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Rayvolution

Member Since 10 Jul 2014
Offline Last Active Sep 15 2019 10:25 PM
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#5582 Suggestions and feedback

Posted by Rayvolution on 04 July 2017 - 05:49 AM

Events
Someone died, Nomads etc. I wish to be able to click on this:
so it takes me to the place where Nomads appeared, someone died etc. It would be very useful.


Sadly a no-go, I tried something like this when first implementing the banners, and it was *very* annoying, you'd constantly click on it by accident or be unable to "use" the screen when multiple action occurred (especially on lower resolution displays). But I may make the console (bottom) clickable someday.
 

F4 - Hide UI
It should hide more, everything: building progress, low energy, pause icon, cursor tooltip, etc.


Agreed. Will probably fiddle with it next time I'm fiddling with UI. ;)
 

Wall upgrade
Why not? It's not bigger, all the types are 1x1 so it just should be possible.


I have not decided how it'll work yet to be honest. I was actually tossing around the idea each wall type would have its own upgrades. (Like Wood to Barbed Wire Wood, or Stone to Spiked Stone, etc). Again, it's another area I have no quite worked out how I want it yet though. Be nice if each wall had an overall purpose, rather than just being higher hit point versions of the others.
 

Double paths, building overlapping
It should be possible to construct a building / place it when yellow zones are overlapping.


Not possible in the engine. That buffer around the building is part of the actual building, and many building utilize the space (even though you can walk on it). No two buildings can ever overlap, or the engine would explode. Additionally, the buffer has to be there, else players could make "Walls of buildings" and just really muck up the game play. Sadly, the result means there has to basically always be 2 open tiles between almost everything.
 

Building rotating
I know it may be added later. It's a must have thing!


Someday maybe. ;)
 

Deleting buildings, walls
I have to click every tile of the wall to dismantle it. What about "hold and draw" just like with selecting things to harvest?

I'll add it to my list of UI tweaks when I redo wall/road placement mechanics.
 

Windows and brush status
I wish it remembers the size of my brush, status of the log window (the one on the bottom, I have it smaller) so I don't have to minimize it every time I load the map. Would be cool but meh, not that much needed.


Already on my UI tweaks list. :)
 

Moving windows
Map window for example, would be awesome.


This ones a huge "maybe". I want this feature too, but draggable windows are much more complicated to program than static ones.
 

Mess! Icons are too big, particle effects are not needed or could be reduced.


Agreed, also on the UI tweak list already. :)
 

Upgradeable pits
Same as with walls, why not?


Planned, actually going to remove the small and large fire pits entirely, and replace them with a simple "Fire Pit" that has 2 upgrades, each one expanding range/light a bit.
 

Nomads
They should not attack everything that's on their way. Monsters are fine but damn graveyards? Eww.


I'm hoping to fix this up a bit in InDev 27, a lot of the new guard AI will probably be "imprinted" onto Nomads, so I'm going to attempt to give them an overall smarter grouping mechanics and fight or flight mechanics.
 

In my opinion, monsters killed by Nomands should not drop essence or whatever this green thing is called.


Well, essence aren't "rewards" when your village/you do things, it's just the living part of everything killed being released. So it wouldn't make sense if Nomads didn't generate it as well. Even random lightning strikes hitting trees can generate it.
 

I don't like them. I wish monsters do not do them or they just disappear after some time, faster.


I agree they're quite ugly. I'm having the internal struggle between visuals and realism. The paths are just a natural side effect of walking on a single space over and over, why wouldn't monsters also make them too?
 

Fire monster spawners (pits) (forgot the damn name)
Can be shrekt by fireballs. Defeat fire with fire? No plz.


That'll be fixed when I add damage types to buildings. :)
 

Hot when raining?
I am not sure how it works but my villagers are hot even when it's raining. They should not be or cool down a bit?


They actually do, it also reduces the overall temperature in the region when it's raining. Although if the villager is already extremely hot it may not do quite as much. I may tweak it a bit. I'd also like rain to stop the thirst bar from moving down (But not replenish it) to mimic some "mild" hydration effects when you're out in the rain.
 

Building range reduced after placing a wall.
It's kinda stupid and sometimes cause villager to be unable to go outside to dismantle or finish the wall. I am not sure if this done on purpose but it's annoying.


Building range is determined by walking distance from A to B, if you make that distance longer by putting a wall in the way, this can happen sometimes. It's annoying, but I honestly don't know how to fix it. If they could build outside the build range, it'll cause a whole world of annoying other problems in the game.
 

Bridges
I think it could be cool to have them, maybe wooden and also stone that could be built over the lava? (Idk how lava works, did not play on them ap with it yet). Bridges would be just cool in the map editor.


Bridges are planned. For now (with water at least) you can make land bridges with the destroy terrain tool. ;)
 

Mouse scrolling
When hovering on those (especially in the editor):
Scrolling down = next page


It does this already?
 

Night
It's ugly. So bright.

Buildings, fire pits etc. should generate light and it should be more yellow/orange. (I know they do right know but radius and color is bad). Light should be created just around the buildings and it should be animated, simulate the light of campfire - getting brighter and darker if you know what I mean.


Engine doesn't support per-lightsource colored light right now. It will in the future though, and when it does, you'll see more natural oranges.
 

Taking from Limbo
Even when it's empty, it uses the energy aka influence. It takes it from the blue bar but you get nothing.


On the fix list already. ;)
 

Editor - hole
Once created it's impossible to erase it. Easy way to mess up the map.


Click the hole button again, it'll toggle to the "patch" tool.
 

Editor shortcuts
ctrl+y, ctrl+z to redo/undo?


Believe it or not, this will be incredibly hard to code in a map editor. I know many editors out there have it, but it's a huge PITA. I'd like to add it someday though.
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#5546 Resource Flow Control

Posted by Rayvolution on 10 June 2017 - 05:15 AM

They already do something like this. If they're stealing from the Bowyer, that means you were almost completely out of resources and they went there as their last ditch effort.

 

When storing resources, they pick high priority sources first (Bowyer and Lumber Mill for example), and low priority last (Lumber Shack, Ancillaries, etc). When taking things out, they do it in reverse. So if they were removing things from the Bowyer, chances are all the other sources were completely exhausted. :)


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#5533 Build InDev 26 Unstable 4 Released

Posted by Rayvolution on 24 May 2017 - 10:18 PM

Click here for help on accessing the Unstable branch!

"Hey wait, didn't you just release a patch?!" Yes, I did! But you're getting a nice little bonus patch before I dive into the next batch of new towers! :)

This patch introduces 3 new game modes to Rise to Ruins. Nightmare, Peaceful and Custom. This patch also rebalances Traditional mode and tosses in a bunch of minor bug fixes and tweaks.

Check out the change log 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 26 Unstable 4 Change Log

Game Modes
  • New Game Mode: Custom. This mode lets you set a whole manner of difficulty settings, allowing you to create a game mode to fit your play style.
  • New Game Mode: Nightmare. This mode is insanely, over the top difficult. Designed specifically for masochistic veteran players. There's no spawn delay, the spawn rates are higher, monsters are pre-spawned and full moons are less frequent.
  • New Game Mode: Peaceful. While this mode carries the same name as the old removed Peaceful Mode (that was retooled into Traditional Mode), this mode is truly peaceful, with no monster spawns what so ever.
  • Traditional mode is now a bit harder, but is still fairly easy.
Miscellaneous Changes
  • "Level up" sound is slightly quieter.
  • Can now move the map father out along the outer edges.
  • Equipment storage can now store water bottles.
  • Water Bottler building now provides refining speed bonuses.
  • Rain particles are now slightly larger.
  • The hidden "interfaceScale" setting in settings.properties can now be set to fractional values, like 1.2, 1.3, etc.
Big Fixes
  • Arrow keys now work on the world map.
  • Fixed an issue with almost out of range Attract Towers stealing items from each other.
  • Fixed a possible extremely rare crash in a situation where you happen to load a game while it's raining before all of the sounds have completed loading.
  • Fixed a bug where if a villager died from blight and was brought back as a zombie, their previous job's total worker count would erroneously be reduced by 1.
  • Typing "Reset" into the Doom World input box no longer moves around the map or activates other hotkeys.
  • Fixed a minor bug where the last used game mode from one profile would be set in the next, if you changed profiles after playing and have not restarted the game.
  • Fixed a rare crash on load if an elemental bolt was en route to hit a monster that was killed and completely removed from the game before it arrived.
  • Elemental bolt splash damage is now working correctly.
  • Fixed missiles pointing the wrong direction when firing at buildings.
InDev 26 Unstable 3 Change Log

Towers
  • New Tower: The Spray Tower, a slightly more powerful variant to the Bullet Tower, very inaccurate, but has high rate of fire.
  • New Tower: The Recombobulator. Will heal nearby golems. Does not work on the Holy Golem.
  • New Tower: The Attract Tower. Will pull nearby equipable items to it. Useful for fetching item drops out of a monster heavy area.
  • New Tower: The Banish Tower. A very expensive, short range tower that will banish an enemy that gets near it.
  • All towers can now be paused, allowing you to stop certain towers from firing all together.
  • Completely rewrote the entire missile system's firing mechanics from scratch, creating a more dynamic tower system for future content.
  • Rewrote the Ballista Tower's damage and firing mechanics. It now fires at the farthest target, and will stop when it hits it, but will pierce anything along the way.
  • Decreased energy requirements for the max upgraded Bow Tower.
  • Adjusted elemental bolt physics a bit to look more magical.
  • Crystal motivator completely rewritten into the tower code.
  • Crystal motivator now costs energy to fire, and only fires at harvested crystal tiles.
Sound Effects
  • Nearly all of the original sound effects have been replaced or changed.
  • Ambient background sound based on the size of your village has been added.
  • Tons of new sound effects for all the towers, combat, harvesting and much more have been added.
  • Game world sound is now quieter the more zoomed out you are.
Optimizing and Big Fixes
  • Fixed some lightning generation positioning issues when new lightning is created.
  • Completely rewrote the map tileset loader, reducing memory usage and optimizing code flow.
  • Fixed an issue where sometimes a Twitch user's name in your stream could pop up twice.
  • Sound loading is now multithreaded.
Miscellaneous Changes
  • Essence Collector's first build phase no longer requires cut stone, allowing you to build it much earlier in the game.
  • Golem combobulators now require an Essence Collector to function.
  • Added a new Earthquake spell to the game, that will damage any mobs or buildings nearby, but can generate new rock in the epicenter of the quake.
  • Particles can now vary in sizes.
  • Many particle, projectile and spell effects have been adjusted.
  • Changed restore hunger to restore needs button in sandbox mode, healing thirst, hunger, energy and balancing body temperatures.
  • Can now fire missiles in sandbox mode until the miscellaneous tab.
  • Holy Golem now does magic damage.
  • Added some particles to the console banners.
  • Increased spawn rates slightly.
  • Villagers can now trade food, water and bandages if they need them.
  • The console banner messages now have some particle effects.
  • Lightning Rod range reduced.
  • Lightning Rod range now appears when it is selected.
InDev 26 Unstable 2 Change Log

Buildings and Towers
  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.
Twitch Integration
  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.
Optimizing and Big Fixes
  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.
Miscellaneous Changes
  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.
InDev 26 Unstable 1 Change Log

Tower Upgrades and Damage Types
  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.
Optimizing and Big Fixes
  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.
Spawn Rebalancing
  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.
Miscellaneous Changes
  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.
Known Issues that will be resolved before the stable build
  • Tips are not updated.

  • 1


#5506 Build InDev 26 Unstable 2 Released

Posted by Rayvolution on 02 May 2017 - 12:55 PM

Click here for help on accessing the Unstable branch!
 
InDev 26 Unstable 2 has been released! This patch is a smorgasbord board of random new content, tweaks and fixes. Highlights for this patch are the newly added ballista tower, the upgradable kitchen and clinic and some twitch integration features for you streamer types.
 
This patch's Twitch integration features are highly experimental, if you're a streamer, please report back with any issues you may have. :)
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 26 Unstable 2 Change Log
 
Buildings and Towers
  • The kitchen is now upgradable.
  • The clinic is now upgradable.
  • New tower: The Ballista. The ballista is a mid-late game large bow tower, with extremely long range, high damage, and a slow firing rate. It can also shoot over anything in the game (Including terrain).
  • New building: The Lightning Rod. This building will attract nearby lightning to it, protecting your walls and other buildings from damage. But it also has the added bonus of converting those lightning strikes into energy that can be used to power your towers and recharge your essence collectors.
Twitch Integration
  • You can now input your Twitch channel name when you create a new profile, or in the settings menu. When your channel name is input, the game will pull your viewer's list off Twitch and use it to generate random names for your villagers based on your current viewers.
Optimizing and Big Fixes
  • Fixed a typo in the blight death message.
  • Optimized out some unused data in the map tile loader, speeding up tile data searching and lowering memory usage slightly.
  • Fixed overlapping data on the building priority list GUI.
  • Fixed harvest food and water shortcut assignment in the settings menu.
  • Fixed a few minor shadow and collision map issues on various buildings.
  • Energy no longer resets when upgrading a building.
  • The "No water production" tip no longer pops up when all water buildings are being upgraded or under construction.
  • Optimized golem combobulators resource search system.
  • Fixed a bug where the charge level of golem combobulators would reset on reload.
Miscellaneous Changes
  • You can now hit escape in the world map to bring you back to the main menu.
  • You can no longer escape out of the game mode selection screen when you visit the world map for the first time after creating a new profile.
  • Added status effects to villager pop out panel (Bottom panel, when you click on a villager).
  • Removed lightning "branching" that could cause very excessive damage in some cases.
  • Lightning can now charge whatever it hits, if the building can store energy.
  • You can now move the map in-game with the arrow keys, as well as WASD.
InDev 26 Unstable 1 Change Log
 
Tower Upgrades and Damage Types
  • All 4 base towers can now be upgraded, increasing their damage, firing rates and sometimes range. Their final upgrades all offer additional elemental damage of some kind. For example, the final stage bow tower can be upgraded into a fire, ice or poison bow tower.
  • The fire bolt tower has been replaced with a very similar elemental bolt tower, that can later be upgraded into a fire, ice or electric bolt tower.
  • Every damage in the game now has an assigned "type". Some types, like blight or poison, have residual status effects.
  • Towers can now target a new monster before the old target is dead, if the new target is closer or more vulnerable to the tower's damage type.
  • Mobs can be resistant or vulnerable to damage certain damage types. For example, the skeleton is now highly resistant to piercing damage from the bow tower.
  • Zombies now do "Blight" damage, and can turn a villager into a zombie if they die while blighted.
  • Slimes can now poison villagers.
  • Being poisoned, on fire, frozen or blighted is now factored into fight or flight.
  • Medics can now heal blight and poison.
  • Healing aura now heals blight and poison.
Optimizing and Big Fixes
  • Fixed some minor sprite coloring issues.
  • Improved some of the mob search algorithm. Improving update logic speed game wide.
  • Reduced overall mob aggressiveness, making them search for combat less, reducing CPU usage.
  • Reduced how often the tick to look for food or water when hungry or thirsty runs, reducing CPU usage.
  • Reduced how often mobs wander aimless, to reduce CPU usage.
  • Added a slight targeting buffer/delay to tower target searching to reduce CPU usage.
Spawn Rebalancing
  • The global spawn rate has been reduced by about 15%.
  • Skeletons no longer spawn until day 4.
  • Regular sized slimes can no longer spawn until day 3. But small slimes can still spawn by day 2.
  • Fire elementals will not spawn until day 6. (Formally day 5)
  • Greatly reduced spawn rate of spawners, but increased the rates spawners themselves spawn. (Meaning more spawners, but the same amount of monsters)
  • Increased spawner build time, resource requirements and hit points.
Miscellaneous Changes
  • Increased the chance mobs will wake up from being knocked out/incapacitated.
  • Reduced how often villagers stop to chat.
  • Decreased the speed that body temperature adjusts, allowing villagers to stay out in the hot or cold longer.
  • Rebalanced start stats and level up amounts for all mobs.
  • Mobs run away more often when low on health.
  • Removed 2 erroneous names from the villager name list.
  • Increased flame spell damage.
  • Slowed down thirst decay rate for children.
  • Added some new death messages and new death message subtitles.
  • Essence Collector has been slightly rebalanced and can now be upgraded.
  • Generic wood GUI buttons are no longer in all caps.
  • Completely removed "Stun" effects from the game's AI.
  • Live stream message now pops up on the main menu when live streaming.
  • Twitch link added to main menu.
  • Reversed changes made that prevent building roads before the way maker shack is completed.
  • Fixed the abandoned crystal harvestry in map Enchanted Shoreline.
  • When resurrected, villagers no longer start with 0 energy, hunger, and thirst.
Known Issues that will be resolved before the stable build
  • Tips are not updated.

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#5444 [InDev 25d (unstable & stable) / Windows 10] - Game crashes after dismiss...

Posted by Rayvolution on 12 April 2017 - 12:42 PM

It looks like you may have an illegal character in one of your profile names. Could you try deleting or renaming your /profiles/ folder and seeing if the game launches normally?

Be sure to disable Steam Cloud if you do though, else it'll likely just reload the save data and duplicate the crash again. :)
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#5435 InDev 26 Road Map - The Defense Update

Posted by Rayvolution on 06 April 2017 - 06:57 AM

The next major patch will focus mostly on and fleshing out the defense elements of the village. All the current towers will be getting upgrades in-line with the existing upgrade system. I will also introduce some light upgrade branching not seen in any previous buildings, where you can select what kind of upgrade you want in the tower's final upgrade stage.

For example, the Bow Tower will feature the base building, and 3 upgrades. The first two upgrades will simply boost the towers base ammo capacity, damage, and firing rate, but the final upgrade will let you to select between 3 element types, allowing your maximum upgraded bow tower to launch fire, ice or lightning arrows at your enemies depending on your personal preference.

This patch will also introduce a new damage type system adding resistances and weaknesses to all villagers, monsters and golems. Skeletons for example will be highly resistant to piercing damage (arrows), but highly vulnerable to crushing (stone balls). Making the bow tower mostly useless, but the bullet and sling towers highly effective.

But that's not all! In addition to all the new tower upgrades, brand new towers will also be added to the game! So check out the road map below for all the juicy details.

Due to the amount of towers I am planning this patch may be broken into two major stable patches (InDev 26 and 27). It mostly depends on the development time needed to add all of the new towers to the game.

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 26 Road Map

Towers Upgrades
  • All existing towers will be given 4 upgrade phases, with the final upgrade allowing you to pick from various elemental types (Fire, Ice, Poison, Acid, Lightning, etc)
  • Fire Bolt Tower will be redesigned into an "Elemental" tower, doing generic magic damage at first, then upgraded into a fire, lightning or ice bolt tower later.
New Towers
  • Longbow Tower. A new variant of the bow tower with exceptional range and damage, but very slow firing.
  • Spray Tower. A new variant of the bullet tower, very short range, extremely high rate of fire, but very inaccurate.
  • Recombobulator Tower. A tower designed to heal nearby golems.
  • Haste Tower. Increases the movement speed of all mobs (Monsters and villagers included) in the area.
  • Static Tower. A very short range, very low damage area of effect tower that will damage all hostile mobs in range.
  • Boost Tower. A tower that will use essence to "boost" nearby towers firing rates.
  • Chain Lightning Tower. A tower that does pure electric damage that jumps from one mob to the next.
  • Sticky Tower. Does no damage, but will slow down anything it hits.
  • Banish Tower. Teleports a hostile mob away from the village.
  • Attract Tower. Fetches nearby items on the ground and pulls them to the tower.
  • Flame Tower. Does fire damage in a small area, burning everything in its path.
  • Frost Tower. Similar to the flame tower, but fires a cloud of ice. Does low damage, but slows down the enemy.
Damage Type System
  • Everything in the game will be assigned a damage type (or types). Bow towers will do piercing damage, bullet towners will do crushing damage, etc.
  • Currently planned damage types are: Blunt/Crushing, Piercing/Cutting, Fire, Ice, Water, Lightning, Acid, Poison, Disease. (Suggest more in the comments!)
  • Many mobs will have resistances or vulnerabilities to various damage types. For example, a zombie may be highly resistant to disease and poison, but vulnerable to fire. While some mobs may be immune to certain damage types all together, like the Fire Elemental will be completely immune to fire, but extremely vulnerable to ice. The specter may be immune to all physical damage, but extremely vulnerable to all elemental damage.

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#5432 InDev 25c - The Minor Cleanup and Bug Fix Update - Released!

Posted by Rayvolution on 05 April 2017 - 09:25 AM

Unless something goes horribly wrong, this is the last InDev 25 series patch. InDev 26 (The "Defense Update") is already in full swing, and has been the primary development focus since releasing InDev 25b. Mostly, this patch just cleans up a few minor bugs and tweaks some balance issues. Expect to see the InDev 26 road map in the new couple of days!

If you're looking for the mega-sized InDev 25 patch change log, check this announcement. :)

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

InDev 25c Change Log

Bug Fixes
  • Villagers will no longer try to deliver to, work on, or repair monster spawners that are in range of the village.
  • Fixed a wall placement crash in the map editor when attempting to place a wall type not already loaded into memory.
  • You can no longer "Dig holes" in the void.
  • Fixed a very rare crash when way makers tried to use resources stored in an under construction building to build roads.
  • Fixed a minor bug that would allow water purifiers to create more water buckets than they were actually designed to store.
Miscellaneous Changes
  • Slightly increased water purifier speeds.
  • Improved resource distribution of dirty water when the player has multiple water purifiers.
  • Updated way maker and way maker shack descriptions to mention making man made lakes.
  • The dig tool button is now grayed out until the way maker shack has been built.
  • Clear and place roads buttons are now grayed out until the way maker shack is completed, rather than as soon as it is placed.

  • 1


#5423 InDev 25b - The Animations Update - Released!

Posted by Rayvolution on 31 March 2017 - 06:34 AM

This patch is mostly a polish and cleanup patch, a majority of the work was redrawing and improving most of the existing mob animations in the game and writing a new sprite color decoder that runs under the hood, invisible to the player.
 
Because this patch completely rewrites the sprite coloring system as well as adds (and in some cases removes) some of the color layers for some of the mobs your existing save files may have a few mob color related anomalies when rendering some of the already existing mobs. These are not bugs, and do not need to be reported. :)
 
If you're looking for the mega-sized InDev 25 patch change log from last week, check this announcement. :)
 
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
 
InDev 25b Change Log
 
New Animations
  • Added 2 new drinking animations for Villagers, one for drinking from fountains, the other from bottles.
  • Added 3 more eating position animations for Villagers.
  • Added a "Working without tools" animation for Villagers, that replaces attack animation that was being used as a placeholder.
  • Drawn completely new sprite sets for Zombies, Skeletons, Ghosts and Specters.
  • Zombies, Ghosts and Specters now have female and child variants.
  • Changed the death animation for Golems and Fire Elementals.
  • Tweaked a ton of existing animations.
Miscellaneous Changes
  • Minor optimizations and code improvements to the animation and sprite system, reducing memory usage.
  • Rewrote how the game generates, renders and colors mob sprite sets. Although this change was extensive, the results are invisible to the player.
  • New Monsters: Child Zombies and Child Specters. Both are slightly faster than their adult counterparts, but slightly weaker.

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#5413 World map links

Posted by Rayvolution on 23 March 2017 - 10:54 AM

I actually have something like this planned, but the player has absolutely no control of it.

 

In the future, sometimes your villagers may leave (say, the conditions are poor?) and take some resources with them. Those villagers that leave may later pop up on adjoining maps when you start playing over there.


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#5409 InDev 25 - The Hydration Update - Released!

Posted by Rayvolution on 22 March 2017 - 03:10 PM

Another major game changer patch has arrived! Introducing the super sized, InDev 25 Content Patch, the Hydration Update! This update's primary focus was to bring "thirst and water" into the game. But, as usual includes a ton of other additions, tweaks and bug fixes.

Check out the change log for all the expansive changes, and let me know down in the comments what you think!

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

InDev 25 Change Log

Water and Thirst System
  • Villagers now have thirst, like hunger this stat will drop slowly. If their thirst reaches zero they will begin to lose hit points and eventually die.
  • Being overheated or overworked will cause villagers thirst to drop faster.
  • Drinking water will lower a villager's body temperature if they are overheated. Sometimes they will drink water if they're extremely hot, even if they're not thirsty.
  • New Building: Water Purifier. This building will accept dirty water (Harvested from lakes) and slowly filter it into clean water the village can use.
  • New Building: The Well. This building will slowly generate drinkable water year round, regardless of weather and temperature.
  • New Building: Rain Catcher. This building will collect rainwater, funnel it into barrels, and will work year around, assuming it is rains.
  • New Buildings: Small and Large Water Fountains. Decent sized fountains of drinkable water, villagers will visit the fountain to drink water if they don't have any water in their inventory.
  • New Building: The Bottler. This building will provide new Bottler job slots, and refine water into water bottles villagers can carry around with them.
  • New Job: Bottler. As stated above, they will refine water buckets into bottles. They will also distribute bottles to houses.
  • New Job: Water Master. Water masters will deliver buckets of water from rain catchers and wells to other sources that need them in the village, like fountains, farms, houses and bottlers.
  • Villagers will now visit water sources to replenish their thirst, they prioritize going to fountains or drinking water bottles in their inventory. If they can't find either, they will visit their house or any other water source anywhere in the village.
  • Water Masters can now harvest dirty water from lakes to be taken to the water purifiers.
  • The "Harvest Food" button is now a "Harvest Food and Water" button.
  • Lake water can now freeze in extremely cold weather (Usually only during the Winter) making it unharvestable until it thaws.
  • Water can now be drained completely from a lake, due to over harvesting.
  • Water levels in lakes replenish when it rains.
  • Way Makers can now clear all terrain, just like Builders.
  • Water can now be cleared by Way Makers and Builders with the destroy terrain tool.
  • Way Makers can now dig holes to create villager make lakes for collecting rain water, creating new water sources next time it rains. They can also be used to expand existing water sources.
Farming and Food Changes
  • Crops can now be tended to and watered to help them grow faster, or resist dying. Typically meaning the more farmers you have, the faster your food production.
  • Crops can now grow in the Summer, but must be well tended and watered. Otherwise they may stop growing, or even die.
  • Reworked how food is eaten somewhat. Now food has a much higher use-count, but each use only counts as 1 hunger point. The final actual food value is the same.
Full Moon
  • The world now has a "Full Moon" night every 7 days.
  • Monsters do not attack during a full moon, unless you get too close to them.
  • Essence spawns randomly all over the map during a full moon.
  • Ghosts (Dead villagers) pop up very frequently during a full moon.
Season and Weather Changes
  • Rebalanced weather and severe storm rates in all seasons.
  • Reduced overall amount of lightning during rain.
  • Midday is now longer, and Night is shorter in the Summer.
  • Midday is now shorter, and Night is longer in the Winter.
  • Reduced the overall amount of "High Wind".
Spawning
  • Changed starting villager summon in count in the World Map to summon up to 40 villagers, rather than 32.
  • Changed starting villager count in Skirmish from 21-27 to 28-32
  • Reduced global spawn rate in survival mode by 10%.
  • Available jobs now factor in to nomad spawn rates. The more available jobs you have (Total job slots minus Total population) the higher chance nomads will appear. If you have more villagers than job slots, it has a negative effect.
  • Nomads can no longer arrive twice in one day.
  • The nomad ticker now works in traditional mode again.
  • Traditional mode spawn rates and spawn caps have been increased.
  • Village overall population size now has a negative affect on nomad rates.
Resource Distribution Rewrite
  • The resource distribution and storage AI has been rewritten completely from scratch.
  • Each building now has a set resource priority for each resource they can store. For example, the Lumber Mill's priority for wood is "Very High", and the priority for boards is "Very Low".
  • Organizers, and most manufacturing and refining workers can now rearrange resources in the village taking resources from low priority buildings and delivering them to high priority buildings. For example, an Organizer may take wood from a Lumber Shack and deliver it to a Lumber Mill for the Carpenters to refine, and then later take boards from a Lumber Mill to the Ancillary, Camp or Wood Storage to clear up space in the Lumber Mill for additional wood.
  • All harvesters now deliver harvested resources to the highest priority buildings first, even if the building isn't the closest. For example, a Lumberjack will try to deliver freshly harvested wood to a Bowyer or Lumber Mill first, before delivering it to a Lumber Shack.
  • All construction jobs now always take resources from the lowest priority buildings first. For example, a Builder will take wood from Wood Storage, an Ancillary, or the Camp before taking it from the Lumber Mill, even if the Lumber Mill is closer. This applies to Way Maker's road construction as well.
  • Added additional AI flag to help prevent villagers from removing needed resources from buildings under construction to use elsewhere.
Miscellaneous Changes
  • Large, detailed building and working job panels have been added to the left and right tab, detailing a ton of useful information about the building or job assignment to the player when you hover over the building or job icon.
  • Improved some of the "Building Required" building overlay messages.
  • Monsters no longer auto attack when in range of the village.
  • Refining/Manufacturing villagers will now attempt to manufacture more resources in an endless loop until they're tired, run out of base materials or the building is at least 1/4th full of the refined resource in question.
  • Renamed "Stone" to "Cut Stone".
  • Adjusted the "trigger points" for fill phases in buildings somewhat.
  • Moved mouse over overlay for buildings above the building rather than on top of it.
  • Improved the particle generation when it is raining, now water will hit the ground and drip off terrain and buildings.
  • Removed essence collecting from radiance pools. They now only attract monsters.
  • Added total village energy (and now, water) to the resource bar.
  • New Song added, Maxine.
  • Hunger now drops about 20% slower, to help offset the demand for water.
  • Peaceful mode has been renamed Traditional mode to lessen confusion for new players.
  • Lowered the "rest period" essence has when it first spawns, before it is attracted to your hand/cursor.
  • The "suck in" radius of essence to your cursor has been doubled.
  • Lumberjacks can now store silk.
  • Miners can now store iron ore.
  • Slightly increased the overall resource values of most of the terrain in the game.
  • Improved resource amount generation code somewhat. Some terrain, like dead trees, now have significantly less resources.
  • Changed "Everything is peaceful" to "Everything is calm" during day 1's night cycle.
  • Grab Objects tool removed from Sandbox Mode.
  • Improved worker location selection for terrain and road clearing.
  • Page up/down and back buttons now flash on the GUI when there's a page to go to.
  • Removed the shadow behind floating particles.
  • Hunger now drops slightly slower.
  • Doubled the time between having a child and getting pregnant again is possible.
  • Decreased the pregnancy chance by 50%.
  • Slightly decreased the chance villagers will stop and chat.
  • Increased the time a villager is pregnant to one full game day.
  • Slightly deceased the chance villagers mate.
  • Recall spell now works on Nomads.
  • Tripled Tool and Armorsmith's refining speeds.
  • Children now take 2 full days to grow up.
  • Reduced the amount of high wind.
  • Cleaned up some of the resource display lists in the world map GUI.
  • Some buildings, like homes, now have fixed resource amounts per resource, always allowing space for a variety of resources so they won't be filled with just one.
  • Made all shadows a bit darker.
  • Total unassigned villagers count now factors in villagers en route to get or quit a job.
  • Decreased the body temp adjustment rates by 30%. (Meaning their temp will adjust to outside temps slower, keeping them cool or warm longer)
  • Added female villager sprites.
Optimizations
  • Overhauled the way tileset data is loaded into the game, somewhat lowering memory usage.
  • Optimized tile flag detection, increasing the general overall speed of the engine.
  • Optimized many of the mob and building search algorithms.
  • Increased the render speed of all overlay data maps.
  • A new resource loader system has been implemented, that should decrease load times.
  • Slightly optimized particle emitter system.
  • Improved random number generator speeds engine-wide.
  • Improved mob reach map generation by 30-50%
  • Slightly improved village range map generation.
  • Improved particle rendering speeds slightly.
  • Doubled the overall speed of the data module, used for generating all types of overlay data in the game (Range maps, resource maps, tower ranges, etc).
  • Improved tile loading memory usage slightly.
  • Completely removed the Trove library from the game.
Spell Changes
  • Lowered the cost of the Send to Limbo, Take From Limbo and Resurrect spells.
  • The spells Magic Torch, Distract and Spotlight have been removed from the game.
  • New Spell: Summon Holy Golem. A Summonable mid level golem you can summon anywhere in the map, and will destroy everything in sight. The golem will lose 5% of it's health every few seconds until it eventually dies.
  • New Spell: Storm. This spell will cause a terrible thunderstorm in the area cast, and should never be cast inside the village. This spell will also trigger rain or snow. Useful in summer drought.
Bug Fixes
  • Fixed the rain frequency in the early days of Spring.
  • Medic work now exhausts the mob correctly.
  • Fixed a few minor shadow and particle map issues.
  • Abandoned Crystal Harvestries can now be rebuilt properly.
  • Fixed Rain sound "Stuttering/Skipping" for some users.
  • Fixed a very rare crash caused by the object sorting algorithm when a game is first loaded.
  • Fixed a rare crash if the game tries to find a building at a specific coordinate right as the game launches.
  • Fixed resource "Hovering above head" bug when villagers are carrying something in water, tar or anything else with depth.
  • Experimental fix for resource loading lag issues some users have been having due to some picky malware and anti-virus programs.

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#5395 New water suggestions

Posted by Rayvolution on 17 March 2017 - 09:19 AM

Sadly that's impossible in the engine (without major fundamental rework of the map code anyways)

Each terrain can only have a "base" and "accent" layer, a third layer for any terrain would throw the entire system off kilter. :)

 

Now, alternatively, a completely new kind of water could be added that is "deep water" (Ocean water maybe?) someday, that's basically a new water tile that's flagged as "blocked". Problem though, is it wouldn't interact with the regular water tiles at all (it wouldn't merge together).


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#5385 Screenshot of entire world

Posted by Rayvolution on 01 March 2017 - 05:39 PM

I know there's a shortcut key for screenshot but how easy would it be to add a function that takes a screenshot of the entire world?

 

Not too hard, actually. That feature actually exists in the map editor already. But I would have to implement more layers to draw into the map writer first.

 

It's actually on my wishlist already, just haven't made time for it. :)


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#5384 What do organizers do?

Posted by Rayvolution on 01 March 2017 - 05:16 PM

So they are the carriers which saves the builders having to take it to the location?

 

Yep. As well as just clean up random resources scattered around and stick them in storage.

 

They're really handy early game for sticking silk and iron ore in storage before you have any buildings that use them.


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#5357 Villagers are confused

Posted by Rayvolution on 23 February 2017 - 08:12 PM

Simply that, they're confused. Sometimes it happens randomly, but usually it's a result of you using a ton of magic around them. Use the grab spell on some resources and wave them overtop a bunch of villagers, and you'll see what I mean.


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#5354 Build InDev 25 Unstable 1 Released

Posted by Rayvolution on 23 February 2017 - 07:50 PM

Awesome update!

 

When do you estimate the tech tree is going to be added?

 

I'm not sure yet, but it'll probably start to be seen in the way of upgrade branches. But before I can even consider that, I need to get all the core building upgrade states done first. :)


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