Jump to content


  • Please log in to reply
Build InDev 14b Released!
7 replies to this topic - Started By Rayvolution, May 10 2015 11:19 PM

#1 Rayvolution

Rayvolution
  • Developer
  • 1,913 posts
  • Pip
  • Steam ID:Rayvolution
  • LocationTexas

Posted 10 May 2015 - 11:19 PM

After over two months of development, the game changing InDev 14 is here!

InDev 14 features a ton of new systems, optimizations and general improvements. The two major additions are the new guards, heroes, and the first half of the plans for building destruction. The patch also comes with a new pathfinding system, lighting system, improved particle rendering, more AI improvements, more buildings, and even ghosts!

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

 

InDev 14b HOTFIX Change Log
 - Fixed the female villager names in the bottom pop out GUI for the building worker lists. They were incorrectly formatting the name and cutting off the first character.
 - Fixed a bug causing the tutorial messages in the play mode from not popping up.
 - Added a link to the new mini-guide on the disclaimer page.
 - Game now starts windowed by default.

 

InDev 14 Change Log
- Buildings can now be attacked, destroyed, catch on fire and be repaired.
- If you wall your village in, monsters will attempt to dig a hole through the terrain or tear down walls to reach you.
- Builders can now repair buildings and put out fires.
- New map AI system. Now trees, food and crystals can slowly regrow and expand on the map.
- The Crystal Motivator. A new building that can be built near crystal beds to encourage growth.
- New guard buildings of various sizes, once built you can assign villagers to them and they will do their best to protect your village from invaders.
- The hero system. When a villager is created they have a small chance to become a hero, heroes are similar to guards. They will wander around the village defending it. Heroes can not be assigned any jobs, but have extremely high boosted stats. All villages start with at least one hero.
- Ghosts! Now, sometimes you'll be visited by your dead comrades at night.
- The harvest buttons on the work tab hide if you have no way to harvest anything of that type. For example, the harvest crystals button will be hidden until a Crystillery is built.
- New console added that displays basic messages, like when villagers die, are attacked or level up.
- Rewrote the font coloring system, and as such, many of the font colors have changed.
- Fixed spacing glitch in text boxes when the last character of a string was a space.
- Completely rewritten A* Pathfinding, pathfinding is more natural and now accounts for movement speeds on certain terrain that has a movement penalty.
- Walking on crystals and food now slow down the villager slightly.
- Removed the "Decorative" and "Flooring" object categories, will be readded once something is put inside them.
- Renamed the "Tower" category to "Defense".
- Added a basic mouse cursor and gave it some basic particle effects.
- Doubled the amount of blood!
- You can now "Interact" with monsters on the main menu.
- Skeletons and Slimes now spawn on the main menu.
- Blood particle splatters now go in the direction the target was hit, not the opposite direction he was facing.
- Reduced the frequency Kickstarter names are used on regular villagers, but they're now always used for heroes.
- Added "Dust" particles for many tasks.
- Mobs now run to/away from their targets, leaving a smoke trail behind them.
- Dismantling now has the same sound effects as building.
- Villagers can now alert other villagers around them when they are being attacked.
- The clock dial is now animated.
- You can now pause the game by clicking on the clock.
- Rewrote the lighting system, it now renders faster, uses less memory and generates more round shaped light patterns.
- Essence has been optimized, and now a single essence can have more than 1 energy value. High energy essence is larger, with a glowing red center.
- Tweaked fight and flight mechanics. (That's right, again!)
- Villagers can now find mates, go their mates and breed even if they are not idle.
- Essence Collector regeneration speed reduced by 50%.
- Optimized tower and mob target searching mechanics.
- Villagers have a short delay before they can mate or get pregnant again.
- Villagers can now have twins or triplets.
- All mob health increased greatly.
- Fire tower firing speed reduced, but the damage has been increased.
- Eating food now restores 20% of the mob's maximum hunger, instead of just 20 points.
- Food heals 10% of the mob's health.
- Villagers will now go home to recover health if their health drops too low.
- Lowered the maximum pack size of zombies and skeletons from 24 to 8.
- Removed the hitbox links from the main menu.
- Removed the tutorial link from the disclaimer page.
- Improved the particle rendering speed by about 20-30% on most modern machines.
- Fixed a bug where children were not spawning with their parent's last name.
- Fixed a bug where the Cullis Gate would spawn in "0 to 2" villagers when it should be spawning in "1 to 3", thus sometimes making the Cullis Gate do absolutely nothing when it fires.
- Fixed a bug that would cause some worker actions to crash the game.
- Fixed a bug causing the combat AI to "dance diagonally back and forth" when two mobs were attacking each other.
- Crops are now correctly removed from a building when it is destroyed or dismantled.
- Fixed a crash if you clicked on a blank spot on the villager list.
- Fixed a internal bug that would refresh an objects tiles more often than needed.
- Fixed a bug where creating a new map in the map editor would set the view port out in the middle of space.
- and as always, tons of small optimizations and bug fixes.


  • 2
Rise to Ruins Developer

#2 KyoShinda

KyoShinda
  • Members
  • 449 posts
  • Pip

Posted 11 May 2015 - 12:11 AM

It's not really a change log, it's more like a change compendium. lol


  • 1

#3 Rayvolution

Rayvolution
  • Developer
  • 1,913 posts
  • Pip
  • Steam ID:Rayvolution
  • LocationTexas

Posted 11 May 2015 - 12:22 AM

It's not really a change log, it's more like a change compendium. lol

 

Whats scary is how much of the huge changes I consolidated into one or two bullet points to make it a faster read, like the entire destruction system. :P
 


  • 0
Rise to Ruins Developer

#4 primoslate

primoslate
  • Members
  • 28 posts
  • Pip
  • Steam ID:primoslate
  • LocationUSA

Posted 11 May 2015 - 08:42 AM

This latest build really showcases this game's potential. Love where you're going with this. Thanks for all the hard work and speedy updates.


  • 0

#5 FerretBandit

FerretBandit
  • Members
  • 83 posts
  • Pip

Posted 11 May 2015 - 05:13 PM

Onward!!! 

 

How soon do you think you'll be implementing the exp/upgrades mechanic? No rush, just wondering. This game has come a long way.  ;)


  • 0

#6 Rayvolution

Rayvolution
  • Developer
  • 1,913 posts
  • Pip
  • Steam ID:Rayvolution
  • LocationTexas

Posted 11 May 2015 - 06:42 PM

Onward!!! 

 

How soon do you think you'll be implementing the exp/upgrades mechanic? No rush, just wondering. This game has come a long way.  ;)

 

The tech tree stuff in the main menu? It may be a while, there's a mess of other features I want to tie it into that don't quite exist yet. :)


  • 1
Rise to Ruins Developer

#7 Billdakat

Billdakat
  • Members
  • 24 posts
  • Pip
  • Steam ID:BillDaKat
  • Locationthe state of confusion

Posted 13 May 2015 - 12:34 PM

I think I found this game at thr right time!
I will be honest when i saw indev I almost didn't get it then i saw how often you update and liked what I saw.
  • 0

#8 JsantheCandyman

JsantheCandyman
  • Members
  • 76 posts
  • Pip

Posted 13 May 2015 - 12:47 PM

 

 

- Fixed the female villager names in the bottom pop out GUI for the building worker lists. They were incorrectly formatting the name and cutting off the first character.

Glad to see you're fixing lower number of letters in female names as opposed to male names. Equality for all.


  • 1




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users