- Banners & Wonders is now available ✨​
- Hello everyone,
- After several months of development, the whole team is happy to announce that the Banners & Wonders update is now available for free for all Memoriapolis players.
- A big thank you to everyone who took part in the beta and took the time to share feedback with us, whether here, on Discord, or via private messages. Your feedback really helped shape this update, and it was a real pleasure building all of this with you.
- Quick reminder: saves from version 1.0 are not compatible with Banners & Wonders. However, if you played the beta, you can continue your game without any issue.
- Objectives, Wonders, achievements, Factions and negotiations… Make yourself comfortable, what follows is a bit long :) but we wanted to share in detail everything included in this update.
- We sincerely hope you’ll enjoy it and that it will offer you even more freedom in how you play.
- Wonders
- Wonders replace the Esplanade and the Collection as the main objective of the game.
- There are 3 of them: the first is the Eiffel Tower, and the following ones (Neuschwanstein Castle and the Statue of Liberty) are unlocked by completing playthroughs.
- Each Wonder is linked to a series of objectives spread across the different ages.
- These objectives must be completed to progress from one age to the next, until the final step: building the Wonder.
- Former wonders like the Circus Maximus, Notre Dame etc.. are now called “Monumentsâ€.
- Building monuments provides different bonuses (depending on their culture) that will help with the construction of future Monuments and the final Wonder. Do not neglect them, as you can reduce construction costs, build times, or increase satisfaction, among other effects!
- Unlocking buildings
- Multiple city centers are replaced by a single building, the Dynastic House, which becomes the heart of your city and evolves through the ages.
- The Building Tree, unlocked with the Architectural’s Office, allows you to research new production buildings, proximity buildings, as well as resources and upgrades.
- When they arrive, factions bring with them a first cultural building tied to their culture. By constructing these buildings, you progressively unlock the next ones, as well as new service buildings and monuments.
- Turning constraints into challenge
- Defeat and closed districts have been removed, making way for a more open approach focused on challenge.
- Cycles are no longer limited by age, and buildings no longer degrade when transitioning between ages. Memory points have also been removed.
- Districts can now be demolished.
- It is now possible to place buildings outside the safe zone, in the attrition zone, starting from Antiquity.
- Attrition disappears starting from the Renaissance.
- Factions have been completely reworked to offer more depth and interaction with the city.
- Each culture now has a single faction, which evolves through the ages.
- When a faction arrives, you choose its starting location in the city.
- Each faction has a randomly assigned personality that influences its actions.
- If you act against them, factions can hold grievances against you.
- The taxes they collect from their inhabitants are now split between the city treasury and their personal treasury.
- When advancing to the next age, their descendants inherit their wealth, offering new opportunities: tax them more or gain their trust.
- To grow their wealth, factions expand organically within the city and may propose exchanges of buildings or districts with the city or other factions.
- These proposals can be negotiated to obtain better advantages!
- Tip: give cultural buildings to factions so they start generating cultural characters.
- During negotiations, it is possible to promise a favor to a faction to tilt the balance in your favor. Favors work like requests, but are time-limited and have negative consequences if not fulfilled.
- Services have been reworked to better align with the goal of offering more freedom.
- From Antiquity, a version of services is unlocked with the arrival of the corresponding faction.
- Services are no longer locked during age transitions, and building their structures gradually unlocks new features.
- The Urban Planning service (Religion) has been removed to add a new Warehouse service (Production), allowing better stock management. In exchange, it is now possible to choose the base satisfaction of religious buildings.
- Politics
- Politics has been simplified to offer more consistent progression across ages. The base service provides access to a limited number of decrees, while upgrades unlock more advanced and interesting ones.
- Each upgrade also influences faction election rules. Starting from the Renaissance, it becomes possible to influence elections at the risk of being discovered!
- With the construction of the Senatus, laws and the council are unlocked.
- Laws allow permanent modifications to the city’s policies,
- unlike decrees which are temporary.
- The council, composed of elected factions, regularly proposes new laws based on their preferences.
- Commerce
- Commerce now allows more simultaneous exchanges and no longer requires cultural characters.
- Cultural characters can now be used to unlock trade routes or optimize transactions by reducing purchase costs.
- The functioning of trade outposts has also been reworked.
- Establishing a trade outpost on a route now provides a passive bonus based on the culture of the route.
- By selling resources on that route, you increase the level of the outpost and the strength of the bonus.
- Production
- The production service now allows districts to be converted into warehouses to increase the city’s storage capacity.
- Upgrading the service allows:
- storing a larger quantity of resources
- having up to two different resources per warehouse
- converting more districts
- The service also provides access to a new interface similar to the Prutaneion, but dedicated to stock management.
- Military
- The military service now allows the construction of larger ramparts starting from Antiquity.
- They can be upgraded up to level 4, with each level providing an additional effect within their enclosure.
- Education
- The education service has also been adjusted:
- Activating know-how now has a cost
- New know-how effects have been added
- Upgrade the service to activate more know-how simultaneously
- Added 56 illustrations for cultural building evolutions
- Added 28 decorative buildings
- Added 2 new maps: arid and river
- Added 2 monuments in the Age of Enlightenment (Palace of Versailles, Zaanse Schans Windmills)
- Added 5 new cultural buildings in the Industrial Revolution (Embassy, Scouting Center, Shipyard, Teacher Training Colleges, Restaurant)
- New event system based on player actions
- Added 40 Steam achievements
- Added an objective tracking panel
- Added a game data panel
- Cultural characters are now a consumable resource. They can be earned through negotiations, by giving cultural buildings to factions, and by upgrading the Dynastic House. Many new uses have been added across the game.
- Ruins now appear during the Renaissance. They can be studied to improve research speed in addition to their previous effects.
- Codex completely reworked (replaces the tutorial)
- Difficulty modes redesigned with the new gameplay mechanics
- Maps (terrain)
- Added weather (clouds, rain, storm, snow)
- Improved terrain rendering after building demolition
- Improved integration of submerged buildings with terrain
- Added boats
- Added birds
- Camera adapts to terrain height
- Improved road rendering
- Fixed artifacts on terrain edges
- Improved textures on all maps
- Various adjustments on classic and snowy maps
- Buildings
- New production building models depending on their level
- New Quarry models depending on the resource extracted
- Added inhabitants on all buildings
- Added crane and small mill animations on production and proximity buildings
- Added animations in farms
- Added a new field type: orchard
- Added banners on some buildings
- Added plant growth on the reforestation workshop
- Added a running animation in the Circus Maximus
- Added new construction site animations
- Added hot air balloons on 11 Industrial Age buildings
- Added textures on production buildings (dirt walking areas)
- Improvements to existing buildings (stands, trees, ground textures)
- Improved construction sites on all buildings
- Added flags on faction-owned buildings
- Districts
- Housing adapts better to terrain height and now has foundations
- Added objects and inhabitants in districts with slight variations depending on culture
- Improved district evolution with population density
- Improved some housing textures
- Improved rendering and urban rules to better reflect culture
- Added flags on faction-owned districts
- Rampart
- Improved rampart models and generation
- Replaced transparent rendering during construction with a “under construction†model
- Rendering
- New smoke rendering
- Minor improvements to VFX and tree shadows
- Optimization of pedestrians, smoke, and worker settings
- Other
- Added 5 mouse cursors depending on ages
- Added 4 new carriage models (with color variations and animations) across the last three ages
- New hover and selection effect
- Attrition: attrition is now calculated based on the distance to the nearest safe zone
- Badge: added two new interactions on badges: opening the trade interface on a trade route and opening the satisfaction panel
- Building: building effects are no longer paused during construction
- Building Demolition: negative impacts from building demolition are now only applied to the faction of their culture and are more clearly displayed in the interface
- Codex: added buttons to open/close all categories
- Commerce: money from trade routes is now gradually restored over time after a transaction
- Construction: the default filter of the reforestation workshop during construction is now the “tree/wood†resource
- Construction: added a POI icon on submerged buildings indicating which part of the building must be on the ground
- Construction: added a warning if no resource is selected for a mine or quarry in the construction validation window
- Construction: added the possibility to choose the level at which a production or proximity building will be constructed during its initial placement
- Construction Picker: filters are no longer reset when a new building is unlocked
- Construction Picker: added filters in the “proximity†and “monuments†tabs
- Construction Picker: the “proximity†tab is no longer accessible from the Renaissance if no buildings other than the surveyor’s cabin are unlocked
- Construction Picker: added building descriptions when hovering over their card
- Construction Picker: cultural buildings are now sorted by tier
- Cultural buildings: cultural buildings no longer degrade into ruins
- Cultural building: new bonuses for cultural building evolutions. Available bonuses now offer more availability, but their number is now limited and requires more strategic choices
- Destiny (religious): added a badge for the “gain of satisfaction†bonus
- Destiny (commercial): cost reduction now applies to trade outposts
- Districts: districts can no longer be influenced by two buildings of the same culture
- District selection: added the maximum population of the district
- Faction: updated trust color based on value
- Faction: added favor and request badges in the faction interface
- Faction: faction properties can no longer be paused or upgraded
- Faction: factions can no longer be expelled from the city
- Faction: removed faction power
- Faction: added two new types of requests, laws and know-how
- Filters: updated the filter interface
- Filters: added a POI indicating the target of the next faction expansion
- Filters: added the ability to enable/disable cultures in the culture filters
- Filters: all filters are now available when placing a building
- Main menu: new Banners & Wonders main menu
- Main menu: added a window showing update features
- Monuments/Wonders: now require passing a decree and a certain level of trust with factions to be built
- New Game: improved coat of arms glyphs and added an hourglass
- Notification: added a button to delete notifications
- Notification: added a summary of the notification content on hover
- Outgame menu: background removed to display the main menu or the city
- Politics: added decree effects on hover
- Rampart: added the number of buildings inside the rampart during creation
- Rampart: added a “goto†button to the Dynastic House
- Rampart: improved selection rendering during creation
- Satisfaction log: some categories are displayed depending on the age
- Splash Screen: updated the introduction video
- Selection: added faction color when selecting one of their buildings or districts
- Selection: improved resource selection for mines and quarries. No need to go into a sub-menu anymore
- Selection: the resource collected by a mine or quarry is now displayed in its effect
- Selection: added an option to directly select the level to which a building will be upgraded
- Top Bar: added arrows in the top bar to indicate which resources are consumed when creating a building
- Top Bar: added critical status and warning indicators when resource stocks are full, when food consumption exceeds production, or when a stock is empty
- UI: added tooltips on hover for certain values to display calculation details
- UI: added an anchor icon in several places to indicate that a building must be built in water
- UI: improvements to save slots
- UI: added a mention in a faction tooltip if it is a political authority
- UI: improved placement of paused buildings in the Prutaneion
- UI: various visual and user experience improvements across all interfaces
- Age Transition: it was impossible to scroll through the building list when it exceeded the screen
- Application: fixed a possible crash when double-clicking on “New Gameâ€, “Return to main menu†or a save slot
- Construction: fixed a possible crash when constructing a monument
- Construction: some controls were not disabled during monument construction
- Construction: fixed a possible crash when building multiple farms
- Construction: ramparts, fields, and districts shapes are now correctly highlighted when constructing a new building
- District: fixed districts that could be built inside ramparts
- Destiny (religious): now only grants unlocked resources
- Filters: fixed a color issue in the celebrations filter
- Incidents: fixed a possible crash when an incident and a celebration occur on the same district during the same cycle
- Map: fixed areas where construction was impossible on the snowy map because no path could be found
- New Game: fixed inversion and behavior of some sliders in coat of arms creation
- Prutaneion: updated building states during demolition or upgrade
- Prutaneion: fixed an error when using the goto button for production buildings
- Prutaneion: fixed an error during cultural building evolution
- Rendering: fixed degraded rendering of evolving cultural buildings using their original building’s degraded rendering
- Rendering: fixed visual artifacts on housing roofs
- Rendering: adjusted Circus Maximus visuals to better match animation
- Rendering: fixed road rendering around districts after loading a save
- Rendering: fixed road rendering that could have variable size
- Rendering: fixed free camera rendering that did not match the base camera
- Rendering: fixed depth of field artifacts
- Rendering: fixed shadows not working correctly with “Low†and “Very Low†settings
- Rampart: added a reserved area around ramparts to prevent districts and fields from appearing too close
- Road: fixed a rare crash when constructing a building over existing roads
- Ruins: updated gradient color in the interface to match ruin culture
- Selection: fixed a bug when the first culture of a district was removed after building demolition
- Selection: fixed selection panels displaying outdated information when buildings were upgraded
- Settings: fixed warning symbols when configuring some keybindings
- Top bar: fixed maximum worker count not being displayed with abbreviation
- Fixed crashes related to building and rampart creation near terrain edges
- Various balancing, crash fixes and bug fixes
- If you’ve read it this far, congratulations! First achievement unlocked 🙂
- All that’s left is to launch Memoriapolis and discover Banners & Wonders.
- Feel free to keep sharing your feedback, screenshots, and cities as we love seeing what you build.
- And most importantly… Long live your Dynasty!
- —
- The Memoriapolis Team
- (JBR, JBB, Etheal, Geoffroy, Margaux, Axel, Nacha, Riwal & San)