News Liste Synergy

v0.5 Update - Out Now!
Synergy
05.02.25 16:31 Community Announcements
Hi everyone!

After two weeks on the experimental branch, the 0.5 update is now live on the default branch, meaning it’s available for everyone! Make sure to update the game to enjoy all the new features.

Here's the final patch notes:

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
  • The button to pin a research is now placed to the left of the “unlock” button + its size has been increased + its colors have been adjusted
  • Adjusted minimum scale for humidity and temperature source pins in views allows pins to be more visible
  • Added mention of the Field Lab to the science points description
  • Increased glow of HUD warnings by 20%[/list]
  • Balancing


    • Added a new research to unlock Canteen and Tea Bar together just after the Hall Of Wise
    • Social Bonus offered by Canteen and Tea Bar are no longer cumulative
    • 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”
    [*] Increased Canal modifier radius from “6” to “8”
  • 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 Shimmering Awnings, Draped Pillar and Magnetic Pillar buildings from Culture to Social (+5 T1 Social)
  • Changed the research description of “Hanging Tapestries” research to reflect the new Social bonus of unlocked decorations
  • Moved City Banner, Outdoor Lounge, Shimmering Awnings and Draped Pillar buildings from the Culture building category to Social
  • Changed culture Tier 1 (T1) providers distribution and fixed display of providers for all satisfaction in various feedback:
    • buildings of “Hanging Tapestries” research (City Banner, Shimmering Awnings, Draped Pillar & Magnetic Pillar) now give “+5” T1 Culture in range (they also keep “+5” T1 Social)
    • changed gameplay description of “Hanging Tapestries” research to fit new Culture buff
    • Canteen and Tea Bar “+5” T1 Culture boost is now exclusive (it is no longer possible to reach “+10” T1 culture with these two)
    • fixed Satisfaction gauge tooltips' providers list to represent the current providers
    • rearranged the building assets list order to fit with the satisfaction provider modification
    [*] Changed size decorations' range of “Hanging Tapestries” research buildings and adjusting “Serpentine Bench” range:
    • Shimmering Awnings range from “5x5” to “18x3”
    • Draped Pillar range from “5x5” to “18x3”
    • Magnetic Pillar range from “4x4” to 18x3”
    • Serpentine Bench range size from “5x5” to “3x8”
    • Table range from “5x5” to “6x6”
    [*] Adjusted range of multiple satisfaction buildings:
    • Increased "Statue of the Sleeping One” range from “4” to “6” to be coherent with other statues
    • Canteen from “16” to “24”
    • Tea Bar from “14” to “22”
    • Explorers’ Hut from “17” to “25”
    • Field Laboratory “15” to “23”
    • Infirmary “17” to “25”
    • Cellar from “8” to 1”12”
    • Sandglider Garage from “25” to “30”
    • Weather Station from base “5 +5 per working citizen” to “base 7 +6 per working citizen”
    • Cold Bathhouse from base “3 +6 per working citizen” to “base “7 +7 per working citizen”
    • Scent Garden from base “3 +5 per working citizen” to “base 7 +7 per working citizen”
    • School from base “3 +5 per working citizen” to “base 7 +7 per working citizen”
    • Art Gallery from base “4 +7 per working citizen” to “base 7 +8 per working citizen”
    • Auditorium from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
    • Library from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
    • Music Workshop from base “3 +4 per working citizen” to “base 7 +8 per working citizen”
    • Prevention Unit from base “8 +8 per working citizen” to “base 7 +8 per working citizen”
    • Science Exhibition from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
    • Embassy from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
    [/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
  • Fixed a bug where storage buildings could have negative resource quantities
  • Fixed a bug preventing the bonus to the science and legacy points caps to apply
  • Fixed localization issues showing blanks instead of letters (such as “i” in turkish)
  • Fixed broken animation of quest panel occurring when loading a finished save
  • Fixed Varying Range Modifiers not correctly scaling cost with houses in range
  • Fixed tooltips description on buildings for T3 observatory building (reducing "educational building upkeep by 50%), previously showed that it was T2 bonus
  • Fixed Tent Front view pathfinding entry point
  • Fixed pathfinding bug when building new canals
  • Removed range feedback from sandfactory (it wasn't used)
  • Fixed source pins icon when a plant has multiple modifiers of same property
  • Fixed a bug where a harvest task button can be yellow even if it’s not the actual task “in progress”
  • Fixed multiple city events ending or starting at the same time not showing popup (one City event resolution is handled per day).
  • Fixed white letters in some languages in “Leikir Studio” signature in early access popup
  • Corrected typos based on discord feedback during Experimental.
  • Fixed a missing page on the event “Evening Swarm”.
  • Removed "+" sign on range in irrigation module selected panel.
  • Fixed a bug where a quest objective could stay unchecked when loading a save.
  • Fixed a bug where buildings with an effect range that depends on the count of assigned citizens did not correctly highlight affected buildings if trying to place them in the flipped orientation.
  • Fixed a rare bug which could cause the game to become unresponsive when going back to the main menu.
  • Fixed a bug which could prevent citizens from going to the infirmary after a reload.
  • Fixed harvest building still starting tasks while inventory is full.
  • Fixed a bug where citizens could get indefinitely stuck in an infirmary.
  • Fixed a bug where plant nursery sometimes was not working after loading a save.
  • Fixed the outline floor of ColdBathouse in the right size.[/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]

    Play now!



    https://store.steampowered.com/app/1989070/Synergy/
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