- August 2020 Accessibility Update - 9 August 2020
Prosperity wants to be an experience shared by all sorts of people. One of the advantages of being text based is that those who have trouble seeing and require screen readers can play them. Unfortunately, Prosperity isn't 100% of the way there, but this update brings it up to say... 60%, I hope? After speaking with some blind gamers, I decided to shift my focus on this update from features to QoL improvements, so here they are. * Massive changes to the structure of the game code so that it is screen-reader friendly * Styling changes to make it easier for people with light sensitivity (aka, game is now dark mode) * Ambience audio channel is now split between Ambience and UI. UI channel provides audio cues to things happening on the screen such as tab changes and popups. UI audio is a work in progress, there is still a lot missing but better than before. * Fixed a number of bugs that affe…
- 2020 April Update - 26 April 2020
Hello everyone, Thank you for being so patient with this latest update. After taking a short break, we: the game testers and I noticed many more areas to improve. So, here we are. This update is an important milestone, we are closer now to having a fleshed out Culture system, which we promised would be the first victory condition. With that in mind, let's look at what is new, what got fixed, and what we are working towards. New Features ================== District Specializations: Once a district has Road to Capital built, you may choose to specialize the district. There are three specializations: Research, Resource, and Culture. Each unlocks unique improvements to that district. For the time being, the cultural and reserach improvements are for show only, while we work on finalizing the effect they have on the capital. Improved Contracts: The contracts system was adjusted so that the n…
- November 2019 Update - 25 November 2019
Hello everyone, Thank you for being so patient with our new update - we have a lot of cool new stuff this time, and will be rolling out additional content that takes advantage of the new systems in the coming weeks, based on feedback! * Weather system * Seasonal effects of weather on productivity, farm bonuses * New ambience sound effects from weather * New Experts system - Artists * Hire artists from the Experts panel in City View * Artists create works of art - which adds to Aesthetics * New Global Settings control - control display mode and zoom level * New Special Projects panel, replaces individual project panels * New story - Mason Marky * Bug Fixes: * Double counting on building instances * Fixed issue with performance when there are too many buildings in building queue * Fixes bug with volume slider not always working * QoL: * Some tutorial hints early game * Wording changes bas…
- 1.16.6 patch - 4 August 2019
Hey guys, just letting you know we've issued a patch (1.16.6) to address a few issues that we missed during testing. 1. Sometimes buildings were taking much longer to repair than anticipated - this was because we changed the scaling but it was not applied uniformly in some edge cases 2. When you add a lot of projects to the building queue it can dramatically slow down the performance of the building screen, this patch addresses one of the performance issues 3. The game could sometimes hang in late game when you have thousands of workers, and they were all starting their batches at the same time 4. Fixed some issues with Aesthetics, where a number of Aesthetics upgrades were not being properly unlocked if your game was started before the last update 5. Fixed some issues where the progress bar would jerk around instead of being a smooth animation
- July 2019 Update! - 27 July 2019
Hey Everyone, Thank you for being patient with our July update! We've been making progress in increasing the depth and giving players more control over different aspects of the game, so let's get down to the details. New Features * Tools system - Tools have come into existence! Your workers have an innate desire for tools and if you have the tools they will use it. Overall efficiency of all workers depend on availability of tools (there's no penalty for not having tools). Efficiency is calculated as a percentage of "tool points" fulfilled vs. desired. Note that tools do break over time so it'll be necessary to replace broken tools. Improved tools provide 3 points and regular tools provide 1 point (i.e. 1 improved tool is equivalent to having 3 regular tools in terms of how long they last). * Work Orders - This new system was created so that players can request special batches that are n…
- June 2019 update - 13 June 2019
The save folder has changed locations for windows users! Don't worry, the game will migrate your files over automatically Fixed a bug where currency can go negative from the Garden Stall Fixed a bug where you can lose resources for starting to create a new district but then cancelling instead of hitting create. Fixed a bug where workers can go negative when a building collapses from natural disasters Added failsafes to prevent population from going negative (which shouldn't be possible, but there are some far flung edge cases) Auction houses now provide money properly Tweaked a number of tech upgrades Job description will now provide efficiency breakdown if available Lots of progress on the work order system but it is not yet available Started work on the Perks system (not available yet) See you for July update! :) dSolver
- 2019 May Update! - 9 May 2019
Hello everyone, thank you for being so patient with the game updates. There has been major rework in the infrastructure side to support the extent that we'd like to see the game go. The goal hasn't changed, we would still like to deliver the military campaign, the religion system, the cultural influence system, and very importantly we want to create vertical integrations across all these systems to improve gameplay. In the May update, we added the necessary infrastructure behind the military campaign. Specifically, the world is now mapped with locations (points of interests), roads (which connect them), and we moved over anyone that moves such as battalions and caravans to the Traveler system, which makes use of these roads. We have built systems for building up an army and maintaining them, battle sequences between opposing forces, and the concept of faction ownership on locations. Add…
- 2019-01-09 Update - 9 January 2019
Hey everyone, Happy New Year! Now that bellies are full and holiday stress is over, let's dive back into routine with a new update. In addition to posts here, from now on I will (try to) keep a changelog over at https://home.prosperity-game.com/changelog * New feature: Market Auto-sell on District Improvements. Once a Market is built in a district, the player will be able to toggle goods produced in the district to auto-sell. This feature figures out what the district produces by keeping a running list of goods produced via each improvement * District Improvement changes: * Compost Yard - will now provide Food points to a district instead of increasing efficiency of farms * Road to Capital - Reduced the prerequisite district stats, replaced Explorers Guild with Porcelain Tower * District Upkeep cost adjusted, will now have a base cost to upkeep districts to discourage creating too many…
- 2018-12-04 Update: Special Projects and a UI update - 5 December 2018
Hello everyone, and thank you for bearing with me for an unusually long time between updates. In this update, we looked at balancing how much districts can produce, how quickly districts become established, 2 new upgrades for Ranch and Townhomes, and a new mechanic is born: Special Projects. Special Projects are, well, projects that is separate from the normal projects your workers work on. In this update, the Special Project we added is mining for Granite and Marble. After a certain depth of your mine, your miners have a chance at finding deposits of Granite and Marble. These deposits are pretty big, and extracting marble and granite can be much more difficult than iron ore (after all, you can't exactly smelt it, so they have to be brought up in chunks). Take note however, estimates of how much granite/marble there is in a project can be inaccurate, and projects can be frought with del…
- 2018-10-14 Patch: Balance and Hotkeys - 15 October 2018
Well guys, I wanted to make this super complex thing with hotkeys but instead I said to myself "ah forget it, let's just do something that works and we'll figure out the 'ideal system' later". So, you have 4 hotkeys now! (gasp). space - pause/resume the game ctrl+s - saves the game w - goes to worker screen b - goes to building screen ... more to come for additional screens once I get some feedback about good defaults (w and b are both reachable by the left hand, which I like as a right-handed mouser) (I am terribly sorry for lefties who are left out here by my design decision) Bug fixes: * The fur trader guy wasn't following inflation rules after the initial contract, had to remind him of that * Some district production were wildly off from what they were supposed to be, had to fix it, one by one. There's probably still some severe imbalances, please let me know if you find something C…
- 2018-09-26 Update: Districts! - 27 September 2018
Hello everybody, Thank you for being so patient as I slowly designed, redesigned, restarted one more time, before settling on an idea of what a District means. In this update, the first iteration of the Districts mechanic is unveiled, and in future updates the mechanic will be improved. But first, let's talk about what's in this update. District: Your town is getting crowded, let's face it, real estate is a valuable resource and there's just not enough of it. You need large swaths of land to farm but the growing population needs space for housing. Enter the new Districts mechanic. You can have multiple districts, as many as you'd like hypothetically. Districts are like settlements that you do not directly control. Their health is measured by scores in Food, Loyalty, and Efficiency. Improvements built into a district affects these stats and others too potentially. Improvements can also h…
- 2018-08-26 Update - 26 August 2018
Hey folks! Apologies for the lack of updates! This probably isn't the big one you were hoping for (Districts feature), but it continues to lay the groundwork and provides a number of tweaks and QoL improvements. Tweaks * A number of techs involving vegetable and fruit farming has been tweaked. Vegetable farming got a noticeable buff so that it will be a bit more worthwhile. * Pickling and smoking meat will now produce more food than it takes in! Magic? nope - just that scraps and other pieces of produce previously thought of as throw-aways are used as well. * Reduced the rate of buildings needing maintenance from normal tear and wear. Disasters still pose a significant threat to the health of buildings. * Added a food theft event, which is like theft event but it targets the granary. * Whenever an arson attempt is foiled, there will be a notification now (just like when it succeeds or a…
- 2018-07-31 Patch - 1 August 2018
Emergency Patch to fix game-breaking bugs 1. Fixed an issue where a game could crash when salvaging a building 2. Fixed an issue where a soft cap on the number of buildings could cause game to crash 3. Fixed the description for Beast of Burden, and Growth Potion 2. 4. Fixed a bug where the Irrigation tech had no effect, updated the description on Irrigation 5. Removed the extra granary from the initial Balance 1. Reduced the value of cotton fabric by a bit and increased the value of clothing by a bit. 2. Added some items that can be bought from a few trading guilds and added a few items that can now be sold (if you have a trading guild that is requesting said item) 3. Hovels will now take up 8 units of space as opposed to 5 4. Townhouses have been unveiled via a new tech "Townhomes" that follows "Scaffolding". Townhouses are high density housing for Towns/Cities. UI 1. The damaged build…
- 2018-07-29 Update - 30 July 2018
Hey everyone! Today's update focuses primarily on balance and bug fixes. Don't worry, I made sure to throw in a little curve ball too! Tech/Exp: Experience required for gaining a new tech point has increased x4. To compensate for Civil Tech early game, civil exp from building new buildings increased x5. Buildings The sizes of buildings were tweaked, in particular hovels and houses were reduced significantly. Space added from going up tiers also increased slightly for plains space. Taxes The amount of income from taxes has been fixed, now it is scaled appropriately with the cost of other things. Refugees Reduced the number of refugee events QoL Trading Guild Cards now have a section for the description and what they are looking to buy. The tab you were last on individually for each building card is now recorded, so if you switched to the Upgrade Tab for Hovel, you will see the Upgrade Ta…
- 2018-07-15 Update - 15 July 2018
Hey everyone, Another update is here! Let's take a quick peek at what's happening: 1. We added a new feature, the building-state mechanism. When you start the game, rather than starting with absolutely nothing, you will start with some damaged buildings (damaged during the raid in the story). Repairing these buildings will be cheaper than starting from scratch. Salvaging a building will get you some resources. Since buildings can be damaged, we have revamped the building state system to follow a "building condition" statistic. A building's condition goes down after some time, particularly during big events like floods and blizzards, but idle builders will do maintenance work on their own, so it's a good idea to keep builders around even if the building queue is empty! 2. Two new civil policies: Auto Repair, Auto Upgrade - builders will add repair projects if there are none in queue and…
- 2018-06-24 Update - 25 June 2018
Hello everyone! Another update is here! We have a nice mix of bug fixes and new features, so here's the gist: New Features Some workers will have a new experience mechanism applied. For now it is the Apothecary, Brick Maker, Smelter, and Lumber Miller. More jobs will be make use of this mechanic in the future. For each of these experienced work, there is a concept of top experience, which is pushed when some worker has more experience than the top. However, bonus production is calculated based on average experience of the job, so it could be more worthwhile to keep people at least one person on the job (when removing workers, it removes the least experienced first). Added a new tech, building and job, (Brick Mold, Brickworks, Brick Maker respectively), for producing bricks. Brick making may not be worthwhile early on due to inexperience of workers and tech. Added a new indicator for res…
- 2018-06-10 Patches - 11 June 2018
Hey everyone, First major patch that also brings in a couple new features is here! Here's the gist: New Features: 1. Toggleable Policies - some techs have been converted over to Toggleable Policies, such that they can be toggled on or off in the Council screen under the appropriate tab. 2. Contracts come with a toggle to switch between per-shipment import/export and total import/export 3. The City Guard HQ is now available, it will be in a new tab in the Council screen. The City Guard will allow you to hire up to 5 constables, who work to combat crime. Their efficiency is set by increasing pay, however be warned because increasing pay also increases baseline salary. So, crime may temporarily drop but the city guard will expect a higher base salary for some time. 4. Synching saves to the filesystem is now implemented. So before now your saves were stored in a local database, which meant…