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MEMORIA POLIS News

Playtest ends tomorrow

[h2]Thank you very much![/h2]

We've had so much feedback from the players who took part in our playtest, it's absolutely fantastic to see what you're doing with the game!
The overall quality of the suggestions is incredible! We're going to need a bit of time to dissect it all in detail and turn this feedback into tasks for the team.

[h2]For this reason, we'll be stopping the playtest at 17:00 (CEST) on Tuesday.[/h2]

You can count on us to give you a full report on the feedback and what it means for our roadmap.

Once again, a huge thank you to everyone for your investment in our game.

Enjoy the game, and don't forget to give us your opinion, your comments, your remarks, what you like and what you don't like.
That's exactly why we're organising this!
Stay tuned and follow us on social networks:
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PLAYTEST: access for all players

We've just given access to all players registered for the playtest.

We've made a few corrections to yesterday's Build.
[h3]WARNING : Saves from yesterday's Build are no longer compatible with this new version.[/h3]

Here's the version changelog since the previous playtest:

Playtest V.0.198.27 ▶️ V.0.205.24

[h2]NEWS[/h2]
  • Cultural outreach added.
  • This tiered system helps you define your town's progress at each age. It allows you to obtain both short- and medium-term bonuses, as well as bonuses that will allow you to win the game at the end of the fourth age (Age not yet present in the current version).
  • Add riots and carnival.
  • Under certain conditions, factions in a neighbourhood can agree or disagree with your politics.
  • The in-game camera can now be lowered significantly to give a better view of the city. The biggest request from the previous playtest.
  • Addition of a system of territorial roads.
  • When certain cultural buildings are installed, it is possible for several roads to connect from this building to existing roads.
  • 3D addition of the Ancient Wonders: Circus Maximus & Forum of Trajan.
  • Secondary missions have been added to help you discover some of the game's mechanics.
  • These missions may be refused in order to lighten the pace of the game, but their purpose is to help players discover mechanics that they may not have seen by focusing solely on the main chaptering.
  • Settings interface added.
  • You can now modify the game settings to suit your configuration.
  • The language is now selected by default when you first open the game, based on the system language.
  • Added keyboard shortcut changes
  • Added changes to sound and music volumes
  • Added auto-save (1 every 5 minutes and 5 max)
  • Added voltage system
  • This system creates tensions between certain cultures and therefore between certain factions. We'll leave it to you to discover what this means in the game.

[h2]IMPROVEMENTS[/h2]
[h3]Rendering[/h3]
  • Changes to the 3D housing modelling system to allow more detailed textures to be displayed.
  • Added grass (texture + blades of grass) when demolishing buildings.
  • Added animation and improved cart rendering
  • Added a slight random offset to the ‘front’ facade of houses to catch the light.
  • Added assets on fields
  • Added chimneys and smoke to houses
  • Added flowers to the grass on the ground
  • Adjustment of graphic settings
  • Improved terrain rendering
  • Improved tree shadows
  • Improved road rendering
  • Added detail to lakes
  • Adjust bridges in the north-east of the map
  • Removal of texture breaks on the ground
  • Improved scaffolding rendering
  • Game rendering much less blurred with TTA activated
  • Added shadows and optimised inhabitants
  • Improved footprint for buildings
  • Added floors and courtyards to buildings from Antiquity and the Middle Ages
  • Retake of building cadastres to make them more consistent at the time of installation
  • Added roads around ruins
  • Add random bushes in the terrain
  • Added birds to lakes
  • Add rabbits to the map
  • Add cobbled ground when housing exceeds a certain density
Sound
  • Added Security Station sounds
  • Added sounds for the Prospecting Workshop
  • Added building demolition sound feedback
  • Added sounds related to Windsor Castle
  • Added sounds related to the Fontana Maggiore
  • Added sounds related to the Circus Maximus
  • Added sounds related to the Forum of Trajan
  • Added sounds of the ghilda and the senate
  • Added sounds for the cultural impact panel
  • Added sounds to the faction expulsion panel
  • Added sounds related to the lake located to the north-west of the map
Interfaces
  • Rework of the presentation of events: Action by choice is simplified to one sentence, loss and gain divided into two categories, gains are in a different box and colour.
  • Shift splash screen
  • Resource conversion limited + full stock POI displayed
  • Added return to main menu from defeat interface and end of early access
  • Improved Marvel panel performance
  • Improved site construction POI performance
  • Improved onboarding panel performance
  • Added satisfaction values to tech tree information (even for satisfaction not yet determined)
  • Satisfactions are ranked in descending order of importance in the different display panels.
Game Design
  • New ANTIQUITY chaptering
  • New MIDDLE-AGE chaptering
  • Balancing of all buildings (costs, construction time, workers...)
  • When the workforce no longer meets the town's needs, production buildings are paused with a specific icon.
  • Price changes to ANTIQUITY and MIDDLE-AGE decrees
  • Overhaul of production building stocks + Horreum
  • Changes to the consumption of ANTIQUITY and MIDDLE-AGE citizens
  • Rework of the ‘Threat of Macedonia’ event
  • Trade route balancing (costs and resources)
  • You can now build a building in the area of a watchtower even if it is being upgraded.
  • A draw is now generated on age overlap zones.
  • Fields and wasteland are now destructible
Other
  • Changes to some terms in the game (Watchtower > Surveyors/Surveyors, Conflict > Tension)
  • Localization update (FR, EN)

[h2]FIXES[/h2]
  • Fixed sound problems with ‘epidemic’ incidents
  • Fixed crash in cultural building upgrade panel
  • Fix error when opening save panel without save folder
  • Fix disappearing trees in low quality
  • Fix vfx brazier for buildings
  • Fix housing barriers
  • Fix crash when the rampart algorithm doesn't provide a solution
  • Fix probable crash when upgrading a cultural building resulting from the reconstruction of a ruin
  • Fix crash linked to ruins
  • Fixed feelings displayed when changing age
  • Correction of feelings when upgrading a building (feeling selection panel + feeling addition summary panel)
  • Fixed feelings displayed on the evolution panel
  • Fixed incorrectly referenced sounds on various panels (Destinies, Early Access, Repair, Save, Load)
  • Fixed music when end screen appears
  • Fixed many roof and generation bugs
  • Fixed display of badges in House of Grievance panel depending on antagonism
  • Fixed loca in House of Grievance (right panel)
  • Fixed display of probability rate
  • Correction of the impact of decrees on political authorities
  • Rarity of faction taken into account for impact of decree vote
  • Correction to the display of purchase costs for cities.
  • Correction of the city gain/loss calculation.
  • Corrected the conditions for activating the buy button.
  • Subdivision of the ‘Know-How’ stage (unlock, build the library then activate 3 know-hows).
  • Fixed the chaptering display when you don't have enough resources to complete a town centre level.
  • Removal of the treasure system
  • Validation of event stages when changing age
  • Middle-age music fix
  • Hides the different panels opened during the age transition
  • Impossible to select until the new town centre is built
  • Fix Modification of faction satisfaction icons
  • Fix Deactivate the Town Centre tooltip outside Antiquity
  • Fix Deactivate the previous town centre upgrade option when changing age.
  • Fix Ability to close the subtitle window
  • Fix Text and icon position Macedonian Threat fixed
  • Fix Refocus camp upgrade validation window
  • Fix display of ruins window
  • Fix filter display on raw materials only
  • Fixed resource drop during first cycle in religious destiny
  • Fix floor flickering in ‘Castra’ building
  • V2 defeat sound
  • Fixed sound conflicts on some buttons
  • Fixed chimneys not taking into account the height of the house on the map
  • Fixed grass strip problems
  • Fixed black screen at startup when launching a build without a settings file.
  • Fixed refresh rate application
  • Fixed memory leaks
  • Fixed POI errors
  • Fixed errors in generating dwellings
  • Removed the sub-panel on town planning rules from the faction panel
  • Fix: Missing translation when validating a production building
  • Fix : Missing value in the effects of age change destinies
  • Fix : Wrong reward during the family interlude at the age change (gold -> currency)
  • Fix : Bad visual background for some sliders
  • Fix : Mention ‘placeholder’ in the badges of the decrees in the MIDDLE AGE
  • Fix : The upgrade button when selecting a building opens the correct section in the Building Tree
  • Fix : Closed the purchase popup in the building tree when leaving this panel
  • Fix : Double notification at the end of the construction of the senate
  • Remove : Removed the language change buttons from the main menu and the escape menu
  • Fix: Add tooltips when selecting a district
  • Fix : Missing information in decrees in the MIDDLE AGE
  • Fix : In the parameters, the sound slider was linked to SFX
  • Added play/pause cycle to parameters input/output
  • Fix: Trigger defeat sound looped when panel appeared
  • Fixed fields that could appear in forbidden zones
  • Partial fix for fields clipping with terrain
  • Fix: Wrong bonus values displayed in cultural influence interface
  • Fix : Wrong localization key used for building type satisfaction logs
  • Fix : Error in the entry for the Scipions family in the satisfaction book
  • Fix : Possibility to include more fields than the worker cost allows
  • Fix : Added worker cost to building evolution
  • Fix : In the Commerce interface, the cost of unlocking in crop points did not appear on the button.
  • Fix: Updated fields linked to a farm when they are destroyed
  • Shift in the size of flat roof borders
  • Fixed roofs not updating when changing RU
  • Fixed inhabitants disappearing in fires
  • Fixed workers at 0 when loading a save
  • Fixed no longer need to wait one cycle after laying the town centre to start laying buildings
  • Correction it is no longer possible to close the version with Esc
  • Fixed save order
  • Fixed fields that could ignore roads
  • Fix display of ‘more resources’ POI
  • Correction: upgrade forbidden if the number of construction workers is greater than the number of workers available (resource/cultural)
  • Waste land can no longer be converted into housing
  • Removal of roads around fields

Playstest 3: here we go!

If you were part of the first wave of testers, you should have received an e-mail from Steam. If you've already registered for the previous phases, your game should have updated and you should be able to play it again.

As announced a few days ago, we're launching an initial phase of around 2,500 players to test the robustness of the current Build and check that we don't have any blocking bugs. If this test is conclusive, we will open access to the 9,000 players on Friday 3 May for a period that has yet to be defined.

Here are a few details on what to expect.

  • This is an intermediate version, so please bear with us! ːsteamhappyː
  • Backups of previous versions are not compatible with this new version.
  • Saves from this version will not be compatible with the Early Access version.
  • Expect crashes and bugs, feel free to use the bug report tool.
    [We know there's still a lot of work to be done on performance and balancing.


Enjoy the game, and don't forget to give us your opinion, your comments, your remarks, what you like and what you don't like.
That's exactly why we're organising this!
Stay tuned and follow us on social networks:
Facebook Instagram
Youtube Discord

Playtest organisation

Over 9,000 of you signed up for the game's upcoming beta test!!! ːsteamhappyː

To give you an idea of what this means for us, you should know that there were 700 registrations during the previous playtest...

As I said earlier, we need to think about how to put in place a structure capable of responding to such potential returns. We're working with our partners to seriously beef up our QA team.

We promised everyone the chance to test the game, and we'll keep our promise.

Initially, we'll probably open up the playtest to 1,000 or 2,000 players to check that there are no blocking bugs over a period of 2 or 3 days. Then we'll give access to the rest of the players once the checks and corrections have been made.

It's important to know that the system set up by Steam does not allow us to select players by name. The only sorting system available to us is the country of registration. So don't hold it against us if you don't get picked in the first wave, we're not responsible for that.

Thank you again for your interest in Mémoriapolis.

Stay tuned and follow us on social networks:
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Next Playtest

Hello,

First of all, thank you all for your feedback and your interest in Memoriapolis! ːsteamthumbsupː

The announcement trailer has led to a tenfold increase in the number of registrations for the next playtest. We're as delighted as we are committed. As your feedback is vital in helping us to improve your gaming experience, there will indeed be a third playtest session!

But we would like to remind you that 5PM STUDIO is a very small team of 8 people and that only one person in this team is dedicated to processing the feedback from the various playtests.

So, in order to be able to process the data properly to meet your expectations, we would like to inform you that registration for the next session will close on Friday 19 April at 7pm CEST.

Once again, many thanks for your support in this adventure. We're doing everything we can to make Memoriapolis as exciting and innovative as possible. It is with the community that we will build the future.

Stay tuned and follow us on social networks:
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Youtube Discord