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MEMORIA POLIS News

Playtest 2

If you've already registered, you should have received a confirmation e-mail: the new playtest session has started! And if you haven't registered yet, don't hesitate to do so!

The whole team hopes you enjoy discovering or rediscovering Mémoriapolis.

Don't hesitate to come and tell us here on the forum or on our discord what you think, or suggest new features.

The rest is up to you!

A new playtest session starts tomorrow!

Hello everyone,

Tomorrow we start a new playtest session.
It will last for at least 10 days, and we hope a little longer if feedback allows.

You'll find a link to a very short questionnaire in the game's general menu, and we'd be very grateful if you'd take the 5 minutes to fill it in.

There are a lot of fixes and a lot of new features in this new version, as detailed below:

Changelog

Playtest V.0.193.58 ▶️ V.0.198.16
[h2]New features[/h2]
  • Backup! You can now save your game. Yes, that's better...
  • Added incidents (fire, epidemics, etc.)
    Incidents are negative expressions of factions that have been neglected for too long.
  • Destinies added
    You can now choose a representative of your dynasty to run your town. Their culture will bring you specific bonuses. You can change your destiny at the start of each age. You can then either accumulate the bonuses of a culture, or diversify your strategy.
  • Added the creation of ramparts in Antiquity.
    Players can now create a rampart during Antiquity. These can only be made of wood and cannot be upgraded, unlike in the Middle Ages.
  • Corrected display of rampart evolution time.
  • Correction to the wall construction preview.
  • Correct display of rampart construction costs
  • The rampart generates attractiveness within its perimeter
  • Added ambient and building sounds
    Dungeon
    Escope Caron
    Stable
    Glazed Pottery Workshop
    Grocery
    Corderie
    Mix of main environments (Land, Sea, Air)
  • Added a confirmation window for trade route unblocking and trade route departure.
  • New system for creating and managing fields
    From now on, the player sets up a farm and chooses the number of fields it will be responsible for. Each field produces a certain amount of food and increasing the level of the building increases this amount.
  • The Town Centre generates extra-territorial roads in addition to the connection to the main road.
    When the first town centre is built, roads are created that connect to points outside the map.
  • New building from the Middle Ages: the reforestation workshop
    This building can be used to recreate forests.
  • New building from the Middle Ages: the prospecting workshop
    Used to regenerate resources other than trees.
  • Removal of the chest discovery system when constructing a building.

[h2]Improvements[/h2]
  • Improved automatic road routing.
  • Changed detection of nearest road
  • Fix the road detection algo when placing a building
  • Improved road rendering
  • Smooth road layout to avoid angular roads
  • Improved trade route interface
  • Various visual optimisations and improvements
  • Texture modification in MA
  • Update facade textures
  • Fix neutral normal map
  • Fix sub-roofs on roofs
  • Slightly lower camera
  • Change the orientation of the light
  • Changing the value of soft shadows
  • Modify tree shadows
  • Fix material trees
  • Adjust road textures
  • Brush adjustment for road layout
  • Blur adjustment for terrain drawing
  • Add a texture for terrains
  • Adjusting the texture and opacity of the terrain under buildings
  • Updating of town planning rules.
  • With the arrival of territorial roads, the planning rules system that structures the way housing is generated has been revised.
  • Music and sounds
  • Fix one of the loops of music during the Middle Ages.
  • Balancing GD
  • Balancing ramparts (costs + construction time)
  • Balancing Know-How (slot + value)
  • Balancing stock CR MA
  • Added a highlight on buildings at the hover of their card in the construction picker
  • Modification of the "Quit Game" window

[h2]Fixes[/h2]
  • UI fixes
  • Repositioned building icons
  • Correction to the display of the resource indication panel in the "resources" filter
  • Correction to the description display for town centre evolutions
  • Fixed alignment of town centre name and current level
  • Ruin selection panel: The colour of insufficient resources did not match the player's resources.
  • Building repair panel after age change: The "Decline" button is now active again.
  • Building repair panel after age change: Accepting a repair without having the resources is no longer possible.
  • Building validation panel: changed location and made top bar info inaccessible when clicking outside the top bar (fixed in a previous version)
  • Onboarding: Added city centre levels in chapters requiring them.
  • Global interface: Fixed incorrect placement of certain UI elements depending on resolution.
  • Building selection panel: Added "More resources available" banner to the forest selection panel.
  • Age transition: The "Time erosion" panel is hidden if there are no buildings affected by this feature.
  • Main menu: Add call to action
  • Main menu: Add welcome message
  • Escape menu: Add call to action
  • Settings panel: retake + add language change
  • Selection panel: open the tech tree on the right tab depending on the type of function selected
  • Remparts panel: display effects and upgrade information
  • Added confirmation windows when exiting the game or returning to the main menu
  • Sound correction
  • Reworked the ground level soundscape (added cicadas & gusts of wind)
  • Fix the water in the menu (unnecessary sound)
  • Fix the height at which the muted ambience appears
  • Fix potential trigger for beach ambience by moving camera backwards
  • Mixing the ambience, buildings and music to achieve a level closer to industry standards.
  • Correction to the description display for town centre developments
  • Fixed alignment of town centre name and current level
  • Correction of the upgrade of cultural buildings for which the feelings of the 2nd building are not yet chosen
  • Optimised calculation of the final shape of houses and fields
  • Town centre selection panel now closes on upgrade
  • Selection panel: Added production information to architect selection
  • Added satisfaction selection after repairing a ruin
  • Ruins have an impact on satisfactions after repair
  • Fixed various crashes
  • Fixed FR and UK text

Dev Diary Vidéo #01

Our very first "Dev Diary" video explaining the basics of the game.
We hope to make lots more in the coming months.

Don't forget to join our discord to keep up to date with all the latest news about the game.


[previewyoutube][/previewyoutube]

Bread and games

As with almost all construction games, Memoriapolis is not exempt from resource management, particularly food management. However, our aim was never to make Mémoriapolis a resource management game, even though resources have an important role to play in the overall gameplay loop.

However, building a city also means meeting the needs of its inhabitants, and at the top of the list of needs is adequate food.
Generally speaking, we wanted resource management to be simply an underlying mechanism for maintaining the city's balance and not a central loop in its development.

On the other hand, it was important for us to address an issue that is too often ignored: how to properly manage the surface area needed to feed a large population.

The fields are organised around the city.

If you've already played the game, you'll have noticed that surface area management is a key issue and that you have to make organisational choices that will affect the development of your city and the way it uses the surface area available to it.
Pomerium in Antiquity and attrition in the Middle Ages are systems that limit and frame your development choices. As a result, knowing where and when to place farms will very quickly become a crucial issue.

When you build a farm, you choose how many fields it will be made up of. These will be organised within the farm's action area, which, depending on its level, will guarantee a fixed quantity of food production.
These fields are big. Very large. The size of a neighbourhood. So they consume a large area at your disposal and block the development of your neighbourhoods.

Well, not really.

This is another of our original points, and one that ties in with the title of the game itself.
Cities are made of memory.
Each of your decisions will have a lasting impact on the city, and it's not impossible that your very first road will one day become a central boulevard during the Age of Enlightenment!
By the same token, fields are likely to become residential areas.

When you close down a farm or destroy its building, the fields will become wasteland which, if they are within the catchment area of a building, will become housing estates.

Once the farm is destroyed, the fields become wasteland.

So you'll regularly have to push agricultural production outside your town, while your old fields become new districts. We think that this system will make it possible to create realistically shaped towns in which the organisation of buildings 'remembers' their history.

With new buildings, wasteland becomes housing land.

It's Buildredi !

New Friday, new version! ːsteamhappyː
As well as adding various improvements, we have integrated two main features which are:
  • A brand new field management system
  • Incidents in neighbourhoods

[h2]FIELDS[/h2]


Gone are the days when houses appeared on fields!

With this new system, fields are generated in the same way as land, which means that when your town grows, they can be transformed into housing land.

Each time you set up a farm, it will generate a minimum and a maximum number of fields whose production level will depend on the level of your farm. In other words, it's up to you to decide whether to consume resources to improve the production of your fields or build another farm and lose space!

[h2]INCIDENTS[/h2]
Behind this generic term lies a system of faction reactions to your actions. I'll let Margaux, Game Designer, tell you more about it than I can.

Incidents are the negative expressions of citizens who have been neglected for too long.

When do they appear?
The more Satisfactions are negative, the higher the probability of their appearance. Note that the more they are neglected, the higher the probability!

Where do they appear?
Each neighbourhood has a risk level that is calculated using several parameters such as faction confidence, attrition zone, density, etc. The riskiest neighbourhood is therefore the first to be targeted.

How do you stop them?
There's absolutely nothing you can do, apart from improve your city to prevent further incidents.

How many types of incident are there?
In reality, there are two types of incident: those that can spread and become a real ordeal for your citizens, and others that only last for a cycle.
Fires and epidemics fall into the first category. While the former will destroy your citizens' homes, the latter will drastically reduce your population.
Assaults and robberies fall into the second category. The former will reduce the confidence/satisfaction of your citizens/factions, and the latter will have a direct impact on your resource reserves.


Thanks Margaux. ːsteamthumbsupː

See you next week.