Memoriapolis - Update V1.0.126 - Notes
[p]Hey Builders![/p][p][/p][p]Welcome to our fourth round of community-driven improvements! Your feedback continues to shape the game, and this update brings even more refinements, polish, and surprises. Let’s take a look at what’s new![/p][p][/p][h2]Cultural building evolution[/h2][p]Back in February, we ran a poll on our Discord to learn more about how you use cultural building evolutions (also sometimes called “mixes”). While we expected only a small group to be unfamiliar with the feature, since it’s been part of the game since the Early Access launch, we were surprised to find that 28% of voters didn’t even know it existed![/p][p][/p][p]
[/p][p]We had already made some improvements to make cultural evolutions more visible in the Building Tree when selecting a cultural building, but we knew that wouldn’t be enough for everyone to discover them.
[/p][p]That’s why we’re introducing a brand-new tab in the Building Tree dedicated entirely to Cultural Evolutions. This new panel lets you explore all evolutions across all ages and provides guidance on how to unlock each one.[/p][p]
[/p][p]You can easily switch between the Cultural Evolutions and Cultural tabs by clicking on the building links.[/p][p][/p][p]To celebrate the launch of this new panel, we’re also adding eight new cultural evolutions to the Age of Enlightenment:[/p]
[/p][p]Is there any mechanic you’re struggling with or would like to see better explained in the Codex? Let us know![/p][h2]Accessibility Improvements[/h2][p]From the beginning, we’ve been committed to making the game more accessible with features like edge scrolling, OpenDyslexic font support, and adjustable font sizes. In this update, we’re continuing that effort by addressing some of the most frequently requested options:[/p]
[/p][p]> Maybe it's time to clean up the settings a bit..[/p][h2]Other[/h2][p]In addition to all this, there are a few other notable changes:[/p]
[/p][h2]Changelog[/h2][h3]New features and improvements[/h3]
[/p][p]That’s why we’re introducing a brand-new tab in the Building Tree dedicated entirely to Cultural Evolutions. This new panel lets you explore all evolutions across all ages and provides guidance on how to unlock each one.[/p][p]
- [p]Local apothecary[/p]
- [p]Caparisoners' workshop[/p]
- [p]Colonial administration center[/p]
- [p]Manor house of the local lord[/p]
- [p]Orthodox monastery[/p]
- [p]Popular culture workshop[/p]
- [p]Tavern[/p]
- [p]Wire shop
[/p]
- [p] Some Codex entries now appear directly on screen when unlocked, instead of showing a small tip in the corner. We’ll gradually replace all tips with this new system. (You can disable this in the settings under “Disable in-game tips.”)[/p]
- [p]Entries have been rewritten and divided to be more concise. Each one now focuses on a single topic and is illustrated with a new screenshot or video.[/p]
- [p]You can now navigate entries using Back and Next buttons.[/p]
- [p]Camera movement sensitivity[/p]
- [p]Camera zoom sensitivity[/p]
- [p]Edge scrolling sensitivity[/p]
- [p]A toggle to invert the translation/rotation mouse button[/p]
- [p]Keyboard shortcuts for camera zoom in/out[/p]
- [p]Building rotation using Shift + Mouse Wheel[/p]
- [p]A new decorative building, the Plateia, unlocked in Antiquity with the level 4 Villa[/p]
- [p]New illustrations for the destinies of the Age of Enlightenment and Industrial Revolution[/p]
- [p]A fix for the Prutaneion, which used to slow down more each time it was opened and eventually taking several seconds[/p]
- [p]A crash fix related to district generation, which mostly occurred from the Age of Enlightenment onward[/p]
[/p][h2]Changelog[/h2][h3]New features and improvements[/h3]
- [p]New decorative building Plateia unlocked with Villa level 4[/p]
- [p]8 new cultural evolutions in Age of Enlightenment [/p]
- [p]New illustrations for destinies in Age of Enlightenment and Industrial Revolution[/p]
- [p]Accessibility: add camera translation/zoom sensitivity[/p]
- [p]Accessibility: add border camera movement sensitivity[/p]
- [p]Accessibility: add keyboard shortcuts for camera zoom in/out[/p]
- [p]Accessibility: add a toggle to invert translation/rotation mouse button[/p]
- [p]Accessibility: add building rotation with SHIFT + mouse wheel [/p]
- [p]Building Tree: add Cultural Evolution tab[/p]
- [p]Building Tree: add age icon for cultural/wonder/mix buildings in Building Tree[/p]
- [p]Codex is now directly displayed by default when unlocking new codex pages instead of displaying a small helper in a corner[/p]
- [p]Codex entries have been split and rewritten to be more concise and dedicated to a single subject[/p]
- [p]Codex add Back and Next navigation buttons[/p]
- [p]Decorative selection: add celebration bonus effect description[/p]
- [p]Display a toast bar in many situations: unlocking codex entries, unlocking a new trade route, establishing a trading post on a trade route, etc...[/p]
- [p]District selection: add celebration probability percentage[/p]
- [p]Factions can now be directly destabilized from the Faction panel rather than via district selection [/p]
- [p]Farms will now continue to produce food when stocks are full and the city will consume the food produced rather than the stocks to avoid the farms stopping and restarting production every other cycle[/p]
- [p]Filters: colorize cultural buildings in district and faction filters[/p]
- [p]Filters: add carnival filter[/p]
- [p]Filters: improve carnival and incident colors[/p]
- [p]Surveyor's Cabins are no longer constructible starting from the Age of Enlightenment, when they are no longer needed[/p]
- [p]Politics: sort decrees in cultural order[/p]
- [p]Politics: sort roles/seats in cultural order[/p]
- [p]Tutorial: camera will now move when the building is to be installed in a specific location[/p]
- [p]Reforestation workshop: growing trees were counted as fully grown trees by cutting camps[/p]
- [p]Rendering: fix some forbidden area where not properly displayed[/p]
- [p]Rendering: fix some trees generated on roads near map limits could have a wrong height[/p]
- [p]Rendering: fix degraded buildings were duplicated in the left bottom corner of the map[/p]
- [p]Rendering: fix some district outlines could remain construction a new building[/p]
- [p]UI: fix the possibility of activating a building in the Horreum when we didn't have enough workers[/p]
- [p]UI: fix the wrong flag could be displayed on buildings in Horreum when resource is empty [/p]
- [p]UI: fix building order is now stable in Horreum and Prutaneîon when activating/deactivating a building [/p]
- [p]UI: fix update interfaces Commerce, Building Tree and various building selections to avoid text overlays[/p]
- [p]UI: fix workers available were not properly checked when upgrading a rampart in rampart selection panel[/p]
- [p]UI: fix a lorem ipsum text in a tooltip in cutting camp upgrade panel when hovering Effect[/p]
- [p]UI: fix some production cost not properly updated[/p]
- [p]UI: fix the Industrial Revolution age election notifications had wrong indications[/p]
- [p]UI: fix deactivating a know-how was leading to the deactivation of all the know-how with the same effect[/p]
- [p]UI: fix base cultural building name was displayed in faction requests instead of evolved building name when a faction want the player to give property over a building[/p]
- [p]UI: fix Prutaneion freezing over time[/p]
- [p]UI: correction of some tooltips in Building Tree[/p]
- [p]UI: fix farm costs now include field in workforce cost[/p]
- [p]Fix a crash linked to district generation[/p]
- [p]Fix a possible crash when a save could not be loaded[/p]
- [p]Fix some leaks[/p]
- [p]Fix: population migration upper bound was not inclusive[/p]