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Build InDev 19 Unstable 1 Released
4 replies to this topic - Started By Rayvolution, May 02 2016 03:43 PM

#1 Rayvolution

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Posted 02 May 2016 - 03:43 PM

Click here for help on accessing the Unstable branch!

The first unstable build of the InDev 19 series is here! Hopefully, this unstable build will actually be pretty darn'ed stable. It's main focus is fixing bugs, doing some minor optimizing, and most importantly adding an entirely new road system to the game!

Let me know what you think of the new road system down in the comments.

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

InDev 19 Unstable 1 Change Log

Roads
There are now 5 tiers of roads, you can now build roads starting from tier 1 all the way up to 5. For example, if you wanted a tier 2 road, you'd first have to create a tier 1 road and build a tier 2 road on top. The roads will be built and maintained by new workers from a new building.

  • Tier 1: Basic path. Villagers will automatically generate a basic paths in the ground in high traffic areas, offering a minor speed boost. The paths can also be built manually, for no resource cost, and function as the foundation to build roads on.
  • Tier 2: Wood path. Costs 1 log resource per tile.
  • Tier 3: Cobble and wood path. Costs 1 rock resource per tile.
  • Tier 4: Board and cobble road. Costs 1 board resource per tile.
  • Tier 5: Board and cut stone road. Costs 1 stone resource per tile.
  • Note that because you need to have the previous road built in order to build the next tier, bringing terrain from nothing to tier 5 actually costs 1 log, 1 plank, 1 rock and 1 stone per tile.
  • All road types will decay over time, requiring basic maintenance. The more traffic a road gets, the faster it will decay.
  • A new Way-Maker Shack has been added to build and maintain the roads. The workers will automatically repair the roads as they start to decay, and facilitate any new road construction you assign.
  • You can assign road work (to either construct, upgrade or dismantle) on the left hand work tab under the harvesting assignment buttons.
  • The map editor now has a full complement of buttons and tools for placing and erasing roads.


Bug Fixes
  • Fixed a crash that would sometimes cause the villagers and other mobs from being told there is a mob in range to interact with, when there actually wasn't. This effected multiple branches of the AI, like chatting, finding a mate, or finding a pack leader.
  • Fixed a bug that would prevent a mob from finding something directly at it's feet, sometimes causing some search algorithms to run too frequently and slow down the game.
  • Fixed a bug that would corrupt a mob's AI on load, causing the game to crash.
  • Fixed a bug where deleting an already previously loaded profile and creating a new one in the same slot would clone the settings from the old profile.


AI Changes
  • Most harvesting and clearing work is now assigned based on the closest location to the villager, rather than at random.
  • Optimized the path finding and search algorithms, generally speeding up several areas of the game, mainly the AI.


Miscellaneous Changes
  • Cleaned up a lot of the mob movement cost code and velocity calculations
  • Adjusted mob tile positioning so their feet is center of a tile rather than their body.
  • The debug menu (F3) is now a little prettier.
  • The maps have been converted from a 8 layer system to a 7 layer system. The game will automatically convert old maps to the new system.
  • Tons of small code cleanups.
  • Minimap rendering process changed slightly to make topography more visible.
  • Rewrote all of the tile set movement costs, giving costs to many tile sets on the map, like flowers, foods, stumps.
  • Resources on the ground now increase movement costs on that tile.
  • Added shadows to cactus, flowers, crystals and all foods.


Known Issues that will be resolved before the stable build
  • If your village starts to starve and there's no food anyone on the entire map, the game can hang.


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#2 kingroka123

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Posted 03 May 2016 - 07:36 PM

vlifEVJ.pngPutting the roads to good work!  :D


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#3 Elementis

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Posted 09 May 2016 - 04:41 PM

Hello :)

 

To begin, I wanted to thank you for this great game who amuses me enormously ! He's really, really funny :D

 

So, let's go to the point. I find this road system really good. We can see villagers moving more quickly on these roads and more and more quickly in comparaison to roads level. Using empty squares of buildings is a good idea. Now I know why they are here :D However, I didn't see my villagers taking care of level 1 roads. Maybe it's normal because these level 1 roads are automatic and free. 

 

I have a question about the road system and the villagers. Will they automatically follow a road if a road is near them ? I didn't see them use roads automatically, it's why I ask :) (Maybe I didn't watch good :P)

 

 

About AI changes, I have some comments:

 

Firstly, I find the game more difficult than before. Monsters are more aggressive and come now really quickly to the village. And now we are totally and everytime harassed by monsters. A strange thing took place, making me wonder if the game is now impossible. At day 10, every monsters on the map came to my village oO and destroyed it. (Before this update, I was able to survive 80+ days. It's just to situate my "experience".) And I didn't understood why oO Maybe it's du to this

 

 Optimized the path finding and search algorithms, generally speeding up several areas of the game, mainly the AI.

or maybe it's wanted :)

 

Secondly, the villagers are reacting more quickly and it's a really good thing ! They work better, harder, faster,  B)  but I found something strange. I launched the construction of walls and two buildings. I placed one of the two buildings in the top of priority list. This building needed woods and rocks. Since the wood was delivered, my villagers went build the other building and the walls, without finishing the first one who only needed rocks. They took a lot of time before going harverst some rocks. And I don't understand why x) Before they went quickly harvest rocks but they didn't now.

Is it due to the distance between villagers and rocks ?

If the ressources are too far, villagers go to another task ?

Is the priority list working as well ? x)

 

Oh ! and a last thing I observed about villagers. If they harvest some ressources for a building and that these ressources are not needed anymore, the villagers lay down the ressource and go complete another task. Before the update, it seemed that it didn't happen, the villagers gather up the right amount of ressources. I don't find this bad, it's just an observation ;)

 

Aaaand, I think I said everything x) I hope it won't be hard to read everything, or laborious :/ Thank you for the reading and for the future answers ! :D


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#4 Rayvolution

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Posted 09 May 2016 - 05:22 PM


Hello :)
 
To begin, I wanted to thank you for this great game who amuses me enormously ! He's really, really funny :D

 

Thanks! I'm glad you're enjoying it. :)

 

 

 

 


However, I didn't see my villagers taking care of level 1 roads. Maybe it's normal because these level 1 roads are automatic and free.

 

They won't repair the paths, this is mainly because as you start building permanent roads, some of the old natural paths may end up unused. So it allowed them to decay and not waste your worker's time repairing them.

 

 

 


I have a question about the road system and the villagers. Will they automatically follow a road if a road is near them ? I didn't see them use roads automatically, it's why I ask :) (Maybe I didn't watch good :P)
 

 

They do, but they decide whats the best path to take based on a movement cost system. To be more specific, the game uses A* Pathfinding with tile movement costs to determine shortest paths.

 

Being the computer driven villagers they are, they'll always pick the literal best path, even if a human would normally take a road anyway. Sometimes cutting across the grass is still the fastest route. That's why on rare occasions you'll even see the goofballs cut through the water and go for a swim, because even though a human would walk around a river, it's still technically faster to swim across. :)

 

But most of the time, if you setup your roads well, they'll almost always take a path using a road.

 
 

 


Firstly, I find the game more difficult than before. Monsters are more aggressive and come now really quickly to the village. And now we are totally and everytime harassed by monsters. A strange thing took place, making me wonder if the game is now impossible. At day 10, every monsters on the map came to my village oO and destroyed it. (Before this update, I was able to survive 90+ days. It's just to situate my "experience".) And I didn't understood why oO Maybe it's du to this

 

That's actually an AI bug! I fixed it a few days ago (It'll be in the next patch). Basically when you reload an old save, there was a small chance the entire map would be flagged as "in range" of the village for a microsecond. Well, the monsters have an auto-attack mode that enables when they are in range of the village. So the range generation bug gave the AI just long enough for every single monster on the entire map to go into auto-attack mode before the range map regenerated to the proper map boundaries. Doh!

 

 

 


I launched the construction of walls and two buildings. I placed one of the two buildings in the top of priority list. This building needed woods and rocks. Since the wood was delivered, my villagers went build the other building and the walls, without finishing the first one who only needed rocks. They took a lot of time before going harverst some rocks. And I don't understand why x) Before they went quickly harvest rocks but they didn't now.
Is it due to the distance between villagers and rocks ?
If the ressources are too far, villagers go to another task ?
Is the priority list working as well ? x)

 

That's actually another AI bug I still need to fix. The builders still try to do things in the priority order you set, but they also always try to deliver already-harvested/stored materials before trying to gather new ones. So if you have a situation where you have a large amount of wood, but no rock, they'll end up filling up all the construction buildings with wood before they go harvest more rock for the construction site.

 

The best way to get around this for now is to make sure you have both a mining facility and lumber shack running, so the builders have a decent supply of both materials coming in.

 

 

 


Oh ! and a last thing I observed about villagers. If they harvest some ressources for a building and that these ressources are not needed anymore, the villagers lay down the ressource and go complete another task. Before the update, it seemed that it didn't happen, the villagers gather up the right amount of ressources. I don't find this bad, it's just an observation ;)
 

 

They've actually been doing this for a long time, usually it's only a few leftovers that end up produced so it's not a big deal. Although if the timing is right a building may only need 1 wood and all 32 builders try to go harvest some, leaving you with several extras. I haven't decided if this is actually something that needs fixed though, as it's not really a bug so much as a qwerk in the AI. It really doesn't make much of a difference in game play. :)


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#5 Elementis

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Posted 10 May 2016 - 04:56 AM

Ok ! Thank you for all your answers :D It helps me a lot ! 

 

They do, but they decide whats the best path to take based on a movement cost system. To be more specific, the game uses A* Pathfinding with tile movement costs to determine shortest paths.

 

You did this really well ! :D

 

I haven't decided if this is actually something that needs fixed though, as it's not really a bug so much as a qwerk in the AI. It really doesn't make much of a difference in game play.  :)

 

I think it's not something to fix :) This allows to have some ressources already harvested.


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