Pompeii: The Legacy · published · build 21221897
First of all, thank you!
Thank you for being here from the start, for your feedback, patience, logs, save files, discussions, and encouragement. You’ve genuinely pushed me toward this first major Early Access Milestone, and this update wouldn’t exist without you.
During development, some priorities naturally shifted. A few features originally planned for Milestone Two were moved forward and included here, while I focused on delivering more finished buildings, systems, and balance improvements earlier. Because of that, part of the story content I initially planned for this milestone has been slightly delayed, it will arrive around the New Year.
Added Armorer
Added Heavy Weapons Yard
Added Jupiter Temple
Added Mars Temple
Balanced construction and production costs for all new buildings
Food and Luxury Food hints now correctly indicate when variety is missing (previously incorrect when only one type was consumed)
On Normal difficulty, reduced consumption by 20% for:
Food
Luxury Food
Basic Goods
Luxury Goods
Updated prices for:
Fences
Several decorations and Scroll production building
All entertainment buildings, Shrines and temples
Rose Garden, farms and Saltworks
Iron Mine and Marble Quarry
Domus
Stone Road construction now deducts the cost of Gravel Road when built on top of it
Road construction costs are now correctly displayed in tooltips
Default Trade Target Quantity reduced from 10,000 to 3,000
Added Skilled Carpenters - Increases Carpenter’s Workshop production by 10[PERCENT]
Added Advanced Luxury Food - Increases Luxury Food production by 10[PERCENT]
Added Urban Tax Reform - Each Insula and Domus generates +1 Denarii per week
Wildwood Collector - 10% increase wood production in the Forester’s Camp
Citizens now prefer walking on roads in most cases (Note: on old saves, some cached data may still behave incorrectly - unfortunately this cannot always be fixed retroactively.)
Slaves will not leave the city until you have at least 2 houses
Plebeians will not leave until you have at least 1 Insula
Dialogue arrows now work correctly - you can move forward and backward through dialogue
Added a Pause button to the dialogue panel
Model Quality now affects the visibility of CS workers inside buildings
Research position resets correctly when starting a New Game
Fixed an issue where seasons did not reset correctly when starting a New Game
Fixed an issue where moving a Shrine would keep houses bound from its previous position - Shrines now correctly bind to houses in their new area of effect
If citizen health is declining:
A warning now correctly appears
An icon is shown above affected houses
Optimised numerous textures
Fixed several texture issues
Optimised several models
Improved shading on multiple buildings and added CS workers to them
Fixed multiple warning messages in logs
Improved log output clarity in several places
Fixed oversaturated colors in windy sunny weather
Added new ambient sounds (wheat fields, cats in the Hunting Camp, and more)
Added new family coats of arms
Once the next chunk of story content is added after the New Year, I’ll shift focus to deep optimisation and visual improvements across the entire game. After that, combat will be introduced, and it will remain optional, allowing players to choose their preferred playstyle.
Once again, thank you for your continued support. This milestone is a big step forward, and there’s much more to come.
Zeljko
Siscia Games solo dev team