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  3. Pompeii: The Legacy Reaches Its First Major Milestone

Pompeii: The Legacy Reaches Its First Major Milestone

[h3]Salve, citizens of Pompeii![/h3][p][/p][p]First of all, thank you!
Thank you for being here from the start, for your feedback, patience, logs, save files, discussions, and encouragement. You’ve genuinely pushed me toward this first major Early Access Milestone, and this update wouldn’t exist without you.[/p][p]During development, some priorities naturally shifted. A few features originally planned for Milestone Two were moved forward and included here, while I focused on delivering more finished buildings, systems, and balance improvements earlier. Because of that, part of the story content I initially planned for this milestone has been slightly delayed, it will arrive around the New Year.[/p][previewyoutube][/previewyoutube][hr][/hr][h2]Major Update v0.600.0 - Patch Notes[/h2][h3]🏛️ Buildings [/h3]
  • [p]Added Armorer[/p]
  • [p]Added Heavy Weapons Yard[/p]
  • [p]Added Jupiter Temple[/p]
  • [p]Added Mars Temple[/p]
  • [p]Balanced construction and production costs for all new buildings[/p]
[hr][/hr][h3]⚙️ Economy & Balance[/h3]
  • [p]Food and Luxury Food hints now correctly indicate when variety is missing (previously incorrect when only one type was consumed)[/p]
  • [p]On Normal difficulty, reduced consumption by 20% for:[/p]
    • [p]Food[/p]
    • [p]Luxury Food[/p]
    • [p]Basic Goods[/p]
    • [p]Luxury Goods[/p]
  • [p]Updated prices for:[/p]
    • [p]Fences[/p]
    • [p]Several decorations and Scroll production building[/p]
    • [p]All entertainment buildings, Shrines and temples[/p]
    • [p]Rose Garden, farms and Saltworks[/p]
    • [p]Iron Mine and Marble Quarry[/p]
    • [p]Domus[/p]
  • [p]Stone Road construction now deducts the cost of Gravel Road when built on top of it[/p]
  • [p]Road construction costs are now correctly displayed in tooltips[/p]
  • [p]Default Trade Target Quantity reduced from 10,000 to 3,000[/p]
[hr][/hr][h3]⚙️ Research Additions[/h3]
  • [p]Added Skilled Carpenters - Increases Carpenter’s Workshop production by 10\[PERCENT][/p]
  • [p]Added Advanced Luxury Food - Increases Luxury Food production by 10\[PERCENT][/p]
  • [p]Added Urban Tax Reform - Each Insula and Domus generates +1 Denarii per week[/p]
  • [p]Wildwood Collector - 10% increase wood production in the Forester’s Camp[/p]
[hr][/hr][h3]⚙️ Citizens & Pathfinding[/h3]
  • [p]Citizens now prefer walking on roads in most cases (Note: on old saves, some cached data may still behave incorrectly - unfortunately this cannot always be fixed retroactively.)[/p]
  • [p]Slaves will not leave the city until you have at least 2 houses[/p]
  • [p]Plebeians will not leave until you have at least 1 Insula[/p]
[hr][/hr][h3]⚙️ UI, UX & Gameplay Improvements[/h3]
  • [p]Dialogue arrows now work correctly - you can move forward and backward through dialogue[/p]
  • [p]Added a Pause button to the dialogue panel[/p]
  • [p]Model Quality now affects the visibility of CS workers inside buildings[/p]
  • [p]Research position resets correctly when starting a New Game[/p]
  • [p]Fixed an issue where seasons did not reset correctly when starting a New Game[/p]
[hr][/hr][h3]🏛️ Shrines & Temples[/h3]
  • [p]Fixed an issue where moving a Shrine would keep houses bound from its previous position - Shrines now correctly bind to houses in their new area of effect[/p]
  • [p]If citizen health is declining:[/p]
    • [p]A warning now correctly appears[/p]
    • [p]An icon is shown above affected houses[/p]
[hr][/hr][h3]⚙️ Visuals, Audio & Optimisation[/h3]
  • [p]Optimised numerous textures[/p]
  • [p]Fixed several texture issues[/p]
  • [p]Optimised several models[/p]
  • [p]Improved shading on multiple buildings and added CS workers to them[/p]
  • [p]Fixed multiple warning messages in logs[/p]
  • [p]Improved log output clarity in several places[/p]
  • [p]Fixed oversaturated colors in windy sunny weather[/p]
  • [p]Added new ambient sounds (wheat fields, cats in the Hunting Camp, and more)[/p]
[hr][/hr][h3]⚙️ Customization[/h3]
  • [p]Added new family coats of arms[/p]
[hr][/hr][h2]What’s Next?[/h2][p]Once the next chunk of story content is added after the New Year, I’ll shift focus to deep optimisation and visual improvements across the entire game. After that, combat will be introduced, and it will remain optional, allowing players to choose their preferred playstyle.[/p][p]Once again, thank you for your continued support. This milestone is a big step forward, and there’s much more to come.[/p][p]Zeljko
Siscia Games solo dev team[/p][p][/p][p][dynamiclink][/dynamiclink][/p]