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Infoblaze

Member Since 05 Oct 2018
Offline Last Active Jun 27 2019 10:53 PM
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Topics I've Started

Rise to Ruins InDev 33f,spells, massive game stopping lag

03 June 2019 - 09:04 PM

I am finding every time I cast a large amount of spells the game will go to about 1 frame per 10 seconds to 1 min if I am watching the circular spell casting animation.  If I go look somewhere else (to hide from the lag) then the game will somewhat survive and only lag like normal.  Examples would be casting storm 3-4 times in the same spot or casting cold 7 or 8 times or mend a similar amount of times.  

 

I am not sure how to fix it but it seems to be the massive amount of partials generated in the spell animation cause the computer to give up.  I would prefer an option to completely eliminate all partials if I could play the game relatively lag free (if possible).  


Rise to Ruins InDev 33e game crash, AI reset does fix the problem

21 May 2019 - 10:27 PM

Game crashes every time I exit the game to check my god points and then go back into the same map.  Resetting the AI (holding shift and selecting) has reliably fixed the problem but there is something in the AI that fails within even a few seconds of game play.  Below is the error log.
 
Rise to Ruins InDev 33e
 
Attempting to initialize Steamworks
 
Fetching local language files.
Attempting to load: D:\SteamLibrary\steamapps\common\Rise to Ruins\localization\defaultEnglish
 
Fetching Steam Workshop language files, if logged in to Steam.
No Steam Workshop language files found.
 
Total word count: 26336
Total key count: 4615
Text key count: 3991
 
Loading Font Data
Starting Dedicated Threads
Thread Pool Size: 8
 
Operating System: Windows 10
GPU Drivers: igdumdim64
GPU Driver Version: null
Maximum JVM Memory: 3612MB
Tue May 21 22:11:52 CST 2019 INFO:Slick Build #237
Initializing Display Mode: Borderless Full Screen
Tue May 21 22:11:52 CST 2019 INFO:LWJGL Version: 2.9.3
Tue May 21 22:11:52 CST 2019 INFO:OriginalDisplayMode: 3840 x 2160 x 32 @60Hz
Tue May 21 22:11:52 CST 2019 INFO:TargetDisplayMode: 3840 x 2160 x 0 @0Hz
Tue May 21 22:11:53 CST 2019 INFO:Starting display 3840x2160
Tue May 21 22:11:53 CST 2019 INFO:Use Java PNG Loader = true
Tue May 21 22:11:53 CST 2019 INFO:Controllers not available
Resetting MAIN_MENU
Loading Game
font Module: 4902
save Module: 0
time Module: 0
Tue May 21 22:11:58 CST 2019 INFO:Initialising sounds..
Tue May 21 22:11:58 CST 2019 INFO:- Sound works
Tue May 21 22:11:58 CST 2019 INFO:- 64 OpenAL source available
Tue May 21 22:11:58 CST 2019 INFO:- Sounds source generated
sound Module: 160
Loaded Tileset: SAND_RED (3015000) Time: 57
Loaded Tileset: WATER (3610000) Time: 54
Loaded Tileset: TREES_BROWN (15000) Time: 78
Loaded Tileset: SAND_RED_ACCENT (3015500) Time: 9
Loaded Tileset: WATER_ACCENT (3610500) Time: 22
Loaded Tileset: TREES_BROWN_DEAD (15500) Time: 39
Loaded Tileset: TREES_BROWN_ACCENT (16000) Time: 71
Loaded Tileset: MELONS (1610000) Time: 64
Loaded Tileset: MARKETPLACE (211205500) Time: 572
Loaded Tileset: ANCIENT_RADIANCE_POOL (200600500) Time: 26
Loaded Tileset: TILES (3410000) Time: 80
Loaded Tileset: TILES_ACCENT (3410500) Time: 35
Loaded Tileset: SANDSTONE_RED (415000) Time: 87
Loaded Tileset: FLOWERS_WHITE (2230000) Time: 7
Loaded Tileset: SANDSTONE_RED_ACCENT (415500) Time: 50
Loaded Tileset: LAVA (2810000) Time: 59
Loaded Tileset: CRYSTAL_PURPLE (625000) Time: 24
Loaded Tileset: LAVA_ACCENT (2810500) Time: 50
Loaded Tileset: ANCIENT_CULLIS_GATE (200400000) Time: 35
Loaded Tileset: CRYSTAL_PURPLE_ACCENT (625500) Time: 17
Loaded Tileset: CRYSTAL_MOTIVATOR (203405500) Time: 14
Loaded Tileset: CACTUS_GREEN (1210000) Time: 43
Loaded Tileset: FLOWERS_BLUE (2215000) Time: 14
Loaded Tileset: STONE_WALL (4212500) Time: 35
Loaded Tileset: FORGE (205805500) Time: 346
Loaded Tileset: GOLD_STORAGE (206005500) Time: 128
Loaded Tileset: FLOWERS_BLACK (2210000) Time: 67
Loaded Tileset: CUT_STONE_AND_BOARD_ROAD (4014000) Time: 14
Loaded Tileset: POTATOES (810000) Time: 19
Loaded Tileset: CACTUS_GREEN_ACCENT (1210500) Time: 14
Loaded Tileset: POTATOES_ACCENT (810500) Time: 14
Loaded Tileset: FLOWERS_PURPLE (2220000) Time: 8
Loaded Tileset: STONE_GOLEM_COMBOBULATOR (214005500) Time: 141
Loaded Tileset: PHANTOM_DART_TOWER (210805500) Time: 46
Loaded Tileset: BALLISTA_TOWER (201405500) Time: 141
Loaded Tileset: OUTPOST (210605500) Time: 81
Loaded Tileset: WOOD_FENCE (4214000) Time: 23
Loaded Tileset: FARM (205005500) Time: 224
Loaded Tileset: LOG_PATH (4011000) Time: 5
Loaded Tileset: WOOD_FENCE_GATE_NS (215405500) Time: 150
Loaded Tileset: FIRE_PIT (205205500) Time: 17
map Module: 3400
road Module: 8
miniMap Module: 60
resource Module: 63
transition Module: 0
shadow Module: 902
lighting Module: 110
projectile Module: 0
missile Module: 31
particle Module: 178
collision Module: 39
depth Module: 30
perk Module: 7
god Module: 0
goal Module: 0
object Module: 1763
background Module: 5
mob Module: 873
mobJob Module: 1
essence Module: 0
weather Module: 1
corruption Module: 4
profile Module: 0
Map FBO: 429
map Module Sync: 0
road Module Sync: 2
resource Module Sync: 1
missile Module Sync: 21
object Module Sync: 2
mob Module Sync: 18
essence Module Sync: 0
TOTAL TIME: 13587
Resetting MAIN_MENU
Loading Game
Loading worldMap
font Module: 0
save Module: 0
time Module: 1
sound Module: 24
resource Module: 1764
transition Module: 0
projectile Module: 0
particle Module: 1513
chest Module: 1
perk Module: 4
god Module: 1
goal Module: 4
background Module: 0
mob Module: 5
influence Module: 8
help Module: 0
corruption Module: 3
migration Module: 944
resource Module Sync: 0
mob Module Sync: 0
influence Module Sync: 0
Save Loading Thread SurvivalIsland Running.
Save Loading Thread Silvercoast Running.
Save Loading Thread SurvivalIsland Complete.
Save Loading Thread Silvercoast Complete.
TOTAL TIME: 20123
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 1ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 10ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 20ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2891ms, Save Number 1043
Full Save: World Data Gathered and Written, took 2923ms
Loading: Silvercoast
Resetting WORLD_MAP
Loading Game
Loading survival
font Module: 0
save Module: 0
time Module: 1
sound Module: 0
Loaded Tileset: GRASS_YELLOW_BROWN (2420000) Time: 5
Loaded Tileset: DIRT_LIGHT_BROWN (2020000) Time: 5
Loaded Tileset: CORRUPTION (3810000) Time: 9
Loaded Tileset: ROCK_BROWN_COLLECTED (216000) Time: 13
Loaded Tileset: GRAVEL_RED (2635000) Time: 2
Loaded Tileset: DIRT_LIGHT_BROWN_ACCENT (2020500) Time: 5
Loaded Tileset: GRASS_YELLOW_BROWN_ACCENT (2420500) Time: 4
Loaded Tileset: COBBLE_AND_LOG_PATH (4012000) Time: 11
Loaded Tileset: CORRUPTED_FIRE_BOW_TOWER (207802000) Time: 57
Loaded Tileset: PATH (4010000) Time: 9
Loaded Tileset: CURTAIN_WALL (4211000) Time: 31
Loaded Tileset: ROCK_BROWN (215000) Time: 20
Loaded Tileset: CORRUPTED_GRAVEYARD_MEDIUM (207400000) Time: 56
Loaded Tileset: CURTAIN_WALL_CONSTRUCTION (4210500) Time: 9
Loaded Tileset: GRAVEL_RED_ACCENT (2635500) Time: 4
Loaded Tileset: CRYSTAL_GREEN (615000) Time: 21
Loaded Tileset: WATER_PURIFIER_UPGRADE_2 (214422000) Time: 131
Loaded Tileset: CORRUPTED_FIRE_PHANTOM_DART_TOWER (208602000) Time: 18
Loaded Tileset: MARKETPLACE_UPGRADE_2 (211222000) Time: 577
Loaded Tileset: CRYSTAL_GREEN_ACCENT (615500) Time: 16
Loaded Tileset: LIGHTNING_ROD_UPGRADE_2 (207020000) Time: 46
Loaded Tileset: CORRUPTED_GRAVEYARD_LARGE (207600000) Time: 63
Loaded Tileset: ROCK_BROWN_ACCENT (215500) Time: 24
Loaded Tileset: CORRUPTED_GRAVEYARD_SMALL (207200000) Time: 29
Loaded Tileset: SAND_TAN (3020000) Time: 3
Loaded Tileset: CORRUPTED_ICE_BOW_TOWER (208002000) Time: 46
Loaded Tileset: CORRUPTED_POISON_PHANTOM_DART_TOWER (209002000) Time: 20
Loaded Tileset: CRYSTAL_GREEN_COLLECTED (616000) Time: 15
Loaded Tileset: ANCILLARY_UPGRADE_4 (200242000) Time: 236
Loaded Tileset: CORRUPTED_LIGHTNING_PHANTOM_DART_TOWER (209202000) Time: 21
Loaded Tileset: CRYSTAL_STORAGE_UPGRADE_4 (203640500) Time: 134
Loaded Tileset: LARGE_FOUNTAIN (206602000) Time: 53
Loaded Tileset: COBBLE_AND_BOARD_ROAD (4013000) Time: 8
Loaded Tileset: ESSENCE_COLLECTOR_UPGRADE_2 (204622000) Time: 88
Loaded Tileset: SAND_TAN_ACCENT (3020500) Time: 3
Loaded Tileset: COBBLE_AND_LOG_PATH_DEBRIS (4011500) Time: 8
Loaded Tileset: TREES_RED (30000) Time: 21
Loaded Tileset: CURTAIN_WALL_OUTLINE (4210000) Time: 11
Loaded Tileset: BURNER_UPGRADE_2 (215820000) Time: 51
Loaded Tileset: CRYSTILLERY_UPGRADE_2 (203822000) Time: 132
Loaded Tileset: PROCESSOR_UPGRADE_2 (216220000) Time: 78
Loaded Tileset: BOTTLER_UPGRADE_2 (202021000) Time: 77
Loaded Tileset: MINERAL_STORAGE_UPGRADE_4 (211641000) Time: 119
Loaded Tileset: FOOD_STORAGE_UPGRADE_4 (205642000) Time: 119
Loaded Tileset: ROCK_STORAGE_UPGRADE_4 (213440500) Time: 115
Loaded Tileset: WATER_DRY (3615000) Time: 20
Loaded Tileset: CRYSTAL_HARVESTRY_UPGRADE_2 (203220500) Time: 242
Loaded Tileset: CORRUPTED_FIRE_PIT (209600000) Time: 14
Loaded Tileset: TREES_RED_ACCENT (31000) Time: 63
Loaded Tileset: TREES_RED_DEAD (30500) Time: 44
Loaded Tileset: TREES_RED_COLLECTED (31500) Time: 16
Loaded Tileset: WOOD_STORAGE_UPGRADE_4 (215240500) Time: 121
Loaded Tileset: STONE_CUTTERY_UPGRADE_2 (213821500) Time: 137
Loaded Tileset: FORGE_UPGRADE_2 (205820500) Time: 218
Loaded Tileset: LANDFILL_UPGRADE_2 (216020000) Time: 122
Loaded Tileset: CUBE_E_GOLEM_COMBOBULATOR_UPGRADE_1 (216812000) Time: 48
Loaded Tileset: WAY_MAKER_SHACK_UPGRADE_2 (214620000) Time: 119
Loaded Tileset: CRYSTAL_PURPLE_COLLECTED (626000) Time: 17
Loaded Tileset: POTATOES_COLLECTED (811000) Time: 16
Loaded Tileset: LUMBER_MILL_UPGRADE_2 (210222000) Time: 292
Loaded Tileset: MIGRATION_WAY_STATION_UPGRADE_2 (211422000) Time: 136
Loaded Tileset: FARM_UPGRADE_2 (205022000) Time: 224
Loaded Tileset: MINING_FACILITY_UPGRADE_2 (211820500) Time: 133
Loaded Tileset: LUMBER_SHACK_UPGRADE_2 (210420500) Time: 124
Loaded Tileset: TOOLSMITHY_UPGRADE_2 (214222000) Time: 136
Loaded Tileset: MISCELLANEOUS_STORAGE_UPGRADE_4 (212042000) Time: 170
Loaded Tileset: LOG_PATH_DEBRIS (4010500) Time: 7
Loaded Tileset: BOWYER_UPGRADE_2 (202421500) Time: 125
Loaded Tileset: LARGE_FIRE_PIT (205400000) Time: 13
Loaded Tileset: ARMORSMITHY_UPGRADE_2 (200822000) Time: 210
Loaded Tileset: COURIER_STATION_UPGRADE_2 (209822000) Time: 157
Loaded Tileset: KITCHEN_UPGRADE_2 (210022000) Time: 74
Loaded Tileset: DOGGO_HOUSE (204200000) Time: 29
Loaded Tileset: HOUSING_UPGRADE_4_OCCUPANCY (206241500) Time: 120
Loaded Tileset: CASTLE_15 (200140000) Time: 180
Loaded Tileset: MAINTENANCE_BUILDING_UPGRADE_1 (211010000) Time: 173
Loaded Tileset: MAINTENANCE_BUILDING_UPGRADE_2 (211020000) Time: 125
Loaded Tileset: HOUSING_UPGRADE_3_QUALITY (206311500) Time: 111
Loaded Tileset: CLINIC_UPGRADE_2 (202822000) Time: 110
Loaded Tileset: CORRUPTED_ICE_PHANTOM_DART_TOWER (208802000) Time: 12
Loaded Tileset: CRYSTAL_STORAGE_UPGRADE_3 (203634000) Time: 102
Loaded Tileset: WOOD_GOLEM_COMBOBULATOR_UPGRADE_3_ICE (215042000) Time: 43
Loaded Tileset: HOUSING_UPGRADE_4_QUALITY (206321500) Time: 105
Loaded Tileset: BALLISTA_TOWER_UPGRADE_1 (201411500) Time: 49
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_LIGHTNING (204842000) Time: 30
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_FIRE (204832000) Time: 36
Loaded Tileset: CORRUPTED_POISON_BOW_TOWER (208202000) Time: 35
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_ICE (204852000) Time: 33
Loaded Tileset: ROCK_BLACK (210000) Time: 23
Loaded Tileset: HOUSING_UPGRADE_2_QUALITY (206304500) Time: 177
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_2 (204825000) Time: 22
Loaded Tileset: RECOMBOBULATOR_TOWER_UPGRADE_3 (213232000) Time: 25
Loaded Tileset: CORRUPTED_LIGHTNING_BOW_TOWER (208402000) Time: 24
Loaded Tileset: ANCILLARY_UPGRADE_2 (200225000) Time: 172
Loaded Tileset: BALLISTA_TOWER_UPGRADE_3_FIRE (201432000) Time: 58
Loaded Tileset: PHANTOM_DART_TOWER_UPGRADE_2 (210822000) Time: 10
Loaded Tileset: CULLIS_GATE (204000000) Time: 63
Loaded Tileset: STONE_WALL_GATE_WE (215610000) Time: 13
Loaded Tileset: KEY_SHACK_UPGRADE_4 (206441000) Time: 34
Loaded Tileset: PHANTOM_DART_TOWER_UPGRADE_3_LIGHTNING (210842000) Time: 12
Loaded Tileset: PHANTOM_DART_TOWER_UPGRADE_3_FIRE (210832000) Time: 10
Loaded Tileset: ESSENCE_COLLECTOR_UPGRADE_1 (204613000) Time: 37
Loaded Tileset: STATIC_TOWER_UPGRADE_3 (212832000) Time: 35
Loaded Tileset: CORRUPTED_LARGE_FIRE_PIT (209400000) Time: 7
Loaded Tileset: CLINIC (202805500) Time: 103
Loaded Tileset: ANCILLARY (200205500) Time: 243
Loaded Tileset: CARROTS_COLLECTED (1411000) Time: 11
map Module: 8435
road Module: 257
mapAI Module: 21
miniMap Module: 56
resource Module: 2754
trade Module: 2
transition Module: 0
shadow Module: 902
lighting Module: 186
projectile Module: 0
missile Module: 7
particle Module: 26
collision Module: 20
depth Module: 11
chest Module: 1
perk Module: 4
god Module: 1
goal Module: 1
object Module: 5589
background Module: 0
mob Module: 723
mobJob Module: 1
essence Module: 35
spawn Module: 2
influence Module: 1
weather Module: 1
workSelection Module: 156
waypoint Module: 0
data Module: 1
help Module: 0
lootBox Module: 1
stats Module: 9
corruption Module: 121
migration Module: 3261
profile Module: 0
Map FBO: 559
map Module Sync: 10
road Module Sync: 9
resource Module Sync: 123
missile Module Sync: 0
object Module Sync: 498
mob Module Sync: 59
essence Module Sync: 0
spawn Module Sync: 0
influence Module Sync: 0
waypoint Module Sync: 161
TOTAL TIME: 24831
Curtain Wall has been dismantled.
VILLAGER WATER_MASTER AI AI_REDISTRIBUTE_RESOURCES STEP 2 time to execute was high: 65
Curtain Wall has been dismantled.
DRONE NONE AI AI_CORRUPTION_HARVEST_WORK STEP 2 time to execute was high: 54
VILLAGER FLETCHER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 63
CATJEET_VILLAGER TRASHER AI AI_PROCESS_TRASH STEP 2 time to execute was high: 52
Curtain Wall has been dismantled.
Curtain Wall has been dismantled.
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 84
CATJEET_VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 79
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 85
CATJEET_VILLAGER STONE_CUTTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 78
CATJEET_VILLAGER ORGANIZER AI AI_DELIVER_CONSTRUCTION_RESOURCE STEP 4 time to execute was high: 82
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 61
DRONE NONE AI AI_CORRUPTION_HARVEST_WORK STEP 1 time to execute was high: 391
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 54
CATJEET_VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 87
VILLAGER WATER_MASTER AI AI_EQUIP_RESOURCE STEP 4 time to execute was high: 58
Nomads! A band of nomads have arrived in the region.
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 66
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 96
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 77
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 67
Joan OfArc has been hired!
CATJEET_VILLAGER STONE_CUTTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 65
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 63
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 82
Mike Simpson has joined your village!
Ellen Richards has joined your village!
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 73
CATJEET_VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 79
Jenny Slate has joined your village!
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 54
VILLAGER FARMER AI AI_STORE_RESOURCE_IN_HAND STEP 2 time to execute was high: 65
CATJEET_VILLAGER STONE_CUTTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 73
Carla Keaton mated with Jack Keaton!
Jean Marsh mated with Arcturus Marsh!
Paul Fielding has become an elder!
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 57
Jesse Dumas has joined your village!
Doug Lamborn has joined your village!
VILLAGER FLETCHER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 58
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 56
Alfonso Forrest has been born!
CATJEET_VILLAGER COOK AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 67
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 58
VILLAGER FLETCHER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 63
CATJEET_VILLAGER COOK AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 60
Juvia Phillips mated with Paul Phillips!
George OfArc mated with Joan OfArc!
Fire Pit has been completed.
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 55
Fire Pit has been completed.
Fire Pit has been completed.
CATJEET_VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 77
Fire Pit has been completed.
CATJEET_VILLAGER FARMER AI AI_EQUIP_RESOURCE STEP 4 time to execute was high: 59
Fire Pit has been completed.
Yelena Forrest mated with John Forrest!
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 53
Janet Fielding has become an elder!
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 75
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 58
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 74
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 5 time to execute was high: 51
VILLAGER CARPENTER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 78
VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 54
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 66
VILLAGER CRYSILLER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 72
VILLAGER FLETCHER AI AI_REFINE_RESOURCE STEP 2 time to execute was high: 67
Saved time module regional data, took 0ms
No regional data inside background module to save, took 0ms
No regional data inside data module to save, took 0ms
No regional data inside goal module to save, took 0ms
No regional data inside god module to save, took 0ms
No regional data inside perk module to save, took 0ms
Saved road module regional data, took 11ms
No regional data inside shadow module to save, took 0ms
No regional data inside sound module to save, took 0ms
Saved stats module regional data, took 1ms
No regional data inside transition module to save, took 0ms
No regional data inside chest module to save, took 0ms
No regional data inside font module to save, took 0ms
No regional data inside help module to save, took 0ms
Saved influence module regional data, took 0ms
No regional data inside lighting module to save, took 0ms
No regional data inside collision module to save, took 0ms
No regional data inside depth module to save, took 0ms
Saved map module regional data, took 5ms
No regional data inside miniMap module to save, took 0ms
No regional data inside waypoint module to save, took 0ms
Saved workSelection module regional data, took 2ms
No regional data inside mapAI module to save, took 0ms
Saved missile module regional data, took 0ms
Saved migration module regional data, took 0ms
Saved mob module regional data, took 21ms
Saved essence module regional data, took 1ms
Saved mobJob module regional data, took 0ms
Saved object module regional data, took 139ms
No regional data inside particle module to save, took 0ms
Saved lootBox module regional data, took 0ms
Saved resource module regional data, took 20ms
Saved trade module regional data, took 0ms
No regional data inside save module to save, took 0ms
Saved corruption module regional data, took 1ms
Saved spawn module regional data, took 0ms
Saved weather module regional data, took 0ms
No regional data inside projectile module to save, took 0ms
No regional data inside profile module to save, took 0ms
Saved Map Preview, took 62ms
Saved Map Data, took 134ms
Save Clean Up, took 2ms
Autosave: Region Data Written, took 7504ms, Save Number 179
Full Save: Region Data Gathered and Written, took 7716ms
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 5ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 15ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2137ms, Save Number 1044
Full Save: World Data Gathered and Written, took 2157ms
Resetting SURVIVAL
Dedicated threads have not completed, waiting.
Dedicated threads have not completed, waiting.
Dedicated threads have not completed, waiting.
Loading Game
Loading worldMap
font Module: 0
save Module: 0
time Module: 0
sound Module: 14
resource Module: 1543
transition Module: 0
projectile Module: 0
particle Module: 1454
chest Module: 1
perk Module: 2
god Module: 1
goal Module: 2
background Module: 0
mob Module: 4
influence Module: 0
help Module: 0
corruption Module: 1
migration Module: 587
resource Module Sync: 0
mob Module Sync: 0
influence Module Sync: 0
Save Loading Thread SurvivalIsland Running.
Save Loading Thread Silvercoast Running.
Save Loading Thread SurvivalIsland Complete.
Save Loading Thread Silvercoast Complete.
TOTAL TIME: 19166
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 14ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 24ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2120ms, Save Number 1045
Full Save: World Data Gathered and Written, took 2159ms
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 16ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 30ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2103ms, Save Number 1046
Full Save: World Data Gathered and Written, took 2151ms
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 9ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 18ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 1ms
Autosave: World Data Written, took 2156ms, Save Number 1047
Full Save: World Data Gathered and Written, took 2184ms
Loading: Silvercoast
Resetting WORLD_MAP
Loading Game
Loading survival
font Module: 0
save Module: 0
time Module: 0
sound Module: 0
map Module: 420
road Module: 245
mapAI Module: 9
miniMap Module: 40
resource Module: 2617
trade Module: 1
transition Module: 0
shadow Module: 705
lighting Module: 126
projectile Module: 0
missile Module: 4
particle Module: 21
collision Module: 16
depth Module: 8
chest Module: 0
perk Module: 2
god Module: 1
goal Module: 1
object Module: 4841
background Module: 0
mob Module: 807
mobJob Module: 1
essence Module: 36
spawn Module: 1
influence Module: 0
weather Module: 1
workSelection Module: 202
waypoint Module: 0
data Module: 0
help Module: 0
lootBox Module: 1
stats Module: 6
corruption Module: 101
migration Module: 3481
profile Module: 0
Map FBO: 533
map Module Sync: 2
road Module Sync: 4
resource Module Sync: 44
missile Module Sync: 0
object Module Sync: 321
mob Module Sync: 42
essence Module Sync: 0
spawn Module Sync: 0
influence Module Sync: 0
waypoint Module Sync: 28
TOTAL TIME: 14906
Tue May 21 22:24:32 CST 2019 ERROR:null
java.lang.NullPointerException
at rtr.utilities.Assignment.getSecondaryX(Assignment.java:35)
at rtr.mobs.ai.AIClearTopographyFromRoadWork.pathfindToTopography(AIClearTopographyFromRoadWork.java:163)
at rtr.mobs.ai.AIClearTopographyFromRoadWork.execute(AIClearTopographyFromRoadWork.java:62)
at rtr.mobs.MobBase.update(MobBase.java:2726)
at rtr.mobs.MobModule.update(MobModule.java:378)
at rtr.states.PlayState.update(PlayState.java:300)
at org.newdawn.slick.state.StateBasedGame.update(StateBasedGame.java:266)
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:652)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:481)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:391)
at rtr.system.Game.launchGame(Game.java:155)
at rtr.system.Launcher.main(Launcher.java:52)
Tue May 21 22:24:32 CST 2019 ERROR:Game.update() failure - check the game code.
org.newdawn.slick.SlickException: Game.update() failure - check the game code.
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:669)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:481)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:391)
at rtr.system.Game.launchGame(Game.java:155)
at rtr.system.Launcher.main(Launcher.java:52)
 

InDev 33d, Game Polishing Suggestions for the developer to consider

20 May 2019 - 01:19 PM

I have been playing this game almost since the first version and have been very impressed by how much better the game has become over time.  After playing the latest version I have some suggestions for the game developer to consider to help make the game more enjoyable from a player experience perspective.

 

I will try and list the idea into major themes so you can understand why I am making the suggestion.

 

1.  Reducing click spam

  • Have a feature to mass produce rock and some iron.  The growth spell is an excellent example as I can safely mass produce trees and crystals with a single mouse click.  Clicking 300 times to make rocks every game day and or cast meteor for iron is not fun.  The create material spell is fine but let me have a bigger cast radius.  I would prefer to pick the material to make and each could have an associated mana cost.  Allow for a large area to be picked, perhaps by increasing or decreasing the bush size and scaling the mana cost accordingly.
  • The dissolve spell needs to be cast multiple times to break down bodies and you have to click dead bodies way to much to break them down.  Late game this is stupid and really not fun and causes lag.  The dissolve spell should end click spam not cause it. I would suggest for the mana cost one cast should completely break down all bodies in its radius.  Double the cast length or double its breakdown power would be suggestions.  A slightly larger radius would be nice and nothing needs to be changes for how it reacts to wood or crystals.
  • Picking up resources.  This is a major problem.  The game is laggy to begin with and the system you have implemented to grab resources from a building is a very poor design for moving large volumes of a particular resource.  I would suggest a system like black and white uses where the god hand can vaccum up large amounts of the selected resource and then move them to another location.  Do away with the mana reduction while holding resources and slightly reduce the cost to pick up resources.  This should allow large amounts to be moved.  I would much rather hold the mouse button than click 100 times just to gather water or wood.  If you don't like the idea of me harvesting a whole forest in a single click then just increase the cost for pulling raw resources vs moving already harvested resources.

 

2.  Game agency

 

  • The new game balance and corruption system are really great but they have changed the overall way the game is played.  I think the old method of allowing god skills to be cast on corruption needs to be added again.  In the old way of playing it was great fun to nuke monster buildings, safely cast storm away from my buildings and steal resources from monsters and just otherwise be a pest.  While this doesn't win or lose the game overall it allows for more play options and improves the overall fun the game has to offer.
  • Magic generation.  Late game this becomes a real problem where over half the buildings are magic generators and then you eventually run out of crystals to power them and you can't cast spells.  I would prefer one more upgrade to generators to buff the late game magic generation rate and density so I can continue to be active with god powers for longer.  Yes, at night you have a lot of god power, if you want to click bodies all day and break them down for mana.  However, that usually goes back into survival at the very late endgame levels.
  • Golem control.  They keep running outside of my walls one at a time and getting wrecked late game!  I want to build something or do something to tell them to stop!  I would like them to stack after the gate and protect it and stay within the range of the repair towers so I can use some strategy when it comes to their use.
  • Most towers are not good enough to bother using late game.  This reduces the choices to near zero and does not provide enough incentive to make any bolt or stone throwing towers.  Also, as almost all stone gets used up late game this further reduces any incentive to make any stone type tower or golem as they generate click spam as punishment (i.e create material) and they are not really effective anyways. 
  • Mazes are broken and have never really worked in this game.  Monsters always punch through walls and building walls are annoying as the game blocks the build radius around them.  Monsters are never attracted to gates and double or triple gates are pointless.  Gates should have a massive monster pull bonus and if there is ANY viable path to the gate they should leave walls alone so you can create paths.  I can show you an example of the late game play style the current mechanics produce but I will sum it up by saying you make a giant kill box.
  • Towers are too susceptible against fire elemental.  Some of the towers can't even fire as they don't have the range and are broken without even being able to fight back.  Fire elemental are pretty much what ends all late games and it would be good to have some options to fight back against them more effectively or protect and or repair towers from them.
  • Ghosts and resurrection.  I will be blunt I HATE HATE HATE the system.  I have always hate it and will continue to hate it.  It is a hate that burns brighter the longer I see it in the game.  The issue is it is a stupid RNG pray to the gods that Waldo spawns and you can waste hours trying to find him. As the village gets bigger this is even more annoying.  My issue is this is a game that should be about planning and strategy not randomly wasting my time looking for something that may or may not be present.  The chest spawn is fair in comparison as you can see a glowing circle around them.  If you want to waste time looking for ghosts be my guest but please the more sane player base to build a structure or in some way attract them.  For example let me upgrade the Cullis gate so it allows for a 100% spawn rate and pulls all ghosts to it.  It can be in two upgrades the first being increasing spawn of ghosts and the second to pull them over.  Even if it cost 1000 of every resource in game I would GLADLY pay it to be saved the torture of finding ghosts!!!!!  Really I want to stress this is really not fun and really ruins parts of the game like collecting the god points for completing a number of resurrections for me.
  • Spells.  The new game system has really made a large amount of spells useless or dangerous to cast as late game you only have your village to work with.  This could be a full review on its own but I am sure you already know all about this issue.  I will pick on just one minor spell that in particular is useless that could use a buff.  That is create light.  Really if you could collect statistics I can guarantee no one uses this spell.  As a suggestion allow for it to provide a small amount of heat so I can melt water in the winter or allow crops to grow or something, anything useful. 
  • Stop having villagers become scared from everything I am doing as a god.  Make them more like the golems.  They should know they have a god and shouldn't be so confused all the time unless I am attacking them.  
  • More hording, bigger numbers :)  I want to store more rock, more wood more everything!  This one is just for fun but I would prefer buffed storage rather than building 4 of the same storage building.  Adding more upgrades per building would be nice.  Probably just 1 more or the game could really get broken....even if that would be fun.
  • Menus.  The building menu is a good example of something that is not helpful.  I would like to be able to see what buildings are not upgraded and click a little up arrow right in the menu to upgrade the building, as an example of an upgrade to the menus.

 

3.  Game speed and lag

 

  • Nothing new here I think you understand the problem well.  I would say the game plays out really slow and x3 speed should be the standard speed.  x1 speed is really like 1/4 time speed.  There should be a x4 speed.  
  • Late game lag is always an issue but you already know.  Sorry I am not a programmer so I have no great suggestions as to how to fix the problem.  I can only tell you as a player it really keeps this game from greatness.  I turn off all the fancy options in an attempt to make it play faster.

 

 

Overall a fantastic game where I have put more time into this game than most Final Fantasy titles.  I look forward to future development of the game. I think you have created something really special here which is why I have taken the time to write down so many thoughts as a long time player.  I hope you find something here that is useful!


InDev 33 (4-30-2019) Constant Crashing

05 May 2019 - 10:27 AM

I am close to day 50 and just starting to send my settlers to the next area and then the game closes and this error note pad message appears.  I have tried to play the game in both the steam and non steam version and there seems to be no difference.  Once I open the game again it will play from the last save to about the same point and then crash again so I cannot progress.
 
 
Rise to Ruins InDev 33b
 
Attempting to initialize Steamworks
 
Fetching local language files.
Attempting to load: D:\SteamLibrary\steamapps\common\Rise to Ruins\localization\defaultEnglish
 
Fetching Steam Workshop language files, if logged in to Steam.
No Steam Workshop language files found.
 
Total word count: 26068
Total key count: 4603
Text key count: 3980
 
Loading Font Data
Thread Pool Size: 8
 
Operating System: Windows 10
GPU Drivers: igdumdim64
GPU Driver Version: null
Maximum JVM Memory: 3612MB
Sun May 05 10:10:32 CST 2019 INFO:Slick Build #237
Initializing Display Mode: Windowed
Sun May 05 10:10:32 CST 2019 INFO:LWJGL Version: 2.9.3
Sun May 05 10:10:32 CST 2019 INFO:OriginalDisplayMode: 3840 x 2160 x 32 @60Hz
Sun May 05 10:10:32 CST 2019 INFO:TargetDisplayMode: 3740 x 1960 x 0 @0Hz
Sun May 05 10:10:33 CST 2019 INFO:Starting display 3740x1960
Sun May 05 10:10:33 CST 2019 INFO:Use Java PNG Loader = true
Sun May 05 10:10:33 CST 2019 INFO:Controllers not available
Resetting MAIN_MENU
Loading Game
font Module: 4827
save Module: 0
time Module: 0
Sun May 05 10:10:38 CST 2019 INFO:Initialising sounds..
Sun May 05 10:10:39 CST 2019 INFO:- Sound works
Sun May 05 10:10:39 CST 2019 INFO:- 64 OpenAL source available
Sun May 05 10:10:39 CST 2019 INFO:- Sounds source generated
sound Module: 771
Loaded Tileset: SAND_BLACK (3010000) Time: 7
Loaded Tileset: TREES_DARK_GREEN (20000) Time: 58
Loaded Tileset: GRAVEL_GRAY (2630000) Time: 8
Loaded Tileset: ROCK_GRAY (220000) Time: 49
Loaded Tileset: SAND_BLACK_ACCENT (3010500) Time: 16
Loaded Tileset: TREES_DARK_GREEN_ACCENT (21000) Time: 40
Loaded Tileset: TREES_DARK_GREEN_DEAD (20500) Time: 30
Loaded Tileset: TAR (3210000) Time: 20
Loaded Tileset: GRAVEL_GRAY_ACCENT (2630500) Time: 5
Loaded Tileset: TAR_ACCENT (3210500) Time: 20
Loaded Tileset: ROCK_GRAY_ACCENT (220500) Time: 35
Loaded Tileset: FLOWERS_PURPLE (2220000) Time: 13
Loaded Tileset: SANDSTONE_BLACK (410000) Time: 64
Loaded Tileset: SANDSTONE_BLACK_ACCENT (410500) Time: 28
Loaded Tileset: WATER (3610000) Time: 44
Loaded Tileset: WATER_ACCENT (3610500) Time: 15
Loaded Tileset: CRYSTAL_RED (610000) Time: 40
Loaded Tileset: ANCIENT_RADIANCE_POOL (200600000) Time: 30
Loaded Tileset: CACTUS_GREEN (1210000) Time: 27
Loaded Tileset: ANCIENT_CULLIS_GATE (200400000) Time: 40
Loaded Tileset: OUTPOST (210605500) Time: 33
Loaded Tileset: FLOWERS_BLUE (2215000) Time: 8
Loaded Tileset: CARROTS (1410000) Time: 50
Loaded Tileset: WOOD_GOLEM_COMBOBULATOR (215005500) Time: 64
Loaded Tileset: CRYSTAL_RED_ACCENT (610500) Time: 29
Loaded Tileset: STONE_WALL (4212500) Time: 29
Loaded Tileset: STONE_GOLEM_COMBOBULATOR (214005500) Time: 62
Loaded Tileset: SPRAY_TOWER (212605500) Time: 50
Loaded Tileset: LOG_PATH_DEBRIS (4010500) Time: 10
Loaded Tileset: MINING_FACILITY (211805500) Time: 172
Loaded Tileset: FLOWERS_BLUE_ACCENT (2215500) Time: 8
Loaded Tileset: HOUSING (206205500) Time: 119
Loaded Tileset: DOGGO_HOUSE (204205500) Time: 26
map Module: 1787
road Module: 6
miniMap Module: 68
resource Module: 39
transition Module: 0
shadow Module: 1119
lighting Module: 70
projectile Module: 0
missile Module: 11
particle Module: 124
collision Module: 53
depth Module: 41
perk Module: 11
god Module: 0
goal Module: 0
object Module: 1406
background Module: 12
mob Module: 943
mobJob Module: 0
essence Module: 0
weather Module: 1
corruption Module: 5
profile Module: 0
Map FBO: 410
road Module Sync: 2
resource Module Sync: 1
missile Module Sync: 20
object Module Sync: 17
mob Module Sync: 21
essence Module Sync: 0
TOTAL TIME: 13136
Initializing Display Mode: Borderless Full Screen
Sun May 05 10:12:00 CST 2019 INFO:Starting display 3840x2160
Resetting MAIN_MENU
Loading Game
Loading worldMap
font Module: 0
save Module: 0
time Module: 0
sound Module: 16
resource Module: 873
transition Module: 0
projectile Module: 0
particle Module: 1686
chest Module: 7
perk Module: 6
god Module: 1
goal Module: 5170
background Module: 0
mob Module: 4
influence Module: 8
help Module: 1
corruption Module: 2
migration Module: 0
resource Module Sync: 0
mob Module Sync: 0
influence Module Sync: 0
TOTAL TIME: 10981
Saved time module world data, took 0ms
No world data inside background module to save, took 0ms
No world data inside data module to save, took 0ms
Saved goal module world data, took 0ms
Saved god module world data, took 0ms
Saved perk module world data, took 0ms
No world data inside road module to save, took 0ms
No world data inside shadow module to save, took 0ms
No world data inside sound module to save, took 0ms
No world data inside stats module to save, took 0ms
No world data inside transition module to save, took 0ms
Saved chest module world data, took 0ms
No world data inside font module to save, took 0ms
No world data inside help module to save, took 0ms
No world data inside influence module to save, took 0ms
No world data inside lighting module to save, took 0ms
No world data inside collision module to save, took 0ms
No world data inside depth module to save, took 0ms
No world data inside map module to save, took 0ms
No world data inside miniMap module to save, took 0ms
No world data inside waypoint module to save, took 0ms
No world data inside workSelection module to save, took 0ms
No world data inside mapAI module to save, took 0ms
No world data inside missile module to save, took 0ms
Saved migration module world data, took 0ms
No world data inside mob module to save, took 0ms
No world data inside essence module to save, took 0ms
No world data inside mobJob module to save, took 0ms
No world data inside object module to save, took 0ms
No world data inside particle module to save, took 0ms
No world data inside lootBox module to save, took 0ms
Saved resource module world data, took 14ms
No world data inside trade module to save, took 0ms
No world data inside save module to save, took 0ms
No world data inside corruption module to save, took 0ms
No world data inside spawn module to save, took 0ms
No world data inside weather module to save, took 0ms
No world data inside projectile module to save, took 0ms
No world data inside profile module to save, took 0ms
Save Clean Up, took 2ms
Autosave: World Data Written, took 2036ms, Save Number 272
Full Save: World Data Gathered and Written, took 2051ms
Loading: SurvivalIsland
Resetting WORLD_MAP
Loading Game
Loading survival
font Module: 0
save Module: 0
time Module: 0
sound Module: 0
Loaded Tileset: GRASS_YELLOW_BROWN (2420000) Time: 6
Loaded Tileset: CORRUPTION (3810000) Time: 12
Loaded Tileset: CORRUPTED_POISON_PHANTOM_DART_TOWER (209003500) Time: 22
Loaded Tileset: CRYSTAL_PURPLE (625000) Time: 27
Loaded Tileset: CRYSTAL_PURPLE_COLLECTED (626000) Time: 22
Loaded Tileset: CORRUPTED_GRAVEYARD_LARGE (207604000) Time: 57
Loaded Tileset: CORRUPTED_FIRE_PHANTOM_DART_TOWER (208602000) Time: 24
Loaded Tileset: CORRUPTED_GRAVEYARD_MEDIUM (207403500) Time: 47
Loaded Tileset: CORRUPTED_GRAVEYARD_SMALL (207203500) Time: 27
Loaded Tileset: COBBLE_AND_LOG_PATH (4012000) Time: 8
Loaded Tileset: LOG_PATH (4011000) Time: 7
Loaded Tileset: CORRUPTED_POISON_BOW_TOWER (208202000) Time: 40
Loaded Tileset: COBBLE_AND_LOG_PATH_DEBRIS (4011500) Time: 8
Loaded Tileset: CORRUPTED_ICE_PHANTOM_DART_TOWER (208802000) Time: 23
Loaded Tileset: CORRUPTED_LIGHTNING_PHANTOM_DART_TOWER (209202000) Time: 23
Loaded Tileset: PATH (4010000) Time: 8
Loaded Tileset: GRASS_YELLOW_BROWN_ACCENT (2420500) Time: 6
Loaded Tileset: CORRUPTED_FIRE_PIT (209600000) Time: 17
Loaded Tileset: CORRUPTED_LIGHTNING_BOW_TOWER (208402000) Time: 41
Loaded Tileset: CORRUPTED_FIRE_BOW_TOWER (207802000) Time: 45
Loaded Tileset: SAND_TAN (3020000) Time: 3
Loaded Tileset: SAND_TAN_ACCENT (3020500) Time: 6
Loaded Tileset: CORRUPTED_ICE_BOW_TOWER (208002000) Time: 43
Loaded Tileset: CORRUPTED_LARGE_FIRE_PIT (209400000) Time: 17
Loaded Tileset: CRYSTAL_GREEN (615000) Time: 32
Loaded Tileset: CRYSTAL_GREEN_COLLECTED (616000) Time: 20
Loaded Tileset: TREES_RED_COLLECTED (31500) Time: 21
Loaded Tileset: TREES_RED (30000) Time: 24
Loaded Tileset: TREES_RED_DEAD (30500) Time: 21
Loaded Tileset: LOOT_BOX (206800000) Time: 16
Loaded Tileset: ROCK_BROWN (215000) Time: 25
Loaded Tileset: DIRT_LIGHT_BROWN (2020000) Time: 3
Loaded Tileset: ROCK_BROWN_COLLECTED (216000) Time: 11
Loaded Tileset: DIRT_LIGHT_BROWN_ACCENT (2020500) Time: 4
Loaded Tileset: ROCK_BROWN_ACCENT (215500) Time: 26
Loaded Tileset: CRYSTAL_PURPLE_ACCENT (625500) Time: 21
Loaded Tileset: CRYSTAL_GREEN_ACCENT (615500) Time: 21
Loaded Tileset: FLOWERS_WHITE (2230000) Time: 10
Loaded Tileset: SANDSTONE_TAN_COLLECTED (421000) Time: 10
Loaded Tileset: ROCK_BLACK_COLLECTED (211000) Time: 9
Loaded Tileset: POTATOES_COLLECTED (811000) Time: 21
Loaded Tileset: SANDSTONE_TAN (420000) Time: 24
Loaded Tileset: GRAVEL_RED (2635000) Time: 4
Loaded Tileset: CURTAIN_WALL (4211000) Time: 25
Loaded Tileset: CURTAIN_WALL_CONSTRUCTION (4210500) Time: 9
Loaded Tileset: GRAVEL_RED_ACCENT (2635500) Time: 4
Loaded Tileset: TRASHY_CUBE_PILE (216600000) Time: 23
Loaded Tileset: BALLISTA_TOWER_UPGRADE_3_ICE (201452000) Time: 79
Loaded Tileset: FARM_UPGRADE_2 (205022000) Time: 240
Loaded Tileset: ESSENCE_COLLECTOR_UPGRADE_2 (204622000) Time: 44
Loaded Tileset: CUT_STONE_AND_BOARD_ROAD (4014000) Time: 9
Loaded Tileset: ATTRACT_TOWER_UPGRADE_1 (201212000) Time: 36
Loaded Tileset: CACTUS_GREEN_COLLECTED (1211000) Time: 18
Loaded Tileset: ANCILLARY_UPGRADE_4 (200242000) Time: 193
Loaded Tileset: ANCILLARY (200202000) Time: 201
Loaded Tileset: FOOD_STORAGE_UPGRADE_4 (205642000) Time: 118
Loaded Tileset: CRYSTAL_STORAGE_UPGRADE_4 (203642000) Time: 114
Loaded Tileset: AMMO_STORAGE_UPGRADE_4 (201041000) Time: 163
Loaded Tileset: BALLISTA_TOWER_UPGRADE_3_POISON (201442000) Time: 63
Loaded Tileset: SMALL_FOUNTAIN (212402000) Time: 40
Loaded Tileset: BURNER_UPGRADE_2 (215822000) Time: 58
Loaded Tileset: LIGHTNING_ROD_UPGRADE_2 (207020000) Time: 45
Loaded Tileset: CRYSTAL_MOTIVATOR (203400000) Time: 17
Loaded Tileset: KEY_SHACK_UPGRADE_4 (206441500) Time: 47
Loaded Tileset: WATER_PURIFIER_UPGRADE_2 (214422000) Time: 114
Loaded Tileset: PROCESSOR_UPGRADE_2 (216220000) Time: 69
Loaded Tileset: CRYSTAL_HARVESTRY_UPGRADE_2 (203222000) Time: 224
Loaded Tileset: CRYSTILLERY_UPGRADE_2 (203822000) Time: 124
Loaded Tileset: HOUSING_UPGRADE_4_QUALITY (206322000) Time: 126
Loaded Tileset: WELL_UPGRADE_2 (214821000) Time: 71
Loaded Tileset: BOTTLER_UPGRADE_2 (202021000) Time: 85
Loaded Tileset: TREES_RED_ACCENT (31000) Time: 28
Loaded Tileset: HOUSING_UPGRADE_4_STANDARD (206282000) Time: 126
Loaded Tileset: HOUSING_UPGRADE_4_OCCUPANCY (206242000) Time: 127
Loaded Tileset: TOOLSMITHY_UPGRADE_2 (214220500) Time: 145
Loaded Tileset: LARGE_FOUNTAIN (206602000) Time: 53
Loaded Tileset: CLINIC_UPGRADE_2 (202820000) Time: 133
Loaded Tileset: CASTLE_15 (200140000) Time: 190
Loaded Tileset: LANDFILL_UPGRADE_2 (216024000) Time: 122
Loaded Tileset: KITCHEN_UPGRADE_2 (210022000) Time: 121
Loaded Tileset: HOUSING_UPGRADE_1_QUALITY (206291500) Time: 125
Loaded Tileset: CULLIS_GATE (204000000) Time: 61
Loaded Tileset: CRYSTAL_GOLEM_COMBOBULATOR (203005500) Time: 54
Loaded Tileset: WAY_MAKER_SHACK_UPGRADE_2 (214621500) Time: 121
Loaded Tileset: LUMBER_MILL_UPGRADE_2 (210222000) Time: 217
Loaded Tileset: BOWYER_UPGRADE_2 (202420500) Time: 125
Loaded Tileset: MAINTENANCE_BUILDING_UPGRADE_2 (211020000) Time: 136
Loaded Tileset: ATTRACT_TOWER_UPGRADE_3 (201232000) Time: 45
Loaded Tileset: RECOMBOBULATOR_TOWER_UPGRADE_3 (213232000) Time: 50
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_LIGHTNING (204842000) Time: 80
Loaded Tileset: STONE_WALL_GATE_NS (215600000) Time: 68
Loaded Tileset: STATIC_TOWER_UPGRADE_3 (212832000) Time: 52
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_3_ICE (204852000) Time: 51
Loaded Tileset: WATER_DRY (3615000) Time: 25
Loaded Tileset: BARRACKS_UPGRADE_2 (201821000) Time: 148
Loaded Tileset: MARKETPLACE_UPGRADE_2 (211222000) Time: 450
Loaded Tileset: STONE_WALL_CONSTRUCTION (4212000) Time: 15
Loaded Tileset: STONE_WALL_GATE_WE (215610000) Time: 29
Loaded Tileset: WOOD_STORAGE_UPGRADE_4 (215242000) Time: 119
Loaded Tileset: FORGE_UPGRADE_2 (205820000) Time: 259
Loaded Tileset: ROCK_STORAGE_UPGRADE_4 (213441500) Time: 122
Loaded Tileset: EQUIPMENT_STORAGE_UPGRADE_4 (204441500) Time: 127
Loaded Tileset: STONE_CUTTERY_UPGRADE_2 (213822000) Time: 124
Loaded Tileset: ELEMENTAL_BOLT_TOWER_UPGRADE_2 (204822000) Time: 41
Loaded Tileset: LUMBER_SHACK_UPGRADE_2 (210422000) Time: 128
Loaded Tileset: WOOD_GOLEM_COMBOBULATOR_UPGRADE_3_ICE (215042000) Time: 58
Loaded Tileset: MINING_FACILITY_UPGRADE_2 (211821500) Time: 140
Loaded Tileset: CUBE_E_GOLEM_COMBOBULATOR_UPGRADE_2 (216822000) Time: 57
Loaded Tileset: GOLD_STORAGE_UPGRADE_4 (206041000) Time: 164
Loaded Tileset: BARRACKS (201805500) Time: 143
Loaded Tileset: COURIER_STATION_UPGRADE_2 (209822000) Time: 168
Loaded Tileset: CRYSTAL_GOLEM_COMBOBULATOR_UPGRADE_3_ICE (203042000) Time: 58
Loaded Tileset: STONE_GOLEM_COMBOBULATOR_UPGRADE_3_ICE (214042000) Time: 62
Loaded Tileset: WOOD_GOLEM_COMBOBULATOR_UPGRADE_3_LIGHTNING (215032000) Time: 58
Loaded Tileset: CRYSTAL_GOLEM_COMBOBULATOR_UPGRADE_3_LIGHTNING (203032000) Time: 73
Loaded Tileset: CURTAIN_WALL_OUTLINE (4210000) Time: 12
Loaded Tileset: MIGRATION_WAY_STATION_UPGRADE_2 (211422000) Time: 133
Loaded Tileset: STONE_GOLEM_COMBOBULATOR_UPGRADE_3_LIGHTNING (214032000) Time: 63
Loaded Tileset: FIRE_PIT (205200000) Time: 20
Loaded Tileset: FLOWERS_RED (2225000) Time: 7
Loaded Tileset: FLOWERS_YELLOW (2235000) Time: 11
map Module: 8536
road Module: 242
mapAI Module: 22
miniMap Module: 49
resource Module: 830
trade Module: 1
transition Module: 0
shadow Module: 570
lighting Module: 969
projectile Module: 0
missile Module: 6
particle Module: 37
collision Module: 21
depth Module: 12
chest Module: 1
perk Module: 3
god Module: 1
goal Module: 1
object Module: 370
background Module: 0
mob Module: 79
mobJob Module: 1
essence Module: 75
spawn Module: 1
influence Module: 0
weather Module: 2
workSelection Module: 34
waypoint Module: 0
data Module: 2
help Module: 0
lootBox Module: 1
stats Module: 9
corruption Module: 56
migration Module: 1
profile Module: 0
Map FBO: 508
road Module Sync: 5
resource Module Sync: 52
missile Module Sync: 0
object Module Sync: 388
mob Module Sync: 64
essence Module Sync: 0
spawn Module Sync: 0
influence Module Sync: 0
waypoint Module Sync: 168
TOTAL TIME: 14446
VILLAGER ORGANIZER AI AI_DELIVER_CONSTRUCTION_RESOURCE STEP 4 time to execute was high: 58
Megan Kunibert has prepared to leave your village!
Stormgald Martell has prepared to leave your village!
Balon Greyjoy has prepared to leave your village!
Azelin Buttitta has prepared to leave your village!
Annaliese Bran has prepared to leave your village!
VILLAGER PROVISIONER AI AI_FIND_FOOD_CHECK STEP 0 time to execute was high: 74
Lou Martell has prepared to leave your village!
DRONE NONE AI AI_CORRUPTION_BUILD_WORK STEP 1 time to execute was high: 83
Gertrude Rothery has prepared to leave your village!
VILLAGER ORGANIZER AI AI_REDISTRIBUTE_RESOURCES STEP 2 time to execute was high: 54
Anna Marie is pregnant!
David Marie mated with Anna Marie!
Established Lightning Rod has been fully repaired.
DRONE NONE AI AI_CORRUPTION_DELIVER_ROAD_RESOURCE_IN_HAND STEP 1 time to execute was high: 77
Melanie Sofia has prepared to leave your village!
Thomas Breaker has prepared to leave your village!
SMALL_SLIME NONE AI AI_WANDER STEP 1 time to execute was high: 70
Loaded Tileset: WATER_PARTIALLY_DRY (3620000) Time: 105
Loaded Tileset: WATER_PARTIALLY_DRY_ACCENT (3620500) Time: 23
Marisa Sofia has prepared to leave your village!
VILLAGER FARMER AI AI_STORE_RESOURCE_IN_HAND STEP 1 time to execute was high: 85
Established Landfill has been completed.
VILLAGER BUILDER AI AI_BUILD_WORK STEP 2 time to execute was high: 79
Yavanna Oglesby mated with Seth Oglesby!
VILLAGER FARMER AI AI_STORE_RESOURCE_IN_HAND STEP 2 time to execute was high: 51
Established Lightning Rod has been fully repaired.
Established Lightning Rod has been fully repaired.
Amy Acker mated with Lloyd Acker!
Ellie Skrabec mated with Anten Skrabec!
Crazy Ironstone mated with Gorim Ironstone!
Loaded Tileset: ROCK_BLACK (210000) Time: 173
Blight has turned Jennifer Lawrence's corpse into a Zombie! So much for resting in peace.
Established Lightning Rod has been fully repaired.
Random 0 is too low, set to 1.
Sun May 05 10:19:59 CST 2019 ERROR:Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(ArrayList.java:657)
at java.util.ArrayList.get(ArrayList.java:433)
at rtr.mobs.ai.AICourierDepartBehavior.getLeaveCoordinates(AICourierDepartBehavior.java:215)
at rtr.mobs.ai.AICourierDepartBehavior.findLeaveCoordinates(AICourierDepartBehavior.java:106)
at rtr.mobs.ai.AICourierDepartBehavior.execute(AICourierDepartBehavior.java:62)
at rtr.mobs.MobBase.update(MobBase.java:2722)
at rtr.mobs.MobModule.update(MobModule.java:378)
at rtr.states.PlayState.update(PlayState.java:292)
at org.newdawn.slick.state.StateBasedGame.update(StateBasedGame.java:266)
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:652)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:481)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:391)
at rtr.system.Game.launchGame(Game.java:150)
at rtr.system.Launcher.main(Launcher.java:52)
Sun May 05 10:19:59 CST 2019 ERROR:Game.update() failure - check the game code.
org.newdawn.slick.SlickException: Game.update() failure - check the game code.
at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:669)
at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:481)
at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:391)
at rtr.system.Game.launchGame(Game.java:150)
at rtr.system.Launcher.main(Launcher.java:52)
 

Suggestions, version 31b

05 October 2018 - 05:44 AM

After playing the game extensively here are some general thoughts on how the game could be improved from a gaming experience.

 

Quality of life improvements

  1. Resurrections are extremely annoying because you can never find the ghost, especially late game when you have 500 or so people, golems and monsters running around.  This is further aggravating because a god goal is to res (x) amount of people and I have had that goal for a complete game and never completed it.  My suggestion would be let me build a graveyard so I can "pull" all the dead villagers to that location and res them.  Please and thank you.
  2. Dissolve is not as useful as it should be.  I feel the range of the skill is to small which make me spam the spell after or during a big fight.  When corruption has significantly spread I can never get the spell to where I would like to on the corruption to clean things up.  It also does not completely dissolve monsters in one cast which is also annoying.  I also don't like that it "eats" trees etc when cast.  I would like to have a better version of the spell to specifically help me deal with monster bodies so i don't have to click spam all day to break them down.  I would like it to be fairly effective to cast to make it worth putting on my hotbar as I only get 5 options.
  3. I miss the days of casting meteor on the monsters.
  4. Roads will probably always be mentioned.  Instead of having to manually place roads all day my preference would be simply to select the level I want roads upgraded to and then let waymakers take care of the details based on where people are traveling.  If that is to hard I would like to only place the road once and then have them upgrade it fully over time or perhaps have an upgrade all existing roads button in the waymaker shack.  Late game upgrading of roads is very time consuming and annoying.
  5. Speed.  I always play at x3 and I would consider x2 to be "normal" speed.  At x1 I might as well be die of old age.  The game is just to slow at x1.  At x1 the building speed should be 1/3 the cost and time and all walking speeds should be increased by 75%.  I don't mind playing at x3 though until the very late game where huge monster spawns at night basically kill your computer.
  6. Drop (x) of a specific type of monster into the Cullis gate drives me crazy.  When I see this goal it gets an instant reset and is a total waste of my time.  If the point of the goal is to frustrate me as a gamer and force me to use the reset button then mission achieved.  The problems with this goal are many.  First the game mechanics of actually picking up a monster and going to the gate are.... awkward.  That makes the task at best tedious.  Add to the fact that the game doesn't ask for say 5 or 10 of a type of monster but usually 75 or more means you would have to spend hours trying to achieve this objective.  The next problem is how the game scales over time.  If you are playing somewhat smart early game you may have monsters in your village.  This changes mid game where you contain the corruption.  Late game you are simply trying to hold the swarms of monsters off and survive for as long as possible.  The issue is you cant pick up monsters on corruption meaning in mid and late game grabbing what you need and hauling it over and dropping it become impractical with the mess that is going on.  Also to add to the aggravation dropping more than about 2 monsters at a time has the gate go off which is also annoying to deal with based on the quantity of monsters you have to deal with.  I would actually get rid of the gates in their current form at they are useless.  Get rid of the god goal for this or have it be something like dropped resources so I have easy control.  It is just so awkward that unless I have a sent to gate spell I just don't see how it is worth it.  And it still doesn't help me click a monster when there is literally 100 on the screen at once.  My suggestion is pair the banish tower (which is useless right now) to the gate so it will slowly eat monsters for you and have the gate give way more essence to actually make it worth the investment in building and maintaining it.

 

 

Game Balance Improvements

1.  Gates.  Fun fact if you build more 3 or more in a row monsters will start to attack your walls.  So annoying and walls have almost 0 HP which means even a simple builder monster can break them down by themselves.  Late game that means monsters break through instantly.  So annoying and it defeats the purpose of walls.  

2. Water is the same issue as gates.  Try and build a moat or water to slow down monsters and see what happens with fire elementals.  Again so annoying.  I think they  should be forced to path through the water to a gate or they can stay on there side of the map where it is safe and leave me alone.

3.  Element types.  As fire elementals are so destructive, have range and just make a mess I fail to understand why you would pick lightning, poison or fire damage types.  Lightning has no splash or anything to make it useful and poison it to slow to help in any practical sense.  Fire seems completely useless as it just takes longer to kill the most deadly monster in the game with it. 

4. Most towers are useless and late game all towers are useless do to massive swarms of monsters.  You still want ballistas to destroy buildings after the night is over but that is about it.

5.  Guards.... To dedicate a villager to being a guard late game is the worst.  They are useless unless you are looking to kill people because you have to many coming in.  First anytime you cast any heal or mend building (a necessary late game spam tactic if you want to survive) they become confused and become worthless meat shields. I guess that is somewhat worth it because it allows my golems to go to work.  They are also very weak in every sense in fighting high level late game monsters.  They have no real tactics and are overall frustrating to deal with.  Making weapons for them doesn't seem to help or the graphics simply don't show them using any gear other than a bow which is useless anyways.  The sad fact is I actually want to use them and have them be useful like the golems but they are just not.

6.  Corruption control.  Like many other reviewer I have to agree than not being able to push back or control where the corruption is located is frustrating.  Little spots are the main problem.  I agree that a simple spell to get rid of spots would be great.  A building, or really anything would be nice to have some control.

7. Building walls and pathing monsters is really awkward in the game as when you build a wall it cuts off your building range.  That means all layers of walls have to be made from the outside and working in.  It also means you cant fix outside walls.  When you make real mazes the corruption will spread to the wall so you can't go back and build it again.  Yes, campfires can extend the range but from a gaming perceptive BLEH.  As they have no corruption resistance then everything just flows over them eventually and late game BLEH.  Walls and path building should be a core part of the game experience and instead I just end up just having a simple contain strategy instead because anything else is to mechanically difficult to execute in the game.  As a suggestion give walls a simple building range of say 3 or 4 tiles.  I will like to see a corruption resistance of 1 but do understand how that could become very game breaking.  Perhaps could it be set that they simply don't allow corruption beyond on or past the wall?

8.  Multiple gates make monsters attack walls.  Walls and wall health in general.  Instead of a long rant on the whole game mechanics could we all agree that the AI should be set to attach a build structure (if present) over a wall always.  That way the goal of stopping a person from completely walling in is met where monsters will still attack a wall if no structure is present and then I can make a multiple gate system to help slow the insane late game waves of monsters and set up some stops.

9.  Almost all towers are useless and splash damage does not exist to control late game monsters.  Basically towers do not scale with enough damage to be useful.

10.  Essence collectors.  I have to build SOOOO many!!!!  I am always out of essence and then die.

11.  Stone golems can't take stone from storage?  This becomes annoying late game when you are eating resources like mad and makes only wood or crystal sustainable.

12.  Med-kits and bandages?  Is there even a difference?  Why should I even bother.  Death during child birth still happens all the time even when I build around 10 clinics just to see what would happen.  What is the point?  Even if a villager/guard has this late game if they are getting hit lots they die before they use it so I still fail to see the point.

13.  Setting up in a new place with high global corruption... well good luck with that.  Try setting up a new village when you are onto day 150+ with max global corruption and let me know how that works out for you.  The issue I have with this is it changes the pace and this is getting long so whatever.  Probably some extra tweaking to local corruption levels could be considered or something.  

 

Things that are appreciated

1. Kitchens don't have to have insane staffing to keep up.  I appreciate that I don't need excessive staff to feed large towns.

2. Same with bottlers.    

3. Somewhat same with farmers.

4. Tools do help speed up work.

5. The awesome work you have put into this project.