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Build InDev 29 Unstable 4 Released
2 replies to this topic - Started By Rayvolution, Dec 12 2017 05:25 PM

#1 Rayvolution

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Posted 12 December 2017 - 05:25 PM

Click here for help on accessing the Unstable branch!

InDev 29 Unstable 4 has been released, this patch is (hopefully!) the final patch before release InDev 29 Stable on December 17th. Barring any serious issues, this patch should be compatible with InDev 29 Stable saves, but I can't make any definite promises. :)

This patch introduces the upgradable housing, a crap ton of optimizing and bug fixes, some balance changes, and shameless links to the newly launched Patreon.

As per usual, checkout the change log for details!

I will also be holding another "screenshot roundup" soon, and will be accepting screenshots that are 1080p or greater of your villages to use on the official store page. (1920x1080, full screen, on default/max settings preferred) So if you muster up some nice villages, don't forget to take a screenshot to submit for later! :)

YOU MAY NEED TO UPDATE YOUR SHORTCUTS TO LAUNCH THE GAME. Some old launcher legacy code has been removed in this update. :)

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

InDev 29 Unstable 4b *HOTFIX* Change Log

Big Fixes
  • New housing can now be dismantled or paused while under construction.
  • Fixed "runaway" progress bars in the object and mob panel GUIs.
  • Fixed storage priority flags so camps and ancillaries are properly lower priority than storage buildings.
  • Fixed an extremely rare bug where villagers would get stuck in their home waiting for their mate to arrive, even though both are already in the home.
  • Fixed a few rare case-specific crashes caused if a house is being upgraded and the AI tries to access it.
InDev 29 Unstable 4 Change Log

Upgradable Housing
  • All old housing has been removed from the game, and replaced with a single "Housing" building that can be upgraded in 3 paths, 4 times per path.
  • The upgrade paths are "Occupancy", "Standard" and "Quality". "Occupancy" will only increase the buildings maximum housing size, where "Quality" will provide significantly less housing, but will give a significant boost energy, happiness and health regeneration rates for its occupants. "Standard" as you might have guessed, is a balance between the two.
The Marketplace, Gold and Catjeet
  • Doubled the amount of stock Catjeet add to their inventory every day.
  • Keys now spawn in the starter stock for Catjeet
  • Catjeet starter stock is now 10 times higher.
Loot Boxes
  • Loot boxes now get annoyed with the player and teleport away if you click on them a bunch of times.
  • Natural loot box generation chances lowered by 50%.
  • Decreased suspicious key cost in the marketplace.
Miscellaneous Changes
  • Villagers can now gain social if they're in a home with other villagers at the same time.
  • Miscellaneous storage can no longer store water buckets.
  • Changed the sort priority on ancillaries and camps from very low to low, the same as storage buildings.
  • All vegetation but crystals (Yes, the code thinks crystals are vegetation) now only spread if motivated, stopping trees from "taking over" the map extreme-late game.
  • Updated all world maps with the new upgradable housing, farming and storage.
Interface Changes
  • Patreon link added to main menu.
  • Map zoom in and out keys have been moved to the [ and ] key.\
  • You can now speed up and slow down the game speed with the minus and equals key (next to backspace for most people)
  • When your available stock is 0, but you have villagers with that item equipped, the marketplace now properly displays "Empty".
  • Moved the resource values of buildings off the title bar, and is now only displayed on the left hand of the dismantle notification message.
  • Hit points, energy and spawn timers on the building GUI have all been changed to progress bars.
  • Changed the loading screen a bit.
  • Cleaned up and tweaked a ton of small areas of GUI code.
Optimizing and Big Fixes
  • Chests, ancient cullis gates and ancient radiance pools no longer count against the building cap.
  • Fixed an endless loop in the provisioner AI when they have found resources to work with, but can't reach them all.
  • Villagers and doggos will no longer try to chat with monsters.
  • Villagers will now obey distance checks when chatting.
  • Tip panel no longer renders behind the other panels.
  • Gold ingots priority in the forge is now properly set to very high, so organizers will stop removing gold ingots before smelters can turn them into coins.
  • Monsters will no longer attack loot boxes when they're blocking a path.
  • Optimized the map AI module that controls map regrowth and spread mechanics.
  • Optimized the aggro checks slightly.
  • Optimized the waypoint generation system.
  • Golems no longer use crystal motivators as waypoints.
  • Fixed a few minor bugs in how waypoints were generated, that may have caused some crashing issues.
  • Fixed map writer rendering mobs incorrectly.
  • Fixed abandoned rain catcher shadow generation.
  • Marketplace can now be used even if its being upgraded or under construction.
InDev 29 Unstable 3b *HOTFIX* Change Log

Big Fixes
  • Fixed a lag issue when too many floater icons were generated at once.
  • Fixed a bug with provisioners sometimes not hiring Catjeet laborers even though a hire order was placed and the marketplace had enough gold.
  • Fixed a crash when dropping resources in the cullis gate.
InDev 29 Unstable 3 Change Log

Loot Boxes
  • Loot boxes are randomly hidden all over the map, it's up to you to find them!
  • Loot boxes can be opened with a key, for only $2.99 USD. You can buy them on the main menu. Buy in bulk and save! for only $100 USD you can get 100 keys!
  • Just kidding.
  • The keys to open the loot boxes can be found randomly in the game world when harvesting wood, water or wild food. They can also be purchased from Catjeet, and very rarely found in place of a loot box spawn. When a key is found, you can drop it on the box to open it.
Social System
  • Villagers (and Doggos!) now have social stats, and will no longer just chat randomly. They will chat when their social levels are low or they have nothing better to do, reducing the amount of random downtime chatting.
  • When their social stats are too low, they will be much less likely to work and their happiness will plummet.
  • Finding a mate and coitus chances are now based on their overall social level. The higher their social, the better chance they'll accept a mate or coitus with one.
  • Tons of new chatting icons have been added to the game.
  • Chat AI has been partially rewritten to do a better job of finding chat partners.
Optimizing and Big Fixes
  • Can now poke dead mobs again.
  • Slightly optimized the update loop for the mob job module.
  • Heavily optimized font rendering code.
  • Optimized the light rendering code slightly during all times of the day, and greatly during midday.
  • Optimized several of the mob searching algorithms, speeding up many parts of the AI.
  • Optimized the AI interrupt system, improving all AI slightly.
  • Fixed the motivation bolt from firing the incorrect missile type, sometimes causing crashes on load.
  • Optimized many parts of the GUI.
  • You can now buy and sell with catjeet even if the marketplace is being upgraded.
  • Optimized the way point generation system.
  • Lightning now properly hits the center of tiles, rather than the corners.
  • Mobs now obey terrain depth when highlighted.
  • Fixed a redistribution AI on load crash.
Interface Changes
  • You can now selectively grab things from buildings using the grab spell, similar to how the take from limbo spell works.
  • The rotation speed for the take from limbo spell type rotation is now double.
  • Spawners now show the paths of the mob types they spawn.
  • Construction projects now show the paths of the mob that are working on the building.
  • "No Production" now says "No Production Set", to help clarify the player needs to do something.
  • Redesigned the mob GUI a bit, changing most data types to fill bars instead of numbers, but you can still view the numbers by scrolling over them.
  • You can now mouse over a building and mob at the same time and see both overlay GUIs.
  • Lowered the default music volume, and raised the default sound volume.
Miscellaneous Changes
  • Added harvesting and tending speed boosts to upgraded farms.
  • You can now buy and sell water bottles.
  • Halved the catjeet laborer's price.
  • Combobulators will now stop producing golems when paused.
  • Tweaked confusion behavior a bit, and they now look in the direction that has caused their confusion.
  • Villagers can now get pregnant and coitus as soon as they are "generated", increasing early game reproduction rates.
  • Wild doggos are more likely to hang out in high-desirability areas, and their AI has been tweaked to prevent them from wandering off as often.
  • The maximum production settings are now 500, before switching over to infinite.
  • Villagers are now less willing to work if they're hungry, thirsty, unhappy or have low social.
InDev 29 Unstable 2 Change Log

Upgradable Farms
  • The "Small Farm" has been removed from the game.
  • The farm is now upgradable twice, starting with 6 crop tiles, then 9, and finally 13.
  • Crop tiles now grow twice as fast to off-set there being less actual crops in the base farm before upgrades. Meaning the new base farm with 6 crop tiles grows nearly the same rate as the old large farm with 13, and a fully upgraded farm now grows roughly twice as fast as the old farm even though it has the same amount of actual crops.
Optimizing and Big Fixes
  • Fixed a crash on load bug in the redistributing AI code.
  • Fixed a crash in the guard patrol behavior that would sometimes return way points the guard can not reach, causing lag or crashes.
  • Fixed a rare issue where sometimes you couldn't grab or interact with a mob who was standing over a dead body.
  • Re-added bow to the bow firing animation.
  • Possible fix implemented for a very rare crash if a mob is shooting something with a bow they can not reach, and the bow is taken from them misfiring.
Miscellaneous Changes
  • Redesigned the path finding arrows that display when a mob is selected. They now show actual arrows, and are colored based on their job color.
  • When highlighting or selecting a mob, they now light up.
  • When a work building or home is highlighted or selected, all the mobs assigned to it are selected, light up and show their current paths.
  • Optimized and rewrote the range and perimeter system.
  • Decreased firing rate of static tower, and increased energy cost.
  • The animation system has been completely rewritten from scratch.
  • The sprite sheet loading system has been completely rewritten from scratch.
  • Movement speed is now calculated into animation speed, so mob animations play faster or slower based on terrain.
  • Trimmed the mob overlay down a bit.
  • When a building is under construction, it'll no longer obey the storage paused and disable settings.
  • Water Masters and Organizers will now only take water from water sources if the buckets are full.
  • Slightly buffed crystal golems stength, boosting their damage and hitpoints.
  • Added map Perilous Waters to the developer's choice maps, made by Mckloshiv.
InDev 29 Unstable 1b, 1c and 1d *HOTFIX* Change Log

Optimizing and Big Fixes
  • Fixed typo in Catjeet provisioner's job title.
  • Fixed rare redistribution AI crash caused by bad save data.
  • Lighting now properly updates faster when speed is increased.
  • Holy golems no longer emit particles while the game is paused.
  • Catjeet provisioners and laborers can now use gates properly. (Note, Catjeet spawned in previous saves may still not use the gates.)
Miscellaneous Changes
  • Catjeet are more willing to leave the village when they're hot or cold.
  • Miners can now store and clearout gold ore.
  • Wild Doggos can now use gates.
InDev 29 Unstable 1 Change Log

The Marketplace, Gold and Catjeet
  • A new mob has been added; The Catjeet. They are similar to villagers in stats, but they have more dexterity, less strength, fur and a tail.
  • The marketplace has been added to the game. When built, you will attract Catjeet provisioners and laborers, whom you can buy and sell resources with or hire, and become a permanent part of your village.
  • Buy and sell values of items are based on supply and demand, and adjust as your or the Catjeet's stock go up and down.
  • You can hire Catjeet laborers who visit the new marketplace, becoming permanent members of your village.
  • New job added; The Provisioner. The new provisioners will interact with the Catjeet, processing all buy and sell requests, as well as keeping gold stocked in the marketplaces.
  • Catjeet's resource inventory is global. Meaning if you sell 1,000 wood in one village, you can buy the same 1,000 wood in another later. Exception is in Skirmish mode, where each save gets its own inventory.
  • Catjeet generate new stock at dawn, the more Catjeet at your marketplace, the more stock will be generated.
  • The more marketplaces you have and the more upgraded they are will encourage more Catjeet to visit. Catjeet are also more likely to visit the lower the total Catjeet you have.
  • A new trade panel has been added to the left hand GUI that can be used to interact with the new marketplace and Catjeet.
  • Gold ore can now be harvested from rock, and smelted into gold ingots that can then be processed into gold coin sacks at the forge to buy items from the new Catjeet provisioners.
Optimizing and Big Fixes
  • Redesigned the sprite loader system to support more mob sprites without going over the 4k texture limit.
  • Fixed wood golem combobulators spawn caps during upgrades.
  • Fixed a bunch of very minor errors in some of the mob sprites.
  • Fixed some minor in-game mob coloring errors, mostly with ghosts.
  • Removed a duplicate name from the names list.
  • Slightly optimized the update loop for particles.
  • Removed some legacy launcher code. YOU MAY NEED TO UPDATE ANY MANUALLY MADE SHORTCUTS
Storage Management System
  • All old storage buildings have been removed from the game, and replaced with a new storage building that can be upgraded 4 times.
  • A new gold storage building has been added to the game, to store gold ingots and coins.
  • You can now pause or disable storage of resources in buildings by clicking on their icons in the bottom GUI. Setting a resource to pause will prevent any more from being added, setting it to disabled will cause the workers to remove any resources that are already inside.
Miscellaneous Changes
  • Completely overhauled how water storage works, water no longer has a set storage value in buildings, everything is based on buckets, and buckets are created/destroyed as needed for space.
  • Removed light blocking code from all buildings.
  • Resource Limbo has been completely removed from the game, use the marketplaces!
  • Tooltips now render at the bottom right of the mouse.
  • Reversed changes to particle sizes, now all particles are the same size again.
Known Issues that will be resolved before the stable build
  • The farm tip uses the old farm in the tip video.

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Rise to Ruins Developer

#2 Bolgfred

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Posted 13 December 2017 - 02:57 AM

  • Villagers and doggos will no longer try to chat with monsters.

 

Now the whole game doesn't make sense anymore.

 

 

 

 

Great Update. I am very happy for the new housing thingsens. Even whilst I am still waiting for a real stone house.


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#3 Pipebomb

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Posted 13 December 2017 - 01:42 PM

All good stuff.  Nightmare got a little more difficult with summer's tree decay and only spreading if motivated.  I was gonna suggest nerfing essence collectors, but now it's dangerous to dissolve those huge forests (makes room for more spawn camps).  Making it harder to keep the essence and influence topped off.


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