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MEMORIA POLIS News

The Roadmap

You've been looking forward to it, so here's our Roadmap for the coming months.



Before going into detail, we think it's important to make a few points.
To be completely transparent, we had planned to publish our Roadmap earlier. But after carefully reading your feedback - both positive and more critical - we felt it was important to adjust it for October and November.

[h3]SEPTEMBER UPDATE[/h3]
The September target, on which we've already invested a lot of time, remains as originally planned.

[h3]OCTOBER UPDATE[/h3]
Solutions to the most frequently raised problems

DESTROYING IN ORDER TO REBUILD
We've heard your feedback about not being able to destroy roads and cultural buildings. It's not an ‘oversight’ on our part, but a gameplay decision.
It's all in the title of the game.
We believe that cities are made up of memory, of the traces of the ages on each other, and that if it's possible to destroy or modify everything all the time, this desire no longer exists. Yes, in Mémoriapolis, you'll have to think before you put up a building, because that choice will have an impact.
For a long time.

However, we understand that this can make discovering the game less enjoyable and more difficult. The most serious possibility at the moment is to be able to build on the roads and have them adapt automatically. We're also going to limit the number of connections for certain buildings to reduce the number of roads produced.

The destruction of cultural buildings will be possible under certain conditions, and this choice will have consequences for your city.

A MORE DIVERSE CITY
This is an idea we've had for a long time: to ensure that neighbourhoods reflect their culture. This will be the case for the October patch. We think these changes will be useful both as visual feedback on the cultures present in a neighbourhood and as a way of making the city more realistic.

[h3]NOVEMBER UPDATE[/h3]
New age and improvements to some of the game's current mechanics.

FACTIONS AT THE HEART OF THEIR TOWN
We're going to offer you a new way of using factions to develop your town. Fewer in number, more detailed and more present within the city, the factions will become important partners in your development. They'll be able to form alliances, lay claim to districts, manage certain buildings themselves, and more.

OVERHAUL OF RAMPARTS
We are going to review the way in which the ramparts are built and how their development is organised. However, once again, it won't be easy to demolish your city walls in order to rebuild them. Our aim is to give you more powerful and flexible tools with which to make your choices, precisely so that you can take them on in later ages.
Who knows, you might even be able to turn them into a boulevard one day!

DIFFICULTY MODES
You can also choose the difficulty level you want in normal mode.

AGE 3
The Renaissance is coming to Memoriapolis, so there will be 3 ages instead of 2!
We can't give you any more details at the moment, but we'll keep you posted in October.

Thank you for your support of Memoriapolis, builders, and keep sharing photos of your towns with us!

Ambitious city builder Memoriapolis improves with new game mode

The slow trudge of time through the ages propels you forward but can also pull you away from the things you love. Sometimes, you just want to stand still and let the torrent of the epochs slide around you, like a stone in a stream. Memoriapolis, an epoch-spanning city-builder, has added a new mode that will let you do exactly that.


Read the rest of the story...


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Civilization meets Cities Skylines 2 in new historical city builder

Hotfix v0.216.12 ▶️ v0.216.14

Some hotfixes following the patch of yesterday. Have a nice weekend playing !

[h3]Changelog[/h3]
  • Building Tree: add a message on buildings that will be available later during early access (Karluv most and Drainage Workshop)
  • CityView: add tooltips on all top right buttons (Filters, Feedback, Codex and Free Camera)
  • Codex: some illustrations were overlapping
  • Customization panel: city name was wrongly used as player first name when creating a new game

PATCH V.0.216.12

Hello everyone!

As promised, here's our very first patch!

Before you read the change log, here are a few words about some of the changes.

[h3]EXPERIMENTAL CAMERA[/h3]
A new button at the top right of the interface allows you to switch cameras and visit your city in a much freer way.



We see this as the beginnings of a ‘photo mode’ rather than a new camera for the game.
It's experimental and we're counting on you to give us your feedback on its use.

[h3]ENDLESS VERSION[/h3]
From now on, when you start a new game, you'll be able to use an ‘endless’ mode in addition to the ‘normal’ mode. This mode allows you to continue playing for an age, be it Antiquity or Middle-ages, whatever your situation (whether or not you've finished the chaptering).



[h3]MORE SURFACE[/h3]
As we said on Monday, we are currently working on the improvements we can make so that the surface management problems you are experiencing no longer exist.

In the meantime, we've increased the buildable surface area provided by the Surveyor's Cabins

[h3]BUGS CORRECTION[/h3]
We have not been able to correct all the bugs that have been reported to us.
The whole team is working hard to fix as many as possible, but the testing process is long and we want to take as few risks as possible.

Once again, a big thank you to all the players who support us and give us their feedback. It's extremely valuable.

[h2]Memoriapolish v0.214.131 ▶️ v0.216.12[/h2]

[h3]Additions and new features[/h3]
  • New: Free Camera accessible from City View
  • New: Experimental Endless game mode without cycle limit
  • Chapters: add a button to end early access when all Middle Age chapters are completed
  • Settings: add option "Run in background" in General Settings that can be disabled to completely pause the game when its not focused (when the application goes in background)
  • Main Menu: add EULA and Welcome Message popups on first start

[h3]Improvements[/h3]
  • Attrition POI: improved UI
  • Building Tree: display the blueprints
  • Library: improve panel size and font/color/size of know-how items
  • Filters: slightly improve colors in attraction filter
  • Satisfaction Choice: add a tooltip on building name
  • Update blueprints icon
  • Balancing: increase faction expulsion costs
  • Balancing: increase Cultural influence steps requirements in Middle Age
  • Balancing: increase Surveyors' cabin and Security Station radius
  • Balancing: increase Master Builder's Office modifications costs
  • Balancing: increase the time it takes to convert wanderers into workers with Master Builder's Office
  • Balancing: reduce population food consumption in Middle Age
  • Balancing: reduce faction trust gain when accepting other factions of the same culture

[h3]Fixes[/h3]
  • Building Tree: selecting and then canceling the purchase of a level 5 Production building could lock the Purchase button in a deactivated status
  • Building Tree: remove access to the wonder Karluv Most as its a special wonder with features that are not yet ready
  • Building Tree: fix potential crashes
  • Building Tree: construction time and workers could be decimal numbers
  • Chapters: Chapter 7 of Middle Age couldn’t be completed with any Wonder
  • City View: badges could overlap when there were too many
  • City View: filters could be activated with keyboard key when the filter button is deactivated in the interface
  • City View: forester producing food was not displayed in food tooltip
  • City View: in the resource tooltip, highlight the value of the resource when it exceeds the stock level
  • Construction validation: add missing color on cultural icon
  • Cultural influence: Middle Age progress bar was visible on ultra-wide screens
  • Cultural influence: fixed wrong text on money reward tooltip
  • Decree: fix cost of Temporary tranquility
  • Demolition: recycling resources could give a huge quantity of resources in some cases
  • Early access panel: add missing "Max" label in score
  • Early access panel: remove the “Wishlist” button
  • Early access panel: can’t be ESC
  • Events may result in player resources being negatives
  • Feedback panel: was not working in the main menu
  • Feedback panel: could break after first feedback and force the player to restart the game
  • Horreum: forester producing food was not displayed
  • House of Grievances: removal of the vote which must only be present in the Senatus in Antiquity
  • Load Save panel: was not pausing the game
  • Master Builder's Office: fix missing title on floor tooltip
  • Save: closed district rendering was not present when loading a save
  • Settings: much clearer name for the "Edge Scrolling" option in General Settings
  • Score: score could go up to 105/100 in Antiquity
  • Score: faction trust could be "NaN%" if the player has no faction in his city when the score is displayed
  • Shortcut: filter shortcut was not working when loading a save
  • Tutorial: removed a French text in English translation of chapter 12 description
  • Typo: warehouse buildings were named “warhouse”
  • Wonder: Statue of Zeus satisfactions
  • All "Buy" buttons in the game were disabled if any player's resource was negative
  • Tweak map buildable areas
  • Tweak map rocks
  • Some texts were using the font Cochin. Now replaced by the font Cardo
  • Multiple fixes in localization
  • Fix memory leaks

What's next?

Thank you! Thank you! Thank you so much! ːsteamhappyː
The response to Mémoriapolis has far exceeded our expectations.
It confirms that there is room for a City Builder that offers an alternative approach to city building.

We've also noticed that, even when the comments are positive, they don't forget to remind us that there's still a lot of work to be done. We're well aware of this, and this great start gives us even more strength to continue developing Mémoriapolis!

And while we're on the subject of development, if all goes well, we're planning our first patch for next Thursday.

[h3]CRASHS[/h3]
We've analysed the data we've received: the crash that, unfortunately, many players are experiencing is the same for everyone. We're currently working with Unity teams to resolve it as quickly as possible.

[h3]GIVE ME TIME![/h3]
We've heard your comments about the time limit for each age.
For many of you, it's frustrating and doesn't add anything to the game.
However, time is a strong element in our proposal, which focuses on the development of the eras.

But we're going to think about a better way of integrating it.

Nevertheless, the next patch will give you the option of whether or not you want to continue in antiquity or the Middle Ages.

We'll be monitoring how players use this feature and will get back to you to discuss it.

[h3]NOT ENOUGH SPACE[/h3]
We've heard your feedback on this subject too.
Even though the vast majority of you liked the organic and autonomous development of the city, this sometimes led to frustration and difficulties in managing the space available on the map correctly.

Some people have even deduced that Mémoriapolis was a puzzle game, that there was a solution to be found to optimise the use of space.

This is absolutely not the case!

Mémoriapolis was never designed as a puzzle game, and the way in which the city is developing allows for a huge number of combinations.

Here again, we need to improve our approach to this system.

A number of options are being explored, such as reducing the size of cultural buildings and providing better feedback on the construction of residential areas, or increasing the space given over to developments in the city centre.

[h3]MORE ZOOM[/h3]
The game's camera was the subject of much discussion within the team.
Currently, 3D models are designed to be seen from the camera as it is. Allowing a freer view, and keeping the same visual quality, would require us to completely rethink the way we've created certain elements of the game, which isn't in our current schedule. But we've decided to put our trust in the players.

In Thursday's patch, we'll be integrating an alternative camera that allows much freer movement, to give you a more immersive tour of your cities.

We'll be analysing your feedback on this and deciding how to proceed over the coming months.


[h3]FIXES & IMPROVEMENTS[/h3]
The list is long, and we've already fixed a number of bugs.
We're a small team, so please bear with us about the pace of these fixes, and know that we plan to release patches as regularly as possible.

[h3]OK AND THEN WHAT[/h3]
Exhausted but happy.
That's how we could sum up the state of mind of the team today.
Happy because you've just told us that the team's work over nearly 3 years deserves to be continued.

Many thanks again!