Hi everyone! Since our latest update in July, for which we received great feedback [i](thanks a lot, by the way — we really value your input, so don’t hesitate to share more on our [url=https://discord.gg/fbkha84eXe]Discord server[/url]!)[/i], update v0.3 is now available and includes a new challenging sandbox scenario, a new plant with unique gameplay, over 20 decorations, and more! Shall we dive into the new content awaiting you? ːsteamhappyː [h2]New Sandbox map: The Furnace[/h2] Running from the heat, a group of survivors follows the Mother River's course and finds refuge near two modest oases. These meager groves will be able to shelter a few citizens, but what will happen when the community grows beyond these limits? [img]https://clan.cloudflare.steamstatic.com/images//42519618/5604ed7a683e31a3c940ed7149110cf386e08d0c.png[/img] [h2]New plant: the Sage Lung[/h2] This special plant must be discovered through exploration. Once introduced to your city, it may provide surprising effects. [img]https://clan.cloudflare.steamstatic.com/images//42519618/82a30dfc0230f237acd660543685a669826b2fdd.png[/img] [h2]More than 20 new Decorations[/h2] Enhance your city with over 20 new decorative buildings. With this expanded selection, you have even more opportunities to personalize and beautify your urban landscape. [img]https://clan.cloudflare.steamstatic.com/images//42519618/c4f510bcadbd634e28a5ab42af8ea7a01915c3c6.png[/img] [h2]360° house rotation[/h2] Default houses can now be placed with their back facing the camera. [img]https://clan.cloudflare.steamstatic.com/images//42519618/0f8bb0593195e8b63ab3a3c0f0a1c96909d0a17c.png[/img] [h2]New Book of Knowledge filter system[/h2] A new filter allows searching for plants that provide specific resources. [img]https://clan.cloudflare.steamstatic.com/images//42519618/629bb058e3ea496fe1ddd3fe149312e2f707794c.png[/img] [h2]Roads improvements[/h2] Paved Roads can be built over Paths, replacing them. Paved Roads now provide a Social Satisfaction bonus in their range of effect. Roads and canals can now be instantly destroyed. [img]https://clan.cloudflare.steamstatic.com/images//42519618/9ae493731516516f1378e076e95a3cfc3ef0b723.png[/img] [h2]New building: the Decomposer[/h2] A new early game building which transforms various organic resources into Rotten resources. [img]https://clan.cloudflare.steamstatic.com/images//42519618/7a727ed4000fc5cbca5e97a969c33645bf7f5c98.png[/img] [h2]New repeatable trade events[/h2] Added 4 new repeatable events along with several improvements to the repeatable events system: [list][*]Visited locations are now marked with an icon [*]Choice buttons leading to the end of the event now display an icon indicating if the player can return to that destination [*]Added a preview of available resource exchanges at previously visited destinations.[/list] [img]https://clan.cloudflare.steamstatic.com/images//42519618/47a4d34cd208977bd69275b2fa0ec0ad5d222679.png[/img] [h2]Detailed changelog[/h2] [expand type=showmore expanded=false] [h2]Features[/h2] - Houses can now be placed with their back facing the camera. - Added filters in the Book of Knowledge to allow searching for plants that provide specific resources. - Road improvements: • Roads and canals can now be instantly destroyed. • Paved Roads can be built over Paths, replacing them. • Paved Roads now provide a Social Satisfaction bonus in their range of effect. - 3 buildings are now spawning plants in a range around them: • the Kitchens now spawn Giant Mushrooms • the Agricultural Farms now spawn Scaled Corns • the Arborist Workshops now spawn Hatted Trees - Exploration events can now offer repeatable trades, allowing players to exchange certain resources for others. • On the Exploration map, already visited locations are now marked with an icon. • Event choice buttons leading to the end of the event now display an icon indicating if the player can return to that destination. • Added a preview of available resource exchanges at previously visited destinations. - Added flying creatures that will appear randomly depending on the map and the current season. [h2]Content[/h2] - Added a new Sandbox map: The Furnace. - Added more than 20 new Decoration buildings: • Researches have been updated to unlock the new decorations. • District scores have been adjusted to account for the new decorations. • Added a new achievement: [i]Living in a museum[/i] - Build 50 decorations in your city. - Added a new Plant: the Sage Lung. - Added a new building, the Decomposer, which transforms various organic resources into Rotten resources. • Renamed the existing Composter building, which is now called the Fertilizer, to better reflect its role in soil enrichment. - Added 4 new repeatable trades event. • Updated the exploration seeds of the three Anchorage campaign scenarios to include the new events. [h2]Balancing[/h2] - Prioritized storages will now search for required resources in other non-prioritized storages that also need them, if those resources are unavailable elsewhere. - Reworked resource rewards in explorations events: • Resource quantities are no longer solely tied to the number of citizens in an expedition. • Common resources will be found in greater quantities while advanced resources will be scarcer. • Exploration carry capacity is now displayed as a multiplier in the destination and zone selection panel. [h2]Feedback / Interfaces[/h2] - Surface analysis results are now more precise, detailing conditions for increased yields or special plant outcomes. - In the Research Tree, researches that unlock buildings required by a quest are now flagged similarly to those required by a quest. - The tooltip showing a building’s effect on terrain properties is now displayed in red when the effect is inactive. - In storage buildings, “Max all out” and “Minimize all” buttons no longer alter the “accepted / refused” resource state. - It is now more difficult to accidentally exit harvest marker placement mode when moving the camera with a right-click. - Houses now only require one of their cells to be within range of food and water distribution buildings to access those resources. Ranges have been adjusted accordingly. - Added descriptions to buildings that passively spawn plants around them. - Illness and death notifications now include the affected citizen’s name. - The Destruction mode tooltip now specifies that pathways can also be destroyed. - Plants that provide shadow no longer display temperature and well-being modifiers in their UI, as this is implied by their shadow property. - Plant ground impacts shows "no effect" when selected plant doesn’t apply any effect around it. - Heatmap cell tooltips are now only visible within the map’s playable area. - The "Collecting Tasks" title in building tooltips has been renamed to "Harvesting". - Adjusted some citizen skin tones for better representation in the portrait UI. - Various typo fixes in several languages. - Various UI adjustments. [h2]Optimizations[/h2] - Optimized the update of satisfactions and terrain properties on the map. Placing or destroying buildings, roads, or plants should now cause fewer FPS drops. [h2]Bug fixes[/h2] - Fixed a bug where citizens would stop working in harvest buildings. - Fixed a bug in harvest buildings where the "action available" feedback was incorrectly displayed. - Fixed a bug where plant feedback could remain visible indefinitely. - Fixed a blocking bug that could occur when hovering over a production building in the action menu. - Fixed a bug where production efficiency bonuses were not reapplied correctly on game load. - Fixed a bug where production efficiency was incorrectly calculated when bonus citizen slots were available in a production building. - Fixed a bug where the tooltip for modifiers was not correctly displayed on hover in the selected building panel. - Fixed a bug where the influence zone of harvest buildings or markers could be displayed incorrectly. - Fixed a bug where buildings under construction were not correctly sorted in Districts after loading a game. - Fixed a bug where the priority marker was removed from worksites after construction resources were delivered. - Fixed a bug where the priority marker was removed from worksites after construction resources were delivered. - Fixed a bug where pausing a harvest building prevented citizens from harvesting plants even after unpausing the building. - Fixed various issues where building feedback were not correctly displayed. - Fixed a bug in "building positioning" mode where related objects were not highlighted correctly. - Fixed a visual issue with an environment prop taking more space than intended. - Replaced plants that were placed outside the playable areas of the map with visual-only props. - Adjusted playable areas on existing maps to remove inaccessibles cells. - Fixed a bug where citizens could be assigned the wrong job skin upon reloading. - Language carrousel won’t change anymore when resetting options in game. - Various bug fixes.[/expand] [h2]Play now:[/h2] https://store.steampowered.com/app/1989070/Synergy/