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.
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]{STEAM_CLAN_IMAGE}/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]{STEAM_CLAN_IMAGE}/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]{STEAM_CLAN_IMAGE}/42519618/c4f510bcadbd634e28a5ab42af8ea7a01915c3c6.png[/img]
[h2]360° house rotation[/h2]
Default houses can now be placed with their back facing the camera.
[img]{STEAM_CLAN_IMAGE}/42519618/0f8bb0593195e8b63ab3a3c0f0a1c96909d0a17c.png[/img]
[h2]New Book of Knowledge filter system[/h2]
A new filter allows searching for plants that provide specific resources.
[img]{STEAM_CLAN_IMAGE}/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]{STEAM_CLAN_IMAGE}/42519618/9ae493731516516f1378e076e95a3cfc3ef0b723.png[/img]
[h2]New building: the Decomposer[/h2]
A new early game building which transforms various organic resources into Rotten resources.
[img]{STEAM_CLAN_IMAGE}/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]{STEAM_CLAN_IMAGE}/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/