Full notes
Full Nova Patria update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Balance
- Maps
- Gameplay
- Fixes
- Server
Ave Patricians!
Another week of steady progress across the Empire. This week’s updates focus on tech balancing, world animation, and performance improvements, alongside continued polish to UI clarity and localization.
Here’s what the team has been working on:
⚖ Tech & Balance
We’ve made several adjustments to better align tech progression with gameplay impact:
Increased production bonuses across multiple techs
Rebalanced tech effects to better reflect:
Research cost
Requirements
Additional bonuses
Affected buildings
These changes aim to make tech progression feel more meaningful and better paced across all stages of the game.
Simulation Improvements
Producers will now refrain from sending resources if a closer storage building already has that resource available
Fixed incorrect tech bonus application:
Navis Automata export bonus was being applied to the wrong tech
🎨 Living World
The world of Nova Patria continues to gain motion and cohesion:
Animated Winery sprites Steam post image
Animated floors to visually sync with surrounding water:
Merchant Docks
Fishing Docks Steam post image
We also made targeted visual improvements:
Removed compression from aqueduct network ends to eliminate artifacts when zoomed out
Fixed crane positioning for Winery construction
🧠 UI & Clarity Improvements
We’ve continued refining how information is communicated across the game:
Tech Tree
Added green highlighting for:
Currently researching tech
The path leading to it
Improves readability and planning within the tech tree
Global Resource UI
Now tracks the number of undersupplied buildings
Tooltips display this information clearly
Arrow direction and color now reflect:
Production rate
Number of undersupplied buildings
General UI Improvements
Improved alignment, spacing, and readability for:
Hovered information panels
Text across multiple UI systems and languages
Fixed City Center information window border pattern inconsistencies
🌍 Localization
Added German language support
Continued improvements to formatting and alignment across all supported languages
⚙ Performance & Optimization
Several improvements were made to ensure smoother gameplay, especially in larger colonies:
Optimized heatmap rendering, particularly when zoomed out
Improved resource range calculations:
Better cache handling
Faster rejection of invalid paths
Reduced unnecessary cache recalculations triggered from road construction and demolition
Improved sprite animation performance
Reduced temporary slowdowns when:
Loading a save
Starting a new map
🛠 Bug Fixes
A number of issues were addressed across systems:
Fixed tooltips not triggering in City Information Window
Fixed Goals & Perks checkbox interaction issues
Fixed trade icon visibility in heatmaps
Each week continues to refine Nova Patria - not just in how it looks, but in how it plays and performs. From deeper tech balancing to smoother simulation and a more animated world, the Empire is becoming more responsive and immersive with every update.
To everyone following development and sharing feedback - thank you! Your continued support helps shape Nova Patria.
If you’re interested in becoming a part of our community, whether as a playtester or enthusiast, and follow development more closely, come hang out with us on Discord:
More soon!
Ad victoriam, - The Nova Patria Team
Source
Changelog.gg summarizes and formats this update. How we read updates.
