dotAGE (Switch): all the updates (latest: Ver. 1.6.0)
On this page, you will find all there is to know about the various updates for dotAGE on Nintendo Switch.
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dotAGE – Ver. 1.6.0
- Release date: ???
- Patch notes:
New Content
- Added Folkways expansion!
- New content has been added to the base game, as these elements are designed to give a bit more flexibility late game, do not use the new Pip mechanics, as well as addressing the fact that Altars are always the same tech (felt fair to put this for everybody!)
- New Memory: The Good Boy VIP (actually a Dog)
- New Memory: Herbal Love. Adds a new slot with 2 mew low-tech buildings to provide earlier focus on Seed or Flowers (Flower Picker and Seed Picker), as well as three new Altars as a variation to the Altar path.
- New Memory: Medical Specialists. Adds a new slot with 2 new high-tech buildings that provide improved cures for early ailments during the end game, as well as more uses for Books and Antidote
- New Memory: Even More Boons. Adds four new boons (see below)
- New Ailment: Immunized. Pips will get this Status when cured from Contagious (and thru an event), and will give Immunity to Contagious and Sickn for 20 turns
- Added a new upgrade to Performer’s Stall: Juggler Stage, to mirror the Wrestling path.
New Boons
- Longbows: Hunting and Fishing buildings reach 1 tile farther
- Balanced Diet: Gain 2 Nature for each different Basic Food you have above 10
- VIP Services: VIP Events +100%
- Trustworthy Neighbours (a new Weird boon): Overpipulation starts at 10, but all Pips produce double!
Balance: Content
- The game now caps Memory Points to 100. If you have more points saved, the game will ask you if it’s ok to remove them to get a better progression with the DLC content.
Balance: Terrains
- Ore Veins now give a x3 bonus instead of x2. Copper and Iron costs rebalanced.
- Additions on terrains can now be kept if the new terrain is of the same type of the previous (for example, animals are not removed when applying soil)
- Revised terrain generation to be more controlled and reduce non-playable maps. This affects older seeds, but not too much.
- Rebalanced number of starting extra tiles that appear, also taking into account the new tiles for Folkways.
- Terrains might now have a Flammable trait to show they can burn to the ground. Oh, Wooden Piers are now flammable, hehe.
- You cannot build anymore on terrains at the edges of the village, but the map generation has been revised to enlarge the maps a bit to provide similar terrains
Balance: Research Tree
- Revised building path choice logic to provide a more balanced experience by tying the appearance of some buildings together. This is mainly used for new resources.
Balance: Creatures
- Starting animals will now match the buildings you find in the tree, to make it more intuitive when using Herding
- Revised starting animal spawn to garauntee a certain amount of critters
Buildings Balance: Miscellaneous
- General: Unreachable buildings now count for Traits
- General: Crops and Plants now count for traits even when Off-Season (as well as when Growing, or Depleted)
- Pensatory buildings now have get a malus only if close to Structures (i.e., Plants and Signposts are fine)
- Tilled Soil: Changed Build cost from 1 Wood to 2 Wood
- Hut: Changed Tier from 4 to 3
- Large Hut: Changed Build cost from 10 Plank to 6 Plank
- Large Hut: Changed Tier from 5 to 4
- Stone Well: Changed Production from ( -> 4 Water) to ( -> 3 Water)
- School: Changed Production from (3 Paper -> 2 Knowledge) to (4 Paper -> 6 Knowledge)
- Algae Collector: Changed Job from Watcher to Handyman
- Tea Field: Changed Production from (5 Reserve -> 2 Medicinal Herb) to (3 Reserve -> 2 Medicinal Herb)
Buildings Balance: Build Costs
- Great Barbecue: Changed Build cost from 2 Copper Bar to 3 Copper Bar
- Book Maker: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Brewery: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Still: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Brickmaker Lodge: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Cauldron: Changed Build cost from 2 Copper Bar to 3 Copper Bar
- Metal Brickmaker: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Brick Kneader: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Large Lantern: Changed Build cost from 2 Copper Ore to 3 Copper Ore
- Hemp Processor: Changed Build cost from 2 Copper Bar to 3 Copper Bar
- Seeds Extractor: Changed Build cost from 2 Copper Bar to 3 Copper Bar
- Grog Brewery: Changed Build cost from 4 Copper Bar to 6 Copper Bar
- Squeezer: Changed Build cost from 2 Copper Bar to 3 Copper Bar
- Insulated Cellar: Added 6 wood cost, to make upgrading less awkward
- Large Hut: Added 15 wood cost, to make upgrading less awkward
- Large Warehouse: Added 6 wood cost, to make upgrading less awkward
Buildings Balance: Wool & Leather
- Clothmaker: Changed Production from (4 Wool -> 1 Fabric) to (6 Wool -> 1 Fabric)
- Tannery: Changed Production from (1 Cow -> 4 Leather) to (1 Cow -> 5 Leather)
- Loom: Changed Production from (3 Wool -> 2 Fabric) to (6 Wool -> 2 Fabric)
Buildings Balance: Tools & Metal
- Brickmaker Lodge: Changed Production from (2 Stone -> 1 Brick) to (4 Stone -> 1 Brick)
- Metal Brickmaker: Changed Job from Miner to Brykemaker
- Metal Brickmaker: Changed Production from (2 Copper Ore -> 1 Brick) to (3 Copper Ore -> 1 Brick)
- Furnace: Changed Production from (1 Iron Ore,1 Wood -> 1 Iron Bar, 2 Heat) to (1 Gold Ore,1 Wood -> 1 Gold Bar, 2 Heat)
- Furnace: Changed Production from (1 Copper Ore,1 Wood -> 1 Copper Bar, 2 Heat) to (1 Iron Ore,1 Wood -> 1 Iron Bar, 2 Heat)
- Metal Extractor: Changed Production from (3 Stone -> 1 Copper Bar) to (3 Stone -> 1 Copper Ore)
- Iron Toolsmith: Changed Production from (3 Iron Bar -> 5 Advanced Tools) to (4 Iron Bar -> 4 Advanced Tools)
- Stone Workbench (ToolMaker0_Stone): Changed Build cost from 6 Wood to 3 Wood
- Toolsmith: Changed Production from (2 Copper Bar -> 1 Advanced Tools) to (3 Copper Bar -> 1 Advanced Tools)
Buildings Balance: Meat Production
- Butcher’s Workshop: Changed Production from (1 Large Livestock -> 2 Raw Red Meat) to (1 Large Livestock -> 4 Raw Red Meat)
- Butcher’s Table: Changed Production from (1 Rabbit -> 3 Leather) to (1 Rabbit -> 2 Leather)
- Big Game Hunter: Changed Production from (1 Beast -> 5 Raw Red Meat) to (1 Beast -> 4 Raw Red Meat)
- Big Game Hunter: Changed Production from (1 Beast -> 7 Leather) to (1 Beast -> 5 Leather)
Buildings Balance: Domains
- Changed the “Bonus for each dwelling” traits to instead count the number of Pips, thus increasing strategic choices
- Fan: Changed Production from ( -> 1 Cold) to ( -> 3 Cold)
- Altar : Changed Build Stages from 2 to 1
- Solace Buffet: Changed Production from (1 Simple Food -> 1 Health, 1 Hope) to (2 Simple Food -> 1 Health)
- Brothel: Changed Production from to (1 Spirits -> 50 + 3X Hope, 20 + 3X Sickness) where X is the number of Bourgeois Pips within 1
- Cloakcraft Workshop: Changed Production from (1 Fabric -> 25 Heat) to (1 Fabric -> 10 +X Heat) where X is the number of Pips within 1
- Cloakmaker: Changed Production from (2 Leather -> 13 Heat) to (2 Leather -> 1 +X Heat) where X is the number of Pips within 1
- Cloakmaker: Changed Production from (2 Feathers -> 13 Heat) to (2 Feathers -> 1 +X Heat) where X is the number of Pips within 1
- Hearth: Changed Production from (1 Blanket -> 40 Heat) to (1 Blanket -> 20 + 4X Heat) where X is the number of Bourgeois Pips within 1
- Doc House: Changed Production from (1 Medicine -> 30 Health) to (1 Medicine -> 14 +X Health), where X is the number of Pips within 1
- Hospital: Changed Production from (2 Medicine,2 Blanket -> 100 Health) to (2 Medicine -> 40 +2X Health), where X is the number of Pips within 1
- Ice Cutting : Changed Production from (1 Advanced Tools -> 30 Ice) to (1 Advanced Tools -> 14 Ice)
- Insulated Cellar: Changed Upgrading from from None to Cellar
- Garden: Changed Upgrading from from None to Park
- Pub: Changed Production from (2 Beer -> 40 Hope) to (2 Spirits -> X Hope), where X is the number of Pips within 1
Balance: Elders
- Santa: Ice Clearing does not remove Mountains or Forests anymore
Balance: Resources
- Feathers are now an Animal resource, not a Natural resource
- Gifts are now in the Special category
- Mysterious Stone and Mysterious Plant are now in the Special category instead of the Building category
Balance: Events
- Domain Threat level can now go above 7, and the UI will reflect that. This will also be useful later on!
- Apocalypse-starting event can now be Absolute Zero, which means you’ll have to fight the Cold domain instead of the Heat domain, so stop amassing all that ice!
- Ages now rise threat by 2 instead of 10, thus giving the player some reason to continue playing
- Dizzy now won’t be so obnioxous. Instead of having a chance to become Stunned, the Pip will replace Stunned with Ill when he becomes Stunned. I suggest you imprison them anyhow, as they deserve it!
- Wild Animal spawn events reduced from 1 to 0.5 per Threat level (this reduces the large areas of wild animals throughout runs, pushing players to use Herding more)
- Added two new events that increase Sickness or Cataclysm based on the total number of Wild animals on the map
- Added a new event that kills several Wild animals
- Added a new event that grants Healthy to many Pips
- Added a new event that will make a Forest burn directly
- Fire now propagates more easily (can expand to 2 tiles instead of 1)
- Chance-altering traits increase chance by 50% instead of 10% (yes, I know, it’s a lot, but it does give more control to what event comes!)
- Building coating boons immunity increased from 20% to 50%
- A Pillored Pip now ignores all Quirks and Gem production from ailments
- Merged the appearing chance of several animal spawn events to reduce wild animals
- Merged the appearing chance of several tech events to reduce their presence
- Rebalanced all event rarities
Graphics
- Added some new hair and chin sprites for Pips
- Chin is now separated from Hair, thus increasing the combinations
UX
- Added a new UI to Filter and Sort the Agepedia, especially when searching for Buildings
- Village Recap UI redone: it is now leaner, and it has Filters too!
- Revised some building traits, which now appear as small icons on top of the information to avoid clutter
- Event rarity is now shown when an event arrives
- Terrains in Agepedia now have better icons, and Additions (such as Bounties) are now also shown
- All Boons now have unique icons, because I could just not stop myself from doing that!
- Zooming out now zooms around where the cursor is, avoids returning to the middle of the village (works a lot better with large maps)
- Agepedia game element default sorting revised to be more intuitive
- Growth action now prioritizes as parents the Pips that already live in the dwelling, if possible
- Multiple memory unlocks are now clumped into a single screen, to avoid having too many popups one after the other
- Overpipulation UI is now embedded with the village size UI so it is not hidden when other popups are open
- Reduced number of pulses each research slot does when revealing the building, so to make the process faster
- Pips will now speak a bit more during event animations
- Added a new panel to see event chance modifiers in the Prophecy
- Additional notes: none
- Source: Pirovano Michele (Steam)
dotAGE – Ver. 1.5.0 (The Beaver Update)
- Release date: December 19th/20th 2024
- Patch notes:
Content: Against the Storm Promotion
- Cross promo with Against the Storm!
- Added a new VIP: Beaver, teasing some of the DLC mechanics!
- Added 3 new events tied to the Beaver that lead to his appearance!
Content: Seeded Runs
- Revised the game’s randomization logic to work with Seeds.
- You can now play custom Runs by inputting a specific Seed. Highscores and Achievements are disabled if doing so.
- A seed will determine the starting map, buildings, event scenario, research choices, and event choices (given identical context)
UX: Elder Savegames
- You can now play multiple games at once, one for each elder. Go play Santa for Xmas!
UX: Player Profiles
- Added new “Player Profiles” feature, that allows up to 3 profiles to coexist. Accessed through the “Your Memories” menu.
- Current games are automatically migrated to Profile “A”
Balance
- Moved food-based “Illuminism” boon from page 7 to page 4, thus making “Apocalyptic Growth” appear 100% of the time until you unlock more boons
- Random elements are now completely decoupled, so that your building choices won’t affect event rolls anymore
- Reloading a game won’t lock the random number generator anymore during event rolls
- Summer won’t say it will remove Frozen anymore until you have unlocked it
UX
- The “current memory” screen will now show how many Elders you have win with instead of the total number of wins
- Randolph now has new animations!
- Personal Highscores now show scores from all game versions
- Post-win games now show information in the progress UI to identify them
- Loading message now shows the current elder
- When shift-selecting a Pip, they won’t resume walking anymore until the radial menu is closed
- Improved drag sensitivity parameters to avoid some ugly jumps
- Touch controls: Holding won’t trigger anymore when dragging the camera
- Touch controls: You can now see information of already known buildings in the research tree
- Touch controls: Tooltips now work with touch too, while holding an UI element
- Touch controls: Tooltips appear a bit to the side so you can better see them
- Controller: You can now open the Research Tree even if hovering on side menus
- Hints: Minor hint revisions to make the text clearer
Bugfixing
- Fixed bug with Enhancing traits not being correctly computed if using multiple Enhancing buildings in certain configurations
- Fixed some hints not appearing if unlocking memories in main menu
- Fixed score screen sometimes waiting too much before showing the highscores panel resulting in an unresponsive panel
- Fixed bug with Healers being able to work in places they should not have if you click to fast after force-curing using ALT-picking
- Fixed building turns of 10 or more not being visualized correctly in Slow mode
- Fixed idle Bourgeoise being considered Handymen in the Jobs UI if they can work due to the relevant Boon
- Fixed “Resource Tags” title getting out of its alloted space in the UI
- Fixed Agepedia messing up when switching resolution until a restart
- Fixed switching to Spring with Frozen pips not correctly updating the total gems generated per turn in the above UI anymore
- Fixed touch controls registering a wrong touch during building selection
- Fixed Pip Recap not sorting Pips when using Search
- Fixed bug with rerolling during the initial Roll bonus making your next Doom be failed at 100% chance
- Fixed cat meow volume being too low
- Fixed some random elements not being seeded correctly
- Fixed random number generator being off by 4 points when reloading the game
- Fixed bug with Forest not being randomized enough if resetting the game right away
- Fixed winning a game making the next abandoned game not trigger highscores
- Fixed unlocks recap menu not updating correctly at times
- Fixed bug with analytics being requested too many times if you switched save games
- Fixed reroll bonus not appearing correctly in the current memories screen at times
- Fixed post-end games sometimes not registering correctly as won
- Controller: Fixed “Advanced Pip Actions” showing the wrong text when using a Controller
- Controller: Fixed pressing back in the pip recap menu closing it right away while focusing on a pip
- Various localization fixes
- Additional notes: none
- Source: Pirovano Michele (Steam)
dotAGE – Ver. 1.4.0c (Day One Update)
- Release date: October 24th 2024 (North America, Europe, Japan)
- Patch notes:
No patch notes available. This update brings the following:
- adds new languages: Japanese, Spanish, Russian
- Additional notes: none
- Source: Pirovano Michele (Twitter) / Pirovano Michele (Bluesky)
How to download updates for dotAGE for the Nintendo Switch?
To download the updates for dotAGE, you have three options:
- let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off
If not…
- try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;
OR
- select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.
To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.