Hi everyone! Update 1.1 is here, featuring Hard Mode and other requested features!
We hope you enjoy this final major update and can’t wait to hear your feedback!
[dynamiclink href="https://store.steampowered.com/app/1989070/Synergy/"][/dynamiclink]
New difficulty Mode: Hard mode named Resilience Mode
[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXeIagGXoeX4lH8TcEGX3NYkztA3yDaL5td60tfPfke72ky2zsOV_WOsoz-qXiRGCdIRjslU_fEMn9eNw0TL-HMh2IPPlhubK09R5QOPgB9bM8GNB27ytcGRUOVAjrD-OhQRSQN2fg?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]
+10 temperature on whole map in hard mode
Plants die faster in Resilience mode (slower in Harmony mode)
Plants give less ressources in Resilience Mode and more in Harmony mode
Removed random chance to not consume food or water satiety for citizen in easier, now quantity of resources consumed depends on difficulty mode
Refresh city score when changing difficulty
Adding modifiers depending on difficulty for community services (satisfaction buildings with varyingRangeModifiers module)
[list]-20% asked resources on Harmony mode
+20% asked resources on Resilience mode
Adding upkeep modifiers depending on difficulty for soil modifying buildings (Fertilizer, Mineral Enhancer, Irrigation Pump)
-20% on Harmony mode
+20% on Resilience mode
New freemode map named Orphan Peak
[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXekIfxsjxISlcrTFTm7Uk84ONq0Legkm9LU6d4oujrTnW5YLGulIDC0zvuCwo4YkXR6DwjTmTzybcIsZUZijRBgU7CKVapzYXS3T9Sm4r-ofAtj9hAEdOwB60VqI6MSzQDguMpIRA?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]
Also added freemode version of the 3 Gust of Fire maps (Last Springs, Taking Root and Devastation)
New City Events
[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXd-gJGO9zIl8YZpQd2Yg9Cix0gtlH2ykIWDoQw25c23QkHX2VpTxtsKztJUezk7Gi5uEM1cx6_QjK6hPrw_7XywW-jtOaoVR7axo5-blyJemkLZj_ITvHLsC86trNTcq9HKSlOQDg?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]
9 news city events :
[list]Down by the River
Malnourished
Get Cooking!
Split
Decentralizing
Research Proposals
Sharing is Caring
Motivation
Gathering of the Sages
Satisfaction events’ system adjusted to prevent starting a new event just after completing one
[/*][/list]Input Inventory Management
[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXfmRXjOLugksZ1YWbwGWNANM9QIR-eq9OPnzwslmH26ZV2kA6fsDzQCV0lOcRrDCV_1BankUaoYooArSj31N3mkNInaJymH2YtM90ZSp5Yp7ykEECCC1qQ2kucgtNFnHLnbWACjBg?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]
New option to change input inventories’ capacity for production modules
New Icons and Tooltips in Objectives
[img src="https://lh7-rt.googleusercontent.com/docsz/AD_4nXdFJf2NWX8FvH5RyuG052XnDCKrjyP4dAp3L42TNASZde4d2AllMaulikqHdMUhJTXYV9Gb-jiNjQPvgFCjXs5JqtqqltSEVerlAszie9FHR_2aF1C3O4phffBDHIbvErQ31k4mZA?key=5jAu9hGhJDsYo6tBUAlEkA"][/img]
Clicking on an objective that asks to unlock a research opens the research screen with it selected
Add Icons in quest objectives for the following items:
Needed resources now have their affiliated icon before the resource’s name (material and immaterial)
Tablet now have a tablet icon before the “Tablet” word
Satisfaction threshold have the related satisfaction icon before the satisfaction names
Orders (harvest and analysis) now have the related icon before the order’s name
Needed research now have a generalist research icon before the research’s name
Balancing
Added a reward to the completing of Step 01 in the Anchorage 01 (Merciless Skies)
[list]+4 adults & +3 child
Reduced temperature needed for Volcanic Tree to not poison on harvest from 100° to 90°
[/*][*]Changed the Volcanic Tree temperature condition to not poison on harvest so it cancels the sickness application even if only one cell is 90° or above
[/*][*]Removed a citizen reward that was doubled in two exploration event related to the "Warning" step of scenario Merciless Skies of the Anchorage campaign
[/*][*]Increased range of the Carpet building from “5x5x5x5” to “6x6x6x6” to match with the Table building range
[/*][*]Modified Construction cost of the ArtWorkshop and the MusicWorkshop to replace bricks by composite
Art Workshop from “30 Brick” to “20 Composite”
Music Workshop from “50 Brick” to “30 Composite”
The citizen reward in exploration is now based on game time progression
[/*][*]Added a recipe allowing production of Boreal Rock in the Sand Factory
“5 Protection” + “20 Water” give “80 Boreal Rock”
Also add an alternative recipe with Toxic Water instead of Clean Water (unlockable with the “Green Water” research)
Changed spread of Cotton Sprout and Water Gourd
Reduced Cotton Sprout max cluster size
Cotton Sprout spread time increased from 10 to 15 days
Water Gourd apparition time increased from 20 to 25 days
Modified scenario Merciless Skies of the Anchorage campaign so there is more spot to place Irrigation Pump near spawn
[/*][*]Modified scenario Beacon in the Sand of the Anchorage campaign
Reduced Salt Drop Trees and Diluvian Bush cluster size
Moved some Water Gourd cluster near the Rocky Fig to protect them during the first dry season
Sand Extractor now have an efficiency modifier depending on mineral terrain property (the more mineral the more efficient the building is)
[/*][*]Sand Extractor also reducing mineral in is range by 6 (excluding core cell)
[/*][*]Removed the placement quantity limitation for the Sand Extractor (was previously capped at 3 buildings on the map)
[/*][*]Increased production time of the sand recipe in Sand Extractor to match with the new bonus depending on mineral level from “20 days” to “25 days”
[/*][*]Improved the satisfaction to reach in the tutorial to make it clearer about satisfactions threshold, satisfaction bonus tiers and satisfactions tags
[/*][*]Modification to support map start :
added 3 Child to every map at the start
balanced starting stocks resources to fit properly (on all difficulties) : +5 Bark, +20 Clean Water, +20 Sour Pods & +20 Vegetables
New states added to Bamboo Flute, Cotton Sprouts & Lava Bulbs
[/*][*]The modifier tooltip of “Water Need” depending of soil properties is now responsive to terrain properties chosen for the building
Adding a "TextColor" field on the TerrainProperty class
Added player thanks to credits
For those who actively contribute during Synergy's Early Access — through the demo, bug reports, suggestions, answering other players and/or sharing advice — we thank you directly in the game credits.
Interface & Feedback
Placing a building will now display its entry point to help place a building correctly
Added access to the Book of Knowledge from the resource monitoring panel, that filters automatically on the selected resource
Added warning icon and tooltip text when a plant is dying in its UI
Dead plant only display its health state if it can revive in plant panel
Added precision in tooltip for varying range modifier module where resources used depends on housing modules in range
Each tooltip of each satisfaction of a housing now displays all the bonuses applied to it and which buildings are participating
Rectangle ranges are now shown as "width x length"
Exploration zone pins now display a quest icon if an objective is asking the player to explore it
Sort resource trades by result in Bartering Outpost
Splitted toxic plant condition in multiple condition for better feedback
Added animation when a resource trade is performed
Added new feedback on production buildings indicating when its production is stopped because of the weather
Adjustment on analysis tooltip’s text for some plants that were referring to specific soil property thresholds. tooltips now specify more precisely the cornered threshold value
Modifying text display on world space feedback for production building that are stopped during dry season
New description in the tooltip of spheric forum and experimental labs to explain that they increase the citizen capacity of the Hall of wise and the Research center respectively
Bugfix
Fixed a bug where plant were not dying when being sick during a long time
Fixed a bug where sage lung needs conditions being sometimes checked in plant panel while not active
[list]Sage Lung texts changed + Value Type set to High for needs (still not enough to fix all issues)
Fixed a bug where plants would spawn dead
[/*][*]Fixed a bug where road on irrigation canal destruction only giving back one boreal rock
It is now not possible to select road or canal worksite
Fixed heatmap legend of house satisfactions (previously range from 0 to 30 instead of 0% to 100%)
[/*][*]Fixed research unlock description for harvest task
[/*][*]Fixed negative temperature in houses or production building when temperature resistance exceeds exterior temperature
[/*][*]Fixed a bug where building with 4 orientations stay at the same orientation when moving it
[/*][*]Fixed dropped resources hover info and feedbacks order
[/*][*]Fixed hover sometimes not showing resource name
[/*][*]Fixed a bug where it was not possible to zoom or click behind order pins
[/*][*]Fixed a bug where the heatmap of plantation mode was not correctly take into account invasive plants conditions to display 0% satisfaction
[/*][*]The tooltips are now hidden when moving camera
[/*][*]Fixed start button text replaced by “continue” before showing loading screen when starting a new game from main menu
[/*][*]Fixed texts with white squares on tooltips in smaller ui scale values
[/*][*]Fixed a bug where the mouse cursor could stay in “move mode” in the main menu
[/*][*]Citizens will now go heal in closest available infirmary instead of first built one
[/*][*]Fixed plants in wrong state when loading a game while being in a paused game
[/*][*]Various fixes on roads and canals placement :
Fixed roads on canals conditions to prevent misplaced road on canal in front of a pump
Allow to build road on canal right next to a pump
Fixed invalid tiles when placing roads or canals
Fixed main menu background size for certain resolutions
[/*][*]Fixed camera snap when moving camera with keys while mouse button is pressed
[/*][*]Fixed "have 6 maxed districts" achievement activating with founders place
[/*][*]Fixed some cases where research module selected panel had misplaced bar cursor
[/*][*]Fixed plant tooltip tags text when it needs two lines
[/*][*]Fixed unable to correctly use saves when game folder is read only
[/*][*]Fixed district upgrade button’s text appearing on two lines in japanese
[/*][*]Fixed housing feedbacks appearing too early during the tutorial, before citizens were able to live in houses
[/*][*]Adapting the tooltip for soil property dependent production modifier. Now gets correctly fed with the progression value depending on the property and the property unit symbol.
[/*][*]Fixed Cactus Shrub not showing conditional resources on shell order
[/*][*]Fixed city event consequence to lose or gain citizens not correctly displayed
[/*][*]Preventing expedition to being wiped when a quest destination has been crossed in exploration to avoid behind block in an objective
[/*][*]Deleting macro save won't delete all autosaves anymore
[/*][*]Fixed citizen shadowing on sand factory
[/*][*]Fixed graphical issues on hall of wise
[/*][*]Fixed Spiketree outline
[/*][*]Slightly adjusted highlight effect on elements while canceling an order to match the highlight color while painting an order
[/*][*]Fixed a bug where it was not possible to build roads on environment decorations props
[/*][*]Fixed a bug where the ranges were wrongly flipped if a range bonus was activated (with a district bonus for example)
[/*][/list]Optim
Cleaning and optimising (reduce unused textures, clean highlight, optimize shaders, …) on buildings (Mineral Enhancer, Greenhouse, Cooling Machine & Foundry)
Visuals
Trees new sprites added
[list]Sunshade tree
Hatted tree
Bunch tree
Spike tree
Improved shadow on various plants
[/*][/list]Other Changes
Disabled incompatible option "limit mouse in game area" on MacOS
