experience feels in this new update. I am excited to see what this game does up to 1.0
The king has returned!!
Seems like a good opportunity to go back to this gem
Hopefully thomas, the newest addition to your basement, gets regular meals for his hard work.
Yes, the two previous two tenants got cholera, so I discarded those, so Thomas has the whole place to himself and double rations.
The early game was a struggle, but in the end, I actually liked it. However, I understand that it filter out some people, which isn't good for the game itself. Overall, it's an amazing game, and I can't wait for the 1.0 release. I'll definitely come back when it comes out. Thank you for your hard work! Games like this are hard to find and don't always appeal to the average person, but they end up having a dedicated community. I believe this will be a great success.
I know there is a group that enjoyed that struggle. And it should be relatively easy to mod back in. The problem is that if you push difficulty into early game, then there's not enough to go around for late game. IF you're not a fan of late game, then that is how it should be. But I need to figure out what the baseline is for vanilla, and this is what I've come up with.
Ohhhh heaven!
Thank you kindly!!
Version 69 is going to be nice
Nice 😎
Nice
"Upgraded message parlours"
You know what? This first 30 sec of this video is my instant subscribtion
Thank you for your continued support to this incredible game! I'm so happy to hear that you've taken on some support. Can't wait to try out the new changes!
this is by far my favorite game of the past like, decade. i love that you're pouring out so much work and passion and inspiration into this, seriously. as an early 30's gamer, this is one of the rare projects that still inspires in me the feelings i had from games from when i was a kid. i work a lot and don't get much gaming time these days, but i daydream about the game often, and relish the chance to play it more, to start a new save and see how well i can prep my early game and see how well it plays out over time. see how i can improve. love love love it. gives me the same feelings of wonder and itnrigue i had as a kid stepping into AoE2 for the very first time, but this just has so much more flavor and depth and longevity to it.
Honestly, your game got me into city builders. Loving every moment I play. Thank you
Have been playing your game for a long time and its coming along great.
You and your dev blogs are so authentic. Keep up the good work!
You've made one of the best fucking games in this genre / cross genre. So many games like this don't have the macro and micro scale like this and it really scratches an itch that other games can only partially scratch. I am starting a new game after not playing for a few months and legit it feels so good to see noticeable improvements from the last time I played which feels so rare man. Loving the new import export features. Great work!
Man, your game is really a gem. love it. This game will be even better with every update you make and i will be there to play.
Jake became the battlecruiser comander
Great work man, hope you keep bringing exciting updates
I heard the voice and had to go back to steam to retrieve the wonderful:
"
This singular mad man dev with his $2 dollarstore mic and utter 20 minute mono-tone ramblings tangents he calls "patch notes videos" while simultaneous discovering bugs while showcasing the newest features IS.....
the pinnacle apex of city builders developers.
Give him your money, this game is more addicting then black tar heroin and more in-depth then the 900 page Iphones Terms & Conditions.
10/10 would experience colony collapse again due to racial infighting over who gets to walk on which side of the street.
"
I love this game :D
New raider system is wonderfully thought out. So many excllent updates with this patch. Thank you for you and your team's hardwork and creativity.
I found this game via some random post in a video about Manor Lords. So glad I did. And I feel like I joined at a really good time (last spring). Looking forward to more.
Looking forward to another playthrough with this newest updated. Keep up the awesome work.
I will definitely play this game on release.
I am glad you hired someone who shares your passion for the game, I wish more devs took that route instead of 3rd party companies who just treat it like a preset checklist instead of a growing project.
"My christal clear voice" and your microphone still sounds horrible lmao, I almost died laughing.
Unintentionally the funniest thing you've ever said.
And thanks for the update ❤
Great job. In v66 my neighbors have been asking me to give them like 90% of my grain which would leave my city starving in a few days.
love the game brother, keep on going
Would be great to see the nobles/government systems fleshed out a bit. Will have to try the next version soon!
nice, i really enjoy that your voice is so much better now
Thank you for making a great game, I love it!
Most of these changes are great, but I have a question regarding trade... why would someone be incentivised to produce machinery for export if they couls just export stone just as well ? Shouldn't higher tier goods have better profit margins ? Great job on this gem of the game btw
You do actually get more out of machinery than stone. First there's the toll, with a flat fee on each unit, which favours machinery. But in general, you have bonuses for stone, and bonuses for machinery and they cost the same, although machinery has a bigger up-front cost. A stone-powered civilization should be viable, same as machinery, that is the idea. It depends on what you choose to specialize in. Each specialization should feel special though, I'm working on that. For instance there are means to increase both toll or tariff. Low toll will make stone profitable and vice versa. If machinery had better margins, then all player would go for it, and I want there to be a choice. The choices should be different though.
@@songsofsyxofficial9516 thanks for the explanations ! Looking forward to exploring this in-game ! Cheers
Thanks
Man i love your Game, just got it for Like Three days and im total adicted ❤
Jake - wonderful job you and your team has done so far. Been playing since the very early release! If I had a suggestion for the 1.0 release, it would be a few more amazing songs from the folks that do the music for this game! I know you added more songs a while back, but I simply just can't get enough! You did an amazing job contracting people with such great talent!
you're in luck. I have 10 great songs saved for 1.0.
@@songsofsyxofficial9516 damn, you're awesome 😎
Jake, I need you to stop. I'm trying to have a career and a social life over here, and you're making things very difficult for me.
"Read the description"
god i love these devlogs
Great work
I just returned to the game after short break, nice to see an update. Good work guys! :D
Great update. Would really be interested to see a deeper class system, with different sectors of your society wanting more/better goods etc.
Keep up the great work, you have a fantastic game here.
Крутая игра. Спасибо тебе
cool idea for a game mode where you play as one (minion) go to the throne room to give orders have a family so if you die the leadership stays on the family ...
this is such a great game honestly
Awesome
Just commenting to tell you that I really really like this game of yours, having found it through an obscure, malevolent yet enthralling "RUclipsr" that shall not be named.
Managed to get the dondorian homies to some 300 pop before this update, let's see how we'll fare now !
Love your work! You ever do expansions, or any other game you'll get my money.
awesome
Have you thought about the profession names for the health and law research buildings?
One of my favourite things in this game is looking into a tavern or restaurant or hearth and seeing the priest sitting next to a woodcutter and a barber, then following one of them to their work.
Medical professor & detective/law officer/agent
@@songsofsyxofficial9516 Those terms sound a bit too modern, but hard to say. I guess it depends on what the building looks like and what they do inside of it
Avesome work!
Great job!
I was thinking, wow a new mic. But no. Just stay enough and you will hear it by ourselves.
Nice update!
good job mate this game has alot of potential
Yess future updates for battles 🛐.
Good update, i am not entirely sure how Storage workers prioritize what resources to gather from first to last. Is it based on distance? I wish it would prioritize by spoilage.
Other things are that i think that Freelands are way to easy to capture. And building them up and get an insane amount of stuff is way to cheap also the new event system is cool, we should get events for our captured settlements aswell with more focus of upkeeping and defending.
Bro You are the goat
cant wait for battles
Great game.
I will say the key to longevity for me is detailed toggles for difficulty and editable text files. I can take the bits that annoy me and tune them down, and the challenges I enjoy and tune them up.
Did somebody noticed that minion grabbed body by legs and dragged it somewhere at 19:32 ? I never seen this animation.
I’m a new player I just got the game about a week ago and I like it being hard in the beginning
easily my favorite dev ever lol
Imo you should add random giant meteor that kills whole city in end game as a chrismas surprise.
there is something similar to that actually.
Seeing as you read the comments: id be interested to see if nobility could arise in a more natural manner. I think in real life nobility arises ususally from the military, I also think it could arise from artisans and advanced crafts. I like the idea that workers who are in advanced trades, or perhaps officers if its inplemented, gain a sort of "Luxury bar". And these are additional luxuries they expect to be satisfied and work in higher tier professions. You van then build a parliament, or congress, which these citizens staff, and allow you to make choices about what bonuses you want. This way nobility becomes an inherent part of an advancing civilisation, youre forced to consider how to get finery, but once you have a habdle on that you can turn it to your benefit and choose how the nobility can enhance your particular city.
Yes, I'm also pondering how nobility should be appointed. It would be fun and engaging if you were given a list of prominent citizens, and their trade and select from those. Importing nobles could also be a thing. I haven't thought up something good yet.
@@songsofsyxofficial9516 if every race handles nobility differently as well that would be cool. Something for maybe the future but I feel the garth(forget bug people name) are more hive minded, so probably wouldnt care for nobility but maybe something that functions as title that focus on growing the hive for the God? Same with the wood elf faction having a sort of noble that increases faith but overseas cannibal rituals etc? Looking forward to it!
My favorite Sim game yet!!!
I look forward to 1.0 even in early access this game is a time vampire, so damn addicting to play!
Рад был услышать про новые здания, товары и механики. Играю в бету и мне нравятся новые QoL элементы. Надеюсь в будущем будет ещё много контента. Например хотелось бы чтобы у жителей был распорядок дня и здания соблюдали свой режим работы (номинально у них есть часы работы, но по факту все работают круглосуточно, что выглядит немного нереалистично, когда ночной город мало отличается от дневного). Так же было бы круто если бы в игру добавили браки жителей и детей вне специальных построек, хотя наверное это сложно реализовать с технической точки зрения.
Maybe add a series of events where stranger comes and gives you free stuff or knowledge, but then much later comes and asks to become a noble
And if you accept, he joins ur city and that's it, if you reject he goes away, and some (long) time later comes back with an army to defend his honor
This game has been consuming my soul
Really interesting stuff! Some feedback based on the video:
Im happy that maintainance costs are now a part of the production/consumption estimations. I REALLY would like if furnishing from homes also were a part of that, and, less importantly, other wear and tear for items such as clothing and tools. Since you set the amount that is allowed to be used, it should be possible to estimate "consumption" for those.
Im looking forward to seeing if you have made earlygame too easy. Its were I spend most of my time, and I really enjoy it a lot, so I hope we dont skip over it too fast from now on. On the other hand, I like that the lategame has been enhanced with events etc. From what I understand, Late game has very much ended in Stagnation rather then destruction, which I always thought was a shame.
For you upcoming work on combat: I would really appreciate it if equipment was re-balanced, so I no longer need to give someone 8 warhammers to carry around. It sort of made sense in earlier versions where they were just "weapons", but now that they are specific weapon items, it feels very immersion breaking to me.
Keep up the good work, and remember: Its your game, and your vision that matters!
Absolutely, I'll get on that now regarding consumption.
The game is centred around population, so I must decide where end game is located. Right now I'm thinking it starts at 6k. This is way too much for most, some like a much faster game with more pacing. While this can still be achieved through modding, I would rather lure those players into becoming more interested in late game. Events play a part here, but there must be more things going on to keep you interested while you wait for the slow construction work to finish.
IDK about the weapons. The same philosophy is there more = better, and it works well. Instead of having 8 different warhammers of different quality. I can perhaps change the UI a bit to take the edge of the immersion breaking.
@@songsofsyxofficial9516 Thank you! I agree with you on a lot of your point. I dont know if my PC could take 6K population though :)
I suspected that the weapons were supposed to symbolise higher quality weapons. I agree that SOS does NOT need some sort of Dwarf fortress like quality system to its weapons. If it was up to me, I would probably just remove the scaling system and have every unit either be armed or unarmed. You either have a flancata or you dont. Maybe you can have one in each hand. But beyond that, More is not Better. I dont know if that could be balanced by making them harder to produce and buffing the bonus form weapons a bit?
As a new player, my biggest issue is always my people outgrowing my food supply, I'm not sure if its a really just a skill diff or not, but would it be possible for a toggleable warning window to pop up when I'm going to exceed my food production? I'll add one Orc to my settlement cause I have a visual surplus of food, then within a month I have negative food and my city deathspirals.
Also for battles, Flags floating above units with the various battles stats I could see in a glance, would be an absolute godsend 🙏🏻
As a new player you should die in just the right amount without you getting frustrated and hating the game. That's the survival part, before you get to the empire part. I personally feel this is too easy in theory ATM, as you have details about your consumption vs production available. You also have hunting and foraging which should stave of any disaster. So I think the problem you're having more stems from a crappy tutorial/guide.
"The events are limited only by your imagination."
This is too much fun, ive been luring raiders in just to ambush them and its hilarious each time
esse jogo está ficando cada vez melhor bom trabalho dev.
This game is something special. thank you for being the most based dev ever.
loving the updates!
your getting there!!
mic has some very high frequency now, cant stand it now with ribbon tweeters^^. previously was better imo, there was some reverb to it, now its in my head. only real way is better mic. please try a highcut and reverb in your new software.
Having polearms in the game would be cool honestly :p
Btw,great work bro
Greetings!!! How are you? Good work on the game and the equipment and everything man hope to hear more from you as much as pos!
Great game 🎉
I love your personality and sense of humor. Down to earth, honest, direct and funny. Keep up the great work! I will definitely come back for 1.0, if not before. After 1.0 ( and a few months of bug fixing and balancing),my advice would be to go on a longer vacation and then come back with a new project or new content in the form of a paid DLC.
For those who want a summary:
Additions:
Save compatibility (~not fully tested)
New event engine (200 events)
Reworked maintenance (it’s no longer a magical thing)
Difficulty change (early game easier, late game harder)
Fulfillment adjustments
Text fixes
Reworked diseases (and new infinite technology for them)
Reworked raiders (finite number of raiders)
New trade system and HUD (added tolls and tariffs, more balanced?)
For future versions:
New buildings (for medical research and law/police/secret police)
Reworked battles (weapons, morale, ...)
World map (factions, AI, management, ...)
More sound effects
For version 1.0:
Water mills, windmills
Casino?
Spread the news of the dev diary!
I'm new and more new things is good, for a while I'd live in mystery of "what the heck is this?!" and that is a good thing I think.
A few suggestions - I'd love to see more species specific demands when populations get higher, for example when you've got like 100 bugs then they start wanting slaves more or when you're the dwarfs and you don't have booze after 50 pop they get mad. Perhaps the humans want nobility a lot! This would make each settlement feel different and your runs more focused (if you're doing a specific race) and it would make a cosmopolitan settlement pretty darn difficult as you'll be hitting all those demand thresholds.
An idea for an event - religious based events. This is fantasy! I think the gods should participate in the world! Maybe it's a god who demands sacrifice of some kind (animals, gems, people?) And if you don't agree you get punished somehow? Drought, raid, infestation (food stocks dissappear), plague. Or you do complete the gods demands and you can get a temporary buff to efficiently somewhere or protection from raids for a bit. Maybe lowered matenince for a time!
Player driven events - a way for the plater to activate events of some kind, perhaps throw a feast to liven up moods or host a combat tournament for similar reasons but it also helps relations with nearby settlements. Religious events - for example sacrifices ^ or congregations. Maybe hosting a market day when your warehouses are bursting that makes a load of traders come through and pick up what they feel like from your exports. [I'd imagine that one would be a nightmare to code tho]
also cant wait for 1 . 0