Genre: Role-playing (RPG), Strategy, Indie, Card & Board Game
Ratropolis
Update 1.0.7303 : Buffs on Bosses & Card Merchant
Localization
Fixed some text misinterpretation. We have made significant progress on Chinese and Russian.
We want to thank our players who joined Discord Localization Channel(via https://discord.gg/brXuwje8QY) and corrected misinterpretations. Thank you for your time!
Contents
9 New [Achievements] are available
Card Merchant - During a Card Purchase, same cards can no longer appear - Card Merchant has 1 of the following bonuses; "Upgraded Card Sales", "Bundle Sales", or "-50% All Card Sales
No bonus occurs on [Market] and [Black Market]
Added a [Random Leader] Selection Button
Bug Fixes
Fixed a bug that prevented [Executioner] Advisor's effect from being applied to [Sacrifice]
Fixed a bug that duplicating a card affected by [Heroify] resets Ratizen Cost.
Fixed a bug that Rampage VFX didn't appear when card is used.
Fixed a bug that caused [Merchant Ship] to get a [???] for players
Fixed a bug that several VFXs were displayed in the Upper portion of Card.
Fixed a bug that caused Bees to be unseen when a player activates [Beehive]
Fixed a bug that card upgrades gradually proceeded [Treasure Map] quest
Fixed a bug that upgrading [Treasure Map] did not turn a completed [Treasure Map] card into the Reward
Fixed a bug with the [Nurse] Advisor's figures were incorrectly applied.
Fixed a bug when entering an [Infinite Mode], some events and unlock were processed incorrectly.
Fixed a bug that caused [Patrol] to not return Ratizens when [Patrol] is failed to use
Fixed a bug that [Display a Card Hotkey] option did not function in [Chinese] version.
Fixed a bug that [Ruins] card could not upgrade itself.
Fixed a bug which caused card image to [???] when a [Discharge] Card is used to reset [Alloy(Lv2)]
Fixed a bug which [Diver] Advisor's VFX effect stretched all over the card when a player uses active building
Fixed a bug that upgrading [Marauder] obtained by using [Convoy] resets Cost
Fixed a bug that [Treasure Map] Quest won't count cards gained using [Advisor], and [Territory expansion]
Fixed a bug that reset Stock when [Cannon Fire(Lv2)] is duplicated by [Intel Agency]
Fixed a bug that caused a game to pause when [Reinforce] card is used in specific situation
Fixed a bug that [Golden Spear] also hit ally units
Fixed an infinite gold bug associated with [Toll] in specific situation.
Fixed a bug in the Infinite Mode when a player skips a wave, gold acquired was different from what is shown.
Fixed a bug that [Alchemy(Lv2)] didn't function properly.
Fixed a bug that [Boat song(renamed "Sea Shanties")] healed ally units to the full HP.
Fixed a bug that [Re-use] card won't apply to [Convoy]
Fixed [Black Beard] so it now has its intended illustration
Fixed a bug associated with use of [Danger] card, after [Landslide] event. Enemies appeared in the blocked direction.
Fixed [Fuel] so correct figures for ATK & Speed buff are applied to allies
[Expansion(Lv 2)] will no longer show as Ephemeral at pre-selection screen for upgrading [Expansion]
Fixed a bug that [Hyper Beam] can deal damage to allies' units
Gameplay
[Watch Tower], [Gold Tower], [Hunting Tower]: Max Attack Speed is decreased
[Watch Tower(Lv2)]: DMG increased (5 -> 8), Fires a single arrow (2 -> 1)
[Service] Units no longer cost Ratizen! If a sufficient capital is provided, players can hire as many as you desire, without having to worry about the housing. (Caution: When a hiring gets out of control, Ratropolis may slow down.)
All [Service] units: Ratizen Cost decreased 1~3-> 0
[Caravan Master]: No longer a service unit
[Night Watch]: Cost increased (15 -> 30), Service Time decreased (180 -> 120)
[Mercenary] : Cost increased (21 -> 40), Service Time decreased (80 -> 60)
[Wandering Knight]: Cost increased (56 -> 110), Service Time decreased (80 -> 60), Service Time Reduction Per Kill effect decreased (3 -> 2)
[Brotherhood]: Cost increased (95 -> 140), Service Time decreased (80 -> 60)
[Marauder]: Service Time decreased (80 -> 60)
[Golden Archer]: Service Time decreased (60 -> 40)
[Re-contract] : Service Time gain decreased (100% -> 30)
[Honey Drink]: Service Time Gain decreased (20 -> 10)
[Clown] Advisor: Play more Cards to increase next Wave Cycle (1 -> 5)
[Weasel Necromancer] Enemy unit: Modified Ritual skill to Heal instead of invincibility
Currently users' winning rate is around 87% over Wave 20 Boss, and 98% over Wave 30 Boss. The figures are too great. To challenge users on Boss encounters, we have upgraded skills for Bosses.
[Weasel Chief] Boss: No defensive wall can stand against Charge Attack. It breaks any wall at single charge. - Ally units Knocked Back by charge receive 50% DMG of Weasel Chief.
[Weasel Prophet] Boss: +1 Def Buff instead of Lifesteal Buff
[Weasel Sandking] Boss: Fires 3 arrows per second. Sand Storm skill duration increased to 15s and Sandking fires arrow while casting it.
[Weasel Pharaoh] Boss: Modified Summon Skill. Instead of 3 Mummy, raises 3 Ancient Weasels. Removed Summoning Pattern that raised 4 Ancient Weasels. - Every 3rd Re-draw by player, Weasel Pharaoh heals near Weasels 35 HP/s for 3s.
[Turtlesaurus] Boss: Deals 300% Increased DMG against a Defensive Wall. - New Skill Pattern; Roar Skill is used just before Crouching. Then, 3 Lizard Warriors, 1 Lizard Archer, 1 Lizard Marine, and 1Lizard Champion appears. - Roar gives increased stun duration of 5s.
[Eagle Owl] Boss: Deals 300% Increased DMG against a Defensive Wall. - Movement Speed increased by 30%. - Ally Units Knocked Back by Eagle Owl receive 50% DMG of Eagle Owl.
[Python] Boss: Deals 300% Increased DMG against a Defensive Wall. - Python Gains 1 ATK per Unit Devour by Predation Skill. - Ally Units Poisoned by Python Receive 1 Curse Stack instead of Incoming DMG Bonus Debuff.
[Volcanic Spider] Boss: Deals 300% Increased DMG against a Defensive Wall. - Fire Breath skill DMG increased (5/s). - AoE for Fire Breath is increased to 5. - After Egg Breeding Skill, fire that last 15s erupts over adjacent 9 AoE.
[Desert Fox] Boss: Deals 300% Increased DMG against a Defensive Wall. - Rage Returns Desert Fox to a Full HP, Gives +50% ATK Increase Buff. - When in Rage, Desert Fox Spreads Sand that Reduces ATK of Adjacent Units.
[Mushroom Crab] Boss: Deals 300% Increased DMG against a Defensive Wall. - +5 DEF to Mushroom Crab.
[Kraken] Boss: Deals 300% Increased DMG against a Defensive Wall. - Every Card Steal Grants Kraken +5 ATK DMG and Kraken heals up to 10% of Max HP
UI/UX
Changed illustrations for card tooltips
Added a Button in the upper-left corner of the screen that shows current [Tax], [Bounty]
Added [Negotiator] Advisor graphics next to refresh button in card purchase
Now a Caution message appears when an "Exit Game" button is clicked during play
Changed the playtime displayed on the Record and the statistics screen to display the actual elapsed time
Added an icon indicating the total number of units deployed on the [Defensive Wall] when clicked
Added VFX to inform the range of a building when clicked on
[Glossary]: Added text to indicate the advisor category
Fan Art
[Soul Reaper] drawn by Serastroph
Discord Channel for Localization & Feedback
I am not good at using Discord, but I have made a channel for fast localization and feedback. There isn't much yet, but we're going to expand.
Ratropolis Discord: https://discord.gg/brXuwje8QY
Thank you for sharing your opinions on the Steam Discussion Board!
The following will be updated in the next patch to reflect user feedback. 1. We will make the "Service" system more attractive. 2. We will reduce the RNG of card purchases and add various bonuses. 3. The translation of some languages will improve. 4. The balance of cards and advisors will be adjusted. 5. Additional achievements.
Perhaps more will change than this. ːsteamhappyː
But to change many things, there are language gap. Please help us a lot with the Discord channel so that we can update the game comfortably.
Report on Chinese and Russian translation issues
Hi, we received complaints from some users about the quality of translation in Chinese and Russian. So I'm going to deliver these complaints to the translation company and ask for a full re-examination to improve the quality of the translation.
If you have misinterpretation or misrepresentation, please leave it in the comments!
Доброе утро мы получили комментарии от некоторых пользователей по поводу квоты перевода на китайский и русский. Поэтому я собираюсь предоставить переводчикам эти жалобы и попросить общий пересчет голосов для повышения качества перевода.
Оставьте ваши ошибки или неверные выражения, пожалуйста, дайте мне ответ!
Update 1.0.7302 : Merry Christmas!
Localization
Fixed some text misinterpretation.
We thank everyone who've given us feedback for the localization!
Please notify us if you find any incorrect translation, by sending an email to casselwolf@naver.com.
Bug Fixes
Fixed a bug that caused [Volcanic Spiderling]s to hatch with stronger stats, after you enter Infinite Mode with the Spiderling eggs still unhatched
Fixed a bug that sometimes prevented [Darkspell] from working at all
Fixed a bug that sometimes prevented [Mortarrat]s' shells from dealing DMG
Fixed a bug that prevented cannonballs (shot by Weasels in Coast region) from destroying player Buildings
Fixed a bug with the [Aegis]'s Max HP bonus value (100 -> 50)
Fixed a bug that sometimes prevented Ephemeral VFXs from being displayed in the Upgrade preview
Fixed a bug that prevented [Recycle(Lv2)] from giving you Upgraded Ratrons
Gameplay
To celebrate Christmas, Snowrats, Rudolfs, and Santa Claus will appear in game.
Have a nice holiday, and Merry Christmas!
Update 1.0.7301 : Full Release
Good bye Early Access
Hello, it's CasselWolf - the development team behind Ratropolis. Our very first game has finally entered official release. The price of Ratropolis will slightly increase after the date.
[previewyoutube="RSr586uW39M;full"]
We wanted to take our time to thank our backers, streamers, youtubers, journalists, reviewers, business partners, translators, bug reporters, testers, professors, parents, devs behind Slay ths Spire and Kingdom, and finally, our players.
Ratropolis was released in Early Access in 1st November, 2019. Here's what we have changed since then :
Added Infinite gamemode (was named "Nightmare")
More and better Leaders, from 4 to 6
More and better Advisors, from 60 to 100
More regions, from 2 to 3.
More and better Cards, from 82 to 512.
More enemies, from 34 to 66.
More Events, from 66 to 96
More language options, from 1 to 11
3,400 times of bug-fixing
500 times of balance-adjustments
Additional 100 SFXs
Made each region more unique
Added Pollution Level
More VFXs for Cards, Buildings and enemies
Made each Leader more unique
Added City Hall images for each Leader
Added animations for all Advisors
Reworked all Building images
Reworked all UI images
Added Official Soundtrack
Added GeforceNow support
(!!!) A note if you haven't been in touch - unfortunately we have removed your savefile as of Update 1.0.7107 which introduced a gamemode (now obsolete) for the Navigator Leader. We sincerely apologize for not announcing the reset beforehand, AND deleting them eventually; we realize that a lot of effort had been put into your previous savefiles. ːsteamsadː Over the past eight months, we've re-worked the existing Cards, added hundreds of new Cards, removed some, and changed the Unlock system. These significant changes have altered our savefile format, so old savefiles are no longer COMPATIBLE with the newest release. That's why it was inevitable for us to reset the player-progression. Nevertheless, our team could have prevented this situation if we were more capable. We, again, apologize for the reset, and PROMISE that there won't be any more resets that causes frustration for everyone.
Localization
Fixed some text misinterpretation
We've improved localization for Japanese, French, Simplified Chinese, Deutsch, Russian, Polish, Portuguese and Spanish.
Please notify us if you find any incorrect translation, by sending an email to casselwolf@naver.com.
Bug Fixes
Fixed a bug that caused [Fungal Growth]'s VFX to be displayed on top of its Card
Fixed a bug that caused [Plague Banerat]s to not appear in Boss Waves in Wave 30+ (they are meant to prevent stalling)
Fixed a bug that prevented [Fortress] Building from receiving DMG bonus effect from [Focus Fire] and [Shooting Range]
Fixed a bug that caused [Silver] to give less Gold than intended (60 -> 80)
Fixed a bug that caused [Plague Banerat]s to gain more ATK than intended (3 -> 2)
Fixed a bug that displayed an error code when you played a Quest Card after playing [Fusion]
Fixed a bug that caused highlight image for the Treasure Chest UI's Close button to be misplaced, if you had the [Appraiser] Advisor
Fixed a bug that allowed [The Big Picture] Event to appear even when you had no Ratron Cards.
Gameplay
[Experiments]: Cost decreased (12 -> 8)
[Lab Rats]: Max HP decreased (16 -> 18)
[Corn]: Ratizen Cost decreased (2 -> 1)
[Waste]: Duration decreased (10 -> 5)
[Scrap Station]: Cost decreased (63 -> 42), Production Time decreased (60 -> 30)
[Scout Ratron]: Cost decreased (22 -> 18)
[Electric Ratron]: Electron stack increased (1 -> 2)
Credit Roll will now only appear after your very first victory
Changed highlight images for the exclusive Advisors of the Scientist and the Navigator Leader.
Changed icons for all achievements
Fixed some texts being cropped out in tooltips and Event UI
In January 2018, we created our proof of concept for Ratropolis in a college classroom. Since then, many have backed up our development so we could arrive here. We still remember the people who enjoyed our prototype, gave us cheer and support. Those encouraging words have been a great development motive for our entire team.
We've enjoyed the process of making Ratropolis, all thanks to our dear players' keen interest and feedback. We, again, appreciate all players who've been with us. Now we humbly ask of you to give more attention to developers, especially behind indie games. Devs work all day and night to create an exciting experience for players.
As always, we will monitor the game and release patches whenever necessary, so our players won't have any issues. Some gameplay adjustments and polishes will be on their way.
We are also planning to release a mobile version of Ratropolis, and finally take the very first step for our new game.
Have a wonderful holiday, and stay in good health. From CasselWolf
Update 1.0.7203 : Balance
Official Release announcement
Early Access will be over at 22th December. The price of Ratropolis will slightly increase after the date.
Please notice that the date on which price increases is different.
Localization
Fixed some text misinterpretation
We've added localization for French, Deutsch, Russian, Polish, Portuguese and Spanish. (But quality is very bad. Sorry about it and I will quickly communicate with the translation company and revise it. ːsteamsadː We're planning translate again. )
Bug Fixes
Fixed a bug that caused enlarged [Toad Predator]s to overlap and hide its buff icons
Fixed a bug that caused upgraded [Ratopia] to omit a 'Lv2' text
Fixed a bug that incorrectly displayed [Warehouse]'s effect range
Fixed a bug that caused [Weasel Cannoneer] to appear in the opposite direction of [Weasel Officer]
Fixed a bug that caused [Weasel Striker] and [Weasel Ironhide] to overlap and hide player units(rats)
Fixed a bug that caused some Cards to incorrectly display Current Values when you duplicate Cards via [Ancient Artifacts] Event
Fixed a bug that caused [Sea Fort] to display its range on river
Fixed a bug that prevented [Hunting Tower] from dealing DMG
Fixed a bug that caused [Vault(Lv2)] to add [Vault] to player hands
Fixed a bug tha caused [Smuggle] to get a [???] for players
Fixed a bug that caused [Lizard Marine]s to land mid-air in some situations
Fixed a bug that caused Weasels and Basilisks to not surround the City Hall when you lose a game in the Coast
Fixed a bug that caused errors when you construct Buildings with [Guerilla] Advisor
Fixed a bug that incorrectly displayed [Assassinate]'s Current Value
Fixed a bug that caused [Re-use] to not work properly with [Heroify]
Fixed a bug that caused [Patrol] to not return Ratizens
Fixed a bug that prevented some Unlockable Cards from appearing in-game after being unlocked
Fixed a bug that prevented [Sculptor] from applying its effect to some Buildings
Fixed a bug that caused [Summon Mastery] to not work properly with [Acolyte]
Fixed a bug that caused [Challenge] to not increase Leader Level
Fixed a bug that caused [Medic] to deal DMG to enemies
Gameplay
Improved [Defensive Wall] and some Buildings' image
Improved Forest and Coast's background image
Added SFX to some Cards when played
[Plague Banerat]s now appear if you do not attack enemies for too long at Wave 30
[Sculptor] Advisor: Production Time reduction increased (50% -> 80%)
[Assistant] Advisor: Max HP bonus decreased (25% -> 20%)
[Commander] Advisor: ATK bonus decreased (2 -> 1), Max HP bonus decreased (8 -> 4)
[Weasel Striker] Enemy: Max HP decreased (28 -> 24), ATK decreased (4 -> 3)
[Weasel Ironhide] Enemy: Max HP decreased (130 -> 110), ATK decreased (11 -> 8)
[Weasel Tank] Enemy: Max HP decreased (1200 -> 1000), ATK decreased (9 -> 7)
Gameplay-balancing has been done based on W/L ratio for each Leader. The Merchant and the Scientist's Cards have been primarily adjusted, and the next patch will mostly address the Shaman, the Navigator, and the Scientist (again). Not enough gameplay data for the latter three has been collected, so we would appreciate it if you gave them a spin!
[Festival]: Cost increased (27 -> 54)
[Fletcher]: Max HP increased (5 -> 7)
[Gather]:Gold gain increased (40 -> 50)
[Change]: Cost decreased (36 -> 20)
[Renaissance]: Cost decreased (36 -> 20)
[Push]: Cost decreased (16 -> 10)
[Convoy]: Card draw increased (3 -> 5)
[Mercenary], [Marauder], [Wandering Knight], [Brotherhood], [Caravan Master]: Service Time increased (60 -> 80)
[Golden Company], [Golden Archer]: Service Time increased (40 -> 60)
[Inn]: Service Time bonus increased (30 -> 40)
[Hire]: Cost decreased (33 -> 12)
[Caravan]: Cost decreased (24 -> 20)
[Loan]: Gold gain increased (150 -> 200)
[Silver]: Gold gain increased (60 -> 80)
[Propaganda]: Duration increased (10 -> 20)
[Night Watch]: ATK decreased (4 -> 3), Max HP increasd (20 -> 32)
[Hunt]: now a General-exclusive Card
[Bounty Hunt]: Cost increased (60 -> 80)
[Guarantee]: Cost decreased (8 -> 0)
[Security Center]: Production Time reduction decreased (2 -> 1)
Added a feature that lets you inspect exclusive Advisors for each Leader in the Glossary
Added a feature that lets you inspect enemies unique to each region
13th Bonus effect and beyond are now displayed in a new line in upper screen
Recent Notification text now displays hotkey
Improved UX for some buttons
Merchant and Event icons now display remaining time
Butterflies are now more visible
Update 1.0.7202 : Addtional Events
Official Release announcement
Early Access will be over at 22th December. The price of Ratropolis will slightly increase after the date.
Please notice that the date on which price increases is different.
Localization
Fixed some text misinterpretation.
Content
Added 5 new Events.
We couldn't add the new Events in time, so we decided to include them in this update.
Bug Fixes
Fixed a bug that caused some Cards' VFX to also appear in Card List screen.
Fixed a bug that allowed some positive Skill Cards such as [Rent], [Blaze] to be used on [Rock]s.
Fixed a bug that caused several VFXs for enemy attacks to overlap player Cards.
Fixed a bug that prevented [Masterpiece]'s effect from being applied to several Buildings.
Fixed a bug that removed value limits for [Notoriety] and [Stock].
Fixed a bug that caused [Fear] not to be a Single-Use.
Fixed a bug that allowed Unlock screen to keep appearing even when players have already unlocked all content.
Fixed a bug that prevented any Leader but Builder from uploading their Score to Leaderboard.
Fixed a bug that caused player-Score to only be uploaded to Leaderboard when it is clicked.
Fixed a bug that caused descriptions for some Advisors not to be displayed correctly in specific language settings.
Fixed a bug that caused several tooltips not to be displayed correctly.
Fixed a bug which caused [Discharge] Card to reset Stock charges if it removes Upgrades from upgraded Stock Cards.
Fixed a bug that prevented [Ratopia(Lv2)] Building from being upgraded by [Ratopia] Building Cards even if you had an [Engineer] Advisor.
Gameplay
Added animations for flags used for Buildings.
Changed old Buildings so they look better.
Changed old illustrations for Cards so they look better.
Added several SFXs for some Cards.
UI/UX
Camera now moves and centers toward Advisors when one of their icons is clicked.
The most recently played Leader is automatically selected during Leader selection screen.
Update 1.0.7201 : Pollution & Infinite Mode
Official Release announcement
Early Access will be over during this December. It is difficult to provide the exact date, but we expect it to be around Christmas. We'll be able to release it faster if we received translation files sooner.
We are also working on a new trailer! Check it out to see how our game has changed from the very beginning.
[previewyoutube="lQFpgtt-7as;full"]
Price Increase
The price of Ratropolis will slightly increase when it enters the Official Release. This is the last chance to buy the game with the current price! 30% Discount is active from 25th of November ~ 1st of December.
Localization
We are planning to support the following languages after the Official Release. Other languages will be supported as well, but the ones with higher wishlist-counts will have a higher priority.
Korean
Japanese
Chinese(Simplified/Traditional)
French
Deutsch
Russian
Polish
Spanish
Portuguese
Fixed some text misinterpretation
Some texts are currently only displayed in English (will take some time before getting translations from hired company)
There are now a total of 21 difficulty options you can choose from, and in order to unlock a Pollution Level you must win a game at maximum Pollution Level available. For players who cleared Easy/Normal/Hard in the old version of Ratropolis, up to Level 5/10/15 are automatically and respectively unlocked.
You can earn up to 900 Score when winning a game on a high Pollution Level
EXP requirements lowered for several Progression Levels (400 -> 350, 500 -> 400)
We believe we have made several mistakes in regards to wiping out player-data, requiring too much EXP for unlocks and mishandling game-balance. We own you an apology for the inconvenience, and thus we have made a decision to utilize obsolete victory-records for unlocking some Pollution Levels immediately, reduce EXP requirements, and adjusted numeric values again for in-game combat and economy.
Added Infinite Mode (replaces Nightmare Mode)
Infinite Mode allows you to play beyond Wave 30; however choosing this Mode does not affect your Score-rating in anyway. In this Mode, you swap to one of the other Level 1 Leaders at a certain point, gaining access to their Abilities, Cards and Advisors. Negative events from Nightmare Mode do not occur in Infinite Mode.
Added a special Card players can get from Treasure Chests in each region
Added Events for each Region and Leader.
Added 18 new Events
Acquired Advisors now roam around the City
Bug Fixes
Fixed a bug that prevented [Trebuchet] from being highlighted
Fixed a bug that prevented some projectiles (shot by ranged units) from dealing DMG to enemies when [Robin Hood] Advisor's effect is active
Fixed a bug that caused [Military Budget]'s effect to be applied incorrectly
Fixed [Rock] Card so it now has its intended illustration and description
Fixed a bug that caused [Treasure Hunter] to have a wrong attack-range value
Fixed a bug that prevented players from playing Cards when all 10 Cards in hand have the [Keep] effect, and player Re-draws
Fixed a bug that caused reset button to disappear when players press it in Card purchase screen
Fixed a bug that refreshed [Calculate] Card's target value even when not discarded
Fixed a bug that caused [Spy] units to increase all Skill Card's DMG when deployed
Fixed a bug that prevented enemies with projectile-blocking quality from blocking [Spy] units' attacks
Fixed a bug that prevented [Ignite] from applying its effect on [Spike Trap] Buildings
Fixed a bug that caused [Shield Master] Advisor to grant its effect to non-Military units
Fixed a bug that caused [War Fund]'s current value to display 0
Fixed a bug that caused [Fire Archer]'s image to be displayed improperly when units are clicked on
Fixed a bug that caused [Talisman] not to give any Gold
Fixed a bug that caused [Festival]'s duration to also decrease faster when the Card itself is played
Fixed a bug that caused [Hypnotist] Advisor to have a wrong value applied to itself
Low Pollution Level is designed to be easier than exisiting Easy difficulty.
According to our statistics, the Merchant's win-to-loss ratio is 26%, being the least game-winning Leader. Since it is also the starting Leader for new players, we have decided to buff many of his Cards
[Convoy] : Now adds a random Military Card with Service effect to your hand, instead of [Mercenary] Card
Service Time is now increased when a Military Card with Service effect is upgraded
[Mercenary] : ATK increased (4 -> 5)
[Inn] : Service Time increased (20 -> 30)
[Caravan] : Gold gain increased (5 -> 10)
[Silver] : Gold gain increased (40 -> 60)
[Night Watch] : ATK increased (3 -> 4)
On the other hand, the General and the Builder have 46% and 44% of W/L Ratio respectively, being the most effective Leaders. Since this update also weakens combat-power of enemies, we have downgraded Cards that majorly contribute to these Leader's victories.
[Gear] : Building Card requirement decreased (7 -> 5)
UI/UX
[Potter], [Cheese], [Sale] and [Caravan] now display their current value
Visual changes to some UI components
Added and improved many SFXs for Card-plays
Added VFX to Shaman Leader's City Hall, [Purifying Plants] and [Altar] Building
Added trophies you can earn when you win a game in a region
Added [X Cost] Tool tip
Fan Art
[Exiled] drawn by Serastroph
Halloween Update
Hello! It's CasselWolf, the development team behind Ratropolis.
For this update, we've fixed some bugs, alleviated major flaws and added Halloween decorations; the details are listed below. And in the meantime, we would also like to give our explanation to several issues introduced after the most recent update.
Q : Savefile Reset A : First of all, we sincerely apologize for not announcing the reset beforehand, AND deleting them eventually; we realize that a lot of effort had been put into your previous savefiles. Over the past six months, we've re-worked the existing Cards, added hundreds of new Cards, removed some problematic Cards and changed the Unlock system. These significant changes've altered what your savefiles store and how they keep your data. Savefiles for the old versions of Ratropolis were no longer COMPATIBLE with the newest release. Hence, it was inevitable for us to reset the player-progression. Nevertheless, our team could have prevented this situation if we were more capable. We, again, apologize for the reset, and PROMISE that there won't be any more resets that causes frustration for everyone.
Q : Card Balance A : Newly added Cards are currently being monitored but we still need to collect more gameplay-data for the right adjustments, so we would very appreciate your patience. We are also planning to make qualiative changes for player-satisfaction, so please leave your opinions on the Official Forum, Steam Discussion and via email.
Q : Game Difficulty A : We are planning to introduce a step-by-step difficulty system for the November Update that makes normal difficulty easier, and the game harder as the player learns and grows up. This will allow more players to achieve victory, and veterans to stand out from the rest by winning in more challenging environment.
Thank you for sharing your opinion on the Navigator Update. We, as always, will work hard to improve our game while listening to your feedback.
Fixed [Rope Ride] Card not decreasing Ephemeral Cards' Cost to 0 when targeting units with Notoriety.
Fixed [Rope Ride] Card unintentionally resetting Stock count for units with Stock mechanics.
Gameplay
Changes to Unlocks for the Merchant and the Navigator so players who have not fully unlocked them gain access to more Military Cards.
Halloween-celebrating Ratizens and decorations appear during the Halloween period.
Watch out for ghosts, and enjoy the Halloween!
Update 1.0.7101 : Navigator Leader Plus Mode
Localization
Fixed some text misinterpretation
[Russian], [Polish], [Spanish] and [Portuguese] localization for the upcoming content are still in progress.
We've been prioritizing the most spoken languages first. We are very sorry for the inconvenience.
Contents
[Navigator Leader] Overhaul : 80+ New Cards and Leader Ability, exclusive to the Navigator.
40+ New Cards, for the other Leaders.
10 New Advisors, exclusive to each Leader. Existing Advisors also got an overhaul.
Most Advisors who caused frustrating deckbuilding and gameplay are now changed.
Appearance of the City Hall will vary depending on which Leader you are playing as.
Bug Fixes
Fixed a bug that caused an unit to stop moving when pulled by [Weasel Harpooner]s
Fixed a bug that displayed incorrect range for [Sparrow Nest] Building.
Fixed a bug that displayed a negative value for ATK reduction effects.
Fixed an Event-related bug that caused ATK for Military Cards to become a negative value.
Flxed a bug that caused [Firerat]s and [Flametank]s to launch projectiles backwards.
Fixed a bug that prevented [Lizard Vanguard]s from dealing DMG in certain situations.
Fixed a bug that calculated Soul-return % multiplicatively instead of additively when effects from multiple [Seal] Cards are stacked.
Gameplay
Changes to Leader Ability for Shaman and Navigator Leader.
Leader Passives are now given to starting Advisors instead.
Leader Plus Mode now replaces the existing Standard Mode.
We apologize to the players who preferred the Standard Mode much more. The reason behind this change was the Maintaining the old system was proven to be difficult due to sheer amount of new Cards, when compared to our initial release state (6 times as many). Next update will feature an overhauled [Nightmare Mode] that allows combinations of Cards from Leaders who are not being played as.
All unlock-progression, including Leaders, Cards and Records will be reset.
Changes to Score-calculation system.
[Nightmare Mode] and [Leaderboard] are unavailable until the next update.
We are planning to add Ascension-style difficulty options.
Infested Rats no longer appear from Buildings attacked by Plague Rats.
Card-unlocks are now divided into 10 stages.
Instead, it is now much more faster and easier to unlock Cards.
[Fragile Walls] Event option : Get a [Shieldrat] Card -> Get a random Military Card
[Age of Sail] Event option : 50% Chance to get a Card -> 100% Chance to get a Card
[The Scout's Folly] Event option : 15s Delay to next Wave -> 30s Delay to next Wave
[Frightened Citizens] Event option : Get a [Shieldrat] Card -> Get a [Shield Master] Advisor. Gain 1 Leader Level -> Gain 2 Leader Level
UI/UX
Added a function so that if a Card description includes another Card name, the mentioned Card is displayed even when the base Card is in hand.
When attempting to deploying units, their deployment location is now displayed.
When attempting to deploying units, their range is now displayed.
Visual changes to some UI components.
Military Units with Rear Rank and Support now display an unique ATK icon on their Cards
Added "Current : Value" text for some Cards.
Can now see "Current : Value" on Card gain and selection screen.
Added a Soul icon for Soul Siphon Cards.
Changes to Curse-application VFX.
When attempting to deploying units, their deployment location is now displayed.
When attempting to deploying units, their range is now displayed.
Visual changes to some UI components.
Added and improved many SFXs for Card-plays.
There will ilkely be bugs and mistranslations in the game. If you find them, please notify us on Forum (on our official homepage), Steam Discussion or via email at casselwolf@naver.com. Such issues are set a top priority and as soon as we receive them, we will get on it.