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Offline Asid

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Re: Rise to Ruins
« Reply #15 on: January 02, 2020, 03:02:38 AM »
Free Content Patches: What to expect as we move beyond Early Access.
Thu, 2 January 2020

Greetings everyone! Now that Rise to Ruins has left Early Access, it's time to talk about how development will progress from here on out. As I've stated in the past, development will not end when the game leaves Early Access. But, I would like to change how patches work from here.

In the past I tried to releases giant major patches. A huge part of this was up until 2019 major patches broke your save data, so I wanted to be sure I added enough content all at once to make it worthwhile to start over. But, for a large majority of 2019 save files are no longer broken when new patches are releases, and I of course don't plan to break them moving forward from here.

So, what I'm going to start doing is stop releasing future patch Road Maps outlining huge patches with tons of content. Rather, I'm going to start releasing much smaller, more frequent patches and people interested in following very closely with development can either follow me on twitter, or join our discord.

Although there will still be occasional big patches, it really depends on what mechanics are being added. Some new mechanics may simply be so extensive they would be nonsensical broken up into smaller parts. For example, the recent hunting patch would not have made much sense if I broke it up into smaller pieces where I added just animals, then just hunting, then just animal pens, and then just butchering/slaughtering mechanics all individually as separate smaller patches. None of those mechanics would have functioned correctly without the other parts.

Just a reminder, as I said in the past all future patches will not be DLC. All future content will be 100% free, and included in the base game. Rise to Ruins will continue to get free content patches as long as I am selling enough copies to support myself and development.

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Offline Asid

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Re: Rise to Ruins
« Reply #16 on: January 20, 2020, 12:08:04 AM »
Build Update 1 Unstable 1 Released
Sun, 19 January 2020


Click here for help on accessing the Unstable branch! https://risetoruins.com/index.php?/topic/263-how-to-access-unstable-builds-on-steam/

Update 1 Unstable 1 has arrived! This patch adds a ton of small improvements and bug fixes, some balance changes, and most importantly a completely overhauled spell system! :)

This patch introduces a ton of new mechanics that can greatly impact the overall balance of the game. So be sure to let me know in the comments what you think of all the new mechanics and how they're impacting your gameplay so I can fine tune them for the eventual full release.

Enjoy!

Update 1 Unstable 1 Change Log


New Walls and Specter Mechanics

•   Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them.
•   Specters and Ghosts can no longer cross crystal patches.
•   Regular Curtain Walls no longer block specters and ghosts from passing through them.
•   All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change.
•   Reorganized the walls category into two subcategories.


Spell and Influence Overhaul

•   New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site.
•   New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan.
•   New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
•   New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
•   New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up!
•   New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village!
•   New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village!
•   New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem. Will work on any golem in the village, including the ones you did not summon yourself. Typically should be used to dispel labor or holy golems to regain some of your maximum influence.
•   New Spell: Dispel God Structure. Dispel a previously summoned structure to regain some of your maximum influence.
•   A new type of influence mechanic has been added. Now some spells can last forever, but they take up a portion of your maximum influence to maintain. For example, Labor Golems now last forever, but permanently reserve 300 points of influence on your influence bar until you dispel them, or they are killed by monsters.
•   Some spells like Conjure Essence and Flame can now be continuously casted, meaning you can hold down the mouse button to continue casting them rather than clicking.
•   Many of the old spells now have cooldowns, but have also been buffed or rebalanced accordingly.
•   Labor and Holy Golems no longer die slowly over time, but do require influence to be maintained.
•   Slightly reduced how much maximum influence the player gets per villager.
•   Uncorked the influence absolute maximum, there is no longer a maximum cap on how much total influence you can have.
•   Your maximum influence now uses the entire bar (visibly), but the amount of maximum influence still increases per villager.
•   Influence gained per tick is now based on a percentage of maximum influence rather than a fixed amount.
•   The spell select panel and spell descriptions panel have been completely overhauled.
•   Revised many of the spell descriptions.
•   Added a spell radius display when you have a spell selected.
•   Reduced the particle count on the influence bar.


Miscellaneous Changes

•   Screenshot files are now tagged with the version number of the game they were taken with.
•   Cleaned up some of the mouse tooltip message positions.
•   Added pointer lines from selected buildings to the building's occupants or workers.
•   Added lavender color trees to the game. Currently only used for the Holy Wood spell.
•   Added holy potatoes to the game. Currently only used for the Holy Potatoes spell.
•   A new mob type called "Nephilim" to the game, that is currently created via the new Divine Blessing spell. These new villagers have longer lifespans and boosted stats.
•   Changed the pregnancy icon to look more like a rattle.
•   Kitchen now increases worker's cooked meat and boiled egg refine time when upgraded.
•   Updated the graveyard's tooltips.


Bug Fixes

•   Added fix to buildings to prevent them from being stuck at >100% completed on load after receiving a perk that reduces construction time.
•   Fixed several minor typos.
•   Fixed a rare endless loop crash that could happen if monsters tried to spawn from a completely blocked in corrupted fire pit.
•   Fixed a minor bug that would cause villagers to not lose hunger points when they mated.
•   Fixed some animal mating issues.
•   Fixed the construction outline and abandoned graphics for all gates.
•   Fixed a very rare crash caused by an endless loop in the trajectory calculation code.
•   Fixed a bug that was causing work speed reductions due to high wind to be calculated twice.
•   Fixed a bug that wouldn't allow any golems to get their level increase perk unless the player had the wood golem level perk.
•   Charmed monsters no longer threaten tiles.
•   Fixed an issue where mobs would actually lose hunger, thirst and energy slower when working, rather than faster.
•   Fixed a minor bug that could cause newborn animals to spawn the wrong color.
•   Fixed a minor bug where catjeet elders would not show up on the population panel when the filter was set to "Elder".
•   Fixed a bug where sometimes specters could be banished to inside your village.
•   You can no longer upgrade the outpost while it's already being upgraded.
•   Fire pit construction can now be paused.
•   Fixed purple color crystals minimap color.
•   Slightly modified Casas, Wyvernedge and Death Pass to add more valid animal spawn locations.
•   Burner no longer trigger the energy usage tip when built.
•   Doggos now count on the domesticated stats panel.
•   Fixed the upgrade description panel text from overflowing on the Established Ranger Lodge description.
•   Ranger lodges no longer count on the problem panel as homes with no food.
•   Fixed the missing blank panels on the combobulator category on the right panel.

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Offline Asid

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Re: Rise to Ruins
« Reply #17 on: March 14, 2020, 01:18:57 AM »
Build Update 1 Unstable 2 Released
Fri, 13 March 2020


Update 1 Unstable 2 has arrived! This patch adds tons and tons of new perks (more than double!) as well as tosses in several bug fix and other general improvements. This is also the "Feature complete" build of Update 1. Barring any issue, Update 1 should be fully released very soon. So make sure you dig deep for those bugs! 

Enjoy!

Update 1 Unstable 2 Change Log

New Perks

•   Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore.
•   Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :)
•   Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked.

Miscellaneous Changes

•   New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not.
•   Increased the storage counts of equipment storage.
•   Added "blessed" icon to the mob select and population panels.
•   Slightly reduced influence regeneration rates.
•   Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further.
•   Slightly reduced influence generation rates.

Bug Fixes

•   Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI.
•   Charm spell works again.
•   Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted.
•   Fixed a bug that could crash the game if a blessed regular male villager impregnated a nephilim and the nephilim tried to give birth.
•   Put in temporary fix for blessed nephilim child birth crashes so old Unstable 1 players already inflicted with the bug can continue to play their saves.
•   If the father of a child is re-blessed after the father impregnates the mother, the father will not become unblessed when the mother gives birth.
•   Fixed a bug that would allow you to attempt to cast some spells you don't meet the conditions for and not consuming the influence, but triggering the cooldown.
•   Nephilim now properly live an average of 10 days longer than their regular counterparts.
•   Resurrect spell cooldown now doesn't reset when you don't cast it in a ghost.
•   Human Nephilim migrants no longer "become" regular humans after they arrive at the new region.
•   Nephilim elders and children are no longer counted as unassigned workers list in the population list panel.
•   Catjeet Children are now counted in the children total on the population totals panel.
•   Nephilim are now counted in the children total on the population totals panel
•   Nephilim are now tracked in the statistics panel.
•   Blood Moon and Eclipse countdown delay timers are now properly saved.
•   Divine Blessing no longer counts to the resurrection count goal.
•   Fixed a few of the new spells not providing god XP or increasing spell cast counts for goals.
•   Nephilim are now properly counted on the population panel (Yes, again)
•   Fixed a rounding issue on the perk list totals.

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Offline Asid

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Re: Rise to Ruins
« Reply #18 on: March 24, 2020, 01:27:43 PM »
Update 1 - The Magic Update - Released!
Mon, 23 March 2020



The first free post release content patch has arrived, introducing The Magic Update!


This update includes a complete and total overhaul of the spell casting mechanics, as well as a ton of new spells. It also includes double the perks the game released with, a ton of bug fixes, balance changes, and general improvements.

Specter mechanics have been changed quite a bit in this patch as well, so be sure to checkout the "New Walls and Specter Mechanics" category below and read it carefully! 

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Update 1 Change Log

New Walls and Specter Mechanics

•   Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them.
•   Specters and Ghosts can no longer cross crystal patches.
•   Regular Curtain Walls no longer block specters and ghosts from passing through them.
•   All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change.
•   Reorganized the walls category into two subcategories.


New Perks

•   Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore.
•   Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :)
•   Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked.


Spell and Influence Overhaul

•   New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site.
•   New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan.
•   New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
•   New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
•   New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up!
•   New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village!
•   New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village!
•   New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem. Will work on any golem in the village, including the ones you did not summon yourself. Typically should be used to dispel labor or holy golems to regain some of your maximum influence.
•   New Spell: Dispel God Structure. Dispel a previously summoned structure to regain some of your maximum influence.
•   A new type of influence mechanic has been added. Now some spells can last forever, but they take up a portion of your maximum influence to maintain. For example, Labor Golems now last forever, but permanently reserve 300 points of influence on your influence bar until you dispel them, or they are killed by monsters.
•   Some spells like Conjure Essence and Flame can now be continuously casted, meaning you can hold down the mouse button to continue casting them rather than clicking.
•   Many of the old spells now have cooldowns, but have also been buffed or rebalanced accordingly.
•   Labor and Holy Golems no longer die slowly over time, but do require influence to be maintained.
•   Slightly reduced how much maximum influence the player gets per villager.
•   Uncorked the influence absolute maximum, there is no longer a maximum cap on how much total influence you can have.
•   Your maximum influence now uses the entire bar (visibly), but the amount of maximum influence still increases per villager.
•   Influence gained per tick is now based on a percentage of maximum influence rather than a fixed amount.
•   The spell select panel and spell descriptions panel have been completely overhauled.
•   Revised many of the spell descriptions.
•   Added a spell radius display when you have a spell selected.
•   Reduced the particle count on the influence bar.
•   Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further.
•   Slightly reduced influence generation rates.


Miscellaneous Changes

•   New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not.
•   Increased the storage counts of equipment storage.
•   Screenshot files are now tagged with the version number of the game they were taken with.
•   Cleaned up some of the mouse tooltip message positions.
•   Added pointer lines from selected buildings to the building's occupants or workers.
•   Added lavender color trees to the game. Currently only used for the Holy Wood spell.
•   Added holy potatoes to the game. Currently only used for the Holy Potatoes spell.
•   A new mob type called "Nephilim" to the game, that is currently created via the new Divine Blessing spell. These new villagers have longer lifespans and boosted stats.
•   Changed the pregnancy icon to look more like a rattle.
•   Kitchen now increases worker's cooked meat and boiled egg refine time when upgraded.
•   Updated the graveyard's tooltips.


Bug Fixes

•   Added fix to buildings to prevent them from being stuck at >100% completed on load after receiving a perk that reduces construction resource requirements.
•   Fixed several minor typos.
•   Fixed a rare endless loop crash that could happen if monsters tried to spawn from a completely blocked in corrupted fire pit.
•   Fixed a minor bug that would cause villagers to not lose hunger points when they mated.
•   Fixed some animal mating issues.
•   Fixed the construction outline and abandoned graphics for all gates.
•   Fixed a very rare crash caused by an endless loop in the trajectory calculation code.
•   Fixed a bug that was causing work speed reductions due to high wind to be calculated twice.
•   Fixed a bug that wouldn't allow any golems to get their level increase perk unless the player had the wood golem level perk.
•   Charmed monsters no longer threaten tiles.
•   Fixed an issue where mobs would actually lose hunger, thirst and energy slower when working, rather than faster.
•   Fixed a minor bug that could cause newborn animals to spawn the wrong color.
•   Fixed a minor bug where catjeet elders would not show up on the population panel when the filter was set to "Elder".
•   Fixed a bug where sometimes specters could be banished to inside your village.
•   You can no longer upgrade the outpost while it's already being upgraded.
•   Fire pit construction can now be paused.
•   Fixed purple color crystals minimap color.
•   Slightly modified Casas, Wyvernedge and Death Pass to add more valid animal spawn locations.
•   Burner no longer trigger the energy usage tip when built.
•   Doggos now count on the domesticated stats panel.
•   Fixed the upgrade description panel text from overflowing on the Established Ranger Lodge description.
•   Ranger lodges no longer count on the problem panel as homes with no food.
•   Fixed the missing blank panels on the combobulator category on the right panel.
•   Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI.
•   Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted.
•   Catjeet children are now counted in the children total on the population totals panel.
•   Blood Moon and Eclipse countdown delay timers are now properly saved.
•   Fixed a rounding issue on the perk list totals.


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Offline Asid

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Re: Rise to Ruins
« Reply #19 on: May 18, 2020, 01:52:24 AM »
Rise to Ruins Soundtrack Now Available All Over The Internet.

The Rise to Ruins soundtrack is now uploaded all over the internet, including Spotify, Amazon Music, Youtube, Google Play and more!

All revenue (Less various store fees) from purchasing or listening to the soundtrack does not go to me, rather it goes to Rise to Ruins' composer, José Ramón "Bibiki" García. So if you want to support him directly by throwing a few bucks his way, be sure to buy the soundtrack! :)

If you're interested in listening or purchasing the soundtrack on various platforms, you can click here to get started![distrokid.com]

Additionally, if you just want to jam out on youtube, you can find the full OST here.




And finally, always remember, the full sound track is always available unobfuscated within the game files, in .ogg format, just poke around the /res/music folder. But buying the soundtrack online is a way to support RtR's awesome composer, and get the files in a more appropriately organized format for easy listening on multiple devices. :)


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Re: Rise to Ruins
« Reply #20 on: July 20, 2020, 12:41:01 AM »
Update 1b - The Bug Fix and Tweaks Update - Released!
Sun, 19 July 2020

This is a smaller patch full of a ton of small quality of life improvements, bug fixes and balance changes. This patch was originally going into Update 2, but I decided to break out some of the Update 2 content and move it to a smaller patch, so you can get some of the new improvements and changes early, without having to wait for Update 2 later. Enjoy! :)

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)


Update 1b Change Log

Miscellaneous Changes
•   Essence Collectors no longer deliver essence when out of range of the village.
•   Drones now only harvest resources when there is not any already available within the corruption.
•   Resources now decay twice as fast on corrupted tiles.
•   Non-monster buildings are now slowly destroyed if they are caught in the corruption.
•   Reduced the overall amount of resources generated when a very large or highly upgraded building is destroyed.
•   Blood Slimes no longer can spawn boosted.
•   Blood Slimes now die slowly when they're not on the corruption.
•   All slimes now will no longer regain hit points unless they're inside the corruption.
•   Blood Slimes no longer level alongside the corruption or current day.
•   Rock now regrows at an extremely slow rate, roughly 1/20th the rate of trees.
•   Rock now remains selected after harvesting.
•   Added hot key support for object upgrade buttons, but the hot keys must be assigned manually.
•   The hot key for dismantling buildings is now unassigned by default, but can still be assigned in settings. This is to prevent new players from accidentally triggering a dismantle action they can't reverse, but still allow experienced players to have a hot key if they desire.
•   Nerfed the Flame Spell's damage by 50%

Bug Fixes
•   Range is no longer improperly generated on initial load.
•   Fixed the never-ending god XP tally sound that sometimes occurs on the world map.
•   Fixed a rare bug that would crash the game in the event a mob would drop off a resource to a building that has just become out of range, and still had remaining resources to drop.
•   You can no longer start an upgrade on a building out of range of the village, causing the game to crash.
•   Fixed a bug that would cause the mouse to move too far when you increased or decreased the priority of a building on the building list panel.
•   Fixed some overlaying text on the building upgrade panel on some buildings.
•   Fixed an issue where several mob related perks would not apply correctly to the mobs.
•   Blight settings are now properly saved in custom game mode templates.
•   If a blessed villager has twins or triplets, all of the children will be born nephilims.
•   Fixed a few typos in the tool tips.
•   Fixed an extremely rare bug where sometimes mobs would reset their AI, and no longer be "dead" even if they have no hit points.
•   Fixed a bug that could sometimes trigger invulnerable slimes.
•   Slightly optimized the building destruction code.


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Re: Rise to Ruins
« Reply #21 on: March 23, 2022, 11:54:53 PM »
Build Update 2 Unstable 1 Released
Wed, 23 March 2022



A long time coming, I am happy to introduce that Update 2 Unstable 1 has arrived! This patch adds a ton bug fixes and improvements, but most importantly, new content!

The biggest additions are the new essence generation and faith mechanics. Now, you no longer fuel your Essence Collectors with crylithium. Rather, you now build a new building called an Essence Altar and assign new workers called Occultists to them. These new Occultists will go to the altar and pray, upon completing a pray action, they will boost faith in the area and generate essence that can be delivered to an Essence Collector, effectively replacing the fueling mechanics that were removed with a method the player can more directly control by building additional altars and assigning more Occultists.

The faith itself is a new system that bleeds over into many aspects of the game. Now villagers will gain and lose faith in you based on your or the world's actions. As their faith increases, you'll gain additional max influence to your influence bar, and they will be less likely to be confused or panic when they see you do anything.

As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Update 2 Unstable 1 Change Log

Faith System

    Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it.
    Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village.
    All spells now influence faith stats in some way or another when cast near villagers.
    New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector.
    New perks added for praying speeds.
    Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits.
    Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have.
    Villagers now gain 10 faith when they domesticate a wild doggo or take a mate.
    Villagers now gain faith when they mate, and villagers nearby gain a very small amount.
    Nearby villagers gain faith when they witness a monster killed.
    Nearby villagers lose faith when they witness another villager killed.
    Nearby villagers get a bonus to faith when they witness an elder die of natural causes. (Living a "full life")
    Villagers now conceive Nephilim children if their combined total faith is within 90% of their maximum faith.
    Lightning rods can increase faith when a lightning bolt hits them.
    A mob resurrected from the Resurrect spell get maximum faith instantly upon resurrection.


Influence System

    Completely rewrote how max influence is calculated, each villager now provides a minimum and maximum amount, depending on the type of villager they are. Children offer less, while elders offer more, and Nephilims offer additional bonuses.
    All domesticated animals other than Doggos now provide 5 max influence each.
    Doggos now provide 20 max influence each.
    Doofy Doggos now provide 50 max influence each.
    The amount of total influence to the max influence bar each mob provides is now based on their faith. For example, if their faith is only 50% full, they will only provide 50% of their potential maximum influence. (Note: This only counts for mobs with faith stats, like villagers. Doggos for example, will always provide max faith as they have no faith stats.)
    New perks added for minimum influence, influence per animal and influence per villager.



Essence and Essence Collector Changes

    Significantly increased the speed newly spawned "resting" essence becomes active.
    Greatly improved essence colors and trails.
    Essence Collectors can no longer be fueled with or store crylithium.
    Essence Collectors now hold much more energy.
    Recolored and tweaked the Essence Collector art.
    Essence Collectors construction requirements have been increased, and now require crylithium for the first upgrade, and iron ingots for the second.



Spell Changes

    Banish spell now only confuses friendly mobs in the area if it actually banishes something.
    Banish confusion is now triggered from around the mob that was teleported away, rather than where the spell was cast.
    Dispel God Structures and Dispel Golem now can cause villagers to be confused upon seeing it cast.
    Dispel God Structures no longer panics villagers when cast.
    "Confusion" area of effect of Cold Aura increased.
    Generate Essence now has 1/4th the confusion/panic range.
    Generate Essence now costs twice as much to cast, but generates twice as much essence per cast.
    Conjure Material spell can now panic or confuse villagers.
    God Tower and God Wall spells now cause villagers to be confused or panic when cast around them.
    Grab spell now positively influences faith when you grab resources, and negatively when you grab mobs.
    Grab spell now no longer makes villagers panic when you grab resources (Note: Still will for grabbing mobs)
    Grab spell's panic/confusion range doubled.
    Harvest Spell can now cause villagers to panic if a resource is spawned right next to them.
    Harvest Spell's panic and confusion is now based on the location the resource spawned, rather than where the spell was cast.
    Holy Potatoes and Holy Wood spells can now cause panic and confusion to nearby villagers.
    Illuminate spell cost doubled.
    Illuminate spell now increases faith when cast and active, but only if cast at dusk or night.
    Recall spell now causes confusion and influences faith based on the location the actual mobs and resources left/arrived than where the spell was cast.
    Resurrect spell now only causes villagers to panic if the resurrection fails and creates a zombie. (Note: They will still be "confused" if the spell is successful.)
    Dissolve spell now has a chance to panic villagers.
    Blessing villagers no longer triggers Nephilim to be born. Now, blessing villagers guarantees that they will become pregnant the next time they coitus.
    Greatly optimized Cold Aura's CPU usage.
    Slightly optimized Flame Spell's CPU usage.
    Slightly optimized the Healing Aura spell.



Loot box Changes

    Poking a loot box "circle" will confuse villagers and slightly increase faith, regardless if anything is uncovered.
    Moving a loot box will cause confusion at both locations, negative faith in the departing location and positive in the arrival location.
    Loot boxes being opened now positively influence faith (even when they're trashy!)
    Loot boxes idle in the village will sometimes confuse a villager.
    Loot box "circles" (before the box is uncovered) will now confuse villagers sometimes, as well as provide a tiny amount of faith.
    Uncovered loot boxes and keys now give a burst of faith, but also can cause villagers to panic or be confused in a wide area.
    Increased distance loot boxes cause panic and confusion when opening.
    Villagers now panic if a resource from a loot box right next to them, but also gains additional faith.
    Chances of a loot box being uncovered on click changed from 1 in 4 to 1 in 6.
    Slightly adjusted where resources spawn when a loot box is opened.



Miscellaneous Changes

    You can now change your worker's job colors to anything you want by clicking on the new color picker icon on the left hand workforce or resource management panel.
    Adjusted (hopefully) all blessed villager descriptions throughout the GUI.
    Birth console banner now displays what mob type was born.
    Increased the villager initial spawn in to up to 20.
    Nomads are much, much more likely to appear between days 1 and 3 to help avoid "bad RNG luck" early game.
    Nomads can no longer spawn during the morning of day 1 to prevent new players from being overwhelmed with new information. (Note: They should almost-always arrive Midday day 1 now)
    Replaced the particle effect that would generate above a resource about to be picked up, to an arrow that points down. The arrow gets increasing brighter green the closer the mob gets to the resource.
    Significantly lowered the volume of rain in the game.
    Villagers now are much less likely to work when their condition is compromised (Low hunger, thirst, overheating, etc). They also now factor in their hit points, poison and many other conditions and are less likely to work the more injured they are.
    Easter egg logo is now 20 times more likely to appear.
    Recompiled executable to hopefully avoid some memory allocation issues on certain machines.
    Increased animal slaughter speed.
    Added kills counter stats to mobs and objects.
    Reduced screenshake when smaller buildings are destroyed (Mostly for walls)
    Updated silk's description to mention it's use in bows.
    The energy maintenance requirement for most golems is now 5 times higher. (sorry)
    The energy maintenance requirement for Cube-E golems has been doubled.
    Courier golems now have a small maintenance requirement.
    All golems now die twice as fast when the comboulator runs out of energy to maintain them.
    Improved the tooltip render boundaries math. (Note: There is an existing/known bug in high-res displays that may cause some overlap issues)
    Tweaked the Hide Topography view's red grid slightly.
    You can now view the corrupted tiles on the data map tab, including tiles under rocks, trees, etc.
    Villagers who are repairing structures will stop automatically if the building becomes fully repaired before they finish their work.
    Doubled the amount Catjeet Provisioners restock daily.
    Made Wilhelm scream slightly over twice as likely to happen.
    You can now increase or decrease the brush size in both the play state and map editor by holding the axis lock key (Default: Left Shift)
    Wilhelm Scream is now more common when throwing male villagers into Cullis Gates.
    Throwing doggos (and especially Doofy Doggos) into a Cullis Gate is a REALLY bad idea.
    Adjusted nearly all of the panic and confusion chances in the villager's AI.
    Added a faith counter to the resource panel UI.
    Reworked the total gold, water, and dirty water resource counters (as well as the new faith counter) to all also show resource maximums on hover over, as well as fill bar.
    Lightning and Meteor's panic/confusion range has been adjusted to more realistic values.
    Updated copyright date on main menu.



Bug Fixes

    Corrected a minor typo in the Trashy Trash description.
    Population list panel no longer shows farm animals as unemployed.
    "Captured Animal" fake resource no longer shows up on the courier panel.
    Steamworks4j will now forcefully load the .dll files in the install folder's native library.
    "Review The Game" popup no longer appears when nonSteamMode is true. (eg; Won't show up on Utomik or GOG copies of the game.)
    Animal pens and clucker coops UI overlap issues in the building panel have been fixed.
    When an animal is slaughtered, the damage is now correctly recorded as coming from the cook.
    Fixed a bug where work decay ticks in MobBase.doWork() was not actually utilizing the input values.
    Fixed a bug that caused the Holy Golem speed perk to actually slow down the golems, rather than increase their speed.
    Hide Topography button no longer can glitch out and leave the topography partially transparent.
    Market buy and sell prices can no longer be less than 1 gold per item.
    Crash issue when trying to buy a resource from the marketplace for 0 gold fixed (See above change.)
    Fixed a bug that would cause sounds out of range to still play, but at zero volume. (Note: There is a known issue with extremely low volume levels causing issues with this new system.)
    Fixed a bug where building's art wouldn't update when essence was sent from it.
    Lightning Rod no longer incorrectly reports it requires a rain catcher, purifier or well.
    Nephilim children now properly spawn a child Nephilim ghost when they die, rather than an adult Nephilim ghost.
    Nephilim are now properly counted in the migration system.
    Fixed an issue where Nephilim children sometimes wouldn't get their bonus lifespan stats.
    Fixed several totaling errors on the population panel.

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Re: Rise to Ruins
« Reply #22 on: April 27, 2022, 11:25:35 PM »
Build Update 2 Unstable 2 Released
Tue, 26 April 2022


Just like Unstable 1, this patch adds a ton bug fixes and improvements, but most importantly, new content!

Some of the highlights of this patch are the new upgradable doggo houses, further enhancements to the new faith system, tons and tons of new animations, the resource rate calculator, additional resource bar configurations, a new spell/disaster (a comet!), really high quality new font rendering, and a ton of bug fixes and other QoL changes.

As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!

If you find a bug, you can report it on the Steam Bugs Forums or Discord!




Update 2 Unstable 2 Change Log
Resource Bar and Panel Changes
You can now set the resource filters to "rate", an experimental data view that gives you a rough idea how much of a resource is being consumed or generated over a given time period.
The right hand resource bars can now be customized by opening the resource panel and selecting various types between food, water, dirty water, gold, faith and energy.
The right hand resource bars now display a fill bar rather than just numbers.
The right hand resource bar can now display 4 items, rather than 3.


Faith and Influence System
Flowers can now generate near concentrated areas of energy on the map, and where essence moves heavily through.
Adjusted faith decay rates for all villagers.
Increased Essence Altar's desirability stat to 3.
Readjusted Cold Aura faith gains.
Now all villagers lose a very small amount of faith when another villager dies from any cause that isn't old age. Villagers who witness the death lose significantly more.
Standard and High Quality housing both now offer faith bonuses when upgraded.
Villager's mates now lose 25% of their total faith if they die.
Completely rebalanced influence amounts faith provides for all friendly mobs.
Healing Aura now provides much less faith to villagers already fully healed.
Now you gain additional/bonus faith if you use illuminate during an eclipse or blood moon.


Spell Changes
New Spell/Disaster added: Comet. A huge ice comet can now fall from the sky, causing catastrophic damage around it and digging a deep hole in the ground.
Tripled cost of God Wall spell.
Increased the cost, and cooldown, of the Holy Potatoes and Holy Wood spells
Increased the cost of the Harvest spell.
God Tower now has a 5 second cooldown.
God Tower now also has a new spell cooldown perks.
Harvest spell can now rarely generate trash when harvesting.


Temperature Influences
Adjusted several spell descriptions to mention their impact on region temps.
Meteor strikes can now slightly heat up the region for a short time.
Blood Moons now make the region excessively hot.
Full Moons now make the region slightly cooler.
Eclipses now make the region very cold.
Flame spell extremely slightly increases region temps.
Cold aura now slightly lowers region temps.
Storm spell now reduces the temperature when cast.


Miscellaneous Changes
Completely overhauled the entire font rendering system to greatly reduce texture bleeding at some interface scale settings, and added ultra high resolution fonts for users who use 2x scaling or higher. This should mostly be apparent with 4k and similar displays.
Tons of new animations added for villagers digging, picking up and dropping resources, and many old ones tweaked slightly.
Skirmish mode now starts with 20 +- 2 villages.
Slightly increased how much trash is generated when builders harvest rather than the dedicated harvester jobs.
The initial spawn in villagers now start with max hunger and thirst bars.
Initial resource spawn in can also spawn in food and water now.
Increased the initial spawn in resources from up to 32, to up to 64.
There is now a 1 in 50 chance your entire initial spawn in of villagers will be catjeet.
There is now a 1 in 200 chance your initial spawn in of villagers will also include doggos.
Doggo houses are now upgradable, and have new art.
Increased the amount of storage of all villager housing.
Changed "Ellen Page" to "Elliot Page" in the villager's name list (Thanks to ArcticFox011 for catching it)
Added tons of new speech bubbles to the game.
Changed death subtitle "Sometimes you eat the bear and sometimes the bear eats you." to "Sometimes you eat the rous and sometimes the rous eats you."
Tons of new death messages added.
Farmers can now terminate animal pregnancies when the village is completely out of proper housing for them.
You can now draw road selections overtop harvest resource selections.
"Needs" thought bubbles added, rather than seeing occasional floating icons when a villager has a dire need (starving, homeless, sleepy) there is now a thought bubble that follows around the villager.
Changed the missing icon icon to a better icon that you should never see unless I missed an icon and need to load a missing icon icon.
Towers and projectiles now rotate smoothly.
Nomads can no longer spawn on day 1, to avoid overwhelming new players with too much information.
Doggos are now more rare.
Very slightly optimized the animal spawn rate code.
Digging, clearing and removing road work now picks more randomized standing coordinates to work at.
The AI now automatically resets itself when you load an old save.
Updated the cut stone resource artwork so it looks more distinct from iron ingots.


Bug Fixes
Fixed a longstanding bug that could sometimes crash the game if a mob attempted to flee, and could not find flee coordinates (Thanks to Veldrin for the fix)
Corrected Essence Altar tooltips.
Devine Blessing no longer shows an incorrect cast radius when selected.
The spell (blast) radius of meteors is now properly displayed.
Fixed a spelling error in the blessed descriptions.
Newly born nephilim children are now properly recorded in the birth stats.
Animals no longer constantly escape being slaughtered. Although they can still escape rarely.
Added missing revision tag to essenceCollector.makeshift.description
Fixed a UI error that would make praying speed bonuses not display in some cases.
Added perk category localization for faith perks.
The description of the small and large fountains no longer call Water Masters "Well" Masters.
Fixed a few crashes related to deselecting road work outside map bounds.
Fixed a bug that would prevent spell cooldowns from saving.
Corrected the Crystillery's description, so that it no longer mentions fueling essence collectors.
Fixed stray pixel on energy icon.
Fixed upgrading essence collector's values being slightly off.
Removed previous fix that would stop sounds from playing if the sound is too far away or too quiet to be audible and re-re-calculated sound effect distance math.
Fixed overlapping tool tips when the interface scale is higher than 1.
Removed some debug loading data from the logs.
Slightly optimized how the courier AI finds work.
Fixed a minor bug in the road construction delivery AI that would misflag the current job task.
Slaughter Animal AI now checks for the correct TileX/Y coordinates before picking up the animal.
Armor and helmets now take damage when struck.
Dying mobs that get healed, or regenerate a hit point right at the exact moment of death no longer display a health bar when decaying.
Tweaked the god XP tally sound effects slightly, and implemented a possible fix to the "endless sound effects" bug that rarely occurs.
Fixed the very tiny freebie XP gains for "Villager Leveling Up" that the player would get every time the world map is reloaded.
Villagers and golems (and other mobs, where possibly applicable) retain their proper layer colors upon death now.
Fixed an issue with storage limits on housing being wrong while it's upgrading.


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Re: Rise to Ruins
« Reply #23 on: August 23, 2023, 11:38:50 PM »
Build Update 2 Unstable 4 Released
Wed, 23 August 2023



*Brushes dust off podium*

Hello? *tap tap*

Is this thing on? Hello?
*clears throat*

Ahem.. anyway..

Rise to Ruins Update 2 Unstable 4 has finally arrived, is content complete, and brings in the brand news goals system! Once Update 2 is out of testing, the new goals system will link up with Steam, adding one of the most requested features in Rise to Ruins history; 🎉Steam Achievements!🎉

This patch has obviously been a long time coming, and I'm hoping after a bit of play testing, I can get the full Rise to Ruins Update 2 out the door, activate the achievements in Steam and start work on Update 3.

I am looking for plenty of feedback on the goals and achievement system, the balance, and ideas for more. Feel free to spam me anywhere that works for you with your ideas, and they may very well become official Steam achievements!

I have also started streaming game development of Rise to Ruins, Rise to Ruins 2 (yes it's true!), and Rayvo2D, my new engine. If you're interested in following development more closely, you're welcome to either join the discord or follow me on Twitch.

If you find a bug, you can report it on the Steam Bugs Forums or Discord!

Previous Update 2 Unstable Change Logs:
Update 2 Unstable 1
Update 2 Unstable 2
Update 2 Unstable 3
Update 2 Unstable 3c

Update 2 Unstable 4 Change Log

Goals and Achievements System

    Old goal system has been removed from the game entirely.
    New goals system now has 117 goals (more may be added, post your ideas!).
    Once Update 2 is fully released, each goal will unlock a Steam Achievement. (Note: I will try my best to get your test saves to unlock them retroactively, after Update 2 is released.)
    Every goal is on a huge web map, and as you unlock goals, more goals will become available.
    Like the previous goals system, all goals and their progress persist through dooming the world.
    Goals can now be accessed in when in the play state (Playing in a region/map).
    Goals no longer award perks, but award a lot of God Experience.
    Free Chest Slots can be unlocked, awarding, you guess it, a free chest!
    Chests are now gained 25% faster to offset the goals no longer rewarding perks directly.



Miscellaneous Changes

    Added pale Blue trees, stumps and dead trees, white snow, teal grass and mushrooms to the game for future biome plans. They can currently be accessed in the map editor.
    Improved the map selection overlays in the world map.
    Halved the chance villagers and animals can be turned into a zombie after dying with blight.
    The Perk list now extends to the top and bottom of the screen.
    You can now use the scroll wheel on the perk list.
    Added x.com social button to the main menu.
    Added new particle effects to highlighted or selected buttons.
    Re-centered console panel.
    Cluckers can now do a rooster call at dawn.
    Medkits "+" symbol is now magenta-purple to avoid lawyers with too much time on their hands going after innocent developers for war crimes, or something.
    Reduced doggo bark frequency.
    Added a diminishing returns to all idle sound effects. The more of that type of mob in the area, the less each of them will make idle sound effects.
    Reduced the volume of the doggo barks.



Bug Fixes

    Added tooltip on settings menu in the play state informing the player they need to exit to the main menu to change hotkeys.
    Cube-E Golems no longer become invisible when repairing their spawn points.
    Tweaked wood resources art slightly.
    Fixed a minor bug where migrants were counted as arriving nomads in the statistics panel.

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Re: Rise to Ruins
« Reply #24 on: August 28, 2023, 12:13:20 AM »
Update 2 - The Achievement Update - Released!
Sat, 26 August 2023



Introducing the largest update patch ever in Rise to Ruins history. Update 2, the Achievement Update.


This patch adds a massive amount of new content, bug fixes, tweaks and over 100 Steam Achievements tied into a brand new goals system.

I've also started live streaming development on Twitch, if you're interested, you can follow me there. I'll mostly be streaming Rise to Ruins, Rise to Ruins 2 (Yes you just read that) and Rayvo2D Engine development. But I may also occasionally Stream gaming and other random things.

In addition, my wife is now officially SixtyGig Games new art intern, and she will be working on all current and future projects. If you're interested in stalking her, you can do so on Formerly-Twitter. Head over there and send her a "thank you" for making all the new achievement icons, chat bubbles, terrains and several other additions this patch. :)

Finally, check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Alright, let's get into this! If you have any ideas on new achievements to add, or tweaks to existing ones, let me know!


Update 2 Change Log

Goals and Achievements System

    Old goal system has been removed from the game entirely.
    New goals system now has 117 goals (more may be added, post your ideas!).
    Each goal unlocks a corresponding Steam Achievement.
    Every goal is on a huge web map, and as you unlock goals, more goals will become available.
    Like the previous goals system, all goals and their progress persist through dooming the world.
    Goals can now be accessed in when in the play state (Playing in a region/map).
    Goals no longer award perks, but award a lot of God Experience.
    Free Chest Slots can be unlocked, awarding, you guess it, a free chest!
    Chests are now gained 25% faster to offset the goals no longer rewarding perks directly.



Faith and Influence System

    Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it.
    Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village.
    All spells now influence faith stats in some way or another when cast near villagers.
    New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector.
    New perks added for praying speeds.
    Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits.
    Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have.
    Villagers now gain 10 faith when they domesticate a wild doggo or take a mate.
    Villagers now gain faith when they mate, and villagers nearby gain a very small amount.
    Nearby villagers gain faith when they witness a monster killed.
    Nearby villagers lose faith when they witness another villager killed.
    Nearby villagers get a bonus to faith when they witness an elder die of natural causes. (Living a "full life")
    Villagers now conceive Nephilim children if their combined total faith is within 90% of their maximum faith.
    Lightning rods can increase faith when a lightning bolt hits them.
    A mob resurrected from the Resurrect spell get maximum faith instantly upon resurrection.
    Completely rewrote how max influence is calculated, each villager now provides a minimum and maximum amount, depending on the type of villager they are. Children offer less, while elders offer more, and Nephilims offer additional bonuses.
    All domesticated animals other than Doggos now provide 5 max influence each.
    Doggos now provide 20 max influence each.
    Doofy Doggos now provide 50 max influence each.
    The amount of total influence to the max influence bar each mob provides is now based on their faith. For example, if their faith is only 50% full, they will only provide 50% of their potential maximum influence. (Note: This only counts for mobs with faith stats, like villagers. Doggos for example, will always provide max faith as they have no faith stats.)
    New perks added for minimum influence, influence per animal and influence per villager.
    Flowers can now generate near concentrated areas of energy on the map, and where essence moves heavily through.
    Adjusted faith decay rates for all villagers.
    Standard and High Quality housing both now offer faith bonuses when upgraded.



Essence and Essence Collector Changes

    Significantly increased the speed newly spawned "resting" essence becomes active.
    Greatly improved essence colors and trails.
    Essence Collectors can no longer be fueled with or store crylithium.
    Essence Collectors now hold much more energy.
    Recolored and tweaked the Essence Collector art.
    Essence Collectors construction requirements have been increased, and now require crylithium for the first upgrade, and iron ingots for the second.
    Flowers can now be dissolved or cleared for a small amount of essence.



Reliquary and The Dead

    New Building: The Reliquary. You can store bound souls at the reliquary, binding the ghost to the general area, and maintaining their vessel.
    New Resources: Empty and Filled Eerie Vessels. Empty Vessels are made by the Occultists in the Reliquary with 1 iron and 1 gold.
    Occultists can now "capture souls", when a villager or doggo dies, they will go to their corpse and "capture" the soul, placing it in an Eerie Vessel and take the Vessel to the reliquary to store and maintain for future resurrections.
    Added all of the perks, job data and speed reductions for capturing souls where required.
    Ghost no longer wander to random buildings.
    Ghost now always try to hover around their vessel, or body.
    New Resource: Ghost Dust, can be freely sold to Catjeet Provisioners. Who knows what they want with it though.
    Ghosts not bound to a body or a vessel will eventually leave the map forever, when they do a ton of essence is released and they'll drop some ghost dust.
    Completely rebalanced when ghosts fade in and out of view.
    Doggos and Doofy Doggos ghosts now fade in significantly more frequently.
    Doggos and Doofy Doggos ghosts are much less likely to leave the world forever.
    Bound ghosts are 10 times more likely to appear at night.
    Increased durability of god dust by 5x, the same as the new ghost dust resource.
    Mobs now decay 20 times slower.



Spell Changes

    Banish spell now only confuses friendly mobs in the area if it actually banishes something.
    Banish confusion is now triggered from around the mob that was teleported away, rather than where the spell was cast.
    Dispel God Structures and Dispel Golem now can cause villagers to be confused upon seeing it cast.
    Dispel God Structures no longer panics villagers when cast.
    "Confusion" area of effect of Cold Aura increased.
    Generate Essence now has 1/4th the confusion/panic range.
    Generate Essence now costs twice as much to cast, but generates twice as much essence per cast.
    Conjure Material spell can now panic or confuse villagers.
    God Tower and God Wall spells now cause villagers to be confused or panic when cast around them.
    Grab spell now positively influences faith when you grab resources, and negatively when you grab mobs.
    Grab spell now no longer makes villagers panic when you grab resources (Note: Still will for grabbing mobs)
    Grab spell's panic/confusion range doubled.
    Harvest Spell can now cause villagers to panic if a resource is spawned right next to them.
    Harvest Spell's panic and confusion is now based on the location the resource spawned, rather than where the spell was cast.
    Holy Potatoes and Holy Wood spells can now cause panic and confusion to nearby villagers.
    Illuminate spell cost doubled.
    Illuminate spell now increases faith when cast and active, but only if cast at dusk or night.
    Recall spell now causes confusion and influences faith based on the location the actual mobs and resources left/arrived than where the spell was cast.
    Resurrect spell now only causes villagers to panic if the resurrection fails and creates a zombie. (Note: They will still be "confused" if the spell is successful.)
    Dissolve spell now has a chance to panic villagers.
    Blessing villagers no longer triggers Nephilim to be born. Now, blessing villagers guarantees that they will become pregnant the next time they coitus.
    Greatly optimized Cold Aura's CPU usage.
    Slightly optimized Flame Spell's CPU usage.
    Slightly optimized the Healing Aura spell.
    New Spell/Disaster added: Comet. A huge ice comet can now fall from the sky, causing catastrophic damage around it and digging a deep hole in the ground.
    Tripled cost of God Wall spell.
    Increased the cost, and cooldown, of the Holy Potatoes and Holy Wood spells
    Increased the cost of the Harvest spell.
    God Tower now has a 5 second cooldown.
    God Tower now also has a new spell cooldown perks.
    Harvest spell can now rarely generate trash when harvesting.



Temperature Influences

    Adjusted several spell descriptions to mention their impact on region temps.
    Meteor strikes can now slightly heat up the region for a short time.
    Blood Moons now make the region excessively hot.
    Full Moons now make the region slightly cooler.
    Eclipses now make the region very cold.
    Flame spell extremely slightly increases region temps.
    Cold aura now slightly lowers region temps.
    Storm spell now reduces the temperature when cast.



Loot box Changes

    Poking a loot box "circle" will confuse villagers and slightly increase faith, regardless if anything is uncovered.
    Moving a loot box will cause confusion at both locations, negative faith in the departing location and positive in the arrival location.
    Loot boxes being opened now positively influence faith (even when they're trashy!)
    Loot boxes idle in the village will sometimes confuse a villager.
    Loot box "circles" (before the box is uncovered) will now confuse villagers sometimes, as well as provide a tiny amount of faith.
    Uncovered loot boxes and keys now give a burst of faith, but also can cause villagers to panic or be confused in a wide area.
    Increased distance loot boxes cause panic and confusion when opening.
    Villagers now panic if a resource from a loot box right next to them, but also gains additional faith.
    Chances of a loot box being uncovered on click changed from 1 in 4 to 1 in 6.
    Slightly adjusted where resources spawn when a loot box is opened.



UI Improvements

    You can now set the resource filters to "rate", an experimental data view that gives you a rough idea how much of a resource is being consumed or generated over a given time period.
    The right hand resource bars can now be customized by opening the resource panel and selecting various types between food, water, dirty water, gold, faith and energy.
    The right hand resource bars now display a fill bar rather than just numbers.
    The right hand resource bar can now display 4 items, rather than 3.
    Increased the intensity of the mouse cursor light.
    Camp placement window now renders on the left side of the UI when the minimap is opened.
    Sound and music controls now have 25 volume levels rather than 10.
    Edge scrolling values in the settings menu now uses "O" instead of "[]" for the visual bar.
    Main menu messages now have random colors.
    "Mob rings" no longer appear when you mouse over dead mobs.
    Added a resource arrow under the mouse when you grab resources.
    The UI will no longer claim you can refine a resource at a building that can't carry it or its materials, even though the worker is allowed to refine that material.
    Fixed several UI issues related to the new Essence Altars and Reliquary.
    Areas where range is generated, but can't be used because it doesn't reach back to the main body of the village, now show up in red when viewing the range map.
    You can now change your worker's job colors to anything you want by clicking on the new color picker icon on the left hand workforce or resource management panel.
    Adjusted (hopefully) all blessed villager descriptions throughout the GUI.
    Birth console banner now displays what mob type was born.
    Easter egg logo is now 20 times more likely to appear.
    Updated silk's description to mention its use in bows.
    Improved the tooltip render boundaries math. (Note: There is an existing/known bug in high-res displays that may cause some overlap issues)
    Tweaked the Hide Topography view's red grid slightly.
    You can now view the corrupted tiles on the data map tab, including tiles under rocks, trees, etc.
    Villagers who are repairing structures will stop automatically if the building becomes fully repaired before they finish their work.
    Reworked the total gold, water, and dirty water resource counters (as well as the new faith counter) to all also show resource maximums on hover over, as well as fill bar.
    Updated copyright date on main menu.
    Completely overhauled the entire font rendering system to greatly reduce texture bleeding at some interface scale settings, and added ultra high resolution fonts for users who use 2x scaling or higher. This should mostly be apparent with 4k and similar displays.
    Added kills counter stats to mobs and objects. (Note: Known bug exists where sometimes if a mob is killed on top of a building, that building gets a "kill")
    The Perk list now extends to the top and bottom of the screen.
    You can now use the scroll wheel on the perk list.
    Added x.com social button to the main menu.
    You can now draw road selections overtop harvest resource selections.
    "Needs" thought bubbles added, rather than seeing occasional floating icons when a villager has a dire need (starving, homeless, sleepy) there is now a thought bubble that follows around the villager.
    Added new particle effects to highlighted or selected buttons.
    Re-centered console panel.
    Changed the missing icon icon to a better icon that you should never see unless I missed an icon and need to load a missing icon icon.



Miscellaneous Changes

    Clouds! A completely new clouds system has been written from scratch.
    New Building: Crylithium Firepits. Crylithium Firepits cannot be crossed by ghosts (Like Crylithium Walls), and provide more range than their regular Firepit counterparts.
    Rations now require cooked meat rather than raw.
    Rations food value increased from 100 to 120.
    Initial spawn in villagers now spawn in pre-equipped with one ration and one water bottle.
    Initial spawn in now spawns in cooked meat rather than raw.
    Improved how range and corruption resistance is generated by buildings, offering more consistent results. (And in many cases, increasing range)
    Wind and temp variations are now calculated instantly on load of a new game.
    Changed Terminate Animal Pregnancy to Tending Animals in preparation for new tending mechanics in a future update.
    "Wiser Elders" perk now also influences faith sharing.
    Mobs now make cracking/squishy sounds when they decay.
    Mobs now "pop" when poked a bit too many times, are dissolved with the dissolve spell or their soul is captured by an occultist.
    Increased the villager initial spawn in to up to 20.
    Nomads are much, much more likely to appear between days 1 and 3 to help avoid "bad RNG luck" early game.
    Nomads can no longer spawn during the morning of day 1 to prevent new players from being overwhelmed with new information. (Note: They should almost-always arrive Midday day 1 now)
    Replaced the particle effect that would generate above a resource about to be picked up, to an arrow that points down. The arrow gets increasing brighter green the closer the mob gets to the resource.
    Significantly lowered the volume of rain in the game.
    Villagers now are much less likely to work when their condition is compromised (Low hunger, thirst, overheating, etc). They also now factor in their hit points, poison and many other conditions and are less likely to work the more injured they are.
    Recompiled executable to hopefully avoid some memory allocation issues on certain machines.
    Increased animal slaughter speed.
    Reduced screenshake when smaller buildings are destroyed (Mostly for walls)
    The energy maintenance requirement for most golems is now 5 times higher. (sorry)
    The energy maintenance requirement for Cube-E golems has been doubled.
    Courier golems now have a small maintenance requirement.
    All golems now die twice as fast when the comboulator runs out of energy to maintain them.
    Doubled the amount Catjeet Provisioners restock daily.
    Made Wilhelm scream slightly over twice as likely to happen.
    You can now increase or decrease the brush size in both the play state and map editor by holding the axis lock key (Default: Left Shift)
    Wilhelm Scream is now more common when throwing male villagers into Cullis Gates.
    Throwing doggos (and especially Doofy Doggos) into a Cullis Gate is a REALLY bad idea.
    Adjusted nearly all of the panic and confusion chances in the villager's AI.
    Lightning and Meteor's panic/confusion range has been adjusted to more realistic values.
    Tons of new animations added for villagers digging, picking up and dropping resources, and many old ones tweaked slightly.
    Skirmish mode now starts with 20 +- 2 villages.
    Slightly increased how much trash is generated when builders harvest rather than the dedicated harvester jobs.
    The initial spawn in villagers now start with max hunger and thirst bars.
    Initial resource spawn in can also spawn in food and water now.
    Increased the initial spawn in resources from up to 32, to up to 64.
    There is now a 1 in 50 chance your entire initial spawn in of villagers will be catjeet.
    There is now a 1 in 200 chance your initial spawn in of villagers will also include doggos.
    Doggo houses are now upgradable, and have new art.
    Increased the amount of storage of all villager housing.
    Changed "Ellen Page" to "Elliot Page" in the villager's name list (Thanks to ArcticFox011 for catching it)
    Added tons of new speech bubbles to the game.
    Changed death subtitle "Sometimes you eat the bear and sometimes the bear eats you." to "Sometimes you eat the rous and sometimes the rous eats you."
    Tons of new death messages added.
    Farmers can now terminate animal pregnancies when the village is completely out of proper housing for them.
    Towers and projectiles now rotate smoothly.
    Nomads can no longer spawn on day 1, to avoid overwhelming new players with too much information.
    Doggos are now more rare.
    Very slightly optimized the animal spawn rate code.
    Digging, clearing and removing road work now picks more randomized standing coordinates to work at.
    The AI now automatically resets itself when you load an old save.
    Updated the cut stone resource artwork so it looks more distinct from iron ingots.
    Added pale Blue trees, stumps and dead trees, white snow, teal grass and mushrooms to the game for future biome plans. They can currently be accessed in the map editor.
    Improved the map selection overlays in the world map.
    Halved the chance villagers and animals can be turned into a zombie after dying with blight.
    Cluckers can now do a rooster call at dawn.
    Medkits "+" symbol is now magenta-purple to avoid lawyers with too much time on their hands going after innocent developers for war crimes, or something.
    Reduced doggo bark frequency.
    Added a diminishing returns to all idle sound effects. The more of that type of mob in the area, the less each of them will make idle sound effects.
    Reduced the volume of the doggo barks.



Bug Fixes

    Corrected a minor typo in the Trashy Trash description.
    Population list panel no longer shows farm animals as unemployed.
    "Captured Animal" fake resource no longer shows up on the courier panel.
    Steamworks4j will now forcefully load the .dll files in the install folder's native library.
    "Review The Game" popup no longer appears when nonSteamMode is true. (eg; Won't show up on Utomik or GOG copies of the game.)
    Animal pens and clucker coops UI overlap issues in the building panel have been fixed.
    When an animal is slaughtered, the damage is now correctly recorded as coming from the cook.
    Fixed a bug where work decay ticks in MobBase.doWork() was not actually utilizing the input values.
    Fixed a bug that caused the Holy Golem speed perk to actually slow down the golems, rather than increase their speed.
    Hide Topography button no longer can glitch out and leave the topography partially transparent.
    Market buy and sell prices can no longer be less than 1 gold per item.
    Crash issue when trying to buy a resource from the marketplace for 0 gold fixed (See above change.)
    Fixed a bug where building's art wouldn't update when essence was sent from it.
    Lightning Rod no longer incorrectly reports it requires a rain catcher, purifier or well.
    Nephilim children now properly spawn a child Nephilim ghost when they die, rather than an adult Nephilim ghost.
    Nephilim are now properly counted in the migration system.
    Fixed an issue where Nephilim children sometimes wouldn't get their bonus lifespan stats.
    Fixed several totaling errors on the population panel.
    Mining facility's construction outline phase no longer generates a shadow.
    Fixed font scaling issues at scales higher than 2x.
    Fixed an issue where returning to the profile select screen without clicking a profile, then attempting to delete a profile, would always delete the first profile regardless of what profile appeared selected on the list.
    You can no longer click other buttons in the play state and map editor UI when the settings menu is open.
    Fixed a longstanding bug that could sometimes crash the game if a mob attempted to flee, and could not find flee coordinates (Thanks to Veldrin for the fix)
    Devine Blessing no longer shows an incorrect cast radius when selected.
    The spell (blast) radius of meteors is now properly displayed.
    Fixed a spelling error in the blessed descriptions.
    Newly born nephilim children are now properly recorded in the birth stats.
    Animals no longer constantly escape being slaughtered. Although they can still escape rarely.
    The description of the small and large fountains no longer call Water Masters "Well" Masters.
    Fixed a few crashes related to deselecting road work outside map bounds.
    Fixed a bug that would prevent spell cooldowns from saving.
    Fixed stray pixel on energy icon.
    Fixed upgrading essence collector's values being slightly off.
    Fixed (some) overlapping tool tips when the interface scale is higher than 1.
    Slightly optimized how the courier AI finds work.
    Fixed a minor bug in the road construction delivery AI that would misflag the current job task.
    Slaughter Animal AI now checks for the correct TileX/Y coordinates before picking up the animal.
    Armor and helmets now take damage when struck.
    Dying mobs that get healed, or regenerate a hit point right at the exact moment of death no longer display a health bar when decaying.
    Tweaked the god XP tally sound effects slightly, and implemented a possible fix to the "endless sound effects" bug that rarely occurs.
    Fixed the very tiny freebie XP gains for "Villager Leveling Up" that the player would get every time the world map is reloaded.
    Villagers and golems (and other mobs, where possibly applicable) retain their proper layer colors upon death now.
    Fixed an issue with storage limits on housing being wrong while it's upgrading.
    Fixed a bug that could cause the migration system to crash the game if no valid coordinates were found based on the angle of entry.
    Fixed a bug that could reduce the amount of spawn in resources and villagers at the start of the game if the camp is too enclosed.
    Fixed a minor bug in the courier delivery AI that could make an AI misfire and deliver resources a golem could not carry.
    Fixed a typo in one of the death messages.
    Fixed several data map font rendering glitches, mostly related to debug and dev tool views.
    Fixed a crash when you use a mouse with more than 10 buttons, and press any button over button #10.
    Fixed a minor issue where on >1080p displays sometimes the game window would launch overlapping the Window's start bar.
    Miscellaneous Storage no longer claims to recommend a Bowyer and Rock Tumbler before building.
    Drones no longer show work progress bars.
    "God XP jingle" stops playing when you exit the main menu.
    Fixed a bug where 2 resources could spawn in the same spot during initial spawn in, possibly crashing the game shortly after.
    Added tooltip on settings menu in the play state informing the player they need to exit to the main menu to change hotkeys.
    Cube-E Golems no longer become invisible when repairing their spawn points.
    Tweaked wood resources art slightly.
    Fixed a minor bug where migrants were counted as arriving nomads in the statistics panel.
    Decreased the background load time for sound effects for most multicore CPUs.
    Reduced the bitrate of zoomwind.wav

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