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Update v0.3 out now!

Hi everyone!

Since our latest update in July, for which we received great feedback (thanks a lot, by the way — we really value your input, so don’t hesitate to share more on our Discord server!), update v0.3 is now available and includes a new challenging sandbox scenario, a new plant with unique gameplay, over 20 decorations, and more!
Shall we dive into the new content awaiting you? ːsteamhappyː

[h2]New Sandbox map: The Furnace[/h2]
Running from the heat, a group of survivors follows the Mother River's course and finds refuge near two modest oases. These meager groves will be able to shelter a few citizens, but what will happen when the community grows beyond these limits?



[h2]New plant: the Sage Lung[/h2]
This special plant must be discovered through exploration. Once introduced to your city, it may provide surprising effects.



[h2]More than 20 new Decorations[/h2]
Enhance your city with over 20 new decorative buildings. With this expanded selection, you have even more opportunities to personalize and beautify your urban landscape.



[h2]360° house rotation[/h2]
Default houses can now be placed with their back facing the camera.



[h2]New Book of Knowledge filter system[/h2]
A new filter allows searching for plants that provide specific resources.



[h2]Roads improvements[/h2]
Paved Roads can be built over Paths, replacing them.
Paved Roads now provide a Social Satisfaction bonus in their range of effect.
Roads and canals can now be instantly destroyed.



[h2]New building: the Decomposer[/h2]
A new early game building which transforms various organic resources into Rotten resources.



[h2]New repeatable trade events[/h2]
Added 4 new repeatable events along with several improvements to the repeatable events system:
  • Visited locations are now marked with an icon
  • Choice buttons leading to the end of the event now display an icon indicating if the player can return to that destination
  • Added a preview of available resource exchanges at previously visited destinations.




[h2]Detailed changelog[/h2]

[expand]

[h2]Features[/h2]

- Houses can now be placed with their back facing the camera.
- Added filters in the Book of Knowledge to allow searching for plants that provide specific resources.
- Road improvements:
• Roads and canals can now be instantly destroyed.
• Paved Roads can be built over Paths, replacing them.
• Paved Roads now provide a Social Satisfaction bonus in their range of effect.
- 3 buildings are now spawning plants in a range around them:
• the Kitchens now spawn Giant Mushrooms
• the Agricultural Farms now spawn Scaled Corns
• the Arborist Workshops now spawn Hatted Trees
- Exploration events can now offer repeatable trades, allowing players to exchange certain resources for others.
• On the Exploration map, already visited locations are now marked with an icon.
• Event choice buttons leading to the end of the event now display an icon indicating if the player can return to that destination.
• Added a preview of available resource exchanges at previously visited destinations.
- Added flying creatures that will appear randomly depending on the map and the current season.

[h2]Content[/h2]

- Added a new Sandbox map: The Furnace.
- Added more than 20 new Decoration buildings:
• Researches have been updated to unlock the new decorations.
• District scores have been adjusted to account for the new decorations.
• Added a new achievement: Living in a museum - Build 50 decorations in your city.
- Added a new Plant: the Sage Lung.
- Added a new building, the Decomposer, which transforms various organic resources into Rotten resources.
• Renamed the existing Composter building, which is now called the Fertilizer, to better reflect its role in soil enrichment.
- Added 4 new repeatable trades event.
• Updated the exploration seeds of the three Anchorage campaign scenarios to include the new events.

[h2]Balancing[/h2]

- Prioritized storages will now search for required resources in other non-prioritized storages that also need them, if those resources are unavailable elsewhere.
- Reworked resource rewards in explorations events:
• Resource quantities are no longer solely tied to the number of citizens in an expedition.
• Common resources will be found in greater quantities while advanced resources will be scarcer.
• Exploration carry capacity is now displayed as a multiplier in the destination and zone selection panel.

[h2]Feedback / Interfaces[/h2]

- Surface analysis results are now more precise, detailing conditions for increased yields or special plant outcomes.
- In the Research Tree, researches that unlock buildings required by a quest are now flagged similarly to those required by a quest.
- The tooltip showing a building’s effect on terrain properties is now displayed in red when the effect is inactive.
- In storage buildings, “Max all out” and “Minimize all” buttons no longer alter the “accepted / refused” resource state.
- It is now more difficult to accidentally exit harvest marker placement mode when moving the camera with a right-click.
- Houses now only require one of their cells to be within range of food and water distribution buildings to access those resources. Ranges have been adjusted accordingly.
- Added descriptions to buildings that passively spawn plants around them.
- Illness and death notifications now include the affected citizen’s name.
- The Destruction mode tooltip now specifies that pathways can also be destroyed.
- Plants that provide shadow no longer display temperature and well-being modifiers in their UI, as this is implied by their shadow property.
- Plant ground impacts shows "no effect" when selected plant doesn’t apply any effect around it.
- Heatmap cell tooltips are now only visible within the map’s playable area.
- The "Collecting Tasks" title in building tooltips has been renamed to "Harvesting".
- Adjusted some citizen skin tones for better representation in the portrait UI.
- Various typo fixes in several languages.
- Various UI adjustments.

[h2]Optimizations[/h2]

- Optimized the update of satisfactions and terrain properties on the map. Placing or destroying buildings, roads, or plants should now cause fewer FPS drops.

[h2]Bug fixes[/h2]

- Fixed a bug where citizens would stop working in harvest buildings.
- Fixed a bug in harvest buildings where the "action available" feedback was incorrectly displayed.
- Fixed a bug where plant feedback could remain visible indefinitely.
- Fixed a blocking bug that could occur when hovering over a production building in the action menu.
- Fixed a bug where production efficiency bonuses were not reapplied correctly on game load.
- Fixed a bug where production efficiency was incorrectly calculated when bonus citizen slots were available in a production building.
- Fixed a bug where the tooltip for modifiers was not correctly displayed on hover in the selected building panel.
- Fixed a bug where the influence zone of harvest buildings or markers could be displayed incorrectly.
- Fixed a bug where buildings under construction were not correctly sorted in Districts after loading a game.
- Fixed a bug where the priority marker was removed from worksites after construction resources were delivered.
- Fixed a bug where the priority marker was removed from worksites after construction resources were delivered.
- Fixed a bug where pausing a harvest building prevented citizens from harvesting plants even after unpausing the building.
- Fixed various issues where building feedback were not correctly displayed.
- Fixed a bug in "building positioning" mode where related objects were not highlighted correctly.
- Fixed a visual issue with an environment prop taking more space than intended.
- Replaced plants that were placed outside the playable areas of the map with visual-only props.
- Adjusted playable areas on existing maps to remove inaccessibles cells.
- Fixed a bug where citizens could be assigned the wrong job skin upon reloading.
- Language carrousel won’t change anymore when resetting options in game.
- Various bug fixes.[/expand]

[h2]Play now:[/h2]

https://store.steampowered.com/app/1989070/Synergy/