News Liste Synergy

v0.5 Update - Experimental branch
Synergy
16.01.25 16:35 Community Announcements
Hi everyone!

The 0.5 update is now live on the experimental branch! If you want to try the new content before it’s fully released, now’s your chance to check it out and give us your feedback. The details of the update are listed below, so be sure to take a look! And to share your thoughts, hop onto our Discord server!

Note that placeholder text and visuals might still be included, along with potential bugs or balancing issues.

How to access the experimental branch:
  • Right-click the game in your Steam library.
  • Select "Properties."
  • Go to the "Betas" tab.
  • Choose experimental_public and update the game.



Rebind Your Inputs


You can now easily customize your controls in the options menu for a more personalized experience.



Enhanced Storage System


We’ve revamped the storage system to make it more intuitive and efficient for city management :
  • When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed.
  • You can adjust priority quantities with a simple mouse scroll.
  • The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity.


Performance/Optimization


Significant optimizations have been made to eliminate short freezes, stuttering, and other issues caused by large cities or complex calculations (such as district updates and road placements). For more details, check the “Detailed Changelog.”


Heatmaps Visibility


Views are now even more powerful! You can see each satisfaction source and terrain modifier source when the appropriate view is activated, giving you all the information you need to optimize your city's layout and environmental impact.


Canal Preview


When adjusting tool quantities for the irrigation pump, a preview will now display how far the water will flow and the effect range of the canals, helping you plan your irrigation more effectively.


Detailed Changelog


[expand type=details expanded=false]
Feature
  • Added Inputs rebinding in the Options.
Interface & Feedback
  • Updated selected District UI :[list]
  • Updated the "buy extension" tooltip in the District UI.
  • “Buy district extension” button darkens when the player lacks required resources.
  • Score gauge color now reflects the district's status.
  • Changed mentions of "markers" to "extensions."
[*] Updated Storage UI :
  • When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed.
  • You can adjust priority quantities with a simple mouse scroll.
  • The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity.
[*] Added Satisfactions sources and terrain properties modifiers sources in heatmap view
  • Added Irrigation preview : when selecting an irrigation pump, a preview and effect range around canals will be shown for the next application cycle.
  • Added Road placement preview : in road placement mode, a range will be displayed if the roads (or canals) adds bonus around it
  • Changed the wording of the housing average satisfaction tooltip.
  • Added a text explaining how to gain more citizens in the housing tooltip.
  • Added text to the building score tooltip.
  • Added a notification when the maximum of research points is reached.
  • Added arrows when trying to place a building that needs to be placed on an environment prop (e.g., a well).
  • Added a notification when a district unlocks a score tier bonus.
  • Added a notification when there are homeless citizens.
  • Reworked pause menu to include current scenario information.
  • Added a button to exit the game from the pause menu.
  • Added a confirmation popup to reset the options tab button.
  • Added a state of the Quest panel when all objectives are completed to signify that there is no other quest.
  • Added a new FTE to explain how to get more citizens when the player has no space in housing.
  • Added a close button (red cross) to the selected panel of research, destination and zone.
  • Added a new UI reminder in the tooltip of worker repartition to open Advanced UI (“Tab” by default”).
  • Adjusted the color of the options tooltip (explications in right panel in the options) for better readability.
  • Hidden “construction completed” feedback if the completed building is currently the selected building.
  • Changed city event logic to start only if the target satisfaction value has never been reached (rather than just if the current value is inferior).
  • Resource storage in HUD should now be correctly refreshed when a resource is created by a production or harvest building[/list]Balancing
    • Added a new research to unlock Canteen and Tea Bar together just after the Hall Of Wise.
    • Removed the "Small Bench" from the “Public Spaces Arrangement” research unlock (Small Bench can no longer be built).
    • Changed cost for the 2nd to 5th extension buyout in the Monument district :
    • [list]
    • 2nd from “30 Music Instruments” to “30 Papers”
    • 3rd from “30 Music Instruments” to “30 Papers”
    • 4th from “30 Wood Sculpture” to “30 Music Instruments”
    • 5th from “30 Wood Sculpture” to “30 Music Instruments”
    [*] Reduced T1 Social bonus of Serpentine Bench and Tables from “10” to “5”.
  • Changed Satisfaction bonus of Outdoor Lounge from “+5 T1 Culture” to “+5 T1 Social”.
  • Moved Outdoor Lounge unlock from “Art” research to “Public Spaces Arrangement” research.
  • Moved “Magnetic Pillar” unlock from the “Art” research to “Hanging Tapestries” research.
  • Changed Satisfaction bonus of following buildings from Culture to Social:
    • Shimmering Awnings (+5 T1 Social)
    • Draped Pillar (+5 T1 Social)
    • Magnetic Pillar (+5 T1 Social)
    [*] Changed range for several buildings:
    • Serpentine Bench range from “5x5x5x5” to “6x6x6x6”.
    • Table range from “5x5x5x5” to “6x6x6x6”.
    • Shimmering Awnings range from “5x5x5x5” to “10x10x3x3”.
    • Draped Pillar range from “5x5x5x5” to “10x10x3x3”.
    • Magnetic Pillar range from “4x4x4x4” to “10x10x3x3”.
    [*] Increased Canal modifier radius from “6” to “8”.
  • Changed the research description of “Hanging Tapestries” research to reflect the new Social bonus of unlocked decorations.
  • Moved following buildings from the Culture building category to Social:
    • City Banner
    • Outdoor Lounge
    • Shimmering Awnings
    • Draped Pillar
  • Social Bonus offered by Canteen and Tea Bar are no longer cumulative
  • [/list]Bugfix
    • Hidden exploration feedback "an action is available" when all destinations are explored.
    • Fixed a bug where the research point bar was not always in preview when the player was confirming its purchase of research points with a tablet.
    • Pathfinding :
    • [list]
    • Fixed citizens getting stuck between buildings.
    • Fixed the issue where citizens can move through the unplayable border of the map.
    • Updated the citizens’ pathfinding to prevent them from getting stuck or isolated.
    [*] Fixed a missing tooltip for the selected resource panel.
  • Fixed the research point display when citizens are ill in the building.
  • Fixed production cycle duration display in the selected building panel.
  • Removed empty cells on the Emerald Pond Map.
  • Corrected texts based on players’ feedback on Discord.
  • Large mushrooms are now considered as regular mushrooms for harvest tasks.
  • Removed undesired tiles shadows on every maps.
  • Roads on canals should now correctly be accounted in district score for Fountain and Sand Furrows districts[/list]Optimizations
    • Implemented various performance optimizations across several areas :[list]
    • Districts update when adding or removing objects (buildings, plants, etc.).
    • Optimized the performance when building or destroying many roads or canals.
    • Optimized updates to building or plant ranges.
    • Improved the handling of buildings’ inventories.
    • Optimized citizens' repartition in houses.
    • Optimized performance in cities with many citizens.
    [*] Improved how often citizen repartition is done for better performance.[/list]Other Changes
    • Added auto-save functionality when quitting the game or going back to the main menu.
    • Added city event rewards when a city event is successfully completed.

    [/expand]

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