Update log
Full Kainga: Seeds of Civilization update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello Kaingans! As a solo developer, it is often hard to choose what to do with the limited time I have, and a lot of that time has been dedicated to my new project, the cozy urban building game ShantyTown which has just launched a Demo (check it out!)
Extracted changes
- Gameplay
- Maps
- Store
Every time I work on Kainga, I'm reminded of what makes this game so magical: The World. So I'm happy to finally release the next update which focuses on just that, the world of Kainga!
Introducing Kainga Update 1.2!
What's New in the Update?
Here's a brief list of just a few things introduced in the newest update, see the full in game patch notes to see the hundreds of changes since patch 1.1.
This Update Adds:
Added at least 12 Points of Interest including a witches hut, crenelations, new scrollkeeper variants, cemetery, etc.
Added 3 new creatures
Added 10 new house types to unlock
Added a new secret unit
Added rideable lily pads
Grass and trees now blow in the wind
Added tooltips to most progress bars
Added a “Rewatch Intro” button in the settings
Braves you have selected when placing a structure will go and build what you place
Added collectable song tracks
Added a small chance for all the Thinkers to jam out in the Skyloft
Added new landscape generations
Completely reimagined Ice Ridge with a new build algorithm and landscape pieces
New map modifiers: Rising Tide, Hectic, Infested, Clearing, Pyramid, Mountain, Volcano, etc.
Added new randomized cliff and sand textures to every map
Added more Thinker-less towns with unique interactions (mercenaries and cannibals)
Portuguese localization
Added some secrets
Other Changes
There are a bunch of changes, but I thought I'd highlight a few that have been either highly requested or change the way certain things work
Changed camera movement to right-click and hold (from middle mouse button)
Sending braves to resources now defaults to them chopping (hold CTRL to just move them)
Necromancer properly steals deaths
Saved souls now only spawn at game start (not during festivals)
Firejar passive only activates when braves are damaged by fire, instead of nearby fire
Fire has been rebalanced spread slower in general, but faster in high winds
Farms (including seaweed) now yeet resources directly at their worker
AI now prioritizes combat over firefighting
AI Thinkers no longer take inspirations until Ante 2
The second Transport tech is more likely to spawn in reachable locations
Dismantled ladders now give bamboo back
What's Next for Kainga?
I've been having a lot of fun jumping back into Kainga occasionally. I am aware that there are some foundational issues that still exist that are unfortunately so baked into the source they cannot be rooted out without re-creating Kainga itself... which is not off the table! (Kainga 2?)
I've also been toying with the idea of a "Skies and Caves" DLC. What do you think?
ShantyTown - The Cozy Urban Building Game
For now I'm dedicating my time to finish ShantyTown which should launch later this year.
Please check out the Demo and leave feedback if you can! https://store.steampowered.com/app/3701340/ShantyTown_Demo/
On the Backs of Walkers... Again!
That's right! ShantyTown is set in the same universe as Kainga but a different timeline. This carries over to the language, foods and even creatures!
See the Devlog how I added Walkers into ShantyTown!
Join us on Discord for all things Kainga and ShantyTown!
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