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Build InDev 30 Unstable 1 Released
1 reply to this topic - Started By Rayvolution, Mar 13 2018 11:03 PM

#1 Rayvolution

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Posted 13 March 2018 - 11:03 PM

Click here for help on accessing the Unstable branch!

InDev 30 Unstable 1 has been released, the first official release with multi-carry support! It doesn't look like it from the change logs, but this patch has massive amounts of underlining code changes, so be sure to give it a good run down.

This is a sweeping large balance changing patch, so also be sure to provide some feedback on the new mechanics! The monster spawning may be a bit out of whack until the new spawn system is in the next unstable, but I really need feedback on the production rate/flow of the village. :)

As per usual, checkout the change log for details!

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

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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#2 Bolgfred

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Posted 22 March 2018 - 04:30 AM

Farming now is way too OP. On end of day 1 I spawn all my villagers, having a total of 25-30. On day 3 I build a farm and assign 1 villager to it who mostly goes harvesting 15-20 food tiles spread around my village. At day 5-10 I have around 200 food with 40 villagers. I remove the farmer, but the number sustains, because I have 3 doggos who keep on harvesting from time to time. By this nobody needs to farm anything, which feels a little unbalanced to be, but more unbalanced is the point that I don't even need a single farmer to keep my village sustained.

Not sure where to start, but food production is too stronk :-)

 

Multicarry is very powerful. Whenever something lies on the ground it gets carried away quite quickly. Grab-Spell is quite useless for ressources as you cannot stack ressources on it. I don't like that.

I think this could be nerved aswell. I like the aspect that, now gatherers harvest ressources non-stop, dropping ressources on the ground, whilst organizer come and carry them away.

As I see the efficency of ressources highly increasing I asked myself I not to cut any ressources by 50%-75% to reduce item spam. Would mean building need less ressources, stone and tree give less, villagers have to carry less and weapon/armor gets more valuable and stuff.

 

 

I feel slightly bored by housing now. I stopped using high quality housing and switched to low quality, as the whole housing isn't any necessary at all. My people are happy and healthy all day, undepending their housing type.

here difficulty should be increased or housing to take some improvement like new utilities

 

 

 

Anyway I like the Update :-)


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