We are excited to bring you the very first post-1.0 Quality of Life update. This update delivers greater freedom, flexibility, and clarity as you develop your medieval cities, thanks to improved tools, smarter systems, and additional polish throughout.[/p][p]Let's take a closer look at some of the highlights! [/p]
Monument Editing Improvements
[p]Monuments are the crowning glory of your city, and this update gives you more control than ever before. Entire Monuments can now be moved as a whole, allowing you to select and reposition all parts from different sub-buildings, including unattached ones. Whether you're rethinking the placement of your Castle or fine-tuning a sprawling Monastery, making sweeping adjustments has never been easier. [/p][p]For greater precision, multi-part selection has been expanded to allow selections across sub-buildings: [/p]- [p]Use CTRL + Click to select parts from different sub-buildings. [/p][/*]
- [p]Use CTRL + A to highlight everything at once.[/p][/*]
[/p][p] [img src="https://clan.akamai.steamstatic.com/images/32396557/7cb2b03d7ce16024596405468d6bfe496dd56fe4.gif"][/img][/p]
New Part Replacement Tool
[p]We know how much players enjoy refining their Monuments, and now it's easier than ever to do so without starting over. The brand-new Part Replacement Tool allows you to swap out similar parts, such as doors, rooms, or walls on the fly.[/p][p]Functional parts will retain their properties when replaced, so your design adjustments won't undo your careful planning. Once swapped, the new part can still be adjusted and manipulated, giving you creative freedom without compromise. To keep things fair, part of the cost of replaced parts will either be refunded or deducted from the cost of their replacements.[/p][p] [img src="https://clan.akamai.steamstatic.com/images/32396557/e7fc7d37c85390e43bce944f07a0794779cb5fac.gif"][/img][/p]
Gate Snapping
[p]Thanks to the new Gate Snapping system, gates now automatically align and snap to both walls and fences. Adding gates to a growing settlement is now quick and seamless, with no tedious wall adjustments – just snap and build.[/p][p]In addition to the new snapping feature, we have merged walls and fences together and added them to each Monument's build menu. There's also a handy new button to easily flip a wall if you happen to build it the wrong way around. This will make building your Fortifications a breeze![/p][p] [img src="https://clan.akamai.steamstatic.com/images/32396557/3e6dfe07294ff76b0f40a9e890b709192279c723.gif"][/img][/p]
New Visibility Layers
[p]Managing a growing city might sometimes feel overwhelming, so we have added new toggleable visibility layers to help you focus on what matters most. You can now switch Trader and Visitor tracking, Patrol Coverage, Housing Downgrade, and more on and off via the Visibility Layer Window.[/p][p]A brand-new Housing Occupancy layer has also been introduced, making it easy to spot housing availability at a glance. With the information at your fingertips, there's no need to guess where to place new homes.[/p][p][/p][p] [img src="https://clan.akamai.steamstatic.com/images/32396557/d2abfca1d09c430884962e1e58ee9f726db3c5b8.gif"][/img][/p]
Improved Patrols
[p]Safety is key to a thriving medieval settlement, and patrols are now smarter and more efficient. Patrols now scale more efficiently with larger groups, cutting wasted movement and ensuring better coverage. Patrol zoning is now defined per workplace, giving you greater control over where your guards are deployed. Note: In older saves, patrol zones must be reapplied to each Watchpost.[/p][p]We've also improved how patrol ranges are displayed. Instead of showing a circle for every single patroller, you'll now see one clear circle per patrol group, making it easier to visualise coverage. Furthermore, Watchposts now provide a status notification when no patrol zone is defined, helping you avoid oversights. To top it off, Housing Safety now increases gradually as patrols move within range, creating a more organic patrol experience.[/p][p][/p][p] [img src="https://clan.akamai.steamstatic.com/images/32396557/5e150808e2f6e77d900bda6709fbc0a7aa5657c1.gif"][/img][/p]
New Building Parts and Visuals
[p]Housing has been improved with new third-tier density shapes and visuals, allowing your neighbourhoods to grow more organically as they evolve. The Windmill now includes storage add-ons, allowing you to expand its capacity and improve efficiency. [/p][p]You'll also find new Stone Bridge gate parts, adding a sense of strength and grandeur to your river crossings. In addition, the City Belfry has undergone a visual overhaul, and all Workplaces and Monuments (with tiled roofs) now offer customisable roof colours, helping you tailor their appearance to complement your city's unique style.[/p][p][/p][p] [img src="https://clan.akamai.steamstatic.com/images/32396557/5c5813b1961b4bff0f8a592207f4affd7e942cad.gif"][/img][/p]
Complete Outfit Overhaul
[p]Your inhabitants now have a fresh new look, with a complete overhaul of all character outfits, bringing more variety and richer colours to every character in Foundation, including Villagers and notable figures such as the Seneschal, Abbess, and the King himself. Every job now has a unique, fitting, and recognisable look, adding depth and personality to your growing settlement.[/p][p]Alongside the outfit overhaul, every job, gender, and envoy now has an individual portrait that matches their new outfit. That's around 90 new and updated portraits to accompany 130 brand-new outfits, plus 70 fully updated existing outfits. [/p][p][/p]A New Monument: The Modest Church
[p]Finally, as a thank you for your incredible support and patience, we've added a brand-new Monument – the Modest Church – free for everyone to enjoy! Its elegant design fits seamlessly into your village aesthetic, adding variety to your cityscapes and expanding your creative possibilities.[/p][p][img src="https://clan.akamai.steamstatic.com/images/32396557/5f4b044e2aeb7d068babbb7b676038a93e5d221c.gif"][/img][/p]
Other Changes and Improvements
[p]In addition to these headline features, this update comes with a wide range of polish, tweaks, and smaller improvements. Further highlights include:[/p]- [p]Shift-clicking to place multiple parts now retains the properties of the copied part.[/p][/*]
- [p]Esc now closes more windows, including The Book, Map, and Help.[/p][/*]
- [p]Guests now fill their needs in a random order, creating a more natural flow.[/p][/*]
- [p]Visual polish applied to the Monastery, Keep, Windmill, and more.[/p][/*]
- [p]Updated tooltips and help content, including clearer explanations when the build button is disabled.[/p][/*]
- [p]Numerous other refinements across the UI and building visuals.[/p][/*]
- [p]Sheep now have a charming idle eating animation.[/p][/*]
- [p]More places for Villagers to enjoy free time.[/p][/*]
- [p]And much more! See the full changelog below.[/p][/*]
The Polymorph Games Team [/p][p][/p]
[p] [/p]
Changelog
[p]Additions and Improvements[/p]
- [p]Updated: Expanded multi-part selection to allow for moving whole monuments[/p][/*]
- [p]Updated: Undo/redo function now lets you roll back or reapply edits across the entire Monument[/p][/*]
- [p]Added: Sub-building selection checkboxes to Monument editing[/p][/*]
- [p]Added: Part Replacement Tool[/p][/*]
- [p]Added: Carry-over functions for Part Replacement Tool[/p][/*]
- [p]Added: Carry-over properties for Shift-click[/p][/*]
- [p]Added: Gate snapping and auto-align function for walls and fences[/p][/*]
- [p]Added: Flip function for Walls and Gates[/p][/*]
- [p]Added: Modest Church, plus new wall, fence and gates[/p][/*]
- [p]Added: New character outfits for all villagers and visitors[/p][/*]
- [p]Added and Updated: Villagers and Visitors portraits[/p][/*]
- [p]Added: New City Belfry parts[/p][/*]
- [p]Added: New Stone Bridge parts[/p][/*]
- [p]Added: Extendable storage for Windmill[/p][/*]
- [p]Added: New 3rd-tier Housing shapes and visuals[/p][/*]
- [p]Added: New props to Housing Quality 1 - Density 3 roofs[/p][/*]
- [p]Added: Sheep idle eating animation[/p][/*]
- [p]Added: More locations for Villagers’ free time[/p][/*]
- [p]Added: New interactive location in decorations[/p][/*]
- [p]Added: New attach nodes to Wheat Farm extensions[/p][/*]
- [p]Added: New Housing Occupancy visual feedback[/p][/*]
- [p]Added: New Visibility layer toggles for Housing Occupancy, Taxation, Trader, Resource and Visitor tracking, Patrol Coverage, Housing Downgrade[/p][/*]
- [p]Added: Construction Steps and cost for Wall Banner and Large Wall Banner parts[/p][/*]
- [p]Added: More tooltips to Narrative Panel options[/p][/*]
- [p]Added: Missing Rating Rewards[/p][/*]
- [p]Added & Updated: Help Topics[/p][/*]
- [p]Added & Updated: Loading Tips[/p][/*]
- [p]Added & Updated: Tooltips[/p][/*]
- [p]Updated: Patrol Painting is now defined per workplace[/p][/*]
- [p]Updated: Patrol range is now one circle for Patrol group[/p][/*]
- [p]Updated: Patrol - Improved Patrollers' behaviour. Patrollers will find the next destination close to their position[/p][/*]
- [p]Updated: Patrol - Watchposts now give a status notification when no Patrol Area is defined[/p][/*]
- [p]Updated: Patrol - Watchpost Patrollers are now limited to one group[/p][/*]
- [p]Updated: Patrol - Patrol value on Houses now has a delay before depleting[/p][/*]
- [p]Updated: Patrol - Add area feedback and efficiency bar to Patrol Watchpost window[/p][/*]
- [p]Updated: Patrol - Patrol Coverage now rises gradually on Housing[/p][/*]
- [p]Updated: Patrol - Send all assigned Watchpost Patrollers on patrol at the same time[/p][/*]
- [p]Updated: All Workplaces and Monuments (with tiled roofs) now offer customisable roof colours[/p][/*]
- [p]Updated: Esc key now closes more windows, including the Royal Book, Village Map, and Help[/p][/*]
- [p]Updated: Guests now fill their needs in a random order, creating a more natural flow[/p][/*]
- [p]Updated: Decoration - updated visuals of Fountain, Wall Fountain and Polished Bench[/p][/*]
- [p]Updated: Manor house - Increased the number of wall decoration attachment points[/p][/*]
- [p]Updated: Bridge - Disable the destroy button on start/end parts[/p][/*]
- [p]Updated: Tavern - Tweaked building so it fits closer to the Rooms[/p][/*]
- [p]Updated: Tweaked Miniature of Rustic Steeple[/p][/*]
- [p]Updated: Tweaked Stained Glass Cost[/p][/*]
- [p]Updated: Rebalanced Wall Cost[/p][/*]
- [p]Updated: Tweaked category, cost and attachment of multiple Clergy decorations[/p][/*]
- [p]Updated: Adjusted field sizing feedback so that it is properly filled at its ideal size[/p][/*]
- [p]Updated: Aspiration and Victory Conditions Illustrations[/p][/*]
- [p]Updated: Multiple Event Illustrations tied to the new outfits[/p][/*]
- [p]Updated: Shared Fortified Walls and Decorative Fences into all Monuments[/p][/*]
- [p]Updated: Upgraded the City Fence into the Fieldstone Wall, a light-fortification wall made of stone[/p][/*]
- [p]Updated: Bailiff Offices and Companies are displayed higher in the Monument Overview window[/p][/*]
- [p]Updated: More detailed tooltip, in Villager window's promotion button, explaining why you cannot promote Villager[/p][/*]
- [p]Updated: Tweaked trigger conditions of multiple Towntales Events[/p][/*]
- [p]Updated: Increased late-game Splendour condition check in certain Events[/p][/*]
- [p]Updated: Rebalanced Event-related Influence Reward and removed most Influence Penalty[/p][/*]
- [p]Updated: Improved Military Mission Tooltips[/p][/*]
- [p]Updated: Tweaked Soldier Status text strings[/p][/*]
- [p]Updated: Game Localisation in French, Italian, Spanish, German, Brazilian Portuguese, Japanese, Russian and Simplified Chinese [/p][/*]
- [p]Fix: Patrol - Patrollers were returning to their workplace after visiting the target house[/p][/*]
- [p]Fix: Patrol - Patrollers weren't fully utilising their worktime for the duration of patrol[/p][/*]
- [p]Fix: Patrol - Patroller's effect wasn't reaching certain houses (particularly D3 houses)[/p][/*]
- [p]Fix: Patrol - Patrol groups could be split when trying to go to an unreachable safety receiver[/p][/*]
- [p]Fix: Housing - Housing upgrade was sometimes not triggered[/p][/*]
- [p]Fix: Housing - Downgrade icon would block other overlay icons[/p][/*]
- [p]Fix: Housing - Related Resources were showing as Lodging[/p][/*]
- [p]Fix: Housing - Some low-density Housing could be unreachable due to a procedural fence[/p][/*]
- [p]Fix: Housing - Procedural house fences no longer float in the air[/p][/*]
- [p]Fix: Housing - Fix dormer clipping in Q2 Housing[/p][/*]
- [p]Fix: Housing - Low-density Housing entrances could be blocked by a fence[/p][/*]
- [p]Fix: Promoting a house occupant to a higher tier did not update the house requirement dynamically[/p][/*]
- [p]Fix: Workstations could be blocked by Housing generated from overlapping Residential Areas[/p][/*]
- [p]Fix: Clicking on terrain where there was no part could sometimes open a building window[/p][/*]
- [p]Fix: Mineral Deposit - The deposit location could be tilted when entering Edit mode[/p][/*]
- [p]Fix: Incorrect bridge pathing[/p][/*]
- [p]Fix: Incorrect collision of Mineral Deposits[/p][/*]
- [p]Fix: Stone Bridge - The attached tower could drop to ground level when entering Edit mode[/p][/*]
- [p]Fix: Fixed Monastery Modest attach points[/p][/*]
- [p]Fix: Walls could be highlighted red inside players’ Territory when placed on a wall with a section outside the Territory[/p][/*]
- [p]Fix: Workplaces with multiple workers could end up with a “Missing Raw Material” warning even when workers are working and/or materials are incoming[/p][/*]
- [p]Fix: Moving the Watchpost did not update the location for the Watchtower range[/p][/*]
- [p]Fix: Promotion window - “Promote All” will now check quota requirements (e.g. 5 soldiers required to promote to Knight)[/p][/*]
- [p]Fix: Promotion notification could appear before it was possible to promote anyone[/p][/*]
- [p]Fix: Accommodation window would display the worker information line if not requiring workers[/p][/*]
- [p]Fix: Wall sections could be out of position when splitting[/p][/*]
- [p]Fix: Placing multiple buildings using shift-click was not functioning properly when the Cosmetic Construction rule was active[/p][/*]
- [p]Fix: Fixed Wattle Fence part grounding[/p][/*]
- [p]Fix: Wheat Farm - Vigilant Scarecrow part height[/p][/*]
- [p]Fix: Vegetable Garden part - grounding fix[/p][/*]
- [p]Fix: Berry Planter parts - visual and grounding fix[/p][/*]
- [p]Fix: Village Market and City Market - The storage amount for the tables and the additional storage for the tents were not displayed in the tooltips or build menu[/p][/*]
- [p]Fix: Removed unnecessary Lodging Need to certain Advice Guests[/p][/*]
- [p]Fix: Lodging full notification was displayed even when there's no lodging in the game for the specific lodging building[/p][/*]
- [p]Fix: Multiple minor fixes to Aspirations, Events and Advices[/p][/*]
- [p]Fix: Rare crash when exiting to main menu[/p][/*]
- [p]Fix: Fixed several other rare crashes [/p][/*]
- [p]Expose: ILLUSTRATION_WAX_STAMP[/p][/*]
- [p]Expose: New default body prefab[/p][/*]
- [p]Expose: Missing resource visuals[/p][/*]
- [p]Expose: Missing tools[/p][/*]
- [p]Expose: All villager wearables, like clothing, hats, backpacks, belts, etc.[/p][/*]
- [p]Expose: BUILDING_PART_VISITOR_LOCATION[/p][/*]
- [p]Expose: BUILDING_PART_CASTLE_COMPANY_RALLYING_LOCATION[/p][/*]
- [p]Expose: New CITY_MARKET from the City Belfry parts[/p][/*]
- [p]Expose: New WINDMILL from the Windmill parts[/p][/*]
- [p]Expose: New MODEST_CHURCH from the Modest Church parts[/p][/*]
- [p]Expose: New SANCTUARY_WALL, SANCTUARY_GATEHOUSE, GRACEFUL_WALL and GRACEFUL_GATEWAY[/p][/*]
- [p]Expose: Updated FIELDSTONE_WALL and FIELDSTONE_GATEHOUSE[/p][/*]
- [p]Fix: If profile has no quota, the `IsNeedMasteredJobToPromote` value is bypassed [/p][/*]
