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