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Steam News9 June 202617d ago

V 1.10.1 - Damned money!

Hello Elders! Thank you for the great reception of Trade Secrets, I am happy you like the quirky new mechanics! I received a lot of comments in these first days, and I've been reading all of them!

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Hello Elders! Thank you for the great reception of Trade Secrets, I am happy you like the quirky new mechanics! I received a lot of comments in these first days, and I've been reading all of them! I've been especially fond of the stories with the new elders (and of some very weird but funny bugs!) It turns out that introducing Coins to Pips caused all kinds of quarrels in their world (who would have thought??) and especially made it so that Wanna's story was a tad too harsh. Capitalism seems to have made thinks worse for Pips! Fortunately for us, Goldlings have decided to be a bit more understanding (or maybe Wanna has been very convincing?) and give your traders more coins in exchange for the cool looking resources you can produce, and decreased a bit the variance of it. That, and she got a buff on research to help you early game. Also, following your feedback, I've revised the selection balance for Expeditions so that their flow feels better. Expeditions will now appear less likely if you already saw or sent them (unless no other can be found), and this should make cool ones appear more when possible! Take a look at the whole changelog below to see all changes.

What changed

5 fixes5 additions20 changes0 removals
  • Balance
  • Store
  • Compatibility
  • Gameplay
  • Maps
  • Events
changedHello Elders! Thank you for the great reception of Trade Secrets, I am happy you like the quirky new mechanics! I received a lot of comments in these first days, and I've been reading all of them! I've been especially fond of the stories with the new elders (and of some very weird but funny bugs!) It turns out that introducing Coins to Pips caused all kinds of quarrels in their world (who would have thought??) and especially made it so that Wanna's story was a tad too harsh. Capitalism seems to have made thinks worse for Pips! Fortunately for us, Goldlings have decided to be a bit more understanding (or maybe Wanna has been very convincing?) and give your traders more coins in exchange for the cool looking resources you can produce, and decreased a bit the variance of it. That, and she got a buff on research to help you early game. Also, following your feedback, I've revised the selection balance for Expeditions so that their flow feels better. Expeditions will now appear less likely if you already saw or sent them (unless no other can be found), and this should make cool ones appear more when possible! Take a look at the whole changelog below to see all changes.
changedLet me know what you think, I'll be reading feedback and do more balance as needed!
changedHave fun, and don't forget to pay your Pips! - Michele V 1.10.1 Balance: Buildings
changedExotic Store: increased output from 1 -> 3 to 1 -> 5
changedLiquor Store: Beer production from 1 -> 10 to 2 -> 20. Wine production from 1 -> 10 to 1 -> 30
addedMercer: production from 1 -> 15 to 2 -> 25. added a second Textile 'bulk' production selling 4 items for a discount
Exotic Store: increased output13Exotic Store: increased output increased, buffExotic Store: increased output from 1 -> 3 to15Exotic Store: increased output from 1 -> 3 to increased, buffLiquor Store: Beer production110Liquor Store: Beer production increased, buffLiquor Store: Beer production from 1 -> 10 to220Liquor Store: Beer production from 1 -> 10 to increased, buff

Let me know what you think, I'll be reading feedback and do more balance as needed!

Have fun, and don't forget to pay your Pips! - Michele V 1.10.1 Balance: Buildings

  • Crops with multi-turn depletion now reduce depletion value only on completion (such as Coffee Field and Tobacco Field)

  • Exotic Storeincreased output from 1 -> 3 to 1 -> 5
  • Provisioner: Now also sells Fish and Eggs

  • Herbery: Now also sells Mushrooms

  • Supplier: Now also sells Water and Coal

  • Sponsor Office: now produces 1 more Science

  • Sponsor Hall: now produces 2 more Science. Coin input from 15 to 18

  • Ore Seller: Ore input from 2 to 3

  • Liquor Store: Beer production from 1 -> 10 to 2 -> 20. Wine production from 1 -> 10 to 1 -> 30

  • Toolshop: Basic Tools production from 1 -> 10 to 2 -> 15. Planks from 1 -> 25 to 2 -> 40.

  • Cookshop: Elaborate Food production from 2 -> 30 to 3 -> 40

  • Mercerproduction from 1 -> 15 to 2 -> 25. added a second Textile 'bulk' production selling 4 items for a discount
  • Pharmacy: Infusion production from 1 -> 20 to 4 -> 30

  • Book Store: Paper production from 2 -> 10 to 6 -> 20. Book production from 1 -> 30 to 2 -> 50. Ink production from 3 -> 5 to 6 -> 10

Balance: Resources

  • Mushroom is now tagged as Nature

  • Raw Fish is now tagged as Animal

  • Egg is now tagged as Animal

Balance: Events

  • Revised selection chance for new Trade Secrets boon so they appear more

  • Market Insight: replaced bonus from +50% to +1 Coin

Balance: Expeditions

  • Expedition selection weight is now reduced with the number of times it has previously appeared, and the number of times it has previously been picked

  • Expedition selection now forces only one expedition to appear at most for tier 2 or 3

  • Expedition selection now guarantees that at least one can be performed with the base or current Pips

  • Rebalanced various Expedition tiers for low level expeditions

  • Increased chance for 'Search for a cure' to appear

  • Increased potential gain for Exotic expeditions

Balance: Elders

  • WannaAdded some Underground Water to the map generation
  • WannaReduced variance of resource-to-coin values for negative percentage values (now has a 25% chance to get a negative value instead of 40%)
  • WannaAdditionally reduced coin value variance during Spring to avoid too big swings in early game
  • Wanna: Rebalanced base coin value of several resources (Exotic and hi-end resources especially)

  • Grandma: storage now scales based on game speed. 20% at fast, 25% at default, and 40% at slow

  • Grandmareduced starting resources to 8 of each
  • Darwin: unexplored tiles do not self-deplete at season changes

  • Darwinincreased chance of Darwin specific expeditions
  • Darwinadded some new building choices in the jungle

UX

  • Buildings now list the expeditions they can start

  • Obtained expedition tags are not shown anymore as obtainable to avoid confusion

  • Obtained expedition tags are now shown with a tick

  • Grandma: Renamed various specific search expeditions to give better hints

Bugfixes

  • Fixed a bug where the 'Big Robbery' expedition would never complete

  • Fixed a bug where if a Pip would come back home while a rescue party was searching for him, the rescue party would never return

  • Fixed a bug where Stations would kick the builder out during the building phase

  • Grandma: only Ripe active crops now count towards the Crop Collector bonus

  • Darwinfixed birds being able to generate a null child, breaking expeditions
  • Darwinfixed auto-applying pavements on some terrains soft locking the game

Source

Steam News / 9 June 2026

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