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Build Update 1 Unstable 1 Released

Today, 04:01 PM

Update 1 Unstable 1 has arrived! This patch adds a ton of small improvements and bug fixes, some balance changes, and most importantly a completely overhauled spell system! :)
This patch introduces a ton of new mechanics that can greatly impact the overall balance of the game. So be sure to let me know in the comments what you think of all the new mechanics and how they're impacting your gameplay so I can fine tune them for the eventual full release.
Update 1 Unstable 1 Change Log
New Walls and Specter Mechanics
  • Added Crylithium Curtain Walls, Crylithium Walls and Crylithium Gates to the game. They all can block specters and ghosts from passing through them.
  • Specters and Ghosts can no longer cross crystal patches.
  • Regular Curtain Walls no longer block specters and ghosts from passing through them.
  • All old saves before this patch get their Curtain Walls updated to Crylithium Curtain Walls automatically and free, so late game villages don't get overrun with specters after this change.
  • Reorganized the walls category into two subcategories.
    Spell and Influence Overhaul
  • New Spell: Construct. Uses your godly powers to assist in constructing buildings, but requires the resources to already be delivered to the build site.
  • New Spell: Divine Blessing. Bless a villager, causing their next born child to be a Nephilim with superior strength, dexterity and lifespan.
  • New Spell: God Tower. Summons a magic bow tower with unlimited ammo. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
  • New Spell: God Wall. Summons a magic wall that will help block all types of monsters, including specters, from crossing. Requires a portion of your maximum influence to maintain. Can be dispelled with the Dispel Structure spell.
  • New Spell: Harvest. Automatically harvests resources from the region, dropping them on the ground for your villagers to quickly collect. Make sure you cast this in range of your village, else nobody will come pick anything up!
  • New Spell: Holy Potatoes. Sprouts magic potatoes from the ground, really handy if you've just completely run out of food or want to create a new patch elsewhere in the village!
  • New Spell: Holy Wood. Sprouts large erections of wood from the ground, really handy if you've just completely run out of wood or want to create a new patch elsewhere in the village!
  • New Spell: Dispel Golem. Dispel a previously summoned or combobulated golem. Will work on any golem in the village, including the ones you did not summon yourself. Typically should be used to dispel labor or holy golems to regain some of your maximum influence.
  • New Spell: Dispel God Structure. Dispel a previously summoned structure to regain some of your maximum influence.
  • A new type of influence mechanic has been added. Now some spells can last forever, but they take up a portion of your maximum influence to maintain. For example, Labor Golems now last forever, but permanently reserve 300 points of influence on your influence bar until you dispel them, or they are killed by monsters.
  • Some spells like Conjure Essence and Flame can now be continuously casted, meaning you can hold down the mouse button to continue casting them rather than clicking.
  • Many of the old spells now have cooldowns, but have also been buffed or rebalanced accordingly.
  • Labor and Holy Golems no longer die slowly over time, but do require influence to be maintained.
  • Slightly reduced how much maximum influence the player gets per villager.
  • Uncorked the influence absolute maximum, there is no longer a maximum cap on how much total influence you can have.
  • Your maximum influence now uses the entire bar (visibly), but the amount of maximum influence still increases per villager.
  • Influence gained per tick is now based on a percentage of maximum influence rather than a fixed amount.
  • The spell select panel and spell descriptions panel have been completely overhauled.
  • Revised many of the spell descriptions.
  • Added a spell radius display when you have a spell selected.
  • Reduced the particle count on the influence bar.
    Miscellaneous Changes
  • Screenshot files are now tagged with the version number of the game they were taken with.
  • Cleaned up some of the mouse tooltip message positions.
  • Added pointer lines from selected buildings to the building's occupants or workers.
  • Added lavender color trees to the game. Currently only used for the Holy Wood spell.
  • Added holy potatoes to the game. Currently only used for the Holy Potatoes spell.
  • A new mob type called "Nephilim" to the game, that is currently created via the new Divine Blessing spell. These new villagers have longer lifespans and boosted stats.
  • Changed the pregnancy icon to look more like a rattle.
  • Kitchen now increases worker's cooked meat and boiled egg refine time when upgraded.
  • Updated the graveyard's tooltips.
    Bug Fixes
  • Added fix to buildings to prevent them from being stuck at >100% completed on load after receiving a perk that reduces construction time.
  • Fixed several minor typos.
  • Fixed a rare endless loop crash that could happen if monsters tried to spawn from a completely blocked in corrupted fire pit.
  • Fixed a minor bug that would cause villagers to not lose hunger points when they mated.
  • Fixed some animal mating issues.
  • Fixed the construction outline and abandoned graphics for all gates.
  • Fixed a very rare crash caused by an endless loop in the trajectory calculation code.
  • Fixed a bug that was causing work speed reductions due to high wind to be calculated twice.
  • Fixed a bug that wouldn't allow any golems to get their level increase perk unless the player had the wood golem level perk.
  • Charmed monsters no longer threaten tiles.
  • Fixed an issue where mobs would actually lose hunger, thirst and energy slower when working, rather than faster.
  • Fixed a minor bug that could cause newborn animals to spawn the wrong color.
  • Fixed a minor bug where catjeet elders would not show up on the population panel when the filter was set to "Elder".
  • Fixed a bug where sometimes specters could be banished to inside your village.
  • You can no longer upgrade the outpost while it's already being upgraded.
  • Fire pit construction can now be paused.
  • Fixed purple color crystals minimap color.
  • Slightly modified Casas, Wyvernedge and Death Pass to add more valid animal spawn locations.
  • Burner no longer trigger the energy usage tip when built.
  • Doggos now count on the domesticated stats panel.
  • Fixed the upgrade description panel text from overflowing on the Established Ranger Lodge description.
  • Ranger lodges no longer count on the problem panel as homes with no food.
  • Fixed the missing blank panels on the combobulator category on the right panel.

  • Free Content Patches: What to expect as we move beyond Early Access.

    01 January 2020 - 08:27 PM

    Greetings everyone! Now that Rise to Ruins has left Early Access, it's time to talk about how development will progress from here on out. As I've stated in the past, development will not end when the game leaves Early Access. But, I would like to change how patches work from here.
    In the past I tried to release giant major patches. A huge part of this was up until 2019 major patches broke your save data, so I wanted to be sure I added enough content all at once to make it worthwhile to start over. But, for a large majority of 2019 save files are no longer broken when new patches are releases, and I of course don't plan to break them moving forward from here.
    So, what I'm going to start doing is stop releasing future patch Road Maps outlining huge patches with tons of content. Rather, I'm going to start releasing much smaller, more frequent patches and people interested in following very closely with development can either follow me on twitter, or join our discord
    Although there will still be occasional big patches, it really depends on what mechanics are being added. Some new mechanics may simply be so extensive they would be nonsensical broken up into smaller parts. For example, the recent hunting patch would not have made much sense if I broke it up into smaller pieces where I added just animals, then just hunting, then just animal pens, and then just butchering/slaughtering mechanics all individually as separate smaller patches. None of those mechanics would have functioned correctly without the other parts.
    Just a reminder, as I said in the past all future patches will not be DLC. All future content will be 100% free, and included in the base game. Rise to Ruins will continue to get free content patches as long as I am selling enough copies to support myself and development.

    Release 1 - The Milestone Update - Released!

    13 October 2019 - 02:29 PM

    Introducing the most important patch in the history of Rise to Ruins, Release 1! It's been a long ride, but I'm proud to bring you this milestone update.

    In less than 24 hours, Rise to Ruins leaves Early Access. But development isn't over! Expect more free content patches over the years as Rise to Ruins continues to evolve and expand into an even more complex game with deeper mechanics.

    For now though, check out the most extensive and important change log in Rise to Ruins history.

    If you're looking for the recently released "Hunting Update" change log for InDev 34, check it out here.

    Release 1 Change Log
    Miscellaneous Changes
    • Released the game. 🎉🥂🍻🍾

    InDev 34 - The Hunting Update - Released!

    11 October 2019 - 10:36 AM

    It's time to hunt! The final InDev version of Rise to Ruins has been released! On October 14th the game will launch out of Early Access and the next big content update you'll see after will be called the free "Content Update 1". Exciting times are ahead! :)

    This update introduces a massive amount of balance changes, a new hunting system, new mobs, and a ton more. The list is simply too long to summarize properly, so check out the change logs!

    InDev 34 Change Log

    Rangers and Hunting System
    • Renamed the barracks to ranger station.
    • Renamed guards to rangers.
    • Two new buildings added, the animal pen and the clucker coop. Both buildings house animals that the hunters capture and return to the village. When full, excess animals are then taken by the cooks and slaughtered for meat in the kitchen.
    • Rangers will now hunt for animals during midday, capturing them and taking them to animal pens or clucker coops.
    • Rangers no longer patrol the perimeter of the village during the day time.
    • Rangers no longer can post at outposts or barracks.
    • Rangers now patrol the village during a blood moon, rather than the front lines.
    • Rangers outside the village are no longer called when a village is in danger.
    • Moved rangers lodge and outpost to the food and water category.
    Animals and Cooking
    • Four new animals have been added to the game, the clucker, entler, beefalo and rous. All four can be hunted by the rangers.
    • Tons of new resources have been added, including raw meat, cooked meat, eggs, boiled eggs, raw hide, and feathers.
    • Most non-monster mobs now drop meat and byproducts like raw hide upon death, including villagers and doggos.
    • Doggos now only spawn on the edges of the map.
    • Animals also spawn on the edges of the map.
    • Wild animals try to seek out safe locations with food and water to congregate.
    • Rebalanced all food.
    • Doggos and other animals now require less food and water to sustain themselves.
    • Doggos and other animals can no longer die of overheating or freezing.
    Save System Optimizations
    • The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
    • Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)
    Balance Changes
    • Cooks and bottlers can now manufacture with their entire workforce again.
    • Doubled both the speed and damage of bows. (Resulting in 4x more DPS)
    • Tripled the ammo capacity of quivers.
    • Villagers now use hostile towers and corruption in their fight or flight mechanics.
    • Tools now require wood boards and iron.
    • Bows now require silk and wood.
    • Iron armor now requires raw hide and iron ingots.
    • Medkits now require silk and wood.
    • Quivers now require feathers and wood.
    • Heavily buffed rations.
    • Rations now require a raw meat and a raw vegetable.
    • All buildings that make the above mentioned resources now have had their storage changed to store those resources.
    • Elders can no longer turn into zombies when blighted.
    • Rebalanced zombies very slightly.
    • Removed intelligence from the game.
    • Removed happiness from the game.
    • Completely overhauled entire resource storage system, now buildings can store fixed amounts of each resource type rather than a total of any resource types they can store.
    • Completely rebalanced storage limits of nearly all buildings.
    • It is now easier to push back the corruption.
    • Maintaining infinite refined resources will now manufacture them regardless if storage space exists.
    • Less monsters now spawn overall, but their levels increase more rapidly.
    • Monster level increases extremely fast when the corruption is highly threatened. (Warning: If you pinned the corruption in your save, the difficulty may be unexpectedly much higher suddenly.)
    • The corruption can now be completely destroyed, but it's extremely hard and time consuming.
    • Doubled resource decay times for most resources, and tripled others.
    • It now takes less trashy trash to make a trashy cube.
    • Reduced farm range to 24.
    • A fourth dark purple work selection color has been added to signal when a work selection has been threatened.
    • When pushing back the corruption, it becomes more resistant and slower to push back the more pinned it is.
    Miscellaneous Changes
    • Workers now try to equip the best tools or food available rather than anything they can find.
    • Loading tips moved to the main game, and now the game starts paused.
    • Top popup panels no longer overlap the left panel's category buttons.
    • Reduced the overlay font size slightly.
    • Raw food renamed to raw vegetables.
    • Slightly optimized mob rendering code.
    • Perimeter generation code completely removed from the game.
    • Changed Doofy Wild Doggo to Wild Doofy Doggo.
    • Armorsmiths can now make leather armor.
    • Wooden shield renamed to leather shield, and can also now be made by armorsmiths.
    • The toolsmith can now make wooden swords.
    • Villagers no longer enter a home when they claim it for the first time.
    • Console banners are now smaller, 6 can be displayed at once, and they decay faster when there's a backlog.
    • Tweaked the storage priority of many buildings.
    • Resources can no longer be paused or banished from a building.
    • Building perks are now retroactive.
    • Wolfmere is no longer connected to Deepnesse
    • Added a new "Make/Maintain until storage is full" option for all resources.
    • Harvesting tasks are now set to maintain to storage limits by default, rather than infinite. Although the infinite option still exists if you want to use it.
    • Made loot boxes more encouraged to teleport closer to the village.
    • Added a "backup your saves" warning to old profiles loading InDev 34 for the first time.
    • Changed the disclaimer page to remove mention of Early Access.
    Bug Fixes
    • Implemented possible fix for the "lazy bowyer" problem.
    • Fixed a few incorrect tips and tooltip descriptions.
    • Processed leftover trashy trash at the trash processor can no longer go over the storage limits.
    • Fixed a typo in the Total Home Occupancy tooltip.
    • Twitch integration text box now properly loses focus when you close the settings panel.
    • Fixed a bug that could cause object data to not load correctly on custom user maps.
    • Fixed a minor bug in damage calculations RNG that could throw an error if the mob's stats were too low.
    • Fixed a very minor layer color issue with the doggo sprite animations.
    • Placing walls for construction no longer automatically deletes the topography under it.
    • Fixed a crash when nomads tries to visit a village and the camp/castle was destroyed.
    • Sleeping AI branches now obeys the booleans that dictates if they can sleep inside or outside.
    • Fixed a bug where sleep and incapacitated animations would not reset properly.
    • Fixed an Ancillary on Black Coast that could not be dismantled or reclaimed.
    • Implemented bandaid fix for the resourceCount crash.
    • Fixed an issue with refine AI if no storage exists anywhere for the refined material (even if the building would make space once a resource is refined) production would halt.
    • Fixed a crash related to the clear out resources AI by deleting the clear out resources AI.
    • Send villagers goal now counts correctly.
    • Year calculations fixed (Yes, again)
    • Fixed a string key call in the trash AI task list.
    • Fixed a bug where a monsters "breakaway chance" would fire too rapidly in the day time, possibly causing some lag at dawn.

    It's The Final Countdown!

    06 October 2019 - 08:29 PM

    The light at the end of the tunnel is arriving rapidly. Rise to Ruins will be launching out of Early Access on October 14th. But this ride isn't over yet, Rise to Ruins will continue to get new content as long as you're still around to support and play it.

    This has been an amazing several years, and the support from the entire community over all this time has been absolutely amazing. It's very rare a one man developer can launch a game of this magnitude all by himself, and if it wasn't for the support of every one of you Rise to Ruins never would have reached this milestone.

    Launching a game is one of the biggest moments in a developer's life, and can make or break their entire career. But, no matter what happens during the launch, thank you for allowing me to follow my dreams.

    Here's to more years of completely free Rise to Ruins content, and someday, more SixtyGig Games!