With this release, InDev 31 is now feature-complete! Introducing Unstable 5, and the new goals system! InDev 31 Stable will likely be released September 16th. Over the next two weeks and some change, I will be fleshing out the new goals and perks systems, as well as balancing all the new systems introduced Unstable 1 through 5.
This means over the next two weeks your feedback is vital! I need feedback on all of the new systems introduced in InDev 31 as a whole. There's a lot of new mechanics in play here, and it will no doubt be completely out of whack in some areas and need some adjustments. Post down in the comments or on the forums with your experience. Did you gain chests too fast? God experience too fast? Goals are too hard, too easy? Not enough or too many perk rewards? Let me know so InDev 31 Stable can be as balanced as possible. :)
Bonus: I will be adding more goals and perks before InDev 31 is released, so feel free to give some suggestions for both down in the comments!
InDev 31 Unstable 5b and 5c *HOTFIX* Change Log
Bug Fixes
Fixed a bunch of incorrect plural resource names.
Fixed some spawn rate math in the corruption module.
Fixed a crash when receiving certain goals while playing on some regions.
Miscellaneous Changes
Due to already being partially completed at the time of this patch, added the first draft of the new tool tip system to the left hand panel of the game. The rest of the GUI will get the same treatment in Unstable 6.
Reduced chest opening costs an additional 25%.
InDev 31 Unstable 5 Change Log
Goals System
You now have 10 goals slot, that will unlock slowly as you play.
Unlocking a goal will reward god experience, and completing unlocked goals will award perks, god experience and reduce global corruption levels.
Goals you do not wish to complete can be reset, and the unlock counter for a new goal will start.
You can beat the game now. Assuming you figure out how to reach day 10, on every single region in the entire game without losing any of them. >:)
Corruption System
Corruption has been completely rewritten. Corruption spawn and spread rates are now based on the global world day, not the individual region's day.
A new corruption threat bar has been added to the world map view, the higher the bar fills, the more dangerous the entire world is.
A local corruption threat bar has been added to the region select screen on the world map, giving you a general idea how strong the corruption is on that specific region.
Completing goals and migrating to new regions reduces the corruption world wide.
Baseline spawn rates have been slightly increased, to help offset the corruption reduction when migrating and completing goals.
Monster spawn levels and types are now based on the world day.
Miscellaneous Changes
Nomad spawn counts are now based on the world day rather than regional day, meaning in new villages you should be getting larger batches of nomads in earlier days.
Tons of improvements to the save system underlining code.
Tons of improvements to how system modules are loaded into the game.
Holy Golem's spawn level is now based on the world day, not regional day.
Reduced chest open costs by 25%
Added god experience gains when a villager dies of old age.
Added god experience gains when you open a loot box.
Unstable 4 is here and as per usual, full of all kinds of goodies. This is the second-to-last content patch before finishing InDev 31, with Unstable 5 being the new goals system. Unstable 4 is introduces the new "Perks" system. Now, you will gain reward chests slowly as you play, that can be opened with god experience that is rewarded on how well you play. Inside, are perks to help out your village like "+5% maximum hit points" and other bonuses. These bonuses are global, and you keep them when you doom your world and start over!
In addition, there were also a ton of AI chances, bug fixes and a new revamped save system. So make sure to check out the change logs for all the juicy details.
The changelog may look a little light on words, but this is actually a huge patch, so be sure to provide feedback on the new perk system! There's a lot of new mechanics in play here, and it will no doubt be a little out of balance and need some adjusting. Post down in the comments your experience. Did you gain chests too fast? God experience too fast? Not enough perks, too many perks? Let me know!
InDev 31 Unstable 4b and 4c *HOTFIX* Change Log
Bug Fixes
Fixed marketplace stock not loading correctly. (Note: To force reset your provisioner's stock, open profiles/profileX/saves/worldMap/ and delete all files ending in .resourceData)
Chests can no longer be opened if you lack the god experience required.
Monsters can no longer spawn on top of topography.
Fixed a bug when you hit the "escape" key when exiting the world map it wouldn't save your world map data properly.
Fixed a few minor save loading issues with the chest system when switching game modes.
Fixed numbers in village efficiency panel from not rounding off correctly.
Miscellaneous Changes
Improved the load time transitioning between game modes slightly.
Re-balanced chest perk amounts and costs a bit. (Note: Existing chests won't be affected)
Tweaked the opening chest GUI a bit.
InDev 31 Unstable 4 Change Log
Chests, God Experience and Perk System
You now gain a reward chest for every 5 days of gameplay on any region.
Chests have random perks in them, like "Farelle's Constitution" offers a global 5% max hit points bonus to all your villagers, on all regions.
Chests are opened with "God Experience". This experience is gained through normal gameplay. The better your village is doing, the more experience you'll gain.
There are 5 levels of chests, each level cost +80% more experience to open than the previous level, but has more perks.
You can only have 8 chests unopened total, once you fill your chest bar you must open a chest to gain more.
All perks, chests and experience gained is persistent through resetting your world with the Doom World panel. Meaning you get to keep all your perks even if you reset your progress! If you want to reset your perks progress, you must delete your entire profile.
Save Rollback
Completely rewrote how save data is handled, allowing for rolled back up to 8 saves.
This system is not used to correct game play mistakes, this is used to fix corrupted save files! Rolling back a perfectly working save is not advised and can cause other problems. The intent of this system is an emergency quick fix if your save data is completely ruined.
To access the save rollback menu, hold left shift while viewing your region on the world map, or in the skirmish load menu.
Miscellaneous Changes
Added the unemployed villagers panel to the migration tab.
Added new song, Endless Drought.
Old Lootbox sparkle locations now slowly vanish over time if you don't uncover them.
The grab button now properly shows the grave key ` itself, and no longer spells out "GRAVE".
Minor improvements to several AI branches, making them fast-fail if their destination buildings are destroyed.
Bug Fixes
Fixed the "ghost building" bug that would sometimes cause the tilesets of destroyed buildings to not be removed from the game.
Fixed a crash when a monster drops equipment on the main menu.
The organizer job description no longer flies off the GUI.
Fixed courier golem parked icon on the courier panel.
Fixed glitch where if you go into the settings menu and click "ok" while borderless full screen is already enabled, it'll disable it regardless of what settings are set.
Unstable 3 has arrived, and is chalk full of AI improvements galore! The focus of this patch was to refine a lot of the AI behavior trying to fix some of the annoying issues that creep up occasionally. I hope you guys enjoy it all!
The change log may be short, but the code behind all these AI changes are quite extensive, so be sure to report any issues you may have! :)
InDev 31 Unstable 3 Change Log
AI Improvements
Way Makers can now carry multiple resources at once to roads.
Workers will no longer steal resources assigned to road construction.
The Way Makers, Provisioners, Farmers, and the behavior for equipping resources in general now are much better at finding the nearest resource to work with, similar to the changes seen for builders in Unstable 2.
Farmers now plant resources in the closest available open farm tile.
Villagers no longer steal food from other starving villagers.
Tweaked and cleaned up the storage AI a bit.
Cleaned up several AI branches, removing some unneeded fail states.
Added experimental path finding movement costs that attempts to reduce how often monsters and villagers walk in a "single file line", trying to make them spread out more naturally.
Villagers will now ignore "threatened" resources in dangerous areas. (Like mob drops at your front lines, during the night)
Improved stuck pathfinding to avoid getting trapped as often.
Villagers no longer work to the point of bursting into flames when doing refining jobs.
Miscellaneous Changes
Buffed guards defense and damage a bit.
Cleaned up some of the coordinates selection code in the AI.
Resources on the ground now sparkle if a mob is en route to pick it up.
Slightly remastered the SixtyGig sound, Goodbye Retro Sky, Lost Soul and Sunken Hope tracks.
Added new tracks; A Way to Freedom, Crops of Nowhere and Wild Desert.
Updated program icon.
Bug Fixes
Doggos will no longer freeze the game if they try to deliver a resource to a building covered in corruption.
Fixed migration data not saving during an autosave.
The courier system has arrived! InDev 31 Unstable 2 is here, and in addition to the new courier system, also comes packed with a bug of improvements to the AI, some bug fixes, and quite a few other things. Check out the change log!
InDev 31 Unstable 2 Change Log
Courier System
New Building: Courier Station. This new building will spawn courier golems that can be used to deliver resources to nearby regions. Upgrading the building will increase how many parking spots the station has, how many golems it can spawn, as well as reduce spawning costs.
New Job: Courier supplier. These new workers will bring resources to the spawned courier golems that are parked in the courier stations, to eventually be delivered to nearby regions.
You can send an unlimited amount of resources every day assuming you have enough golems, and the resource is set on the new courier panel on the left hand side of the screen. Setting the "Daily" value will cause the golems to try to send as many resources as you selected out every day, where as the "Send" value will try to send that many resources in addition to what you have daily sent at that day.
Courier suppliers will supply parked golems in the courier stations with resources to deliver all day long, but courier golems can only leave the village during the midday.
When a courier golem arrives at the connected region, they will drop off their resources and try to park at that region's courier station. If a courier station does not exist or there is no parking available, they will destroy themselves.
Both organizers and labor golems can supply courier golems.
Migration System
Rebalanced the requirements for villagers to be able to migrate away from the village. Many more villagers should now be available.
Migration way station migrations per day have been increased.
Miscellaneous Changes
Completely rewrote builder construction AI to be much more intelligent where it decides to pick up resources to deliver, as well as when to harvest.
Added better essence return coordinates data, making everything look more visually centered on the buildings as essence is being brought in.
The workers supplied and build range provided is now side by side in the object panel GUI if both exist.
Improved all of the out of bounds code for the game.
Aid building category has been renamed to Civics.
Way Maker Shack moved to the Civics panel.
Added a new food type, melons, but it is currently not used on any official map.
Decreased the chance guards will flee.
Completely rewrote panic and flee mechanics to pick more intelligent coordinates. (AKA: They run to the village now)
Farmers can now plant new seeds during the extreme heat in the summer.
Bug Fixes
Fixed some minor collision map issues on the golem combobulators.
Fixed map editor not saving maps on exit.
Fixed some very minor size issues on the left panel GUI.
Corrected some page buttons on the GUI from double-rendering.
Fixed a few typos in the help system.
Fixed a bug that would cause some of the AI to crash if a building or target resource was nearly out of bounds of the map.
Fixed a typo on the kitchen description.
Lets talk about Graphical User Interface!
Greetings fellow deities,
I've decided to do some GUI overhauls after InDev 31 Stable has been released, and I'd love to get some feedback from you on what you would improve!
Rise to Ruins has a ton of mechanics. It's somewhat the bane of this genre's existence that we all seem to have cluttered and over complicated GUIs, but I've always strived to make it as streamlined as possible, and I think it's about due for some improvements.
Here are some tentative plans coming down the pipeline after InDev 31 is released;
The resources bar on the top of the GUI will be compressed down to only one row, and only display harvestable and low level refined materials by default. (Wood, rock, crystal, boards, stone and crylithium), but will have a "Customize" button that can be clicked to add/remove any resource you want.
New, larger, tooltips will be added all over the GUI, allowing you to highlight over some of the more confusing areas and get a description of what the GUI is trying to explain to you. For example, if you moved your mouse over the "Maintain" text in the production panel, it will say something like "This is the total amount of resources you want to always keep on hand in the village, keep in mind this also counts resources that are currently equipped by your workers."
The harvesting button on the bottom left will be compressed down into a single button you can click on, opening a context menu to select specific resource types, but will remember the last selection so you can single click to reselect a previous selection.
The "Harvest Food" and "Harvest Water" will be broken up into two buttons.
a "Harvest All" button will be added.
The entire road system's GUI will be rewritten. More on that later! :)
GUI work is complicated from a development standpoint, and it is excessively difficult for someone used to using said GUI all day everyday (aka: me!) to see the less obvious flaws and nitpicks. As such, I'd love to hear your gripes and solutions to those said gripes. If it's something I can reasonably manage, I'll move it into the UI patches. :)
So, give me that feedback! :rtrpickaxe:
Summer Sale Live Streaming!
Greeting everyone, throughout the Steam Summer Sale I will be live streaming Rise to Ruins game play. You're welcome to check it out on Twitch or on the Steam Store Page.
If you're interested in chatting, I highly recommend heading over to twitch, I'll be chatting with the fans the entire time. If your focus is just checking out gameplay, the Steam side will be chat/webcam free streaming pure unedited gameplay. :)
InDev 31 Unstable 1 has arrived, this is the first release of the InDev 31 series, covering the brand new migration system, and tossing in a ton of technical changes to the game's various display modes. Check out the change log for details!
You can now send villagers from one village to another connecting village or new region via the new migration tab on the left panel.
You now will only get "freebie" villagers and resources on your first region. After, you must send migrants to connecting regions to establish them.
When starting a new connected regions you will get up to 15 migrants as soon as you place your camp. After, you will get anywhere between 5 and 10 a day until all incoming migrants have been completely exhausted. During this time you can still receive nomads as usual.
New Building; The Migration Way Station. It enables access to the new migration tab so you can send villagers to nearby regions as well as increases your maximum amount you may send per day.
When sending migrants to new regions, the villagers will become migrants in the morning, and actually leave at midday.
The village will only send healthy, young and single adult villagers out of the village.
The world map now allows you to start anywhere you want for your first region, but blocks expanding into other regions unless you send migrants there first.
When visiting a new expanding region you get up to 15 migrants as soon as the camp is placed.
Display Modes
The game can now be played in borderless full screen. Although on Mac and Linux, some versions may still display your task bars.
When using traditional full screen (the old style), you can now change the game resolution.
Interface Changes
Reworked a large amount of the world map GUI to support the new data in migration system.
The mouse is now a hardware cursor.
Hid the mouse and overlays when you use the hide GUI button.
You can now move the map and zoom on the main menu.
Removed the splash screen from the game entirely.
Re-added the save-only, data views and hide topography buttons to map editor.
Added the required building's name to enable a tab to the disabled tabs on the left panel.
Fixed render ordering of the map buttons so they are not under the buildings on the world map.
Reworked the "You Lose/Abandon Region" GUI.
Miscellaneous Changes
When your population hits zero, you now "lose" the map and are ejected to the world map.
Nomads and provisioners now arrive and leave on the edges of the map rather than random locations.
Nomads and provisioners can no longer arrive in locations that can not reach the village, unless the village is completely blocked off.
Nomads are now slightly more willing to pathfind to the village once they spawn.
Removed Limbo from the game entirely, as it has been replaced by the migration system.
Main theme on the main menu no longer loops.
The game will no longer save until the region has actually been "started" by placing down your camp.
Time is now frozen until you place your camp.
Added new world map tips for the migration system.
When starting a new game, the game now picks a random location in the center of the map as the default map position.
Bug Fixes
Fixed a crash if lake water levels dropped while a road was under the water.
Max upgraded and filled crystal harvestry light map fixed.
Fixed some minor font rendering issues on the world map.
SixtyGig Games Publisher Page is now live!
Thanks to Valve's introduction of publisher pages yesterday, SixtyGig Games' official publisher page is now live! Please take the time to run over there and give it a nice juicy follow.
InDev 31 development has begun! (Actually, it started about 2 weeks ago, but who's counting?). InDev 31 is going to be a major step to reaching Rise to Ruins Release 1, hopefully sometime this year.
The overall goal of InDev 31 will be introducing a new way to move resources and villagers around the world map, as well as giving the world map some purpose. The world map will now have goals the player needs to meet. The more goals that are met, the more global bonuses the player will receive for all the villages under his control. The idea is to encourage the player to spread out and eventually take over the entire map as part of an overall endgame/metagame that will be played alone-side the core gameplay in each region.
I'm really excited for this update, as I feel the mechanics being added are the last major content vacuum in the game before Release 1 is possible. Will the game be considered finish? No, of course not. There's still a ton of fish to fry before Release 1. But no worries, even after Release 1 development is not ending when the game leaves Early Access. :)
InDev 31 Road Map
World Map Goals and Mechanics Changes
Goals will be added to the world map for the player to accomplish. The goals will be all sorts of different things. Like "Maintain 3 villages with a population over 50", "Control an entire biome on the map", or "Have at least one village survive to day 80".
For every goal you achieve, you will unlock a perk. These perks can be anything from +5% harvesting, increased birth rates, increased hit points, carry capacity, unlocking new buildings/upgrades, unlocking new spells, etc.
Every goal achieved will lower the global corruption threat, allowing older villages to survive much longer than before.
You have to maintain the goals, if a goal is lost you will lose the perk you gained and the corruption will become stronger.
You will now only be able to visit your first region for free (Getting free villagers/resources when you place your camp). After, you will spread out from the region selected outwards using the villagers from your initial camp, and won't be allowed to visit those regions until enough villagers have been sent there to establish a new village. (See below)
Migration and Trade Systems
A new exploration building will be added, that will allow you to send villagers out into nearby connected regions. The more upgraded the building, the more you will be able to send each day.
Villagers sent to nearby regions will be in a sort of "stasis" until the player decides to visit the region they were sent to. Once they visit that region, the villagers sent will pop up as soon as it is safe. (Dawn through Midday).
You will be able to send villagers to a region regardless if it is or isn't occupied, allowing you to share villagers between established villagers, or start new ones.
A new trade outpost building will also be added, this building will open up delivering resources to other villages by way of the Catjeet (Or possibly, a new mob type, time permitting). The Catjeet will act as "delivery men" and take resources from your village to the assigned region for a small fee.
Same as the villagers mentioned above, Catjeet that leave the region will arrive at the delivery region next time you visit.
Miscellaneous Changes
Limbo will be completely removed from the game, replaced with the migration system mentioned above.
Skirmish Mode's initial villager spawn in will now work like the World Map does, giving you villagers only after you place the camp, and spawning them directly on the camp with some free resources.
Time permitting, an "abandon the region" mechanic will also be added, instantly sending the entire village out in all directions to any connecting region. How this will work is still to be determined.
Revamped Display Settings
Borderless full screen will be added, currently works on all tested Windows 7, 8, 8.1 and 10 machines. Linux and Mac work as well, but the task bar is still being displayed. Sadly, this may be an unavoidable issue. But I will try to work it out.
Fixed resolutions will be added, so you can change the full screen resolution of the game to anything you want, rather than your set desktop resolution.
The original full screen mode will still exist and can be toggled in the settings menu, for players who prefer non-borderless modes.
The game will now use a hardware cursor!
InDev 30e - The Main Menu Update - Released!
InDev 30e has been released. Barring any issues that need hot fixed, will be the final InDev 30 series release, and development on InDev 31 will be starting immediately.
Most of this patch is a complete revamp of the main menu almost entirely from scratch. But, there's also some new music, a few bug fixes and other interface changes. Check out the change log! :)
InDev 30e Change Log
Interface Changes
The entire main menu has been reorganized, moving a majority of the buttons to the left side.
Added transitional zooming to the game, now when you zoom in and out, there is a transition period that makes zooming feel smoother, as well as some sound effects if you zoom in and out quickly.
Interface scaling settings can now be set in the settings menu, rather than having to edit settings.properties manually.
The interface scaling settings now refuse to make the interface larger than what will fit in the window, preventing situations where the GUI may become unusable as a result.
Miscellaneous Changes
Updated song Sunken Hope.
Added new song Be Water My Friend.
Bug Fixes
Fixed a bug that still allowed players to cast spells on the edge of the map and into the void, that should have been prevented in InDev 30d.
Fixed a typo on the maintenance building description.
Walls, gates and fire pits are no longer completely invulnerable.