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描述

Synergy
Conduct analysis of the plants and other natural elements of the region and flesh out your Knowledge Book.

This newly-acquired knowledge will provide you with an essential guide to obtaining resources, ensuring the safety of your citizens and optimizing your city, thus promoting survival and prosperity through a sustainable approach in harmony with the surrounding natural environment.

Assign citizens to the research center and the hall of wisdom to launch research projects. Technological research allows you to uncover new advanced techniques, while cultural research will innovate on processes and civil structures.

This quest for knowledge also gives you access to several new buildings. From extraction structures to social spaces, from harvesting points to cultural buildings, every new construction and discovery helps you shape your city's evolution.

Build nine districts with unique features around the various squares by cleverly placing your buildings. Take advantage of the powerful bonuses specific to each district to foster the development of your city. Meet the needs of your citizens and thrive by providing them with the most satisfying accommodations possible.

Gather your citizens and send them on expeditions to learn more about the world.

Exploration is an important vector of progression in the game. Explore increasingly remote regions to reveal new destinations, meet other survivors and convince them to join your city, find tablets bearing priceless knowledge, and bring back new plant species to introduce into your environment.

Your citizens are immersed in a strange environment, both mesmerizing and unforgiving. Your goal is to build a city to help them prosper. You will need to explore, analyze and experiment with new things.

In Synergy, the well-being of your citizens is paramount. You will need a deep understanding of their environment to help them adapt and thrive.
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#1. Synergy (GOG) 由: Goblinz Publishing
#2. Synergy (GOG) 由: Goblinz Publishing
#3. Synergy (GOG) 由: Goblinz Publishing
#4. Synergy (GOG) 由: Goblinz Publishing
#5. Synergy (GOG) 由: Goblinz Publishing
#6. Synergy (GOG) 由: Goblinz Publishing
#7. Synergy (GOG) 由: Goblinz Publishing
#8. Synergy (GOG) 由: Goblinz Publishing
#9. Synergy (GOG) 由: Goblinz Publishing
#10. Synergy (GOG) 由: Goblinz Publishing

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新功能

  • 版本: Windows
  • 發佈日期:
  • v. 2505270952 (27 May 2025)

    Hello everyone! We're pushign an update with quite some changes on a lot of different levels to make ewveyrhting more balanced, clearer, and more stable! You can see a list of all the changes in the full changelog below.

    And as usual, thank you very much for playing Synergy, and a friendly reminder that if you like the game and want to give us an extra bit of help, you can always review the game! Thanks a lot! Here's the full changelog :
    Update 1.0.3 - Full changelog

    Balancing

    Changed Satisfaction requirement from 12 Social to 12 Knowledge in the “Salvation Through Science” step of the “Calamity” Scenario in the “Firestorms” Campaign

    Rearranged the display order of trades in Bartering Outpost

    Changed Fountain district score:

    Replaced the storage category of following building giving 150 points (3x50): Small Warehouse, Water Tower, Cellar or/and Starting Stock by a satisfaction category of following building giving 150 points : Cold Bathhouse or Scent Garden

    Changed the “featured building” list in the district tooltip : the “suggested building” of this list has been updated, replacing Sandglider Garage with Cold Bathhouse

    Increased resource the storage capacity of the active Kitchen to have x3 the recipe requirement (instead of x2)

    Interface & Feedback

    The victory popup will no longer reappear when loading a save where the quest is already completed

    Satisfaction heatmaps’s icons are slightly smaller to better match other icon’s size

    It is now possible to see selected or hovered buildings through environmental elements

    When selecting a district, buildings that contribute points but are not yet unlocked now appear desaturated

    Added "Kill Plant" feedback to all Reap put actions on all plants

    District feedback when selected a district or place a building in range is now more transparent

    While placing a building, hovered district will always display the score contribution even it’s 0 to improve understanding

    Sandglider Garage and Fountain tooltips now display their range of effect

    Collect zones are now visible in Rip Out mode (paint or cancel)

    The district contribution parabola is now hidden during building placement, road placement, or plantation mode if the selected element does not increase the score of the hovered district

    During exploration, selecting the starting zone will no longer display the expedition size slider

    Bugfix

    Fixed a bug where citizens were not bringing water to water towers after ripping out water gourd

    Fixed default interface scaling option when starting game for first time with non full hd resolution

    Fixed a bug where the analysis notification didn’t show when loading a save

    Fixed a bug where the the missing resources feedbacks was not matching the requested amount

    Fixed a bug where the missing resource feedbacks would sometimes not appear on the Plant Nursery

    Fixed a bug where the confirmation popup to trade a tablet for Science or Legacy points would not show up the first time it is requested

    Fixed feedback worldspace not correctly refreshing on irrigation pump

    Fixed exploration map destinations icon for quest destinations because it was not the right icons sometime

    Fixed a bug where citizens would not correctly move to or from housings when the food distribution capacity of near cellars changed

    Fixed plants incorrect state on map loading

    Fixed quality settings on several depth texture, improving shadow quality

    Fixed Pontoon incoherency of the shadows and outline on floats

    Fixed footprint outline being seen through other land props

    Fixed footprint going through dynamic terrain props

    Made a check to avoid rendering an outline of all variants of a building at the same time

    Fixed a bug where the rip out action selection wasn’t showing all consequences on plants when an harvest building was selected

    Fixed a bug where plants feedback weren’t disabled when switching order type

    Fixed the science gauge tooltip mentioning the wrong district (in polish only)

    Fixed a bug where the same source range feedback wasn’t showing when entering construction mode with a building selected

    Fixed a bug where the buildings’ outline was not now correctly refreshed when selected and its state changes

    Fixed a bug where the title of the selected research panel could overlap the close button in some languages

    Fixed a bug where outline on road and irrigation canals were not displayed properly (on MacOS only)

    Added a security to prevent the game from becoming unplayable if it was saved with a dead citizen embarked in an exploration expedition

    Fixed a bug where the highlight of a selected building in the construction menu stayed active even if the building wasn’t selected anymore

    Fixed a bug where resources dropped on the ground could not be prioritized after reloading a save

    Visuals

    Grassy props now react on dynamic terrain

    Integrated animated Art Workshop

    Global tweaks on depth and shadows to improve quality

    Improved shadows of various buildings :

    Explorer Nexus

    Water Extractor

    Sand Collector

    Tweak characters to avoid issues when UI is scaled down and resolution is lower

    Changes on shader to make the outline mask working with antialiasing off
    v. 2505130454 (13 May 2025)

    Hey everyone! We're just patching one issue but that was really annoying. Sorry for the inconvenience, and thanks for playing Synergy!
    Update 1.0.2 - Hotfix #1

    Bugfix

    Fixed a bug causing a soft lock during the exploration event “Concealed” resolution if the player didn’t have the resources needed in the outcome of “Bond with Locals” step. The cost of each outcome has been removed to make these choices possible in any case.
    v. 2504290456 (29 April 2025)

    Balancing

    Changed the layout of the Last Resources scenario of the Firestorms campaign:

    The map now encourages to explore upward as well.

    Ashy kernels will take more time to kill other plants, and Petrified giants are placed closer to better showcase their interaction.

    Resources can be harvested with fewer picker’s cabins at the start of the game.

    The map is more “sandy”.

    Modified plant category for certains plants :

    “Smelly” removed for Riverbank Finger

    “Resilient” added to Spike Tree, Plains Shell and Orange Hydra Tree

    “Decorative” added to Bamboo Flute

    Replaced Pincushion Shrub cluster North-East of spawn by a Bamboo Flute cluster on A Beacon in the Sand scenario in The Anchoring campaign

    Reduced Technology exploration weight from 1 to 0

    Modified Monument and Sand Furrows district score:

    moved Auditorium from its former category to be with Spherical Forum and Embassy (both districts)

    replaced Canteen by Grain Farm in the remarkable buildings list of Sand Furrows district

    Food needs are now enabled at the same time as water needs in the tutorial

    Increased duration before fail of the following City Events: Burnout (No Sick Citizens and Well-Being at least 4), The Fabled Chamber (produce enough Clean Water for a cycle), Refusal (produce enough Food for a cycle).

    Modified research cost for analysis unlock:

    “Environmental Impact” : from 50 science to 10 tools + 20 science

    “Ground Quality”: from 20 tools 200 science to 10 tools 70 science 50 heritage

    Bugfix

    Integrated revised translations, improving text quality across all supported languages.

    Fixed a bug where citizens would not bring harvested resources back to the harvest workshop after executing an action that kills the targeted plant

    Fixed collectable prop feedback of the amount of resources given by the Rip Out action : position and display (mirrored text)

    Fixed a bug where the player could open the analysis result screen while in other interaction modes, which could result in various visual glitches

    Fixed a bug where saving during the destruction animation of a building could lead to various bugs

    Fixed the Assignment Tower destruction animation

    Reduced default amount of priority resources to 0 on the small warehouse

    Fixed a bug where the color of terrain with high organic matter in Mossy biome didn’t change at 60 temperature

    Fixed a bug where the citizen of the Pharmaceutical Factory in pause were displayed in front of other environmental props

    Feedback & Interface

    Temperature will now be shown during the building placement phase of a production building.

    Same satisfaction modifier sources will now be shown during the building placement phase. For example, when placing a Table, it will show the pin and range of the other Tables, Serpentine benches and Outdoor lounges, but it will NOT show the range of the Canteen as this is a different modifier.

    Housing now displays their satisfactions when a satisfaction view (Wellbeing, Knowledge, Social, Culture) is opened.

    All analysed plants will now feedback the yield of its grown state or its alternative grown state when placing harvesting orders. For example, you will see the amount of harvested resources even if the plant is currently growing.

    Increased the glow on small researches available

    Tablet researches and their information and icons are no longer hidden even if the adjacent research is not unlocked.

    The game window now changes instantly on carousel selection in options panel, and refreshes resolutions list. It also fixes the list of resolution not being the right one when using a second monitor with a different resolution of the main monitor.

    Changed the display of access buttons to other interfaces (book of knowledge and analysis history) to add a new button to access the Research tree, and make them more visible.

    Right button of victory popup and defeat popup are now yellow

    When an expedition is preparing in the city, the expedition preparation information are now removed from the selected panels in exploration to avoid confusion

    The tooltip when placing a house is now displaying the temperature the same way as it is displayed when selecting a built house (will now display for example “50/60” instead of “-10”

    Added new Production Task icons for some alternative recipes. Useful to differentiate tasks in the research panel.

    **Visuals

    Improved shadows of various buildings : Wind Catcher Explorer Nexus Paper Mill Art Workshop
    v. 2504181212 (23 April 2025)

    Hello everyone!

    After the hotfixes, we're on for corrective patches! Some thigns we've found internally, some things you're reported to us, fixed as much as possible! Mainly Bugfixes and Interface/feedback tweaks, but also a tiny bit of balancing and visual adjustments!

    Also, as a small follow up on 1.0 release, if you liked the game and did not review it yet, do not hesitate to leave a positive review! We're close to fall under 70% for recent reviews, which would be bad for algorithms (it's always the algorithms!) Given that the overall amount of recent review is a bit low, every single positive review can make the difference! Thanks for taking the time to do it if you enjoyed, and enjoy playing Synergy.

    Now, on to the full patchnote! Have a wonderful day
    Update 1.0 - Corrective patch #1 - 23/04/2025

    Balancing

    The first district threshold is now set at 300 instead of 350.

    Bugfix

    Fixed "Have N healthy with a certain health" objectives often ignoring one plant.

    Fixed the "storage full" feedback not disappearing when the Explorer hut is emptied by a water tower.

    Fixed the harvest interactions of the Spiketree in its “overgrown harvested” state.

    Fixed the cooling interaction with the Bunch tree in its “overgrown harvested” state.

    Fixed the display duration of the production recipe, which did not take into account the number of citizens in the building, and therefore displayed a different value from the recipe value in the building panel.

    (Mac only) Fixed the pontoon reversed visual visible on Mac with anti-aliasing disabled.

    Removal of the ability to move the exploration map during the appearance of zone destinations, to prevent destinations from being visually displaced.

    Fixed the throated water lily interaction notification saying "wounded" instead of "intoxicated".

    Fixed some texts having different fonts used in the middle of a sentence in Polish.

    Fixed several overflowing and misaligned texts in Japanese in the panel of a selected square.

    Fixed the Japanese font sometimes misaligned in height.

    Added a missing space in a Spanish text.

    Feedback & Interface

    Added the following in the production recipe choice popup:

    All the resources that the building can produce are now visible instead of being hidden by a lock icon. (The lock icon is still visible but on the side.)

    These resources can be hovered over to obtain their full tooltips, which are useful for finding out their names, their obtainments and their uses.

    All resources in recipes can now be hovered over to get their full tooltips, for the same reasons.

    Plant tags (i.e. “resilient”, “fruit-bearing”, “invasive”), which are used for district scoring, are now visibles in the plant panel.

    In “Rip out” mode, the resources obtained are now visible on top of the collectable props. This makes it easier to see and understand “Rocky amalgam” and “Technological Ruins”.

    Resources in production recipes are now always sorted in the same order.

    Harvested areas of other harvest buildings are now more visually different than the currently selected harvest building.

    A selected plant in its “overgrown harvested” state will now display its “overgrown” state info instead of its “grown” state info.

    The button “Yes” of the “Back to the main menu” and “Quit the game” popups is now in Yellow and placed on the right side of the 3 buttons.

    Sandglider garage will now highlight houses in its range during the placement phase.

    The resource uses tips that now say “Build structures” instead of "Craft structures".

    The glowing outline that highlights the requested quantity of the cellar during the tutorial now better fits to the list of available resources.

    Visuals

    Various adjustments on dynamic floors.

    Footprints of buildings placed in the Mossy biome will now react to dynamic terrain. (For example, a building placed in a hot mossy area will now have its footprint turning brown instead of staying green.)

    Improved the shadow of the Ocular stem plant.

    The Ocular stem plant should now wave in the wind.
    v. 2504181212 (18 April 2025)

    Hello again!

    We're deploying another hotfix, as some pretty annoying issues were still there, and we've been able to fix them.

    Thanks a lot once again for your feedback and patience!
    Update 1.0 - Hotfix #2

    Fixed a bug where the game could be stuck on an infinite loading screen when starting the tutorial after selecting the easy difficulty on another scenario

    Fixed a bug where citizens would not bring available dishes to canteens
    v. 2504180927 (18 April 2025)

    Hello everyone!

    Today we're pushing a hotfix live, taking care of the main issues you've been facing with the 1.0 release! There was different problems with overall ressources monitoring that was in some cases not handled the right way ; sometimes not handled at all by the citizens. As this is a pretty tricky bug, if anything like this still happens to you, please tell us either here or on Discord!

    We also wanted to take the occasion to thank you all for your support since 1.0, enjoying the game, giving us contructive feedback about your experience, positive or negative. If you're enjoying the game, do not hesitate to leave a positive review! It does help a lot :D

    But without further ado, here's the full patchnote :
    Update 1.0 - Hotfix #1 18/04/2025

    Fixed some cases of food storages not correctly updating food distribution.

    Fixed some cases of resources monitoring showing incorrect amount of resources after reloading a game without leaving the game.

    Fixed a bug where buildings would not correctly be supplied in water from a water storage after changing the production task.

    Added an objective to introduce the research of Planks in the Cutting Station, in the scenario “Last Resources” of the campaign “Firestorms”

    Changed the term “Collect Resources” to “Obtain Resources” in English. For example, the related objective will now state “Obtain Planks” and not “Collect Planks”.

    Fixed the term “Seeding” which was sometimes called “Shelling” in English.
    v. 2502261115 (25 February 2025) Update 0.5 - Corrective Patch #2

    Balancing

    Removed Music Workshop building from the list of building giving Social in the HUD tooltip of Social Satisfaction

    Removed some research for certain maps (because the related building can’t be placed in the scenario)

    Removed Sand Factory from Scenario 02 “Ruthless Sky”, freemode “Island Oasis”, freemode “The Furnace” & freemode “Ruthless Sky”

    Removed Arranged Cave from freemode “Ruined Delta”, freemode “Island Oasis” & freemode “Beacon in the Sand”

    Bugfix

    Fixed a bug where the plant panel being closed when clicking inside the panel

    Fixed a bug where the plant panel stays open with the impossibility to be closed

    Fixed a bug where the Social bonus giving by roads was not applied when reloading a game

    Fixed a bug where the option “Reset First Event” didn’t work

    Fixed a bug where the tooltip on hover of information in the selected panel (just below the header with the image of the selected object) wasn’t showing up
    v. 2502120539 (12 February 2025)

    Hello everyone! It's been a week since the 0.5 update, and we hope you like it! As it was a smaller one, the corrective patch is going to be smaller as well! :D

    Once again and because we'll never say it enough, thanks for playing Synergy!

    Please find the full changelog below for this Corrective Patch:
    Update 0.5 - Corrective patch #1

    Balancing

    Added Soft Fiber with Toxic Water task to the research “Liana Hearts”

    Bugfix

    Fixed a bug where the preview was not clearing correctly when destroying canals with the pump selected

    Fixed a bug where the reset option page button reset all pages

    Fixed a bug where Input rebinding was not properly reset when switching tabs

    Fixed a bug where a harvest task couldn’t be started because of missing resources. It now handles the next task in the queue

    Fixed a bug where birds used to spawn multiple times after returning to the main menu

    Fixed satisfaction value objective not completed when satisfaction has value before reaching quest step

    First Time Event popup for buildings are shown if building is already selected when construction is completed
    v. 2412101947 (11 December 2024)

    Hello everyone!

    Here's the second corrective patch for the 0.4 Update! We do hope you're enjoying this big update so far!

    In this corrective patch, of course a lot of different bugfixes, but also some tweaks about interface & global feedback, but also balancing and a bit of optimization! :D

    Please find the full changelog below, and as always, thanks for playing Synergy!
    Update 0.4 - Corrective Patch #2

    Balancing

    Increased quantity of starting citizen for Scenario Sandbox 01 map (from 13 to 16)

    Adjusting starting stock for all Maps (both normal and easy mode)

    Swapped positions of the research “Green Water” (alternative recipe replacing clean water by toxic water) and “Open Circuit Cooling” (-2 Toxic Water per recipe if the building if near a water source) and adapting the cost of these

    Decreased the number of citizen in the reward for Step 05 "Reconciliation" of Scenario 03 (from “17 Adults, 3 Children” to “13 Adults, 2 Children”)

    Adapted mid-advanced flow to reduce tension on Carved Wood

    Interface & Feedback

    Research point bars now also preview the numeric quantity of points in stock when hovering the buttons

    Fixed missing space in the title of the victory popup

    Reordered building in the construction menu

    Prevented the feedbacks over plants, buildings and citizens to appear while the UI is hidden (F9)

    The selected panel of a research point producing building now updates when using its research points

    Once a research is unlocked, its costs are hidden

    Bugfix

    Corrected localization issues and made quality improvements to the EN localization

    Fixed a bug which could lock the game on the loading screen when going back to the main menu

    Fixed research unlocked notification animation that wouldn't replay if it was already playing

    Fixed a bug where color glitches occurred on some UI elements of selected building’s panels : the “?” button, the “destroy” button and some Werehouse’s UI elements (filter and min/max buttons)

    It is now possible to switch from pinned researches to diary in the HUD

    Researches that unlocks a new type of analysis now properly is pinned by the quest

    Hidden button “sent the expedition” on zone panel if the expedition is coming back to the city

    Fixed credits scroll which stopped too early when setting UI scale was set lower than 1

    Fixed a bug where citizen can’t eat/drink because the action was canceled if their houses was move

    Optimizations

    Citizen Sorting only updates district scores instead of updating whole districts
    v. 2412041426 (4 December 2024)

    Hello everyone! Following the 0.4 update, here's the first corrective patch! It's taking care of the biggest points we've/you've seen so far! Another corrective patch is set to be released next week. If you find any problem when playing, as always, do not hesitate to keep us posted either on forums or on the game's Discord And of course, as usual, thanks a lot for playing Synergy!

    Please check the full changelog below :

    Balancing

    Changed construction cost of Music Workshop (from “30 Bricks 50 Carved Woods” to “50 Bricks 30 Carved Woods”)

    Added Composite to late game researches:

    Advanced Houses: +10 Composite

    Auditorium : +10 Composite + 30 WoodSculpture

    Embassy : + 30 Composite

    Library: +10 Composite

    Science Exhibition: +30 Composite

    Increased the Science Point cost of Explorer Hut and Kitchen researches from 5 to 10

    Interface & Feedback

    Changed buildings order in the building's list so that similar buildings close to each other

    Reordered meals in the kitchen (cooked meal before bread because it gives less satiety)

    Updated Infirmary UI & illness tooltip

    Added precision on research point production speed (1 decimal)

    Added missing information in irrigation canal building tooltip

    Uniformised wording between debilitation/weakness illness in English

    Bugfix

    Fixed a bug where selection was impossible behind a feedback worldspace or an order pin

    It should now be possible to place plantation orders from the Plant Nursery through other order pins

    Fixed a bug where the blue highlight on harvest buildings could stay active after clicking on a plant

    Fixed disappearing pins on research nodes when loading a save from the main menu

    Fixed not localized texts

    Fixed Exploration radial menu button being disabled after destroying one Explorers' Hut with while having at least one other hut on the map

    Fixed a bug where the bonus offers by the sandglider were not correctly displayed in red in its interface if the building is inactive

    Fixed icon alignment in several languages in analysis popup text

    Fixed a wrong text in the wiki page of districts

    Fixed a bug which could prevent buildings from being correctly highlighted in construction mode when flipping some decorations

    Visuals & Audio

    Tweaked the volume of the SFX associated with the new district places
    v. 2410081255 (9 October 2024)

    Hello everyone!

    Here's the second corrective patch for update 0.3! It's pretty short but the issues it solves were pretty annoying. This should be the last corrective patch before the next content update, the 0.4. Stay tuned for more info!

    Please find the full patchnote below :

    Bug Fixes

    Fixed a bug where resources could be endlessly transported back and forth between 2 prioritized storage buildings, causing transport problems

    Fixed the spawning of flying fauna when loading a save, causing a lot of spamming

    Fixed pending analysis notifications when loading a save, causing a loss of analysis results

    Fixed mismatching notification count when loading a save with pending analysis notifications
    v. 2408061229 (6 August 2024)

    Hello everyone!

    Sliding in just a quick hotfix, as the tutorial in Spanish was having a critical issue that we wanted to patch as soon as possible. Expect a bigger patch soon!

    Lo sentimos a nuestros jugadores españoles y españolas!
    v. 2406111837 (12 June 2024)

    Hello everyone!

    Here's a new patch with a lot of different topics! We keep on working on those bugs you're having, but we're also tweaking the balencing and adding/fixing stuff linked to overall QoL. That's a lot to read, but here's a patchnote that lists the changes!

    And as usual, thanks for playing Synergy, and for all your feedback!

    Have a wonderful day,

    Patch #2 - 12/06/2024

    Balancing

    Bunch tree shadow will now correctly decrease temperature

    Reduce road and canal destroy duration

    New plants added by a spread are now immediately sorted in clusters. It should prevent the creation of stacked plants

    Districts that increase max satisfaction also increase current satisfaction

    Temperature control balancing:

    Increase tree shadow size from 5-7 to 7

    Plants that increase organic matter now also reduce temperature by 5, except trees which were already applying shadow (shadow reduce temperature by 10 and increase wellbeing by 5)

    Reduce Plants range from 5 to 4

    Elements that are considered as "water point" (canal, fountains and well) now reduce temperature by 5 (non-cumulative with each other)

    Sun awning now apply Shadow in its range (shadow reduce temperature by 10 and increase wellbeing by 5). Its range has been reduced from 10 to 5. It doesn't increase wellbeing in range anymore since shadow is already increasing wellbeing. Its construction cost is now 12 tree tunks and 6 resin.

    Tapping a sunshade tree is now possible and gives resin, making resin easier to obtain in the second scenario of the campaign.

    Feedbacks / Interfaces

    Fix request for a resource needed not resetting correctly when the storage is full, leading to "missing transporter" feedback staying active

    Inputs are disabled when an input field in a warehouse module is selected (ESC key deselects field)

    Fix input text incorrectly showing "400" when erasing wanted amount in resource entry in warehouse module

    Fix order paint from a different emitter when target already has an order with same order type (now allowing to order harvest on a plant which already has an harvest order from a different building)

    Fix a research description that was not mentioning the affected building

    Added space between paragraphs in option description text

    Input buttons in options are not interactable

    Disable pressed state of info tooltip button on building selected panel

    Change pruning icon + fix 1 wrong icon for reaping (in researches)

    Add population growth tutorial as first page in the HousingSatisfaction step

    Desaturation works correctly again on plantation mode

    Remove the mention of "unlocking researches" in the research bonus module (+ its tooltip)

    Added technological or cultural feedbacks on selected research panel in research screen

    Add information about the relation between "Pause Unfocused Game" option and "Mute Inactive Window" option

    Production buildings' default method is now empty if there are more than one available

    Other bugs

    Fix not opened analysis notifications data shared between different games

    Fix texture assigned on watergourd for better result on grown state

    Fix depth and navigation issues on purification basin

    Fixed some feedbacks not correctly cleaned when destroying a building

    Fix wrong plant spawn positions in plant nursery + added security when a citizen tries to plant on an inlalid object

    Fix move camera with mouse sometimes locked

    Fix road built when still in worksite on a loaded save

    Fixed a bug where the autosave could be triggered after the player clicked on the "Return to the main menu" button, or during the loading of another save file

    Fixed a bug where citizens would never go to the infirmary after loading a save file

    Fixed infinite loop crash when a capacity modifier bonus is removed from a building

    Fixed a blocking bug when trying to destroy an empty production building

    Fixed a bug where resources would not be directly transported from production building to other buildings (infirmary, art gallery, school...) if there was no available storage for this resource.

    Fixed a bug where citizens would bring resources to paused worksites after a reload

    Irrigation pumps also reduces temperature in their canals range

    Fixed a bug where sandglider garage was not correctly loaded when loading a save in certain conditions

    Several minor fixes in FR and EN only
    v. 2406061037 (6 June 2024)

    Hello everyone!

    Let's go for our first patch! Why is it now called a patch instead of a hotfix? Well basically we kept the Hotfix term for the quickfixes after the release. Now that we're more on a cruising pace, it felt more appropriate to stop calling them Hotfixes. Also, as the "Minor Update" term is used in our Roadmap, we don't want to use that word because it'd be confusing. You might think that I'm thinking too much for just 3 words! And I might be, but I still think semantics are important :D

    Anyway, the big news here is that we updated our version of Unity, fixing a video memory issue. What it does mean is that the memory issues might've been the source of a lot of different crashes or performance issues, and this might fix it for you. Do not hesitate to come and tell us if you still have those problems!

    There are also a lot of different bug fixes, a bit of QoL and balancing in there. To know more about that, please read the patchnote below

    Thanks a lot for playing Synergy!

    Patch #1 - 06/06/2024

    Our version of Unity has been updated. It fixes a video memory issue, and we hope it will fix at least some of the crash issues players may experience

    Reworked Return From Infinity map (first scenario of the campaign). It should now be easier to progress in the map throughout the game, with early game resources moved closer to the starting location and more easily obtainable, late game resources moved farther, and more obvious choices for your city's expansion

    Fixed a bug where notification animations could be stuck and never disappear

    Fixed a bug with Destroy Orders at reload which could break the save

    Fixed a bug that could force the player out of Plant Nursery's plantation mode

    Fixed a bug which could block the game when saving between two quest steps

    Fixed pink highlight on buildings not correctly cleared when destroying a house

    Fixed district bonuses not correctly removed when the district becomes invalid

    Fixed wrong "no worker feedback" on plant nursery module

    Fixed depth texture of the Hatted Tree

    "Window on top" option should now be correctly hidden on MacOS

    Sunshade Tree and Hatted Tree should now correctly apply shadow in their range in the "collected" (fruitless) state

    Fixed Bamboo flute and Whipping gourds needs

    Plants feedbacks while in Harvest mode should now be correctly displayed on any plant states

    Analysis : changed condition to unlock Plant actions information. You now only need to have unlocked the corresponding harvest building before performing the analysis

    Petrified Giants and other protective plants should now correctly prevent Cinder sprouts from spreading

    The message informing that a scenario completion is required to progress in the campaign is now correctly displayed in the scenario selection screen

    Resolution, UI scale options and Reset options button should now work better with windowed mode

    Locked scenarios in scenario selection are now displayed in a non interactive greyed state

    Better sorting order for save files in load menu

    Improved highlight effects (Cumulative highlights should work as intended)

    Extension buildings (Experimental laboratory, Spherical forum, Sandglider garage) doesn't require to be placed near their respective base building anymore

    Removed tool cost from Arborist Workshop and horti hut

    Reduced tool costs from several researches (arranged cave, irrigation canal, music workshop, pharmaceutical factory, sand extractor)

    Increased historic district citizen bonus from 1 to 2 but decreased default Art gallery worker count from 4 to 3

    Increased harbor district toxic water cost reduction from -2 to -5

    Increased natural district plant growth speed bonus from +25% to +50%

    Various bug fixes
    v. 2405291137 (29 May 2024)

    Hotfix #4

    Fixed a bug where feedbacks on buildings were not correctly displayed

    Fixed a bug where building panel buttons (pause, prio, destruction) could stop working properly if two buildings were selected very fast

    Fixed a bug were citizens were not correctly assigned to their working place on reload

    Fix a blocking bug which could happen when the citizens were trying to harvest a plant which has been removed from the map

    Fixed a bug where building highlights were not correctly disabled

    Fixed a bug where citizens' vital need could be disabled when starting a new game after the tutorial

    The player can now build up to 3 Weather Stations. This will allow the completion of multiple districts requiring a Weather Station.

    Research durations should now be correctly displayed in the Research screen even if they already are completed

    The Sandglider Garage expedition speed bonus should now be correctly active on reload

    The Sandglider Garage is now in its active visual state by default

    Some exploration pins have been moved to be more easily selected

    Fixed a bug where exploration pins had a wrong icon on reload

    Fixed two inverted Diluvian Bush analysis info about its needs

    Fixed the "mineral minimize analysis info" that was displaying organic icon instead of the mineral one

    The resources counts displayed in the HUD are now visually limited to 9999

    Various text corrections
    v. 2405232238 (24 May 2024)

    Hello everyone!

    We're pushing a third hotfix, this one specifically for a single bug - but an annoying one. We're also aware of an issue where, sometimes, UI buttons (like destroying a building, or accelerating time) do not work as intended on click. However, you should still be able to use them with the keyboard shortcuts

    We're actively working on this and will push a fix as soon as possible!

    Hotfix #3

    Fixing a bug where, when reloading a save, citizens assignation in buildings was not conform to when the save occured

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