Full notes
Full MEMORIAPOLIS update
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Repeated intro
Hello builders!
What changed
- Maps
- Gameplay
- Balance
- Fixes
- Workshop
- Events
MEMORIAPOLIS changes
Update 1.6.7 is now available. It introduces a new Custom Mode, a new map, three new Wonders, ramparts improvement and a new way to evolve Service Buildings.
You can now customize several settings before laying the foundations of your city. For example:
Age objectives
Incidents
Starting resources
Food consumption
Cultural Character effects
Faction balance
And more
Whether you're looking for a more relaxed experience or simply want to try new things, this mode gives you more control over your game.
A new map is also available. This large open plain, complete with a few palm trees for the summer, was designed with very few constraints to give you more space to build and experiment.
If you enjoy trying new approaches or seeing how far your city can grow, this map should be right up your alley.
Since the beginning of Memoriapolis, your city has carried traces of its past while continuing to evolve. With this update, Service Buildings can now follow the same path.
Instead of systematically building a new Service Building in every age, you can now evolve certain existing buildings to create unique versions that combine different periods of your city's history.
In the example below, an Antiquity Senatus evolves into a Middle Ages House of Grievances while preserving part of its heritage.
Three new Wonders are joining Memoriapolis:
Crystal Palace
Saint Basil's Cathedral
Forbidden City
Like the other Wonders in the game, they must be unlocked through progression.
You can now choose between:
Eiffel Tower or Crystal Palace
Neuschwanstein Castle or Saint Basil's Cathedral
Statue of Liberty or Forbidden City
Each Wonder comes with its own objectives, research paths, and challenges across the ages.
As always, two cities that started the same way can end up following very different paths.
Until now, ramparts could only be built from your Dynastic House or from an existing rampart.
That is no longer the case.
You can now place ramparts wherever you want, whether you're fortifying the historic center of your city or protecting a more isolated district.
This update also includes a number of balance changes, improvements, and bug fixes detailed in the full changelog below.
- Achievementsadded new map and wonders achievements
- Buildingsservice buildings can now be upgraded instead of constructing a new one
- Buildingsremoved radius on Renaissance monuments
Buildings: farm fields don't cost workers anymore but farm building costs more
- Buildingsadded stocks to the Fortified Storehouse
- Buildingsadded 3 new wonders
- Buildingfixed the Faction opposed to a demolition not being of the right culture, in cases where an evolved cultural building had changed its culture
- Buildingsdisabled Prospecting Workshop radius construction constraint
- Codexfixed error when filtering new entries and using previous/next buttons
- Eventfixed missing impacts on Spectacle event at AN & MA
- Factionsfixed faction money could be negative after accepting a proposal
- Filtersfixed district culture subfilters not working
- Incidentsfixed incidents type being less and less random the more districts there are in the city
- Incidentsfixed incidents not triggering from events
- Mapadded a new Sunny map
- Mapfixed small details on Desert map
- New Gameadded Custom mode
- Objectivesadd back previously removed rampart objective
- Politicsadded cost details on decree
- Politicsfixed the ‘Wonder Permit’ decrees were hidden once the wonder was complete, even though the countdown was still running
- Rampartsfixed some buildings that could randomly not be added to ramparts
- Rampartssimplified rampart creation
Ramparts: ramparts can be built from any selected object
- Rampartsadded a new tooltip when hovering elements in rampart creation mode
- Renderingfixed quarry visual not updating when changing harvested resource
- Renderingadjusted DoF quality following screen resolution
- Renderingdisabled DoF by default
- Satisfactionsfixed errors on food starvation satisfaction calculation
Save: save files are now created in a temporary folder before moving them to avoid corrupted files in save folder
- Saveadded a new user error when the game cannot access the save file during save version check
- Settingsfixed game starting in German for Dutch people and English for German people
- Settingsdisabled refresh rate when game window is not in exclusive fullscreen
- Soundfixed the 'start game' sound playing at the wrong time if the save was loaded from a game that was already in progress
- Soundfixed a spamming sound when migration is stopped
- UIfixed satisfaction display errors on some cultural buildings
- UIfixed attraction displayed in cultural building evolution tooltip
- UIsome tooltips were updated with the cultural character amount needed
- UIimproved some tooltips
- UIfixed Destiny illustrations were not corresponding to the age the choice was made
- UIupdated 'What's New' with latests changes
Slight CPU, RAM and VRAM optimizations
Fixed memory leaks
Fixed rare crashes
— The Memoriapolis Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
