Pompeii: The Legacy · published · build 25033846
Hello everyone!
Update v1.011.1 for Pompeii: The Legacy is now live!
This is another substantial update, bringing improvements across many different parts of the game – from the way rivers and ships look and move, to trade calculations, agriculture, city services, house information, research, and performance in large cities.
As always, many of these changes came directly from your reports, save files, suggestions, and discussions. Thank you to everyone who continues to help me find issues and improve the game.
I've spent some time improving the visual presentation of water and making rivers feel much more alive.
Added Screen Space Reflections (SSR) to water surfaces.
Added visible wakes behind moving ships.
Rivers now have a visible flow direction and movement.
Fixed issues with sea rendering caused by transitions between different ambient environments.
These changes are the beginning of further environmental improvements I want to make to the game.
The Trade system received a significant pass in this update. Several calculations that could previously produce incorrect prices, quantities, or route behavior have been corrected.
Exports now correctly use the trade partner's Buy definition.
The Family 2 +5% trade bonus is now applied to the actual sale transaction.
The UI and settlement simulation now use the same shared price calculation.
Imports are now charged according to the final quantity actually purchased.
When there isn't enough money for the complete purchase, unused Coin is correctly preserved.
Stock-target clipping no longer charges the player for discarded cargo.
A trade route is now activated only after validating and charging the full 1,000 Coin activation cost.
An unavailable first export resource no longer prevents later resources on the route from being exported.
Overall, trade calculations should now be considerably more consistent between what the interface displays and what actually happens in the simulation.
Agriculture also received several fixes and improvements.
Fixed Fertility not affecting field productivity correctly.
Fruit Orchards and Olive Groves are now affected by soil Fertility.
Improved field placement and visual alignment.
Fields now render more accurately while being placed.
Fixed bonuses affecting:
Fish Yield
Grain Yield
Hunter Yield
Corrected Food Consumption information for houses.
Added Luxury Consumption information to House Properties.
Choosing fertile land should now matter more consistently across agricultural production.
A new research improvement has been added for ports:
Researching Expanded Fleet can increase the number of ships supported by a single Dock to four ships.
Also fixed an incorrectly positioned Upgrade button on the Port panel when entering it after viewing the Upgrade tab of another building.
I've made an important change to how these services affect nearby buildings.
Prefectures and Architect Offices will no longer provide their effects when:
the building hasn't finished construction, or
there is no worker assigned to it.
I've also optimized the underlying system. In very large cities, adding, disabling, or removing these buildings could previously cause a noticeable pause while their influence was recalculated.
That recalculation is now significantly smoother.
Removed the incorrect Stability property from fences.
Fixed an unusual issue where a fence could effectively be "moved" internally without its visual model moving. This changed its map-grid occupancy while leaving the visible fence in its original location.
This particular issue could create invisible occupied tiles and potentially cause more serious problems later, so thank you to the players who helped reproduce and identify it.
Fixed missing text on the Resource Selection panel.
Added Luxury Consumption to House Properties.
Corrected displayed Food Consumption values for houses.
Fixed the Port Upgrade button position in a specific panel-navigation scenario.
Optimization continues to be an important part of every update, particularly for very large cities.
Prefecture and Architect Office influence changes have been optimized to avoid noticeable stalls in large settlements.
Added further optimization to the instanced rendering of road edges.
Several systems touched by this update have received additional smaller optimizations and cleanup.
I'll continue working on large-city performance in future updates.
Development is already continuing, and I have the next updates planned.
The next update will focus heavily on decoration and aesthetics.
Decoration was an important part of Roman cities, and I want it to become more meaningful in Pompeii as well. New decorative elements will have a greater influence on the Aesthetic needs of your citizens, giving you more reasons to create attractive public spaces rather than treating decoration as purely visual.
This update will also introduce the ability to place more natural decorative elements, including:
Trees
Plants
Grass
And after that comes something many of you have been asking for:
The following major update is planned to introduce the Map Editor, together with new maps and the foundation for creating much more variety in future Pompeii cities.
I'm deliberately giving the Map Editor a little more development time rather than rushing it into this update. I want the tools to be stable and practical before putting them into players' hands.
Thank you again for all your support, feedback, bug reports, save files, testing, and suggestions.
Pompeii: The Legacy continues to grow, and a surprising number of the improvements in these updates begin with something one of you noticed while playing and took the time to report.
Thank you for playing Pompeii: The Legacy!