In this update13
Full notes
Full Synergy update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Performance
- Maps
- Workshop
Synergy changes
Hi everyone!
After two weeks on the experimental branch, the 0.5 update is now live on the default branch, meaning it’s available for everyone! Make sure to update the game to enjoy all the new features.
Here's the final patch notes:
Rebind Your Inputs
You can now easily customize your controls in the options menu for a more personalized experience.
Enhanced Storage System
We’ve revamped the storage system to make it more intuitive and efficient for city management:
When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed.
You can adjust priority quantities with a simple mouse scroll.
The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity.
Performance/Optimization
Significant optimizations have been made to eliminate short freezes, stuttering, and other issues caused by large cities or complex calculations (such as district updates and road placements). For more details, check the “Detailed Changelog.”
Heatmaps Visibility
Views are now even more powerful! You can see each satisfaction source and terrain modifier source when the appropriate view is activated, giving you all the information you need to optimize your city's layout and environmental impact.
Canal Preview
When adjusting tool quantities for the irrigation pump, a preview will now display how far the water will flow and the effect range of the canals, helping you plan your irrigation more effectively.
Detailed Changelog
Feature
Added Inputs rebinding in the Options.
Interface & Feedback
Updated selected District UI :
Updated the "buy extension" tooltip in the District UI
"Buy district extension” button darkens when the player lacks required resources
Score gauge color now reflects the district's status
Changed mentions of "markers" to "extensions”
Updated Storage UI :
When you set a desired resource quantity, the system will now reserve space in the storage building and remove any unwanted resources to make room for what’s needed
You can adjust priority quantities with a simple mouse scroll
The “Maximize All” button ensures equal priority across all active resource slots, while keeping the total accepted resources within the storage's capacity
Added Satisfactions sources and terrain properties modifiers sources in heatmap view
Added Irrigation preview : when selecting an irrigation pump, a preview and effect range around canals will be shown for the next application cycle
Added Road placement preview : in road placement mode, a range will be displayed if the roads (or canals) adds bonus around it
Changed the wording of the housing average satisfaction tooltip
Added a text explaining how to gain more citizens in the housing tooltip
Added text to the building score tooltip
Added a notification when the maximum of research points is reached
Added arrows when trying to place a building that needs to be placed on an environment prop (e.g., a well)
Added a notification when a district unlocks a score tier bonus
Added a notification when there are homeless citizens
Reworked pause menu to include current scenario information
Added a button to exit the game from the pause menu
Added a confirmation popup to reset the options tab button
Added a state of the Quest panel when all objectives are completed to signify that there is no other quest
Added a new FTE to explain how to get more citizens when the player has no space in housing
Added a close button (red cross) to the selected panel of research, destination and zone
Added a new UI reminder in the tooltip of worker repartition to open Advanced UI (“Tab” by default”)
Adjusted the color of the options tooltip (explications in right panel in the options) for better readability
Hidden “construction completed” feedback if the completed building is currently the selected building
Changed city event logic to start only if the target satisfaction value has never been reached (rather than just if the current value is inferior)
Resource storage in HUD should now be correctly refreshed when a resource is created by a production or harvest building
The button to pin a research is now placed to the left of the “unlock” button + its size has been increased + its colors have been adjusted
Adjusted minimum scale for humidity and temperature source pins in views allows pins to be more visible
Added mention of the Field Lab to the science points description
Increased glow of HUD warnings by 20%
Balancing
Added a new research to unlock Canteen and Tea Bar together just after the Hall Of Wise
Social Bonus offered by Canteen and Tea Bar are no longer cumulative
Removed the "Small Bench" from the “Public Spaces Arrangement” research unlock (Small Bench can no longer be built)
Changed cost for the 2nd to 5th extension buyout in the Monument district :
2nd from “30 Music Instruments” to “30 Papers”
3rd from “30 Music Instruments” to “30 Papers”
4th from “30 Wood Sculpture” to “30 Music Instruments”
5th from “30 Wood Sculpture” to “30 Music Instruments”
Increased Canal modifier radius from “6” to “8”
Reduced T1 Social bonus of Serpentine Bench and Tables from “10” to “5”
Changed Satisfaction bonus of Outdoor Lounge from “+5 T1 Culture” to “+5 T1 Social”
Moved Outdoor Lounge unlock from “Art” research to “Public Spaces Arrangement” research
Moved “Magnetic Pillar” unlock from the “Art” research to “Hanging Tapestries” research
Changed Satisfaction bonus of Shimmering Awnings, Draped Pillar and Magnetic Pillar buildings from Culture to Social (+5 T1 Social)
Changed the research description of “Hanging Tapestries” research to reflect the new Social bonus of unlocked decorations
Moved City Banner, Outdoor Lounge, Shimmering Awnings and Draped Pillar buildings from the Culture building category to Social
Changed culture Tier 1 (T1) providers distribution and fixed display of providers for all satisfaction in various feedback:
buildings of “Hanging Tapestries” research (City Banner, Shimmering Awnings, Draped Pillar & Magnetic Pillar) now give “+5” T1 Culture in range (they also keep “+5” T1 Social)
changed gameplay description of “Hanging Tapestries” research to fit new Culture buff
Canteen and Tea Bar “+5” T1 Culture boost is now exclusive (it is no longer possible to reach “+10” T1 culture with these two)
fixed Satisfaction gauge tooltips' providers list to represent the current providers
rearranged the building assets list order to fit with the satisfaction provider modification
Changed size decorations' range of “Hanging Tapestries” research buildings and adjusting “Serpentine Bench” range:
Shimmering Awnings range from “5x5” to “18x3”
Draped Pillar range from “5x5” to “18x3”
Magnetic Pillar range from “4x4” to 18x3”
Serpentine Bench range size from “5x5” to “3x8”
Table range from “5x5” to “6x6”
Adjusted range of multiple satisfaction buildings:
Increased "Statue of the Sleeping One” range from “4” to “6” to be coherent with other statues
Canteen from “16” to “24”
Tea Bar from “14” to “22”
Explorers’ Hut from “17” to “25”
Field Laboratory “15” to “23”
Infirmary “17” to “25”
Cellar from “8” to 1”12”
Sandglider Garage from “25” to “30”
Weather Station from base “5 +5 per working citizen” to “base 7 +6 per working citizen”
Cold Bathhouse from base “3 +6 per working citizen” to “base “7 +7 per working citizen”
Scent Garden from base “3 +5 per working citizen” to “base 7 +7 per working citizen”
School from base “3 +5 per working citizen” to “base 7 +7 per working citizen”
Art Gallery from base “4 +7 per working citizen” to “base 7 +8 per working citizen”
Auditorium from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Library from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Music Workshop from base “3 +4 per working citizen” to “base 7 +8 per working citizen”
Prevention Unit from base “8 +8 per working citizen” to “base 7 +8 per working citizen”
Science Exhibition from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Embassy from base “3 +6 per working citizen” to “base 7 +8 per working citizen”
Bugfix
Hidden exploration feedback "an action is available" when all destinations are explored
Fixed a bug where the research point bar was not always in preview when the player was confirming its purchase of research points with a tablet
Pathfinding :
Fixed citizens getting stuck between buildings
Fixed the issue where citizens can move through the unplayable border of the map
Updated the citizens’ pathfinding to prevent them from getting stuck or isolated
Fixed a missing tooltip for the selected resource panel
Fixed the research point display when citizens are ill in the building
Fixed production cycle duration display in the selected building panel
Removed empty cells on the Emerald Pond Map
Corrected texts based on players’ feedback on Discord
Large mushrooms are now considered as regular mushrooms for harvest tasks
Removed undesired tiles shadows on every maps
Roads on canals should now correctly be accounted in district score for Fountain and Sand Furrows districts
Fixed a bug where storage buildings could have negative resource quantities
Fixed a bug preventing the bonus to the science and legacy points caps to apply
Fixed localization issues showing blanks instead of letters (such as “i” in turkish)
Fixed broken animation of quest panel occurring when loading a finished save
Fixed Varying Range Modifiers not correctly scaling cost with houses in range
Fixed tooltips description on buildings for T3 observatory building (reducing "educational building upkeep by 50%), previously showed that it was T2 bonus
Fixed Tent Front view pathfinding entry point
Fixed pathfinding bug when building new canals
Removed range feedback from sandfactory (it wasn't used)
Fixed source pins icon when a plant has multiple modifiers of same property
Fixed a bug where a harvest task button can be yellow even if it’s not the actual task “in progress”
Fixed multiple city events ending or starting at the same time not showing popup (one City event resolution is handled per day).
Fixed white letters in some languages in “Leikir Studio” signature in early access popup
Corrected typos based on discord feedback during Experimental.
Fixed a missing page on the event “Evening Swarm”.
Removed "+" sign on range in irrigation module selected panel.
Fixed a bug where a quest objective could stay unchecked when loading a save.
Fixed a bug where buildings with an effect range that depends on the count of assigned citizens did not correctly highlight affected buildings if trying to place them in the flipped orientation.
Fixed a rare bug which could cause the game to become unresponsive when going back to the main menu.
Fixed a bug which could prevent citizens from going to the infirmary after a reload.
Fixed harvest building still starting tasks while inventory is full.
Fixed a bug where citizens could get indefinitely stuck in an infirmary.
Fixed a bug where plant nursery sometimes was not working after loading a save.
Fixed the outline floor of ColdBathouse in the right size.
Optimizations
Implemented various performance optimizations across several areas :
Districts update when adding or removing objects (buildings, plants, etc.).
Optimized the performance when building or destroying many roads or canals.
Optimized updates to building or plant ranges.
Improved the handling of buildings’ inventories.
Optimized citizens' repartition in houses.
Optimized performance in cities with many citizens.
Improved how often citizen repartition is done for better performance.
Other Changes
Added auto-save functionality when quitting the game or going back to the main menu.
Added city event rewards when a city event is successfully completed.
Play now!
Source
Changelog.gg summarizes and formats this update. How we read updates.
