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Build InDev 27 Unstable 3 Released
1 reply to this topic - Started By Rayvolution, Aug 04 2017 10:07 AM

#1 Rayvolution

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Posted 04 August 2017 - 10:07 AM

Click here for help on accessing the Unstable branch!

InDev 27 Unstable 3 has been released. Get ready for the disasters! This patch brings in the new disaster system, some AI improvements, the guard housing system and a ton of other tweaks and changes! Check out the change log below for all the juicy details.

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

InDev 27 Unstable 3 Change Log
Disaster System
  • Tons of new disasters have been added, that can happen randomly as you play. Some disasters require certain weather conditions.
  • Meteor Shower - This disaster can happen at any time, and will rain meteors down from the sky on to your village.
  • Electrical Storm - This disaster can take the place of rain or snow, resulting in a massive amount of lightning and thunder, but very little rain.
  • Hail - This disaster can take the place of rain or snow, but can only happen if it's cold outside. Will rain down hail onto the village, possibly damaging all buildings and mobs outside.
  • Blight - This disaster will eat away at any living plant life in the area, including your farms!
  • Earthquake - Shake the ground and damage anything nearby!
Blood Moon
  • The Blood Moon is a new lunar event that can happen in the Spring or Autumn (by default) randomly. During a blood moon, it will rain blood, generate red "Fire" lightning and spawn new Blood Slimes in the village!
Optimizing and Big Fixes
  • Fixed some minor tileset flagging issues.
  • Fixed a crash bug in the follow mob AI when the path generated was generated before the map was updated.
  • Can no longer set minimum Limbo villagers in custom mode to 0.
  • Fixed some typos in the custom mode config.
  • Fixed a lightning positioning glitch during storms.
AI Changes
  • Water Bottlers and Cooks can no longer deliver rations and bottled water to homes or storage.
  • Water Masters can now store and redistribute water bottles.
  • Villagers can now flee into their home if panicked.
  • Changed around Miner, Lumberjack and Crystal Harvestry AI to sort resources evenly, by priority, rather than closest by priority.
Building Changes
  • Barracks can now store food, water and house guards.
  • Increased range of Outposts.
  • Decreased range of Fire Pits.
  • You can now "pull" essence out of essence collectors by hovering your hand over them.
  • The Stone Wall Gate has been added.
  • Nerfed Static Tower slightly.
  • Screen no longer shakes when a building is damaged, only when it is destroyed.
Miscellaneous Changes
  • Removed golems from the population quick tab.
  • Added barrack occupancy to various locations on the GUI.
  • Lightning rod range can now be selected in the GUI.
  • Reworked Fire Blast spell into a new "Meteor" spell that can generate rock.
  • Changed "Total Buildings" in the building drop down icon to the Civic icon.
  • Added total ancillaries to the building list panel
  • Tweaked and added many new particle effects.
  • New Songs: Gloom and Sorrow.
  • Updated the song "Goodbye Retro Sky"
  • Essence changes colors when attracted to your hand.
  • Brought back the mouse on the splash screen.
  • Death messages now pop up in the console.
  • "Has been completed" and "Has been fully repaired" messages no longer pop up on the console for monster spawners.
  • Lightning now does more damage to mobs, and is percentage based.
  • Added a "drop resource on ground" sound effect.
  • Village range map system has been sent off to a dedicated thread, reducing overall CPU usage on the main thread and optimizing performance.
  • Increased durability of tools and weapons.
  • Decreased drop rate of items on all mobs.
  • Many of the new disaster and blood moon settings can now be changed in Custom Mode.
  • You can now select starting resources configurations in custom.
InDev 27 Unstable 2 Change Log

  • A new gate system has been added, introducing the first type of gate. The Wooden Gate. Gates allow villagers, nomads and golems to travel through them, but not monsters. This allows you to make "safe exits" in your village that circumvent your defenses.
Optimizing and Big Fixes
  • Fixed Ice Spray tower damage.
  • Fixed some erroneous names in the mob list.
  • Pathfinding is now multithreaded, boosting late game performance by offloading much of the pathfinding code to another dedicated thread.
  • Fixed some response time issues with Twitch integration when Twitch's servers are running slow.
  • Fixed some comparator/sorting bugs.
  • Fixed a guard crash that triggers on load when it can't find a way point.
  • Mouse wheel scrolling works in the map editor now.
Pathfinding Changes
  • In the event a path into your village is extremely long, monsters will now consider attacking nearby walls or gates to get in.
  • Fire Elementals can no longer cross water.
  • Ghosts and Spectures can now walk through walls and small objects.
Miscellaneous Changes
  • Outpost build costs have been reduced slightly.
  • Spectures have been made slightly less resistant to physical damage.
  • New Song: Winter is Nigh.
  • Nomad spawning no longer checks if they can reach the village on their own. But now requires a larger movement area.
  • Slimes are no longer hostile in the daytime.
  • Refiners and manufacturers can no longer assist building projects.
InDev 27 Unstable 1b HOTFIX Change Log

Miscellaneous Changes
  • You can no longer send golems to Limbo.
  • Adjusted some wall artwork for the wood wall.
Optimizing and Big Fixes
  • Fixed a bug causing villagers to hardly ever chat, resulting in less of them pairing up and mating.
InDev 27 Unstable 1 Change Log

Guards and Barracks
  • New Job: Guards. They will patrol around your village, front lines or the perimeter depending on the time of day and try to work in groups to remove any threats in and around the village. Guards will also automatically "post" themselves at the new Outposts or the Barracks, providing a lookout that will call over more guards if danger arrives.
  • Villagers can now "Call the guards" when they are attacked, causing up to the 5 nearest guards to be called over for every one monster in the area.
  • New Building: Barracks. This building provides guards, and stores a large amount of equipment for them to use. The Barracks will also gain a small bow tower when upgraded to maximum. In a future update, guards will also be able to use the barracks as a home.
  • New Building: Outpost. Adds a small amount of guard slots, and has some storage for equipment. The maximum upgraded version also gains a small bow tower.
Optimizing and Big Fixes
  • Fixed a stack overflow error with range map desirability that would cause the desirability to "roll over" on itself, returning back to 0.
  • Fixed a few miscellaneous GUI typos.
  • Removed some benchmark code from the object overlay system.
  • In the rare event a mob is hit by another friendly mob or tower, it will not attack back.
  • Fixed missing Abandoned Recombobulator Tower GUI icon.
  • Cleaned up some resource placement code, preventing resources from being placed "in air" more than once at the same time.
Miscellaneous Changes
  • A new trading AI branch has been added to all villagers, that will allow them to trade directly with one another to get the correct tools, weapons, armor, food or anything else they may require.
  • The Cullis Gate has been completely rewritten. You can now drop mobs and resources into it (Including monsters!), sacrificing them for essence. But if you're not careful they can overload and explode into a massive earthquake.
  • "Take From Limbo" and "Send To Limbo" costs reduced.
  • The inventory slots have been changed, now mobs can have a new shield slot (Currently unused), and the two item slots have been replaced with 3 dedicated slots of a recovery item, a food item and a water item.
  • Thirst no longer goes down when it is raining.
  • Reduced the construction costs of all walls.
  • Adjusted how buildings gain hit points, so weaker builders are stronger, and stronger buildings are weaker.
  • Villagers no longer look for bandages or potions when hurt, but rather try to always keep one on hand.
  • Lightning now scares villagers.
Known Issues that will be resolved before the stable build
  • Tips are not updated.
  • Sometimes guards posted to a job will take their time before they quit.

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Rise to Ruins Developer

#2 abc

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Posted 04 August 2017 - 01:55 PM

Can you make fire pits go over walls? I can never build walls unless I surround the area with Fire Pits first or else I can never place anything past the first wall.

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