Optimization to the way the game calculates building connections and walking destinations for inhabitants
Optimization to the way the game loads and stores save data throughout gameplay
Optimization to the hotel route creation process
Hotels now display from which city the bourgeoisie occupying guest spots are coming
Updated all hotel routes to have a slightly longer maximum length
Updated "marketplace stroll" route to also accept nature decorations
Updated the "Rocemareé is now open" message to appear even if tutorials are disabled
Updated the route creation process with more visual and auditory feedback
Added additional explanation on how to make bourgeoisie employable in the tutorial pop-up on first interacting with Art Atelier or Departments
Adjusted tourism tutorial to give more guidance after researching and placing the hotel
Adjusted texts in UI and tooltips for better clarity based on player feedback
Fixed a rare crash that sometimes happened after placing the art atelier and then going to place a different building
Fixed that in some cases sandbox saves would become unloadable from the main menu
Fixed that using undo/redo or using the water tool could cause water variations of decorations to revert to their normal land shapes
Fixed that game would sometimes display a notification you can research an item when there were no available items for research
Fixed that researching specific tourism research menu items would increase maximum amount of farm points you can store
Fixed that if you moved bourgeoisie to a lower class residence they would not free up their guest spots at a hotel
Fixed that 'Build Mayor's Home' notification failed to appear when playing on the Rocemarée map
Fixed that the tourism tutorial could sometimes spawn in other maps
Fixed that the game would display the "Welcome to Rocemarée" postcard when starting a sandbox game with the 'Unlock Everything' option enabled
Fixed that the game would get stuck on the 'Edit routes' tutorial pop-up if you closed the buildings menu during the tutorial
Fixed that sometimes a valid route point could show the invalid tooltip
Fixed that sound effects were missing on the expansion animation of hotels
Fixed that a building or monument could stay highlighted when player changed the current route's theme to one that only has a decoration requirement
Fixed that the city select button in the world map showed number of all requests completed in campaign, instead of just the requests completed in that city
Fixed that when loading a save with hotels there was a small chance all hotel workers would be fired upon loading
Fixed that in some cases hotel employees were not getting fired when hotel route score went below the required amount.
Fixed that within the world map any tourists in your towns would be counted towards the 'pets adopted' statistic
## What changed
### Bug Fixes
- **Art Atelier tab** — Fixed unlock issue when opening research menu from bottom right panel instead of top right menu button
- **Art Atelier items** — Fixed items appearing in build menu without being unlocked in research menu
- **Grand Hotel** — Fixed decoration snapping points
- **Inhabitant animations** — Fixed missing interactions for Art Atelier, Grand Hotel, and various beach decorations
- **White flower patches** — Fixed red spot visual
- **Cathedral and Chapel** — Fixed stuttering bell animation when viewed from far away
- **Hotel routes** — Fixed route points being placeable out of bounds, on cliffs, farm fields, bridges, water, and buildings
- **Hotel routes** — Fixed duplicate route points and missing '+' button after manual deletion
- **Hotel routes** — Fixed route start point failing to move when relocating hotel buildings
- **Belvau campaign** — Fixed bourgeoisie residents becoming tourists in their own city, blocking other residents from destinations
- **Hotel tab** — Fixed unavailability in sandbox mode
- **UI overlaps** — Fixed editing routes helper overlapping decoration categories; fixed text overlaps in shoreline paradise route theme menu
- **Requirement bar** — Fixed progress not updating when switching between route theme menus with same requirement
- **Text display** — Fixed text going outside designated areas in various languages
- **Guest count** — Fixed 'Others' showing negative values when removing workers from hotels
- **Hotel menu** — Fixed 'Add a Route' button not highlighting on hover
- **Save/Load** — Fixed 'Yes' option failing after selecting 'Save' then 'Cancel' during load; fixed game mode switching between campaign and sandbox on load
- **Hotel hint** — Removed "You already have a building of this type" message
Fixed that the art atelier tab wouldn't unlock if you first opened the research menu from the bottom right panel instead of the top right menu button after placing the art atelier
Fixed that art atelier items would automatically appear in the build menu without unlocking them in the research menu upon assigning the correct amount of bourgeoisie workers
Fixed decoration snapping points of the Grand Hotel
Fixed missing inhabitant interaction animations for the Art Atelier, Grand Hotel and various beach decorations
Fixed red spot on white flower patches
Fixed that the bell animation appears stuttering when viewing the 'Cathedral' and 'Chapel' buildings from far away
Fixed that route points for hotel routes could be placed out of bounds, on cliff, farm fields, bridges, water and buildings
Fixed that route points for hotel routes would sometimes get duplicated
Fixed that the '+' button to create a first route point would sometimes not appear after having manually deleted all points on a route
Fixed that the route start point failed to move when the player moved any hotel building to another location
Fixed that bourgeoisie residents in "Belvau" could be tourists in their own city in campaign, blocking other city residents from having a chance at those destinations
Fixed that the hotel tab from the commerce build menu wouldn't be available in sandbox mode
Fixed that 'editing routes' input helper overlaps with decoration categories when player opens the decorations menu
Fixed 'Can be placed on water' text overlaps with the 'avg pts' text in the shoreline paradise route theme menu
Fixed that the requirement bar’s progress didn't update after opening another route theme menu with the same requirement
Fixed some texts going outside of their designated areas in various languages
Fixed that in some situations the 'Others' guest count could display a negative value when the player removed workers from any hotels
Fixed 'Add a Route' button failed to highlight when player hovers cursor over it in the 'Hotel' menu
Fixed that the 'Yes' option failed to function when the player selects 'Save' and then 'Cancel' during the 'load game' process
Fixed that it would started a new game on loading a sandbox save while in campaign mode and vice versa
Removed the "You already have a building of this type" hint from hotels
Added that Farm and tourist related research items are now counted towards the "You can research a new item" notification
Added extra visual feedback to expanding the size of a hotel
Added icons to points that are unreachable on the route
Added that hotels now display the "add worker" icon in the world on top of the building
Added additional checks to when requests can arrive at the mayor's home to prevent cases of requests spawning that the player has no way of completing
Added audio to placing and deleting route points
Updated the balance of all art atelier unlockable decorations
## What changed
- **CPU performance** — significantly improved across all cities, with especially noticeable gains in larger cities
- **Unreal Engine 5.7** — upgraded to a custom optimized version for better engine performance
## Bug Fixes
- **Bourgeoisie work assignment** — fixed issue where bourgeoisie could work at the research center if a house with artisans was upgraded while they were already employed there
- **Settings carousel switchers** — fixed misalignment with other settings menu entries
- **Dark wood bridge icon** — fixed second length variation displaying the same icon as the first variation
- **Farmland placement** — fixed farmland now being properly removed when buildings are placed on it, preventing players from exceeding farmland limits through building removal exploits
## Overall
Town to City received performance optimizations via Unreal Engine 5.7 upgrades and fixed several UI and farmland management bugs.
We've made changes and improvements across the board that significantly improves CPU performance. Especially for bigger cities, this should feel noticeable.
Part of our optimization approach was upgrading to a custom version of Unreal Engine 5.7 and doing engine optimizations.
Fixed that the bourgeoisie could work at the research center if you upgraded a house with artisans who were already working there.
Fixed the carousel switchers in the settings menu, which did not line up in the center with other settings entries.
Fixed that the second length variation of the dark wood bridge had the same icon as the first variation.
Placing a building on farmland now accurately removes the farmland. Previously, it was only hidden, allowing the player to go above the assigned farmland limit by painting extra land and then removing the building.
## What changed
- **Buildings** — no longer snap to the sides of bridges
- **Dithering brush** — corrected brush size display
- **Decorations** — now appear at correct cursor position when dragging over water
- **Cats** — fixed glitching to original house position when moving a house
- **Pets** — now properly apply random size modifiers instead of defaulting to one size
- **Undo/Redo system** — now correctly updates building terrain fill heights after changes
- **Bridges** — can no longer be placed through steep terrain and mountains
- **Fence posts** — can now be curved and moved on terraformed terrain
- **Bridges** — now move up or down when terraforming the land beneath them
- **Building movement** — position updates now properly save to code
## Bug Fixes
- **Dithering setting** — brush sizes now display correctly
- **Water decoration placement** — decorations follow cursor accurately
- **House relocation** — cats no longer remain in original position
- **Pet generation** — size variation now applies as intended
- **Terrain height synchronization** — undo/redo, bridges, and buildings all update heights properly
- **Terrain obstacles** — bridges respect mountain placement restrictions
- **Terraformed terrain interaction** — fence posts respond to curving and moving commands
- **Building persistence** — position changes now register in the game code
## Overall
Town to City fixed terrain interaction, pet behavior, and building placement systems across terraforming, bridges, decorations, and fences.
Fixed buildings from being able to snap to the sides of bridges
Fixed issues with the size of brushes when using the dithering setting
Fixed that decorations now have the correct position at the cursor when dragging over water
Fixed that cats glitch around in the original position of a house when trying to move it
Fixed that pets all had their default size, instead of the random modifier
Fixed that undo/redo didn't properly update heights of buildings terrain filling to the new height
Fixed possibility to place bridges through steep terrain mountains
Fixed issue with fence posts not being able to be curved or moved when on terraformed terrain
Fixed that bridges wouldn’t move up or down when terraforming the land they’re on
Fixed that moving buildings would not always properly update their position in the code