[b]NEW OVERLAYS[/b]
NEW - Three more overlays added- Bazar overlay - displays food access to houses
- Magistrate overlay - displays courthouses access to houses
- Problems - displays various problems in your city :
- Risk of life, collapse, crime, disease, and malaria
- No road access
- Buildings’ entry & exits that are not connected
- No access to the workforce
- No raw material available for manufactured goods production buildings
- No resources available for services buildings (i.e. mortuaries, scribal schools, libraries, senet houses, and zoos)
- Entertainers missing on performance venues
[b]EVENT MANAGEMENT[/b]
With this new update, you can now manage which events must be displayed as a notification or should be hidden. This setting can be used in a new tab in the ‘option’ menu. Please note that [b]requests, gifts, or invasions cannot be hidden nor displayed as notifications.[/b] We also added a few new events :- Population milestone
- Warning for the lack of a working dock when a water trade route is open
[b]FLAT MODE IMPROVEMENT[/b]
Flat mode just got better with this new QoL update. Starting today, you can flatten any building with a right-click. If you right-click again the building comes up. To return to a normal view, you just have to click on the button next to the minimap or press ‘[b]F[/b]’ ([i]hotkey set by default[/i]). The flat mode can now cover a good part of the needs related to map rotation. With this new addition, we believe that the mode will be more practical to use.[b]BURIAL GOODS[/b]
The burial goods needed are now displayed :- In missions’ objectives
- In rating overseer
- In the information panel of monuments that requires them
[b]FERRIES[/b]
While fixing bugs that affected ferries, something interesting occurred and we decided to keep in-game. Before, if the path of different pairs of ferries crossed, they’d stop working. After fixing this, we figured out that[b] walkers are now able to shortcut their way to go straight to a ferry landing[/b] even if it’s not the one connected to their departure. We think that it's a neat addition, especially for bigger cities where distance can be a problem. Anything that allows path optimization is more than welcome.[b]SLEEP MODE[/b]
You can now put to sleep mode all interactive buildings. [b]Sleep mode is enabled by clicking on the Zzz button[/b] displayed in the building user interface. If you don’t want to shut down the entire industry but put to sleep mode a few buildings when lacking workers or temporarily over/underproducing certain resources, you have now a great tool to do it.[b]LEVEL DESIGN & MISSIONS EVENTS[/b]
- In Pyramid Scheme, the first request for Granite now triggers properly
- In Pyramid Scheme, the trade route to Dunqul Oasis now sells and buys the proper resources
- Fixed soft lock occurring in Timna (Campaign sandbox) when responding in time to the recurring Men-Nefer request
- In Henen-nesw - Sauty trade route can now reopen
- In Henen-nesw - prevents a double event after receiving a gift
- In Meidum - trade with Abu is now possible
- In On -Saqqara trade route can now reopen
- In On - the Temple Complex Building to Ra is available now
- Swapped the entry and exit point in Gateway to Atlantis
- In Rowarty - Mycenae can no longer trade right from the start. The trade route opens later.
- In Behdet - the recurring perfect flood event is now a failed flood event
- In Iunet - The Temple Complex building to Bast is now available
- In Itjtawy - Balanced the wage down/wage up events to slow down general inflation
- In Maritis - Fixed the timeline. Events now happen three years sooner.
- In Thinis - the trade route to Men-Nefer can now reopen
[b]VARIOUS FIXES & OPTIMIZATIONS[/b]
- Added mission-type icon in campaign view when choosing a monument or a military-focused quest
- Decreased clouds size
- Fixed several things on storage to prevent stuck resources
- Removed scripted event pause option
- Workforce priorities are now properly saved
- The uncapped Zoom option is now properly saved
- Stockpiling toggle in the Overseer of Commerce is now properly saved
- The industry shuts down toggle in the Overseer of Commerce is now properly saved
- Individual resources in gifts and requests are now properly displayed (i.e. blocks of sandstone, etc.)
- Fixed overseer of commerce when stockpiling
- Fixed entertainment overlay with Bast Temple Bonus
- Reduced animation update calls
- Fix parts of events text not finding their localization
- Changed format for animations from json to binaries
- Houses now check upgrades once during the daily update
- Improved management for irrigation ditches networks
- Much more complicated optimizations implemented
- Fixed house devolution delay that used to be too long in some cases
- Fixed devolution for the modest estate when missing luxury goods
- Added festival square animation
- Fixed trade road links on the world map when cities cannot trade
- Hunters and Firefighters are now properly visible
- Fixed issue with old save and building entry and exit points
- Fixed the issue where saving a game with corrupted walkers would corrupt the save
- Fixed issue where monuments would corrupt the save
- Fixed some cases of gatherers not finding collectibles
- Pre-built monuments are no longer counted in the Monument rating
- Added new illustrations for calamity events
- Added new illustrations for some wraths and blessings
- The game now prevents unpausing using the space bar when fullscreen events are displayed
- Fixed minimap blocking click when reduced
- Drag on the minimap is now enabled
- Added commerce overseer button on the world map
- Fixed an issue where carpenters would block pyramid construction
- Added a tooltip on religious buildings that displays information on God’s moods.
- Fixed delete button displaying a smaller instance of itself on hover in the save window
- Fixed pause keybind not working after discarding some popups with a right-click or escape
- Fixed display of the Nile which was retracted by one tile
- Fixed dropdown menu displaying “empty” instead of “buy” in bazaar user interface
- Fixed title screen music that wouldn’t loop nor play again when coming back to the main menu
- Increased animation’s menu speed
- Added a quick-load button to the main menu - it will load the last save used before quitting the game
