Click here for help on accessing the Unstable branch!
Just in time for Christmas, I've just finished the next unstable build for you guys. This one introduces a few optimizations, bug fixes, miscellaneous tweaks and most importantly, an upgradable Lumber Mill, Crystillery and Stone Cuttery! This is also the first patch to officially introduce the new game title, Rise to Ruins! :)
You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)
InDev 24 Unstable 2 Change Log
Upgrade and Village Efficiency System
- Added the new upgrades for the Lumber Mill, Crystillery and Stone Cuttery.
- When upgraded, the Lumber Mill, Crystillery and Stone Cuttery increase their respected worker counts, storage space and work speeds.
Miscellaneous Changes
- 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.
- Game officially renamed to "Rise to Ruins".
- 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.
- Improved the AI performance of harvesting tasks. (Was also included in InDev 23c)
- Optimized the particle rendering system. (Was also included in InDev 23c)
- Updated the tutorial link. (Was also included in InDev 23c)
Bug Fixes
- Fixed a bug when trying to draw on the accent layer before ever loading the bottom layer into memory.
- Fixed a bug that prevented the "harvest crystals" hotkey from working when the camp/castle was under construction. (Was also included in InDev 23c)
- The grab building, pause building and dismantle building hotkeys now work correctly in play mode. (Was also included in InDev 23c)
- Fixed a bug that would cause wind particles to not decay if they collided with the topography. (Was also included in InDev 23c)
InDev 24 Unstable 1 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%.
- The Lumber Shack, Mining Facility and Crystal Harvestry can now all be upgraded. Each upgrade increases storage, worker limits and increases your village's harvesting 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%.
Bug Fixes
- Monster spawn points that get in range of the village no longer count towards the village's building count.
Miscellaneous Changes
- Harvesting buildings have had their initial build costs reduced.
- New song, Sunset, as been added!
- Rebalanced Nomads slightly. They are less willing to appear if your village is overpopulated (not enough housing), and more willing when you have excess housing available.
- 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.
Known Issues that will be resolved before the stable build
- None!
