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Update 0.2 - Corrective patch #2

Hello everyone,

Here's the second corrective patch for the 0.2 update.
We're always on the lookout for your feedback, so feel free to share yours on Discord!
Thanks for your help and support.

[h2]Feedback[/h2]
  • Updated gradient colors for satisfaction heatmaps. When satisfaction is zero, the color is black. This makes it easier to see where there are satisfaction bonuses, even when they are low.
  • The dark color of the shadow heatmap has been adjusted.
  • The analysis icon in the search that unlocks a new analysis is now a little cleaner.
  • Analysis names are correctly colored in an analysis tooltip.
  • In Polish and Russian, the font and shadow of the time font in the HUD have been improved to make them more readable.


[h2]Bug Fixes[/h2]

[h3]Save/Load[/h3]
  • Fixed an issue with the “obtain resources” objective not appearing as “valid” when reloading a save.
  • Fixed an issue where heatmaps were empty when loading the game after accessing the main menu.
  • Previously explored destinations (blue pins) are now correctly displayed in blue when loading a save.
  • Fixed the problem of selection ranges still visible when loading a save.
  • Citizens assigned to a building thanks to a bonus number of additional slots will be correctly restored after reloading a game.

[h3]Plants and harvesting[/h3]
  • Arborist workshop and Agricultural farm no longer highlight plants with which they cannot interact.
  • Amount of resources shown above the Cabbage shrub is no longer inverted on “rip out” and “pick” orders.
  • Plants of size 1x1 will no longer be killed by the Volcano 1 cell tree further than what is displayed in the south and west directions.
  • The Throated lily no longer mentions the Diluvian bush in its “propagation” trait description.
  • The Plant nursery orders no longer start while the first order is being painted (to avoid losing resources).
  • Harvesting workshop module requests are now correctly canceled when the building no longer has the necessary resources. This prevented other buildings from selecting these plants.


[h3]Various[/h3]
  • Fixed an error that could cause the game to hang when selecting a clay road worksheet and then unselecting it once construction is complete.
  • Fixed the current expedition’s panel, which indicated a shorter expedition time if a Sandglider garage was built.
  • Fixed unlocked scenario information in the victory window that displayed misleading information when completing a scenario in the sandbox mode.
  • Some cells in scenario 3 of the island campaign are no longer available for construction.

Hotfix - Spanish Tutorial issue

Hello everyone!

Sliding in just a quick hotfix, as the tutorial in Spanish was having a critical issue that we wanted to patch as soon as possible. Expect a bigger patch soon!

Lo sentimos a nuestros jugadores españoles y españolas!

Update 0.2 - Corrective patch #1

Hello everyone!

This is the first corrective patch for Update 0.2, primarily addressing bugs we've discovered or you have encountered during your gameplay.
We really appreciate all your help in spotting these issues. Your support means a lot! We try to reply to each of your messages, no matter where you're contacting us. Even if we don’t get to respond to everyone, know that we’re reading and considering all your feedback!

[h2]Update 0.2 - Corrective patch #1 - 31/07/2024[/h2]

[h3]Feedback[/h3]
  • Improved harvest markers and zones to be easier to read.
  • Adjusted the font and shadows of the resource count displayed above plants to be easier to read.

[h3]Bug Fixes[/h3]
  • Fixed a bug where the active task orders list could be empty in harvest building, causing many game functions to stop working correctly.
  • Added blocking cells on Oasis Island map to prevent construction in unreachable areas.
  • Fixed surface analysis feedback for the Volcanic Tree (previously displayed “wounded”; now correctly show “intoxicated”)
  • Fixed a bug that could softlock the game when an expedition is returning, if some members contracted an illness during the expedition and if the game had been saved and reloaded in between.
  • Removed the display of heatmap when clicking on a plant slot in the Plant nursery.
  • Fixed a textual feedback in harvest building selected panel.
  • Harvest module now clears orders when unassigning all citizens and does not start tasks when the inventory is full. This correction prevents a harvest building from reserving a plant and thus preventing other harvest building from interacting with the plant.
  • Fixed harvest feedback “action available” to now correctly update when a citizen reaches the building instead of when registering the citizen.
  • Fixed feedback of flipped buildings and plants.
  • Fixed the highlight of buildings during the building placement phase to be correct when the building is flipped.
  • Added a tooltip for "?" button of the Starting stock.
  • Updated some trees on scenario 1 map that should be dead when the game starts.

0.2 update out now!

Hello everyone!

As we announced recently, our first update is ready for you all, featuring a new scenario, harvesting overhaul, moving buildings, and more! We're listening to and valuing your feedback, so feel free to share yours on Discord to help us make Synergy the best experience possible!



[h2]New scenario for The Anchoring Campaign[/h2]

If you have completed the first two scenarios of The Anchoring campaign, get ready to discover a new adventure. This new scenario introduces its own quest, an exploration map, and a new environment to immerse yourself in.
Additionally, new Steam achievements await you with this scenario:
• Complete The Anchoring campaign
• Complete The Anchoring campaign with a gold medal on all scenarios



[h2]Harvesting Overhaul[/h2]

We’ve completely redesigned the harvesting system based on your valuable feedback. The previous system required too many manipulations and did not allow for multiple actions with the same building.

Here’s how the new system works: you now have 3 harvesting task slots. Each task allows you to select a harvesting area and the type of plant to harvest within that area.

Advantages of this new system:
Smooth execution: Harvesting orders are much quicker and easier to command.
Task versatility: With a single Picker’s Cabin can now handle multiple tasks simultaneously, such as picking fruits from bushes and trimming Cinder sprouts.
Automatic harvesting: New plants of the selected type appear within the designated area will be automatically selected for harvesting.
Smart harvesting: By selecting only one type of plant, harvesters will interact only with this type of plant, and thus will avoid interacting with harmful plants, preventing injuries.



Additionally, plants now display the number of resources they yield when harvested, provided you have analyzed them beforehand, enabling you to better estimate your harvests and identify the most productive plants.



[h2]Moving buildings[/h2]

We have responded to one of your most frequent requests by enabling the ability to move buildings.
You can now reposition any building using a new button in its interface. This action does not cost any resources but requires the same construction time as building it anew.



[h2]Housing Satisfaction Preview[/h2]

During the placement phase of a house, you can now preview all the satisfactions it will receive at that location, as well as the local temperature. This feature allows you to better anticipate and choose the optimal spot to maximize the comfort and satisfaction of its inhabitants.



[h2]Display of Building Impacts[/h2]

During the building placement phase, and upon selecting a building, you can now see its impact on ground properties (temperature, humidity, etc.) and housing satisfactions (well-being, knowledge, etc.).



[h2]Remaining Analysis Indicators[/h2]

During the plant analysis selection phase, plant types eligible for new information are now highlighted.



[h2]Unlock Visualization[/h2]

Researches can now display multiple unlocks for a single research. This allows you to see all buildings unlocked by a research, all tasks, all modifiers...



It could be hard to find newly unlocked buildings in the construction menu.
Now, when a new building is unlocked through research or tutorial, it is highlighted in the construction menu. Categories containing newly unlocked buildings are also highlighted.



[h2]Edge of map Fog[/h2]

There is now fog visually obscuring the edges of the map where construction is not possible.
During the building placement phase and planting phase, grid squares where construction is impossible are cross-hatched in red.



[h2]New Decorations[/h2]

Several new decorations have been added to allow you to embellish your city.
Some of these decorations increase the Culture level and are easily accessible in the Research Tree to facilitate early-game Culture score progression.



[h2]Detailed changelog[/h2]
[expand][h3]Features[/h3]

• Harvest System overhaul
• Building movement feature

[h3]Content[/h3]

• New Scenario to complete the Anchorage campaign
• New Decorations :
→ A new Research unlocks the Fabric Art Decoration Pack:
⇾ DecorativeFabrics: +3 Culture
⇾ FabricPortal: +3 Culture
→ Several other decorations are unlocked along with other researches

[h3]Balancing[/h3]

• Plants
→ Modifying plants starting positions to fit new harvest on all maps
→ Rocky fig yield change: +1 boreal rock per harvest action

[h3]Feedback / Interfaces[/h3]

• Border Map Fog :
→ Add a fog on the map borders.
→ Add a new crosshatch effect on map borders to improve readability of building placement and movement.
→ Heatmaps are now shown only inside of the map’s borders.

• Analysis :
→ Add worldspace feedback on plants where there is still information obtainable when choosing analysis order.
→ While in any harvest mode, the amount of resources that will be obtained is shown above the plants, if the analysis has been done on it.

• Exploration :
→ Add display for Exploration bonus module (in the Sandglider garage UI) + added preview of this module on the building tooltip.

• Research :
→ Add a new flag on researches that are required by an objective.
→ Unlocks section of selected research can now show several unlocks.

• Districts :
→ Improved score display: show the current and maximum score of each category of elements. It should be easier to understand which category is the most important.

• Construction menu :
→ Newly unlocked buildings will be highlighted, as well as their category.
→ Square tooltip in the construction menu now shows which districts are associated with the square.
→ Building tooltips now show the quantity of required resources available inside the city.

• Various :
→ When in placement mode of a house, a tooltip above the house indicates the temperature and satisfaction on the selected area.
→ When in placement mode of a building, and when selecting a building, a tooltip above the building indicates its impact on terrain properties and satisfactions.
→ Time controls are now available even when painting orders or priority.
→ EA Popup can now be closed with the “ESC” shortcut.
→ All UI accessible through radial buttons (Citizens List, Book of Knowledge, Exploration map, Research UI) can now be closed with their opening shortcut.
→ Add display for buildings that modify terrain properties or satisfaction in their range and that doesn’t have any other module shown, such as decorations.
→ Add "action available" feedback for plant nursery.
→ Improves quest validation title for better readability in some languages.
→ Increases width of some tooltips for better readability in some languages.
→ Resources displayed in a warehouse selected panel can now properly display its name on two lines if necessary.
→ The list of citizens now displays the citizen’s description on two lines if necessary.

[h3]Visual[/h3]

• Citizens should now more consistently look at the object they are interacting with.
• Add depth map for several elements. Depth map is the technical feature which allows to display correct shadows and allow citizens to move close to the elements. Affected elements:
⇾ A dozen of environment elements
⇾ The new decorations added with the update
⇾ The Straw tree
⇾ The Library
⇾ The Large mushroom

• WindMask :
→ All selection outline types are now moving with the wind
→ The Cabbage shrub
→ The Whipping gourd
→ The Diluvian bush

• Outline :
→ The Straw tree
→ The Sunshade tree

• Adjust Throated water lily feedback position.
• Use the correct visual of the Autonomous garden when using a task with Toxic water.
• Fix a visual glitch under the Pontoon when antialiasing is disabled.

[h3]Optimisations[/h3]

• Options canvas should consume less CPU when not visible
• The diary UI should now consume less CPU when not visible
• Worldspace feedbacks should now consume less CPU when disabled
• Harvest buildings should consume less CPU when they evaluate if the plants in their zones can be harvested
• Citizens should consume less CPU when they evaluate if they have to go back to their workplace after completing an activity

[h3]Bug fixes[/h3]

Add a security to prevent the creation of corrupted Macro save data.
• Fix completed quest destinations being incorrectly shown when reloading a game.
• Fix an issue where citizens would get poisoned when collecting a rocky fig.

• Seed scattering harvest task now correctly wait for needed resources before being executed.
• The recipe requiring sand and mushroom will correctly appear in the Purification basin when the related researches are unlocked.
• Fix related research not visible in the selected building panel for some building modifiers.
• Fix an issue with the victory popup of sandbox scenario completion showing that the player unlocked a new scenario when it is not the case.
• Fix an issue with the tablet recovering objective that was not reset when starting a new game.
• Fix a bug where the wrong plant icon could be shown in an analysis slot.
• Fix analysis feedback "action available" showing when all analysis module slots are filled.
• Fix time control shortcuts not being enabled when loading a game from the main menu.
• Fix an issue with completed quest step animation still visible on the Quest panel when loading a save while the animation was running.
• Fix LavaBulbs wrong temperature needs info.
• Fix an issue with buildings not selectable after a narration popup appeared while in building placement mode.
• Fix an issue which could softlock the game when in “rip out” mode.
• Fix order pins blocking building placement behind them.
• Fix issue with buildings not selectable after a First Time Event popup appeared while in building placement mode.[/expand]

[h2]Play now or wait until July 25th at 10am PT to save 20% on Synergy:[/h2]

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

SimFest + Update 0.2 Launching Tomorrow!

Hello everyone,

We are glad to participate in this year's SimFest, featuring awesome simulation games.
For the occasion, Synergy will be 20% off starting July 25th at 10am PT.

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

But that's not all. As you may know, we have been hard at work cooking up a new update for you, featuring a new scenario, harvesting overhaul, and more.
The 0.2 update will launch tomorrow, and we can't wait for your feedback. So feel free to join our Discord server to share yours!

Have a good SimFest everyone, and see you tomorrow for the 0.2 update! 👀