Content update 2 - (October 2024 š)
Content update 2 - v0.216.57 ā¶ļø v0.219.19
Hello, everyone!
Today marks the second month of Memoriapolis in Early Access, and weāre celebrating with a range of new features and the first steps toward overhauling the district and faction systems. This includes notable changes to district cultural behavior.
Weāre also making some adjustments to the roadmap, particularly regarding languages. While there wonāt be any new language this month, you can find more details in the "November Content Update" section.
[h2]Highlights[/h2]
[h3]Destruction of cultural buildings[/h3]
You can now demolish cultural buildings. But be mindful of the impact on your city! Certain factions may take issue with their districts being neglected.

Additionally, you can now demolish decorative buildings in the same way as production buildings, giving you even more control over your city layout.
[h3]Building on roads[/h3]
Have you ever been frustrated by a road appearing where you planned to build something important, like a Wonder? Or struggled to place a building due to a transverse road from an old cutting camp?
Good news: those days are over! You can now build wherever you wish, and roads will adapt to your changes automatically!

[h3]District culture[/h3]
Weāve revised and simplified the way culture is assigned to districts! Now, each district has two cultural slots, which can be filled by cultural buildings. If the slots are full, additional buildings wonāt contribute cultural influence. If a building is demolished, it will release its slot, and if a faction takes over a district, it will fill both slots, replacing the influence of any previous buildings.

These changes also impact districts plot division. They are subtle, as they are designed to bring richness on a city-wide scale and not as a feedback. But with a little practice you can guess the culture of the districts. For example, hereās what a neutral district, an educational district, and a commercial/educational district look like, respectively.

[h3]Factions arrival[/h3]
Factions wishing to join your city are now visible in the factions interface, where you can accept or reject them directly. No more hunting for the POI!

Some welcome improvements have also been made to the faction panel, such as a quick overview of taxes and trust.
[h3]Customization[/h3]
Finally, we solemnly apologize to all heraldic fans... This month weāve sprinkled a little Halloween dark magic into the customization panel. We canāt wait to see your spooky creations!

[h2]November Content Update[/h2]
Having resolved many of the major pain points, next month weāll shift focus toward impactful gameplay changes. Expect major updates around factions, a new rampart creation system, and an enhanced city expansion algorithm to make urban growth feel even more authentic!
These core gameplay changes require thoughtful planning, so weāre excited to welcome a new Game Designer to the team! With his support, weāll prioritize improvements based on your feedback and our vision, helping us strengthen the gameās foundation before progressing to new ages.
As part of this strategy, our initial roadmap is evolving.
Changes to certain features in the coming weeks mean weāll need to delay the gameās localization for Russian and Chinese. Adding translations now, while descriptions are still likely to change, just wouldnāt be practical.
Since our team is focused on improving the player experience, weāll also be postponing the introduction of the Renaissance era to ensure it arrives as a high-quality update.
So, just a bit more patienceāweāre confident the wait will be worthwhile! Weāre working hard to bring you the best possible experience and will soon share an updated roadmap with new milestones and a revised timeline for language releases.
Have a spooky Halloween, see you next month! š
[h2]Changelog[/h2]
- New features and improvements
- Coat of Arms: add 2 new shapes and 7 new glyphs
- Construction: add possibility to construct building on roads
- Building construction: improve culture POIs during cultural building construction
- Demolition: add demolition of cultural buildings
- Demolition: add demolition of decorative buildings
- District rendering: change urban planning with culture changes
- District selection: add cultural slots
- Faction panel: factions wishing to join the city are now visible in the factions interface. You can also accept or reject them
- Faction panel: display faction trust and tax rates in the faction and politics panel
- Politics panel: add the level of the political authorities under their blazon in the political panel
- Settings: add an option to remove codex modals, the page will still unlock in the codex
- Settings: add an option to mute sound when the application is in background (enabled by default)
- Settings: lock cursor in window when enabling edge scrolling
- Improve save loading time for really big cities (100K, 150K inhabitants saves)
[h2]Fixes[/h2]
- Age transition: fix the chosen destiny could be reset at age transition if the player chose another level 1 and not a level 2 A/B/C
- Buildings: Middle Age buildings now generate less roads
- Building resource choice: display check mark icon if a resource has already being selected on the modification prompt of quarry or mine
- Building selection: disable switch resource button if all the mine/quarry resources are empty
- Filters: use base district selection in filters
- Filters: simplify districts colors, no more distinction between with/without faction
- Horreum: play/pause a building in the horreum no longer removes filtering
- Library: available knowhow where not updated on cultural building destruction
- Library: remove placeholders
- Load Menu: reset Load menu to its original state after closing it while "Delete Save' prompt is displayed
- Politics: fix wrong display of the decree to ease tensions in the factions interface
- Politics: fix wrong amount paid for decrees with Politic 1 destiny activated
- Rendering: fix flying chimneys on districts
- Rendering: fix district could be created around small buildings and overlap
- Save: saves made when exiting a running game are now autosaves
- Settings: remove FOV modification of paint effect
- Fix destruction of fields if the farm has been destroyed without destroying the fields with it and only one other field has been destroyed
- Fix a crash when destroying a building restored from a ruin
- Optimization of inhabitants VFX
- Balancing fire and epidemic incidents (duration + spread factors)
- Balancing wonders attraction of Antiquity and Middle Ages
- Modification of localization and codex : add specificity and remove antagonists
- Fix some leaks