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Rayvolution

Member Since 10 Jul 2014
Offline Last Active Yesterday, 09:21 PM
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Update 1 - The Magic Update - Released!

22 March 2020 - 07:27 PM

The first free post release content patch has arrived, introducing The Magic Update!

This update includes a complete and total overhaul of the spell casting mechanics, as well as a ton of new spells. It also includes double the perks the game released with, a ton of bug fixes, balance changes, and general improvements.

Specter mechanics have been changed quite a bit in this patch as well, so be sure to checkout the "New Walls and Specter Mechanics" category below and read it carefully!

Check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)

Update 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.
New Perks
  • Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore.
  • Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :)
  • Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked.
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.
  • Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further.
  • Slightly reduced influence generation rates.
Miscellaneous Changes
  • New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not.
  • Increased the storage counts of equipment storage.
  • 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 resource requirements.
  • 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.
  • Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI.
  • Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted.
  • Catjeet children are now counted in the children total on the population totals panel.
  • Blood Moon and Eclipse countdown delay timers are now properly saved.
  • Fixed a rounding issue on the perk list totals.

100 Free Copies for People Staying Inside!

16 March 2020 - 10:39 PM

I am giving out up to 100 FREE copies of Rise to Ruins to anyone who Follows, RTs and replies to this post on Twitter with their "proof" they are staying at home during the #CoronavirusOutbreak!
 
I'm not telling you what the proof is, just have fun with it. 
 
Have fun, and wash your hands!

Build Update 1 Unstable 2 Released

13 March 2020 - 02:28 PM

Click here for help on accessing the Unstable branch!

Update 1 Unstable 2 has arrived! This patch adds tons and tons of new perks (more than double!) as well as tosses in several bug fix and other general improvements. This is also the "Feature complete" build of Update 1. Barring any issue, Update 1 should be fully released very soon. So make sure you dig deep for those bugs!

Enjoy!

Update 1 Unstable 2 Change Log

New Perks
  • Labor Golem and Holy Golem Duration perk removed as they serve no purpose anymore.
  • Tons of new perks added, more than doubling the original perk list. There are too many to list here, so just take my word for it and enjoy! :)
  • Removed "perk rarity" from the game. This feature used to determine how common certain perks were, now all perks have an equal chance of being unlocked.
Miscellaneous Changes
  • New range generation "trimming" system, that will remove generated range in areas not connected to the village. Added to cut down on villagers straying away from the village and getting killed. Note that corruption resistance will still generate even if range does not.
  • Increased the storage counts of equipment storage.
  • Added "blessed" icon to the mob select and population panels.
  • Slightly reduced influence regeneration rates.
  • Buffed conjure essence spell, it can now produce more resources per cast, and perks can boost it further.
  • Slightly reduced influence generation rates.
Bug Fixes
  • Fixed a interface scaling issue with some ultrawide monitors that would cause buttons to be hidden under the UI.
  • Charm spell works again.
  • Fixed a very minor bug where the save system would claim it's converting old road map save data when it wasn't, and the data was already converted.
  • Fixed a bug that could crash the game if a blessed regular male villager impregnated a nephilim and the nephilim tried to give birth.
  • Put in temporary fix for blessed nephilim child birth crashes so old Unstable 1 players already inflicted with the bug can continue to play their saves.
  • If the father of a child is re-blessed after the father impregnates the mother, the father will not become unblessed when the mother gives birth.
  • Fixed a bug that would allow you to attempt to cast some spells you don't meet the conditions for and not consuming the influence, but triggering the cooldown.
  • Nephilim now properly live an average of 10 days longer than their regular counterparts.
  • Resurrect spell cooldown now doesn't reset when you don't cast it in a ghost.
  • Human Nephilim migrants no longer "become" regular humans after they arrive at the new region.
  • Nephilim elders and children are no longer counted as unassigned workers list in the population list panel.
  • Catjeet Children are now counted in the children total on the population totals panel.
  • Nephilim are now counted in the children total on the population totals panel
  • Nephilim are now tracked in the statistics panel.
  • Blood Moon and Eclipse countdown delay timers are now properly saved.
  • Divine Blessing no longer counts to the resurrection count goal.
  • Fixed a few of the new spells not providing god XP or increasing spell cast counts for goals.
  • Nephilim are now properly counted on the population panel (Yes, again)
  • Fixed a rounding issue on the perk list totals.

Build Update 1 Unstable 1 Released

19 January 2020 - 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.
 
Enjoy!
 
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.