Spread the word! A whole new game (name) has arrived! As of this patch, Retro-Pixel Castles will now henceforth be known as Rise to Ruins!
But, not only that, this patch brings in a new worker efficiency system, a ton of new content in the form of upgradable buildings, balance tweaks and some great optimizations. Let me know down in the comments what you think!
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 24 Change Log
Upgrade and Village Efficiency System
- A new Village Efficiency system has been added, several buildings will provide boosts to the entire village's work speed, either as soon as they are built, or later as you upgrade them. These bonuses do stack, up to a maximum of +90%.
- All of the refining, manufacturing and harvesting buildings can now all be upgraded. Each upgrade increases storage, worker limits and increases your worker's production speeds for their respected resources.
- The Camp will now provide an increase to all work speeds and an additional bonus increase to all building speeds incrementally as it is upgraded into a Castle.
- Each Ancillary now offers a slight increase to all work speeds, as well as an additional increase to building speeds.
- Wind, rain and snow will now reduce all work speeds by 20%
- A new "Village Efficiency" tab has been added to the game, next to he Music button on the top right of the GUI. It will show you the total breakdown of all work speed bonuses your village provides.
- Specific work speed bonuses for individual buildings can be seen by clicking on the building and looking at their pop out GUI panel on the right hand side.
- Mob stats now play a much greater role in work speed, offering ((STR+DEX+INT)*0.05)% boost to all work speeds up to a maximum of 50%. For example, if a villager had 150 STR, 100 DEX and 50 INT, they would have a work speed boost of 15%.
Nomad Changes
- Rebalanced Nomads appearance rate math. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
- Nomads can never spawn in groups larger than 10.
- The longer is has been since nomads have spawned, the higher the chance that they will.
Performance
- Improved building, repairing, road repairing, critical repairing and dismantling, road delivery and medic AI performance.
- Improved memory usage and access time to sort and collect mobs for the AI and ranged detection mechanics game wide.
- Greatly optimized the building search algorithm, improving late-late performance in high building count scenarios.
Bug Fixes
- Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
- Monster spawn points that get in range of the village no longer count towards the village's building count.
- Fixed credits theme (again!).
- The GUI now displays the camp overlay properly if your camp is destroyed mid-game, and you try to rebuild it when your maximum building slots fall under your total building count.
- Fixed a crash when you use the grab spell off of the map.
- Fixed spawn rate adjustments when right clicking in sandbox mode.
- Fixed a bug that could cause erroneous pickup and work coordinates in many of the AI functions.
- You can no longer use the dismantle button in the GUI on an object that is not in range of the village. (Like monster spawners.)
- Fixed an issue with resource management AI causing villagers to redistribute resources in the camp incorrectly. This caused a "supply line loop" where the organizers would take resources to a building, and the workers assigned to that building would just take it right back.
- The zoom in and zoom out hotkeys now work in the world map.
Miscellaneous Changes
- Game officially renamed to "Rise to Ruins".
- Farms now grow food twice as fast.
- Raw food regrows and spreads much slower.
- Motivate land spell nerfed slightly.
- Doubled the amount of influence you get when sucking in essence into your mouse/hand.
- Way Maker Shack is now considered "Overflow" storage.
- Reorganized the work priority for refining a bit, making it more efficient.
- Armorsmithy and toolsmithy can no longer store iron ore.
- Removed the 1 worker per building refining cap.
- Doubled the refining and manufacturing production time. (To offset allowing multiple workers to work at once)
- Workers can now store resources in buildings while they're mid-upgrade.
- Screenshake can now be disabled in the settings menu.
- Weather is no longer enabled on the main menu.
- Fixed a bunch of typos in the help system.
- Fixed a bug that would cause the game to try to "draw" roads on void tiles.
- Nearly all now-upgradable buildings have had their initial build costs reduced.
- New song, Sunset, has been added!
- Updated the Kitchen's description.
- Small "Work Progress" bars now float above villager's heads when they are working.
- The mob overlay (Progress bars, health bars, etc) are now rendered on top of the work selection overlay.
- Farms will now emit smoke or frozen particles if they are too hot or cold to grow.
- A warning message is now displayed over farms when the farm is not growing any food due to extreme temperatures.
- Removed the working block when a villager is starving.
- Tweaked the refine/manufacture resource AI to be a bit more responsive.
- Monsters can now no longer spawn a level that is greater than the current day. (For example, you can't get a level 5 skeleton on day 2.)
- Villagers are now more willing to eat when hungry.
- Doubled the durability of all tools, and tripled the durability of armor.
- Updated the pre-load splash image.