Rise to Ruins cover
Rise to Ruins screenshot
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Genre: Simulator, Strategy, Indie

Rise to Ruins

Follow Up: Let's Talk About Leaving Early Access.

Hey again everyone,

Thanks for the ridiculous amount of feedback you all provided over in the original announcement. I've read pretty much all of it, and I decided to write a nice neat follow up addressing the common feedback among all of you, since even my own comments get buried in the sea of feedback over in the other announcement.

Feel free to continue providing some follow up feedback of your own down in the comments! I'm always open for more.

Here's some of the hottest topics;

"The game needs endgame/a campaign!"


This ones an interesting one to address. Many people are requesting "endgame" content or a campaign mode of some kind. The problem is, this game isn't actually the kind of game that makes sense to have either.

I could shoehorn in a campaign, but that really is just "forcing goals" and masking areas where the content is lacking, and I don't feel that would jive well with the nature of the game. Although a scenario mode is on the drawing board and may be implemented at a later date!

Most of the time in a game like this, when people are asking for "endgame" what they're really asking is "Give me more late game content" without realizing it. That's certainly something I want to address in future patches, but that's not really "endgame". That's simply adding more late game content and pushing the content wall farther away.

My plan is to keep pushing that content wall out as far as I can, with the end goal of a player never really being able to experience everything in a single village, and if they somehow do, they're probably satisfied with the hours they put in and is ready to move on to another game in their library.

This goal simply takes time though, I can't make an "Endgame" patch, as that wouldn't make much sense and that's not really how all this works. Endgame is really just the content wall being hit and giving the player some arbitrary goal, that once hit, still circles back to the same problem; nothing left to do. The ultimate goal isn't really endgame, it's to avoid the content wall being hit all together. So my plan is to just keep on chugging out more content, endlessly, before and after the game leaves Early Access.

"The world map needs more purpose. I want a reason to expand and maintain more than 1 village."


Whole heartedly agree, and I will take any and all feedback related to accomplish that. :)

The original game design plan did not include a world map, this was something added post Early Access. I am still wrestling with a solid plan to push forward on tying all the maps together, and would love to hear your thoughts on the matter.

Keep in mind a technical limitations when providing your ideas though; The simulation can only run on one map at a time, and the passage of time can only happen on one map at a time. The villages cannot communicate with each other from a code standpoint. Each map is in "stasis" when it is not being played, only the data in the map currently being played, and the world map itself, is accessible.

"The game needs before release."


A lot of you have great ideas for future content, surprisingly a lot of your ideas are actually already planned too. But one thing I noticed quite a lot in the other announcement was many people seem to be under the impression the game's development will stop, slow down, or transition into DLC releases once the game is released.

This is wrong.

The game will continue to be developed, at the same pace it is currently being developed after release. The day Rise to Ruins is released will not be the day development stops, it will only be the day the community feels the game is worth the pricetag as-is, without any additional content. But development will keep pushing forward! :)

"The game needs , but I don't mind if it's DLC after release."


This sort of plays in with the feedback above about needing before release. The game will never have DLC (outside of the soundtrack). If you own the game, you will own all the content the game will ever have. You will never pay more for anything extra. Anything that could have been "DLC" will just be a free content patch in a later version of the game. So no worries! I have you guys covered there.

"Make saves backwards compatible before release."


It's planned, don't worry about this one. After release, saves will only break if there's literally no other option. But "never" is the ultimate plan.

"Each map feels the same.."


Agreed, and this will be partially resolved with the new per-map difficulty, weather, and mob spawning settings being added in a future patch. :)

"Needs workshop support!"


Sadly, modding is not planned as an official feature. Unofficially, the game is written in Java, and thus anyone with the technical skills can simply decompile the game and do whatever they want (Hint: Minecraft technically doesn't support modding either!).

But, workshop support is still planned for custom maps and localization support, slated for release some time after leaving Early Access.

"Game needs language!"


There's no gentle way to really say this, but I only speak English. I can't support your native language (unless it's English!). There's too many technical and logistical problems in a game like Rise to Ruins to pull it off effectively and professionally. Thus why I am adding user-made localization support to the workshop, to allow you guys to maintain them yourselves. :)

Now, before you say "But will translate the game for you!" or "I'll do it for you, no worries!", keep in mind the game is constantly in development, now and after leaving Early Access. I can't pay a professional service to retranslate parts of the game every major patch and I can't rely on fans to keep with it either, it's just not financially and logistically realistic.

I apologize for it, but it's just the way it has to be. I'm a one man dev with limited time, budget and resources in this department. The best option here is to open up the workshop and let you guys maintain localization yourself. :)

"Game needs a tutorial!"


Agreed and planned. :)

Thanks for taking the time to read this wall-o-text, see you in the comments. :rtrzombie:

InDev 28c - The Tips Update - Released!

InDev 28c has been released. Its main focus is to flesh out the tip system a bit, adding some new tip videos to the game to help along the newbies. But it also includes a bunch of minor tweaks and bug fixes. Check out the change log for all the details!

InDev 28c Change Log



Tip System

  • The tip system has been revamped, with a bunch of old redundant tips removed, new tips added, and many tips now have short video clips that accompany them, helping new players find things a bit easier.
  • When a tip is active, the game is automatically paused, and will unpause when you close the tip.


Miscellaneous Changes

  • All specters and slimes are now vulnerable to electric damage.
  • Domesticated doggos can now be recalled.
  • Thirst drops a tiny bit faster now.
  • "Offline Mode" has been added to the game's settings file, you can now turn it on to prevent the game from loading twitch data, the announcement page or anything else related to accessing the internet. The setting can be found in your Profiles/settings.properties file.
  • AI tasks for picking up resources on the ground will now abandon if the resource is moved or destroyed before they arrive.
  • Headless now are slightly vulnerable to fire.
  • Barracks and outposts can now store shields.
  • Motivate land now works on farms.
  • When taking a screenshot, the game will now give you the output in the console.


Optimizing and Big Fixes

  • Fixed some miscellaneous typos and improved some wording around the GUI.
  • Fixed the tool tip names of the maximum upgraded golem combobulators.
  • Fixed "Crossdressing" bug where sometimes villagers would be given the wrong gender's sprite.
  • Fixed announcement category positioning.
  • Fixed bug where in extremely rare cases, the farmers would try to "plant" water buckets in the farms.
  • Fixed a bug where monsters would sometimes "attack" the void if they could not reach a target.
  • Fixed spray tower's accuracy when upgraded.
  • Fire elementals no longer attack walls, gates and fire pits if they're flagged to be dismantled.
  • Mobs using ranged attacks no longer "zigzag" between two coordinates in a few rare situations, trying to find a place to fire.
  • Fixed doggos not getting the correct names for their gender sometimes.

Let's Talk About Leaving Early Access.

Greetings everyone,

I thought I'd take a minute to write up this little announcement, and gather some feedback from fellow gamers about Rise to Ruins and eventually leaving Early Access.

First of all, I'd like to preface all of this by saying I'm not releasing Rise to Ruins this year. I'm simply curious how everyone feels about the current state of the game, where it's headed and how complete you feel it is.

Hopefully, the game will have a strong community for many several years, allowing me the freedom to continue to develop it at the same pace I always have. I love working on the game, and I love the community that has been built up around it. While all good things do eventually die, I'd like to extend the game's life as far out as possible.

Because of the game's practically endless development cycle, I have to decide when the game is far enough in development it feels like a complete product gamers would pay for, feeling satisfied they got their money's worth.

For me, the transition form Early Access to Release changes absolutely nothing in my plans, because a game like Rise to Ruins is never truly complete, there's always more cool content that could be added. Transitioning out is just a landmark moment when we tear down the ugly Early Access banner. Development will just keep chugging on as it always has, probably at the same speed it always has. But I do have to eventually leave Early Access, as game has been officially in development since May of 2014, and launched Early Access on October of 2014.

I would like to leave Early Access some time next year. But, I'd also like the community's thoughts on the current state of the game. Feel free to post whatever your opinions of the game are in its current state of development, and if you'd be happy with the product as-is if it was not in Early Access. :)

The main points I'm interested in are;

  • If you bought the game today, as a released game, would you feel you got your money's worth?
  • Does the game in its current state feel "lacking"? (Taking consideration that in this genre, there's always something to add.)
  • If the game feels lacking, what is it lacking? What is missing that makes it still feel incomplete?
  • If you were me, what would you do in my shoes with a currently successful game moving into year 4 of Early Access?


Feel free to answer all or none of the questions, they're not required, just some guidelines to get the discussion rolling. :)

I'd love to hear all your feedback on this, no matter what you have to say! :rtrheart:

InDev 28 - The Smorgasbord Update - Released!

InDev 28 is finally here, with so many new and really great content I'm excited to release, I don't even know where to start! This patch introduces Steam trading card support, a new resource management panel, doggos, more defense mechanics, new golems, ranged attacks,
speed controls, and so much more!

Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.

InDev 28 Change Log



Steam Trading Card Support

  • Rise to Ruins now officially supports trading cards! Featuring 6 cards, 8 backgrounds, 10 emoticons and 6 badges!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.


Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.
  • New Building: "The Doggo House", a very small, cheap house that houses only Doggos.


Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.
  • Golem Combobulators now start by only spawning 2 golems, but gain an additional slots per upgrade, up to 5 total.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.
  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.
  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.
  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added proper colors for the various water phases in the minimap.

Build InDev 28 Unstable 6 Released

Click here for help on accessing the Unstable branch!

Unstable 6 has arrived, chalk full of miscellaneous bug fixes, tweaks and improvements to prep for InDev 28 Stable's release on the 15th! :)

This may be the final Unstable build before InDev 28 Stable is released, so be sure to bugtest the hell out of it.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 6 Change Log



Miscellaneous Changes

  • Added a positioning arrow system to the outline of the GUI. Now villagers, golems and doggos off screen will have tiny arrows point towards them along the outer edges of the GUI. If the mob's health is below 75%, they will flash to get the player's attention.
  • You can now use ALT+ENTER to toggle full screen.
  • Golems now appear as orange dots on the minimap.
  • Visible ghosts are now white dots on the minimap.
  • Minimap mob dot borders are now slightly darker.
  • Lowered arrow count of quiver to 40.
  • Weapons and tools now obey their damage types in melee combat.
  • Slashing damage added.
  • Slightly optimized some of the AI algorithms for determining if storage or refining should be done.
  • Added ranged and weapon damage to the mob GUI.
  • Added new sound set system so sound sets can be applied to specific mobs.
  • Added doggo sound effects.
  • Resources out of range of the village are no longer counted in any of the totals.
  • Added song Sunken Hope.
  • Updated soundtrack DLC with all of the new songs added in the last few versions.
  • When highlighting over a manufacturing resource in the resource management tab, the resource required is now displayed.
  • Slightly adjusted the positioning of the right panel.
  • Added smaller dismantle icons for 1x1 buildings.


Big Fixes

  • Fixed a typo in the ancillary description.
  • Fixed range bug over-placing when you placed buildings faster than the system updated.
  • Fixed "long range" melee attacks when a mob runs out of ammo mid-attack.
  • Fixed some awkward targeting bugs in the combat AI
  • Fixed a minor bug when a mob is refining a resource while another is en route to store the same resource in a building with even storage flagged, that could cause the storage count to go over.
  • Fixed a bug where the new resource management system would not "Obey" some tool and weapon requests because it determined the villagers did not need the item.
  • Fixed the map editor's map "drift" movement.
  • Removed an invalid object on map Sandy South.
  • Doggos no longer trigger the new left hand snap panel.
  • Fixed a bug that could sometimes cause mates to not be correctly assigned when a mob spawns into another mob type.
  • Fixed a bug if a doggo became owned by a child, and the child grew up, the doggo would no longer be assigned to the child.
  • Fixed a bug if a wild doggo became domesticated, their owner would "forget" who they are.
  • Holy golems are not longer counted as homeless in the GUI.
  • Fixed minor graphics glitch on the makeshift bowyer construction phase.
  • Fixed a few miscellaneous font issues in some areas of the GUI.
  • Tips are now properly enabled/disabled without restarting the game if you change the setting while playing.


InDev 28 Unstable 5 Change Log



Resource Management System

  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can now use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.


Miscellaneous Changes

  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added Doggo specific names.
  • Added proper colors for the various water phases in the minimap.


Big Fixes

  • Fixed a bug that prevented the player from adjusting resource management values when a building is being upgraded.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Fixed level range caps of some the golems that were causing them to sometimes spawn a slightly lower level than they were designed to.


InDev 28 Unstable 4 Change Log



Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.


Miscellaneous Changes

  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.


Big Fixes

  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.


InDev 28 Unstable 3 Change Log



Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log



Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log



Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build



  • None.

Build InDev 28 Unstable 5 Released

Click here for help on accessing the Unstable branch!

A smaller unstable patch, but one with a critical change that is necessary after some of the feedback you guys gave me on Unstable 4's new resource management panel.

This patch adds a new left hand "snap" panel. When you click on a building or villager with a job, the left panel will now snap to a summery view showing all the manufacturing options that job provides as well as a worker assignment panel for that job, greatly reducing how much clicking around you need to do when adjusting job/building specific manufacturing. :)

This patch also includes a few minor tweaks and adjustments, with more on the way before stable is released.

Also, due to such a fast patch release, I have created an new "Old Unstable" branch that you can opt into, to continue your Unstable 4 saves until you are ready to play Unstable 5.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 5 Change Log



Resource Management System

  • When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.
  • The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.
  • You can now use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.


Miscellaneous Changes

  • Mobs on fire can now be put out by being dropped in water.
  • Mobs now flee to water when on fire.
  • Mobs body heat will now drop slowly while in water or if it is raining.
  • Added Doggo specific names.
  • Added proper colors for the various water phases in the minimap.


Big Fixes

  • Fixed a bug that prevented the player from adjusting resource management values when a building is being upgraded.
  • Changed the Cullis Gate tip to reflect the changes in InDev 27.
  • Fixed level range caps of some the golems that were causing them to sometimes spawn a slightly lower level than they were designed to.


InDev 28 Unstable 4 Change Log



Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.


Miscellaneous Changes

  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.


Big Fixes

  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.


InDev 28 Unstable 3 Change Log



Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log



Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log



Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build



  • None.

Build InDev 28 Unstable 4 Released

Click here for help on accessing the Unstable branch!

This patch introduces two more very heavily requested features, speed and resource management controls. Both systems should be fully functional, but be sure to test the hell out of them. :)

Aside from those, the patch also features a some bug fixes and miscellaneous changes.

This patch also makes InDev 28 "Feature Complete" and nearly ready for release. I'll be spending the next few updates doing bug fixes, code cleanup and preparing for InDev 28 Stable. If you find any problems, please let me know down in the comments.

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 28 Unstable 4 Change Log



Speed Controls

  • Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!


Resource Management System

  • Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)
  • Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".
  • Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.
  • Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.
  • The same system can also be used to control harvesting.
  • Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".
  • The AI still obeys storage limits, so make sure you have space or production may halt.
  • You can increment/decrement the values by plus or minus 10 by right clicking.


Miscellaneous Changes

  • Golem Combobulators now start by only spawning 2 golems, but gain +1 slow per upgrade, up to 5 total.
  • Halved the drop rate of silk.
  • Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.
  • Total resource counts now count resources that are in inventories.
  • Water Masters now refine water from the nearest source.


Big Fixes

  • Things doggos have equipped in their inventory or are carrying are now properly counted when counting totals for resources.


InDev 28 Unstable 3 Change Log



Mob Ranged Attacks

  • The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.
  • Bowyers can now manufacture bows and quivers.
  • Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.
  • Fire Elementals now can shoot fireballs.
  • Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.


Miscellaneous Changes

  • Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.
  • Toolsmiths can manufacture iron shields.
  • Farms can now use dirty water for crops.
  • Farmers can now harvest dirty water for their farms.
  • Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.
  • Domesticated animals can now be attacked by monsters.
  • Doggos are not as brave and will flee combat more often.
  • Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.
  • Rewrote the entire missile system to complement the new mob range attack AI.
  • Made several minor tweaks to the AI.
  • Critical building repair AI now kicks in at half health, rather than a third health.
  • Added a bunch of fan made maps to the Developer's Choice map pack.


Optimizing and Big Fixes

  • Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.
  • When a doggo is killed or teleported to Limbo, his previous owner correctly unassigns himself as owner.
  • Fixed spells confusing/panicking mobs even when they don't successfully cast.
  • Fixed bug where you could still pull things out of limbo via the Cullis Gate.
  • Fixed crash when trying to build or destroy roads off the map.


InDev 28 Unstable 2 Change Log



Golem Combobulators

  • All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.
  • Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.


Miscellaneous Changes

  • Corrected Cullis Gate construction outline graphics.
  • Adjusted the pool color in Essence Collectors.
  • New Building: "The Doggo House", a very small, cheap house that houses Doggos.
  • Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.


Optimizing and Big Fixes

  • Fixed abandoned recombobulator image in map editor GUI.
  • Fixed a few minor problem panel issues.
  • Fixed a very rare crash bug that was corrupting profiles. (Note: This was implemented into InDev 27e as well)
  • Doggo Ghosts can now be properly resurrected.
  • Fire elementals no longer die walking on frozen tiles.
  • Fixed 4k texture loading problem for some older GPUs.
  • Fixed the map editor GUI while in debug mode.


InDev 28 Unstable 1 Change Log



Doggos

  • A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.


Optimizing and Big Fixes

  • The map tile loader has been completely rewritten from scratch.
  • Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.


Interface Changes

  • Spawner buildings are now purple on the minimap.
  • Reorganized the defense tab into 3 sub categories.
  • Readded Ancient Radiance Pools and Cullis Gates to the map editor.
  • Main menu's drifting can now be disabled manually in settings.properties.
  • You can now hide the place camp panel in sandbox mode without placing the camp.
  • Resources are now white on the minimap.


Miscellaneous Changes

  • Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.
  • Added a very rare random chance of an eclipse, causing nighttime behavior during midday.
  • Added a purple crystal tileset to be used in future biomes.
  • New resource artwork for Crylithium added.
  • Improved the construction phase artwork for all walls.
  • Lowered volume of the villager birth/nomad joined and village death melodies.
  • Spells no longer cost influence to cast if they fail to cast.
  • Varied the random standing coordinates when harvesting a bit.


Known Issues that will be resolved before the stable build



  • None.