Patch #2 - 12/06/2024

Synergy

An ecosystem City Builder in a unique world. Build your settlement, manage your workers and optimize your resources. Analyzing your environment, spreading new plants, and harvesting them are key to prosperity.

Hello everyone! Here's a new patch with a lot of different topics! We keep on working on those bugs you're having, but we're also tweaking the balencing and adding/fixing stuff linked to overall QoL. That's a lot to read, but here's a patchnote that lists the changes! And as usual, thanks for playing Synergy, and for all your feedback! Have a wonderful day, [h1]Patch #2 - 12/06/2024[/h1] [h2]Balancing[/h2] [list] [*]Bunch tree shadow will now correctly decrease temperature [*]Reduce road and canal destroy duration [*]New plants added by a spread are now immediately sorted in clusters. It should prevent the creation of stacked plants [*]Districts that increase max satisfaction also increase current satisfaction [*]Temperature control balancing: [list][*]Increase tree shadow size from 5-7 to 7 [*]Plants that increase organic matter now also reduce temperature by 5, except trees which were already applying shadow (shadow reduce temperature by 10 and increase wellbeing by 5) [*]Reduce Plants range from 5 to 4 [*]Elements that are considered as "water point" (canal, fountains and well) now reduce temperature by 5 (non-cumulative with each other) [*]Sun awning now apply Shadow in its range (shadow reduce temperature by 10 and increase wellbeing by 5). Its range has been reduced from 10 to 5. It doesn't increase wellbeing in range anymore since shadow is already increasing wellbeing. Its construction cost is now 12 tree tunks and 6 resin. [*]Tapping a sunshade tree is now possible and gives resin, making resin easier to obtain in the second scenario of the campaign. [/list] [/list] [h2]Feedbacks / Interfaces[/h2] [list] [*]Fix request for a resource needed not resetting correctly when the storage is full, leading to "missing transporter" feedback staying active [*]Inputs are disabled when an input field in a warehouse module is selected (ESC key deselects field) [*]Fix input text incorrectly showing "400" when erasing wanted amount in resource entry in warehouse module [*]Fix order paint from a different emitter when target already has an order with same order type (now allowing to order harvest on a plant which already has an harvest order from a different building) [*]Fix a research description that was not mentioning the affected building [*]Added space between paragraphs in option description text [*]Input buttons in options are not interactable [*]Disable pressed state of info tooltip button on building selected panel [*]Change pruning icon + fix 1 wrong icon for reaping (in researches) [*]Add population growth tutorial as first page in the HousingSatisfaction step [*]Desaturation works correctly again on plantation mode [*]Remove the mention of "unlocking researches" in the research bonus module (+ its tooltip) [*]Added technological or cultural feedbacks on selected research panel in research screen [*]Add information about the relation between "Pause Unfocused Game" option and "Mute Inactive Window" option [*]Production buildings' default method is now empty if there are more than one available [/list] [h2]Other bugs[/h2] [list] [*]Fix not opened analysis notifications data shared between different games [*]Fix texture assigned on watergourd for better result on grown state [*]Fix depth and navigation issues on purification basin [*]Fixed some feedbacks not correctly cleaned when destroying a building [*]Fix wrong plant spawn positions in plant nursery + added security when a citizen tries to plant on an inlalid object [*]Fix move camera with mouse sometimes locked [*]Fix road built when still in worksite on a loaded save [*]Fixed a bug where the autosave could be triggered after the player clicked on the "Return to the main menu" button, or during the loading of another save file [*]Fixed a bug where citizens would never go to the infirmary after loading a save file [*]Fixed infinite loop crash when a capacity modifier bonus is removed from a building [*]Fixed a blocking bug when trying to destroy an empty production building [*]Fixed a bug where resources would not be directly transported from production building to other buildings (infirmary, art gallery, school...) if there was no available storage for this resource. [*]Fixed a bug where citizens would bring resources to paused worksites after a reload [*]Irrigation pumps also reduces temperature in their canals range [*]Fixed a bug where sandglider garage was not correctly loaded when loading a save in certain conditions [*]Several minor fixes in FR and EN only [/list]