Patch - v0.300.25 ▶️ v0.303.18
Hello builders!
As you've no doubt noticed, the latest updates have transformed many aspects of the game. Today's patch refines these improvements, while also bringing a number of corrections.
We're now entering the home stretch and, barring any unforeseen circumstances, the next patch will mark the arrival of version 1.0!
[h3]A final update before the big leap[/h3]
In fact, for several weeks we've been working on two versions of the game:
With so many changes, it was impossible to maintain both versions in parallel indefinitely. From now on, we'll be concentrating all our efforts on the full version.
[h2]What's new in this patch?[/h2]
[h3]All destiny effects are now available[/h3]
There were still a few destiny effects (which you choose at the start of an age) that weren't activated in-game. This time they are.
[h3]The esplanade is displayed during age change[/h3]
Whether you change age manually or automatically, you'll now have a summary of Esplanade evolutions during the age change and before the end-of-game panel.
[h3]Factions can reopen their districts during an age change[/h3]
In Memoriapolis, your greatest fear is that the factions present in your city will secede. When a faction is unhappy with your management, it can close all the neighborhoods it owns. And if the number of these closed districts exceeds a certain number, there's a good chance you'll be removed from office....you'll no longer be in charge of the city....you've lost what....
These closed quarters remain closed throughout the current age. When the age changes, you can reopen them in exchange for memory points.
[h3]Renaissance: the zone of attrition extends to the entire map[/h3]
Renaissance marks the start of real development freedom across the entire map. Just be careful to anticipate how you develop.
[h3]Thank you for your feedback[/h3]
Your feedback, whether positive or critical, is essential to fine-tune the game. A huge thank you to everyone who takes the time to share their experiences and suggestions! It's always very important to us.
Next step: version 1.0. Until then, enjoy the game!
[h2]Changelog[/h2]
[h2]Fixes[/h2]
As you've no doubt noticed, the latest updates have transformed many aspects of the game. Today's patch refines these improvements, while also bringing a number of corrections.
We're now entering the home stretch and, barring any unforeseen circumstances, the next patch will mark the arrival of version 1.0!
[h3]A final update before the big leap[/h3]
In fact, for several weeks we've been working on two versions of the game:
- The current version, available on Steam and regularly updated.
- The complete version, which incorporates all the elements of the final game.
With so many changes, it was impossible to maintain both versions in parallel indefinitely. From now on, we'll be concentrating all our efforts on the full version.
[h2]What's new in this patch?[/h2]
[h3]All destiny effects are now available[/h3]
There were still a few destiny effects (which you choose at the start of an age) that weren't activated in-game. This time they are.
[h3]The esplanade is displayed during age change[/h3]
Whether you change age manually or automatically, you'll now have a summary of Esplanade evolutions during the age change and before the end-of-game panel.
[h3]Factions can reopen their districts during an age change[/h3]
In Memoriapolis, your greatest fear is that the factions present in your city will secede. When a faction is unhappy with your management, it can close all the neighborhoods it owns. And if the number of these closed districts exceeds a certain number, there's a good chance you'll be removed from office....you'll no longer be in charge of the city....you've lost what....
These closed quarters remain closed throughout the current age. When the age changes, you can reopen them in exchange for memory points.
[h3]Renaissance: the zone of attrition extends to the entire map[/h3]
Renaissance marks the start of real development freedom across the entire map. Just be careful to anticipate how you develop.
[h3]Thank you for your feedback[/h3]
Your feedback, whether positive or critical, is essential to fine-tune the game. A huge thank you to everyone who takes the time to share their experiences and suggestions! It's always very important to us.
Next step: version 1.0. Until then, enjoy the game!
[h2]Changelog[/h2]
- New features and improvements
- Age transition: add possibility to reopen factions in age transition
- Attrition: improve POI when creating a new building
- Badges: add district selection when clicking on defeat badge
- Badges: improve tooltips
- Customization: add a reset button to the 'Customization' screen
- Destiny: add new destiny effects are now available
- Faction tooltip: add faction power in tooltip
- Endless mode: age transition is not blocked by faction power anymore in endless mode
- Endless mode: add a confirmation popup when selecting endless mode on a new game
- Esplanade: display esplanade during age transition and before end of early access panels
- Faction settlement proposal now requires a culture building of the same culture and age to be already built
- Plaza: add attrition impact
- Rampart now use workers for construction
- Renaissance: expand attrition area on the entire map
- Renaissance: improve houses rendering
- Renaissance: improve attraction filter
- Ruin: add a money gain when demolishing a ruin
- Timeline cinematic: add wonders in the timeline
- Tutorial: improve resource filter in tutorial
- Wonders can now be placed in the downtown area
- Remove deep forest construction constraint
- General balancing
[h2]Fixes[/h2]
- Age transition: fix remove power POI over barricaded factions in age transition
- Age transition: fix faction power POI position
- Age transition: remove redundant age transition protected state
- Age transition: fix faction power deduced 2 times in age transition
- Age transition: exclude faction properties from wonder protection
- Age transition: disable save during timeline cinematic
- Age transition: disable panel shortcuts
- Building selection: fix Level 5+ wood cutting with food production was not displaying the wood production
- Building selection: fix Mines and quarries' second resource could not be modified after being emptied
- End Early Access: game was displayed for one frame before returning to the main menu
- Esplanade: disable esplanade objectives in tutorial
- Esplanade: resources from ruins now count in the Esplanade
- Faction: fix taxation was doubled
- Farm: the farms 'Insufficient free space' message for field construction wasn't reappearing after disappearing once
- Filters: fix Faction Icons overlapping with the top buttons in the Faction Filter and District Filters of the Filter Mode
- Horreum: charcoal and lime were not showing up in the horreum
- Library: know-hows from the evolved cultural buildings were not unlocked instantly
- Main menu: new game choices, were not reset when returning to the main menu
- Rendering: fix an offset in the paint filter
- Rendering: fix increase the size of boats in cultural buildings (so they no longer float in the air)
- Rendering: reduce TAA flickering on buildings
- Rendering: fix constructible area overlap
- Rendering: animation was missing when increasing the workers in the field using Field Management for Farm
- Security Station: fix when selected, only shows buildable area, no more the area outside the attrition area
- Settings: Setting's drop-down lists were failing to get closed when using the 'ESC' button
- Settings: fix Drop-down icons failing to reset for Upscale and DLSS under settings
- Sound: fix some mix cultural buildings sounds
- Fix leaks