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Rayvolution

Member Since 10 Jul 2014
Offline Last Active Oct 15 2019 01:40 PM
*****

#6222 Immerasion Breaking

Posted by Rayvolution on 24 December 2017 - 09:33 PM

<snip>
Wishing you the best in your endeavor.
~ Kiyalynn

 
This is going to become a ridiculous back and forth because I don't feel you're seeing my point. My statement on the lore was just an off the cuff example of how quickly lore can be written to justify the mechanics. My actual point was I have no intention on writing any lore for the game, and that's not a deviation from the original game design anyway, but if I do, it wouldn't be that much trouble after the fact. The game is now, and always has been, to make a fun godlike village simulator with tower defense mechanics. Nothing more. You're the one who decided the game needed lore and is broken without it.
 
I don't actually care if people believe the world makes sense, that was never the point of the game. The point was to be fun. You've decided on your own it needs to make sense, and you're upset I am deviating from a design I never intended from day 1.
 
I'm also very familiar with Towns and clocked several hundred hours, its failure has absolutely nothing what so ever to do with design choice. The game was abandoned.
 
I can understand your frustration, but my point is the core premise you are upset about going off the rails was never planned to begin with. I've normally been polite and understanding with your replies, but what you're doing now is blaming the game for not being something it was never intended to be.
 
If it's simply not the game for you, I can understand that. But you can't fault the game for deviating from a core mechanic that was never meant to exist in the first place, and thus that's why I'm confused by this post and your review.
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#6219 Immerasion Breaking

Posted by Rayvolution on 24 December 2017 - 01:23 PM

You've played this $10 game for over 250 hours, with almost 50 in the last 2 weeks according to your review. Obviously you enjoyed it or you wouldn't still be here.

 

I'm not changing my direction. If your "game developer husband" had any sense, he would see the game is rated at 92%, realize I'm obviously doing something right, and be more interested in why the game is a success, not nitpick over minor details and make assumptions.

 

I'm sorry; you're being completely unreasonable. The game isn't what you thought it was, and all I can do is apologize. Most people enjoy this game, including yourself. So a negative review seems very underhanded.

 

I feel like you just bought into the game expecting something entirely different than what was planned. The game is going in the direction it has always intended to be; a godlike game with village management and tower defense mechanics.

 

Additionally, if any lore is worked on, it will happen after the game is nearing leaving Early Access. Working on lore in a game like this during Early Access would be a waste of energy, this isn't a lore driven game. I can write canon excuses for why the mechanics exist later. Most games in this genre don't even have lore, it's just how the genre is. After the fact lore is easy, I can simply say "The Catjeet are nomads who travel from village to village buying and selling their wares, monsters tend to ignore them because while they are intelligent and somewhat humanoid, the monsters have a taste for human flesh and Catjeet taste terrible. So, they tend to ignore the Catjeet unless provoked." Boom, there's your canon lore. But, most people who play these games don't care enough to warrant the time for me to write out everything.


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#6214 Immerasion Breaking

Posted by Rayvolution on 23 December 2017 - 11:26 PM

It sounds like you are misunderstanding what the game is meant to be. From day 1 I never cared much about the lore. The little lore that exists, if you can even call it lore, is just excuses for the game design with a fun, sometimes purposely cliche, twist like the Catjeet.

 

Many of your posts talk about breaking immersion and lazy lore designs (Fanfict names, the catjeet, etc). The reality is they're there just for the fun of it. I could have easily written some little in depth reason why the provisioners exist, made them friendly gnolls, trolls, or something else. But everything done in the game is done for the sake of fun, and to make people smile.

 

Future content is going to go even father out there, some of the future biomes planned are completely off the wall; like a "candyland" tileset, where the rocks are made of chocolate and the trees are candycanes, or a "Moon" tileset.

 

The core purpose and direction of RtR is simply to make a fun game. Not to tell an in depth story, or immerse the player into a world. Sadly, you may be looking for something in RtR that wasn't ever meant to exist.

 

But, the good news is I am going to overhaul the godlike side in a few patches (Not the next though). I have a ton of plans for churches, worshippers, and many more spells.


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#6130 Build InDev 29 Unstable 4 Released

Posted by Rayvolution on 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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#5946 Weaver and Storage upgrades <3?

Posted by Rayvolution on 19 October 2017 - 09:08 AM

Heh, clothing is still planned. I'm actually not entirely sure how I'll roll it all together though. I like the idea of sheep or sheep-like animals, and the idea of using mob drops. But admittedly, the whole system is a bit up in the air right now.
 
As for storage upgrades, they're going into InDev 29. I've actually already started to draw them! :)
 
DL6RIJEVoAAwko8.jpg
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#5945 [InDev 28b | Win 7]

Posted by Rayvolution on 19 October 2017 - 09:05 AM

Thank you very much. :) I'll post a review on Steam actually as further thanks.  :D


Awesome! Thanks. Every review counts! :)
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#5935 A good idea poorly executed

Posted by Rayvolution on 18 October 2017 - 02:32 PM


This is a grave mistake. A game must have a sense of achievement, otherwise players get bored and leave - quickly.
Some players have no trouble setting goals for themselves ("just one more day!"), and thus get that sense of achievement when they reach their goal, and have no issues with just setting another goal ("just one more day!").
 
This genre typically does not have win conditions, usually implementing them feels shoehorned in. Games do not explicitly need an absolute "You've won!" condition to be fun. :)
 
The goal in these games (from a developer's standpoint) are to extend the content wall so far out the player simply does not care, because "There's always something to do". A good example of this is Dwarf Fortress, as you can play it for months or even years and still not experience all the possibilities.
 

Finally, to me it was a huge red flag that the game is apparently still en early release, 3 years after made available.
 
It shows that the developers doesn't trust their code or their own judgement.
Grow a pair, freeze the specs and release the damn game. 
Then start on the sequel: Rise To Ruins, Again.
 
3 years is reasonable for a village simulator. This genre takes an exceptionally long time to develop, especially for only one developer. Rimworld was in development for 4 years before it was released. Hell, Dwarf Fortress has been in continued development for a decade.
 
These games take a lot of time. ;)

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#5866 InDev 28 Revised Road Map - The Even More Defense Update

Posted by Rayvolution on 26 September 2017 - 12:24 AM

Ooh looking forward to the ranged attack for villagers and mobs and the shields too.


If you want to poke around the unstable build, the ranged attacks, shields, doggos and golems changes have already been implemented. :)

But fair warning, saves break pretty often in that branch.
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#5864 InDev 28 Revised Road Map - The Even More Defense Update

Posted by Rayvolution on 25 September 2017 - 10:35 PM

Greetings everyone,

After some careful consideration, I am making a few changes to the InDev 28 Road Map. There's were few features originally slated for InDev 29 that I feel in light of some of the new content added in InDev 28, need to be pushed up a bit in priority.

Normally, when I do this I just keep chugging along and I won't bother revising the road map, you just get a slightly bigger update than usual with some surprise features. Although in this case, these changes are pretty big deal, and also require me to push back a few bits of content into a future update, mainly the new defensive towers. But, after reading the changes, I have a feeling you're going to really love what's coming down the pipeline in the next few weeks.

As always, if you have any suggestions, let me know in the comments! You never know what feature might sneak it's way into the next patch. :)

InDev 28 Revised Road Map

Golem Combobulators
  • Golem Combobulators will get upgrade phases, each phase will increase spawn rates, golem slots and provide higher level golems.
  • A new "Crystal Golem" combobulator will be added, that creates a very weak golem that does primarily magic damage.
Speed Controls
  • You guys finally convinced me. 2x speed controls are being added to the game, and the previously planned haste tower and spell is now being scrapped.
Resource Management System
  • A new resource management system will be added to the game, allowing the play to control resource production flow. The player will now be able to select how many resources they want created, with two different control mechanisms. A "Make Now" and a "Maintain" option.
  • The "Make Now" option will tell the village to make up to exactly how much equipment you specific. For example, if you told the system to make 10 swords, it will make exactly 10 swords and then stop production.
  • The "Maintain" option works similar to "Make Now", except instead of making up to a set amount and then stopping, it will always make sure there are at least the amount specified in the village at all times. For example, if you set the system to maintain 10 swords, the Tool Smiths will not create any swords until the total count in the village drops below 10, and then will try to make swords to bring the value back to 10. As long as the maintain settings are not changed, they will continue to always try to keep at least 10 swords in the village at all times.
Doggos
  • A new, and the first animal mob will be been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village
  • The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.
  • When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.
  • Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.
  • Doggos, like villagers, also need to eat, drink and have a home.
  • Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.
Combat and Ranged Attacking
  • "Ranged attack" code will be added to mob AI, laying the framework for villagers to use bows, as well as allow some monsters to use ranged attacks, like having fire elementals throw fireballs.
  • Shields will be added to the game, giving the mob holder a chance to block and advert all possible damage.

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#5756 Build panel, can right-click trigger "back" ?

Posted by Rayvolution on 29 August 2017 - 05:11 PM

I actually experimented with that, the problem though is many of the sandbox functions also use right click on the same GUI panels, so it doesn't work in practice and causes a ton of misclicking.

 

Iron is also on the "figure out how to fix" list. I'm hoping to resolve it with the ore vein system down the road, so you don't have to endless mine rock hoping for iron, you can go straight for it. :)


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#5753 Game Not Opening

Posted by Rayvolution on 29 August 2017 - 02:10 PM

If you have an NVIDIA card, update both Geforce Experience (The app itself) and your NVIDIA drivers, and you should boot right up. :)

 

There was a bug on NVIDIA's site a few patches back that caused some issues with their overlay and OpenGL applications. But they've since fixed the issue.


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#5667 Build InDev 27 Unstable 3 Released

Posted by Rayvolution on 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

Gates
  • 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.

  • 1


#5639 Build InDev 27 Unstable 2 Released

Posted by Rayvolution on 23 July 2017 - 12:01 PM

 
InDev 27 Unstable 2 has been released. This patch introduces the first part of one of the most commonly requested features; Gates! You can now build wood gates that allow villagers to cross, but not monsters. More gate types will be added before InDev 27 Stable is released, but for now, enjoy the wood variants!
 
This patch also completely rewrote monster pathfinding. If in the event a maze is too long, monsters will start considering attacking your walls or gates, even if an open path into your village exists. The thicker the walls (Hint: Double Thick walls!) the more likely they'll go for your maze entrance instead.
 
This patch is chalk full of huge code changes to the pathfinding system to complement the new multithreading, gates and monster movement restrictions. So be sure to keep an eye out for any bugs!
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 27 Unstable 2 Change Log
 
Gates
  • 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.

    • 1


    #5633 iron ore

    Posted by Rayvolution on 15 July 2017 - 09:56 AM

    ty...i was thinking it was an identifiable resources on the map..it seems its just random chance....grind away :)


    Currently it doesn't exist on the map, it's just a random chance every time you mine rock you'll get iron ore instead. :)

     

    In the future, there will be ore veins though.


    • 1


    #5630 Build InDev 27 Unstable 1 Released

    Posted by Rayvolution on 13 July 2017 - 06:39 PM

    Click here for help on accessing the Unstable branch!

    The first InDev 27 release is here. This patch introduces most of the new guard AI, some trading AI and a bunch of other new mechanics and tweaks. The guards still need some additional AI tweaking, but let me know down in the comments what you think thus far!

    NOTE: This patch also completely changes the Cullis Gate mechanics, Cullis Gates will now destroy any resources, or kill any villager or monsters thrown into it in return for some essence.

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

    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.

    • 1