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Build InDev 30 Unstable 4 Released
1 reply to this topic - Started By Rayvolution, Apr 14 2018 09:47 AM

#1 Rayvolution

Rayvolution
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Posted 14 April 2018 - 09:47 AM

Click here for help on accessing the Unstable branch!

InDev 30 Unstable 4 has been released, this patch should be a near feature complete build of InDev 30. There's a few loose ends to tie up, and very likely even more balancing I'll need to do based on your guy's feedback. But we're almost there! I am planning to release InDev 30 Stable sometime around the 20th to 22nd. :)

The meat of this patch is adding the final mechanic on the road map to the game; the aging system! Now your villagers can die, but how long they live is based on how well you take care of them. Whenever they're starving, dehydrated, homeless, or even just depressed and unhappy, they will permanently lose days off their life. So it's up to you to take care of them! If they get old enough, they will become elders and stop working. But they'll be able to chat with their fellow villagers, "sharing wisdom" and giving them a nice little XP boost.

As stated the last two times, because the corruption system (and now, aging system!) has made such a large impact on the game balance, I'm asking everyone to continue to provide some feedback. Let me know what you think. Is it too hard, too easy, just right? If you want to go the extra mile, hop into custom mode and make up your own brand of what you think survival and nightmare mode should be, and share your settings!

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

InDev 30 Unstable 4b *HOTFIX* Change Log

Aging System
  • Villagers all have been given an additional 10 years of life.
  • Doggos have been given an additional 5 years of life.
  • Rebalanced/Nerfed the rate constitution drops.
  • Halved the chance villagers can die from child birth.
  • Now mothers have a 50% chance of losing 1 day of life expectancy during child birth, rather than a guaranteed chance of losing 1 or 2.
Big Fixes
  • Fixed world map edge scrolling settings.
  • Fixed a minor range generation issue that could result in some AI getting stuck in an endless loop trying to deliver something.
InDev 30 Unstable 4 Change Log

Aging System
  • Human villagers can now live up to a maximum 30 days, catjeet 25, and doggos 15.
  • Villagers can now become wise elders late in their life, for humans this is age 25 and catjeet 20. Doggos never become wise, and will remain young hearted goofballs until they die.
  • Elder villagers can chat with lower level villagers, offering them a massive XP bonus so they can level up faster.
  • A new Life Expectancy statistic has been added, and as you'd expect, how long your villager should live.
  • A new Lifetime Constitution stat has also been added, that starts at maximum, and anytime your villager's well being is poor either from thirst, hunger, unhappiness, healing from injuries, taking damage, poisoned and a million other factors, their lifetime constitution will go down permanently. When this happens, it can lower their Life Expectancy.
  • You can never recover constitution or life expectancy, so take care of your villagers!
  • Villagers can die before they become elders if they live an extremely hard life, and their life expectancy drops below the minimum age to become an elder.
  • Rarely, when nomads spawn some of them can arrive already as elders.
  • Mothers can now die giving childbirth if their lifelong constitution is low.
  • There is a small chance the child can die during child birth.
  • Mothers now take 25% of their total current hit points in damage during child birth.
  • Giving birth instantly lowers the mother's life expectancy by 1 or 2 days.
Corruption System
  • Added a new "corruption resistance" range for the village, that works differently than normal range and ignores all blocked tiles. Some buildings do not provide this range at all, like fire pits, making them useless to push back the corruption.
  • You can see your village's corruption resistance using the data views panel.
  • Global monster spawn rates have been reduced by about 33%.
  • Corruption no longer creates new spots on the map.
  • When monsters despawn, they drop all their equipped items on the ground so the next spawn cycle of monsters can pick them back up.
  • Skeletons now do not start spawning until day 5.
  • Specters now do not start spawning until day 12.
  • Fire Elementals now do not start spawning until day 16.
  • Small slimes now no longer spawn until day 2.
  • Regular slimes now no longer spawn until day 4.
  • Zombies now no longer spawn until day 3.
Miscellaneous Changes
  • Patreon credits/names data updated.
  • Medics have been completely rewritten, they now "post" themselves at clinics, barracks and outposts and wait for injured and sick villagers to arrive.
  • Rebalanced the length of nighttime in both Summer and Winter. Summer nights are now longer, and Winter nights are now shorter.
  • The mob level hard cap has been raised to 200.
  • There are now a small amount of particles that generate when a mob gains XP.
  • When a mob gains a level, there is no longer a message in the console, and the sound is localized to where they leveled instead of being global.
  • There are now some particle effects when a mob levels.
  • Raised the doggo spawn rates back to what they were in Unstable 2.
  • Rearranged the farming AI to make it a much higher priority to do farm harvesting and tending tasks.
  • Slightly increased farm growth rate.
  • All villagers, catjeet and doggos stats have been halved. (Roughly back to what they are in InDev 29f)
  • Carry max now goes up by one per every 50 STR rather than 100.
  • The base village range of all towers provide has been increased by about 50%. (Note: This is not firing range)
  • Removed the single-threaded settings from the game, as they caused more trouble than they helped in almost all scenarios.
  • Reduced the speed health is regenerated when in a house.
  • Tripled the duration of poison, blight and dysentery, but also reduced damage taken by them by two thirds, resulting in the same amount of damage over a much longer period of time.
Optimizing and Big Fixes
  • Reworked all the code related to coloring mob sprites in game, cleaning up a lot of minor issues with recoloring mobs.
  • Permanent corruption increase per day settings are now properly saved in custom mode.
  • Fixed a bug that can cause the game to enter an endless loop if a monster despawns while being attacked.
  • Fixed the statistics panel from rendering incorrectly with interface scale settings other than 1.
InDev 30 Unstable 3 Change Log

Corruption System
  • Decreased traditional mode spawn and corruption spread rates.
  • Increased spawn rate of monsters in survival and nightmare mode.
  • The amount per spawn multiplier has been decreased, coupled with the above change, this should show a more steady and consistent increase in spawn rates.
  • Increased the amount of "starting spread" corruption has, making the initial starting corruption spot a bit bigger.
  • Monsters now spawn when graveyards are damaged, except from hail.
  • Corrupted fire pits are now built less often, causing other corruption buildings to be built more often.
  • Made some minor tweaks to how corruption picks a start spot, encouraging them to spawn farther away from the village that previously.
Miscellaneous Changes
  • Now you can interact with the speed controls, settings, save and exit or look at stats while paused.
  • Charm spell cost has been halved, and the failure chance removed.
  • Reworked some AI branching that made some AI branches not fire as often as they should, like water bottle refining.
  • Changed priority of water buckets in fountains and house from very high to high, to encourage more water buckets to make it to the bottlers.
Optimizing and Big Fixes
  • Fixed blood moons from not triggering blood rain/slimes.
  • Compressed all sound effects a bit, increasing load times and shrinking the game's initial install size.
  • An eclipse can no longer happen the same day as a full moon.
  • Fixed some tips not correctly popping up at the right time.
  • Tons of code cleanup to the input code for the game.
  • Fixed a crash if a monster tried to despawn but was trapped in a 1x1 open area.
  • Fixed a bunch of AI flow issues.
  • Fixed a bug when a mob died carrying a resource the resource on the ground would be ignored by all other workers until the game was reloaded.
  • Halved the doggo spawn rates.
InDev 30 Unstable 2 Change Log

Corruption System
  • Now, the game will randomly corrupt your save files. The chance this happens increases the longer you survive, in an attempt to increase end game difficulty.
Better Corruption System
  • Due to overwhelming negative feedback, the game no longer will randomly corrupt your save files the longer you survive in an attempt to increase difficulty.
  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.
Miscellaneous Changes
  • Doubled the length of a day.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Increased the rate light levels transition.
  • Monsters no longer wander to radiance pools.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Nerfed food values slightly.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Increased Cold Aura spell cost.
Interface Changes
  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Fixed copyright date on main menu.
  • World overlay GUI elements no longer display behind the GUI panels.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Tips no longer pop up associated with monster's buildings.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.
Lootbox Changes
  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.
Optimizing and Big Fixes
  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed some issues with sell resource and deliver resource AI branches not switching to the correct AI branches when failing.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a crash when the delivery or selling AI would fail and try to repeat itself, sometimes returning incorrect values for the new assignment.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Fixed a bug where you could not hide the camp placement panel in sandbox.
InDev 30 Unstable 1 Change Log

Multi-Carry
  • All villagers can now hold between 3 and 8 resources at a time based on their strength. They will gain 1 additional resource per 100 strength, and always be able to carry a minimum of at least 3. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.
Sweeping Balance Changes
  • Increased the stats of all friendly mobs and villagers by about 80%
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Doggo spawn rates have been halved.
  • Farms now grow food 4 times slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.
Miscellaneous Changes
  • Added all new Patreons' rewards to the game.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.
Interface Changes
  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.
Optimizing and Big Fixes
  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.

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Rise to Ruins Developer

#2 sibile

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Posted 18 April 2018 - 12:47 PM

Hi.

 

Corruption is bad. I just wanted to say something while it's still unstable corruption. The game feels less like an eco-system and more like a traditional tower defense now, which I guess is fine? But it doesn't feel as interesting as the previous god game eco-system feel. The hordes that spawn from the corruption on Nightmare are so massive it's a necessity now to attack the buildings so that there aren't so many mobs that the framerate crashes at night, but that said, spells can't be cast in the corruption so the only way to attack them is to carry golems across the map one by one, which usually get shot down one by one by the corruptions defensive towers. It doesn't feel good.

 

Killing wandering mobs during the day to reduce the attack at night was fun, and made towers like the Ballista have actual use, where as now the focus seems to be on creating a good kill-maze/kill-box. I like the idea of monsters gathering in bases, but there should still be wanderers, and they shouldn't all despawn, and they should need sustenance from the environment the same as villagers so that the number of monsters doesn't outgrow the space they are living in. I like the game when it feels like an ecosystem in a box. Do you? I'm not very sure what your goal is for this game, so it's hard to say whether this is 'bad' or just 'not what I want.' Currently the corruption doesn't do traditional tower defense or ecology very well, so it needs work either way.

 

What are your hopes for the corruption? Were you just testing it out to see the effect it has on the game? It's definitely an interesting idea that I was excited to see play out. After playing, I would say it makes the world feel dead and gamey when it's the main antagonist, spawning monsters at night and despawning them during the day. Everything feels less alive and more race against the clock to progress/defend. Arcadey almost. I could see it as a kind of 'Necromancer has moved in' type event, where the corruption is being created by a source and responsible for certain mob types, and not the main antagonist. But, again, I prefer it when it feels like an ecosystem. So I'll always be biased towards that.

 

There will need to be a way to directly control golems if the emphasis is going to stay on the player needing to preemptively attack so that they don't get overrun at night. If the player is going to be forced into a behavior, it should at least be enjoyable. On the good end this feels like the game nudging the player to try a playstyle they wouldn't normally, while on the bad end as it currently is it only feels like a chore necessary to continue playing the game that they actually enjoy.

 

The change so that there are less villagers that can do more is a major improvement. The lag decrease from having half as many villagers is practical and just feels better than having a million worthless worker ants. The jobs don't seem like they've been updated to account for the change, though. A lot of the jobs could do to be combined: refiners able to harvest when there is a harvesting building; water master and farmer combined with bottler and cook, or all four made into one job; toolsmithy, armorsmithy, and forge jobs all combined; most woodworking/stoneworking jobs combined. It would be nice to see buildings combined as well with tech upgrades instead of more clutter in the form of extra buildings. Water master I feel is the biggest offender, as it takes the new stronger villager about all of three seconds to completely fill the water purifier, and then they just sit around, which matters more since they're worth more now.

 

Honestly, I would like to see even less villagers than there are now. I'd like to see the game reach a point where villagers actually feel unique, to the point that the player is remembering villagers by their names, the things they've done, etc. I don't know if that's what you're going for. It seems very hard to imagine happening with how basic their sprites are. Maybe just forget that.

 

It seems like there are too many events happening too close together. I don't know if this is just a Nightmare thing that I'm experiencing recently, but most days there are 2-3 events like meteor showers or earthquakes. It's just too much. Calm down!

 

The energy cap based on population along with the spell slots are great progress towards making the player actually feel like a god, but the spell slots don't actually do anything. There isn't anything stopping the player from swapping out spells they need on the spot. My first thought would be to have a temple building, which already feels necessary since there are god game elements, and have it so that spells can be changed while there are worshipers at certain times of the day or under certain map conditions. It shouldn't cost energy. Currently I like the way that energy never seems to be destroyed, only transferred. It would feel nice to have a spell from certain circumstances that feels like an actual achievement on the players part for noticing, rather than reaching a prescribed amount of currency and purchasing the spell. It's just how I would do it. All that really matters is that it's gated in some way before it leaves unstable so that the slots have meaning.

 

A reputation system with the villagers and how they feel about you as a god would be nice. Some kind of terrain the player creates with a spell or has the villagers build where the villagers aren't surprised if the player summons golems or other magical things from would be nice. Gates not being counted as buildings and being as thin as the walls they are part of (3x1/1x3 instead of 3x3) would be nice. A way to have waymakers automatically upgrade paths in the village would be nice.

 

I'll make another game skunks after this update is done. You fixed a lot of the problems I brought up originally so I felt kind of deflated and empty of criticism as you continued to update, but I feel my need to critique flaring recently.


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