Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The courier system has arrived! InDev 31 Unstable 2 is here, and in addition to the new courier system, also comes packed with a bug of improvements to the AI, some bug fixes, and quite a few other things. Check out the change log!

InDev 31 Unstable 2 Change Log

Courier System
  • New Building: Courier Station. This new building will spawn courier golems that can be used to deliver resources to nearby regions. Upgrading the building will increase how many parking spots the station has, how many golems it can spawn, as well as reduce spawning costs.
  • New Job: Courier supplier. These new workers will bring resources to the spawned courier golems that are parked in the courier stations, to eventually be delivered to nearby regions.
  • You can send an unlimited amount of resources every day assuming you have enough golems, and the resource is set on the new courier panel on the left hand side of the screen. Setting the "Daily" value will cause the golems to try to send as many resources as you selected out every day, where as the "Send" value will try to send that many resources in addition to what you have daily sent at that day.
  • Courier suppliers will supply parked golems in the courier stations with resources to deliver all day long, but courier golems can only leave the village during the midday.
  • When a courier golem arrives at the connected region, they will drop off their resources and try to park at that region's courier station. If a courier station does not exist or there is no parking available, they will destroy themselves.
  • Both organizers and labor golems can supply courier golems.

Migration System
  • Rebalanced the requirements for villagers to be able to migrate away from the village. Many more villagers should now be available.
  • Migration way station migrations per day have been increased.

Miscellaneous Changes
  • Completely rewrote builder construction AI to be much more intelligent where it decides to pick up resources to deliver, as well as when to harvest.
  • All new Patreons names added to the game.
  • Added better essence return coordinates data, making everything look more visually centered on the buildings as essence is being brought in.
  • The workers supplied and build range provided is now side by side in the object panel GUI if both exist.
  • Improved all of the out of bounds code for the game.
  • Aid building category has been renamed to Civics.
  • Way Maker Shack moved to the Civics panel.
  • Added a new food type, melons, but it is currently not used on any official map.
  • Decreased the chance guards will flee.
  • Completely rewrote panic and flee mechanics to pick more intelligent coordinates. (AKA: They run to the village now)
  • Farmers can now plant new seeds during the extreme heat in the summer.

Bug Fixes
  • Fixed some minor collision map issues on the golem combobulators.
  • Fixed map editor not saving maps on exit.
  • Fixed some very minor size issues on the left panel GUI.
  • Corrected some page buttons on the GUI from double-rendering.
  • Fixed a few typos in the help system.
  • Fixed a bug that would cause some of the AI to crash if a building or target resource was nearly out of bounds of the map.
  • Fixed a typo on the kitchen description.
Rise to Ruins - Rayvolution
Greetings fellow deities,

I've decided to do some GUI overhauls after InDev 31 Stable has been released, and I'd love to get some feedback from you on what you would improve!

Rise to Ruins has a ton of mechanics. It's somewhat the bane of this genre's existence that we all seem to have cluttered and over complicated GUIs, but I've always strived to make it as streamlined as possible, and I think it's about due for some improvements.

Here are some tentative plans coming down the pipeline after InDev 31 is released;

  • The resources bar on the top of the GUI will be compressed down to only one row, and only display harvestable and low level refined materials by default. (Wood, rock, crystal, boards, stone and crylithium), but will have a "Customize" button that can be clicked to add/remove any resource you want.
  • New, larger, tooltips will be added all over the GUI, allowing you to highlight over some of the more confusing areas and get a description of what the GUI is trying to explain to you. For example, if you moved your mouse over the "Maintain" text in the production panel, it will say something like "This is the total amount of resources you want to always keep on hand in the village, keep in mind this also counts resources that are currently equipped by your workers."
  • The harvesting button on the bottom left will be compressed down into a single button you can click on, opening a context menu to select specific resource types, but will remember the last selection so you can single click to reselect a previous selection.
  • The "Harvest Food" and "Harvest Water" will be broken up into two buttons.
  • a "Harvest All" button will be added.
  • The entire road system's GUI will be rewritten. More on that later! :)

GUI work is complicated from a development standpoint, and it is excessively difficult for someone used to using said GUI all day everyday (aka: me!) to see the less obvious flaws and nitpicks. As such, I'd love to hear your gripes and solutions to those said gripes. If it's something I can reasonably manage, I'll move it into the UI patches. :)

So, give me that feedback! :rtrpickaxe:
Rise to Ruins - Rayvolution
Greeting everyone, throughout the Steam Summer Sale I will be live streaming Rise to Ruins game play. You're welcome to check it out on Twitch or on the Steam Store Page.

If you're interested in chatting, I highly recommend heading over to twitch, I'll be chatting with the fans the entire time. If your focus is just checking out gameplay, the Steam side will be chat/webcam free streaming pure unedited gameplay. :)

Oh, and Rise to Ruins is 50% off! ;)

Hope to see you there throughout the week!
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 31 Unstable 1 has arrived, this is the first release of the InDev 31 series, covering the brand new migration system, and tossing in a ton of technical changes to the game's various display modes. Check out the change log for details!

You can report bugs over at the official website's Support and Bugs Forum, or on the Steam Discussion Board. :)

InDev 31 Unstable 1 Change Log

Migration System
  • You can now send villagers from one village to another connecting village or new region via the new migration tab on the left panel.
  • You now will only get "freebie" villagers and resources on your first region. After, you must send migrants to connecting regions to establish them.
  • When starting a new connected regions you will get up to 15 migrants as soon as you place your camp. After, you will get anywhere between 5 and 10 a day until all incoming migrants have been completely exhausted. During this time you can still receive nomads as usual.
  • New Building; The Migration Way Station. It enables access to the new migration tab so you can send villagers to nearby regions as well as increases your maximum amount you may send per day.
  • When sending migrants to new regions, the villagers will become migrants in the morning, and actually leave at midday.
  • The village will only send healthy, young and single adult villagers out of the village.
  • The world map now allows you to start anywhere you want for your first region, but blocks expanding into other regions unless you send migrants there first.
  • When visiting a new expanding region you get up to 15 migrants as soon as the camp is placed.

Display Modes
  • The game can now be played in borderless full screen. Although on Mac and Linux, some versions may still display your task bars.
  • When using traditional full screen (the old style), you can now change the game resolution.

Interface Changes
  • Reworked a large amount of the world map GUI to support the new data in migration system.
  • The mouse is now a hardware cursor.
  • Hid the mouse and overlays when you use the hide GUI button.
  • You can now move the map and zoom on the main menu.
  • Removed the splash screen from the game entirely.
  • Re-added the save-only, data views and hide topography buttons to map editor.
  • Added the required building's name to enable a tab to the disabled tabs on the left panel.
  • Fixed render ordering of the map buttons so they are not under the buildings on the world map.
  • Reworked the "You Lose/Abandon Region" GUI.

Miscellaneous Changes
  • When your population hits zero, you now "lose" the map and are ejected to the world map.
  • Nomads and provisioners now arrive and leave on the edges of the map rather than random locations.
  • Nomads and provisioners can no longer arrive in locations that can not reach the village, unless the village is completely blocked off.
  • Nomads are now slightly more willing to pathfind to the village once they spawn.
  • Removed Limbo from the game entirely, as it has been replaced by the migration system.
  • Main theme on the main menu no longer loops.
  • The game will no longer save until the region has actually been "started" by placing down your camp.
  • Time is now frozen until you place your camp.
  • Added new world map tips for the migration system.
  • When starting a new game, the game now picks a random location in the center of the map as the default map position.

Bug Fixes
  • Fixed a crash if lake water levels dropped while a road was under the water.
  • Max upgraded and filled crystal harvestry light map fixed.
  • Fixed some minor font rendering issues on the world map.
Rise to Ruins - Rayvolution
Thanks to Valve's introduction of publisher pages yesterday, SixtyGig Games' official publisher page is now live! Please take the time to run over there and give it a nice juicy follow.

Thanks! :rtrheart:

https://store.steampowered.com/developer/SixtyGigGames
Rise to Ruins - Rayvolution
InDev 31 development has begun! (Actually, it started about 2 weeks ago, but who's counting?). InDev 31 is going to be a major step to reaching Rise to Ruins Release 1, hopefully sometime this year.

The overall goal of InDev 31 will be introducing a new way to move resources and villagers around the world map, as well as giving the world map some purpose. The world map will now have goals the player needs to meet. The more goals that are met, the more global bonuses the player will receive for all the villages under his control. The idea is to encourage the player to spread out and eventually take over the entire map as part of an overall endgame/metagame that will be played alone-side the core gameplay in each region.

I'm really excited for this update, as I feel the mechanics being added are the last major content vacuum in the game before Release 1 is possible. Will the game be considered finish? No, of course not. There's still a ton of fish to fry before Release 1. But no worries, even after Release 1 development is not ending when the game leaves Early Access. :)

InDev 31 Road Map

World Map Goals and Mechanics Changes
  • Goals will be added to the world map for the player to accomplish. The goals will be all sorts of different things. Like "Maintain 3 villages with a population over 50", "Control an entire biome on the map", or "Have at least one village survive to day 80".
  • For every goal you achieve, you will unlock a perk. These perks can be anything from +5% harvesting, increased birth rates, increased hit points, carry capacity, unlocking new buildings/upgrades, unlocking new spells, etc.
  • Every goal achieved will lower the global corruption threat, allowing older villages to survive much longer than before.
  • You have to maintain the goals, if a goal is lost you will lose the perk you gained and the corruption will become stronger.
  • You will now only be able to visit your first region for free (Getting free villagers/resources when you place your camp). After, you will spread out from the region selected outwards using the villagers from your initial camp, and won't be allowed to visit those regions until enough villagers have been sent there to establish a new village. (See below)

Migration and Trade Systems
  • A new exploration building will be added, that will allow you to send villagers out into nearby connected regions. The more upgraded the building, the more you will be able to send each day.
  • Villagers sent to nearby regions will be in a sort of "stasis" until the player decides to visit the region they were sent to. Once they visit that region, the villagers sent will pop up as soon as it is safe. (Dawn through Midday).
  • You will be able to send villagers to a region regardless if it is or isn't occupied, allowing you to share villagers between established villagers, or start new ones.
  • A new trade outpost building will also be added, this building will open up delivering resources to other villages by way of the Catjeet (Or possibly, a new mob type, time permitting). The Catjeet will act as "delivery men" and take resources from your village to the assigned region for a small fee.
  • Same as the villagers mentioned above, Catjeet that leave the region will arrive at the delivery region next time you visit.

Miscellaneous Changes
  • Limbo will be completely removed from the game, replaced with the migration system mentioned above.
  • Skirmish Mode's initial villager spawn in will now work like the World Map does, giving you villagers only after you place the camp, and spawning them directly on the camp with some free resources.
  • Time permitting, an "abandon the region" mechanic will also be added, instantly sending the entire village out in all directions to any connecting region. How this will work is still to be determined.

Revamped Display Settings
  • Borderless full screen will be added, currently works on all tested Windows 7, 8, 8.1 and 10 machines. Linux and Mac work as well, but the task bar is still being displayed. Sadly, this may be an unavoidable issue. But I will try to work it out.
  • Fixed resolutions will be added, so you can change the full screen resolution of the game to anything you want, rather than your set desktop resolution.
  • The original full screen mode will still exist and can be toggled in the settings menu, for players who prefer non-borderless modes.
  • The game will now use a hardware cursor!
Rise to Ruins - Rayvolution
InDev 30e has been released. Barring any issues that need hot fixed, will be the final InDev 30 series release, and development on InDev 31 will be starting immediately.

Most of this patch is a complete revamp of the main menu almost entirely from scratch. But, there's also some new music, a few bug fixes and other interface changes. Check out the change log! :)

InDev 30e Change Log

Interface Changes
  • The entire main menu has been reorganized, moving a majority of the buttons to the left side.
  • Added transitional zooming to the game, now when you zoom in and out, there is a transition period that makes zooming feel smoother, as well as some sound effects if you zoom in and out quickly.
  • Interface scaling settings can now be set in the settings menu, rather than having to edit settings.properties manually.
  • The interface scaling settings now refuse to make the interface larger than what will fit in the window, preventing situations where the GUI may become unusable as a result.

Miscellaneous Changes
  • Updated song Sunken Hope.
  • Added new song Be Water My Friend.

Bug Fixes
  • Fixed a bug that still allowed players to cast spells on the edge of the map and into the void, that should have been prevented in InDev 30d.
  • Fixed a typo on the maintenance building description.
  • Walls, gates and fire pits are no longer completely invulnerable.
Rise to Ruins - Rayvolution
InDev 30d is finally here, featuring a ton of miscellaneous changes, two new buildings, and a cleanup to the world map interface to prep for some big changes in InDev 31.

A large majority of these changes were as a result of your suggestions on Twitter, these announcements and the forums. I hope you guys enjoy it all!

Some of the content in this patch was actually slated for InDev 31, but you're getting it a bit early (because why not, right?). Let me know down in the comments what you think!

InDev 30d Change Log

World Map Interface Changes
  • Active villages now have little buildings placed around the area of the region on the world map, the amount depends on the size of the village.
  • All of the region "dots" have been removed.
  • Region squares show up around the mouse as you move around the world map.
  • Clicking on a region will focus the map selection panel to it.
  • The entire map selection panel has been reworked and streamlined.
  • Now, when a region is lost, you can no longer visit it.
  • Arrows now bounce above active regions, so you can quickly find where you were playing.
  • Made minor adjustments to the region positions on the world map.

Miscellaneous Changes
  • Added all new Patreon's names to the village name pool and credits.
  • A new building has been added, the Maintenance Building. It provides Maintainers who can repair buildings, roads, dismantle things as well as clear terrain and dig holes.
  • The "Key Shack" building has been added, a dedicated storage space for suspicious keys.
  • All other buildings that could previously hold suspicious keys, can't anymore. Only the Key Shack can store Suspicious keys now.
  • Builders can now switch to the build AI as soon as they drop off a resource, streamlining building and cutting down on weird task assignment issues that would sometimes occur when a building is nearly completed.
  • Axis lock buffer setting added to settings.properties, you can now adjust how many pixels the mouse must travel before axis lock (left shift) activates.
  • You can no longer cast spells on the edge of the map and into the void.
  • Water fountains now store 4 times as much water, catch water slightly faster, but have had their range generation reduced.
  • Loot boxes now have a subtle lean towards moving in the direction of the village when poked.

Optimizing and Big Fixes
  • Fixed some AI crashes related to posted medics and guards when their host building is removed or destroyed.
  • Possible fix for the "ghost building" bug, that would leave the tiles for a building that was recently destroyed, has been implemented.
  • Fixed a bug that would cause a building that just started upgrading to be invulnerable.
  • Fixed a bug that could cause an endless loop if a provisioner could not leave the village.
  • Fixed the interaction point on the way maker shack being off by 1 during it's first upgrade.
  • Fixed a bug that would sometimes make way makers try to repair roads that don't exist.

Rise to Ruins - Rayvolution
This is one of the largest optimizing patches ever released for Rise to Ruins, featuring massive performance gains mid-late game. If you're one of the lower speced or extreme late-game users, you're going to love this update!

This patch also introduces a large number of balance tweaks based on your feedback of InDev 30. So be sure to look over the change log. :)

Let me know down in the comments how your performance is, as well as suggest additional balance changes!

InDev 30c *HOT FIX* Change Log

Big Fixes
  • Large fire pits no longer give corruption resistance.
  • Fixed lightning targeting issues causing them to "miss" lightning rods occasionally.
  • Implemented possible fix for medics posted lists returning invalid mobs that are no longer actually posted to clinics, causing crashes.
  • Ghosts now properly do not appear the moment a mob who can spawn a ghost is killed.
  • Guard flee mechanics adjusted, so they will stop running away as often.

Corruption System
  • Reduced permanent corruption amounts per day in nightmare mode.
  • Slightly increased corruption spread rates in nightmare mode.
  • Reduced permanent corruption amounts per day in traditional mode.

InDev 30b Change Log

Corruption System
  • Corruption can now push its way into low corruption resistance areas when it has been bottled up for a long time.
  • You can now see the raw value of the corruption resistance tiles when using debug view.
  • Monsters now have a 1 in 4 chance to not spawn at a building in the corruption, but rather a random coordinate inside the corruption.

Miscellaneous Changes
  • Lowered the search radius for picking up extra resources slightly.
  • Gave guards a 50% buff to defense, and a 25% buff to damage.
  • Amount a mob is lit on fire reduced 25%.
  • Adjusted the aggressiveness of most mobs.
  • Increased Laborer hire price by 50%
  • Catjeet laborers spawn 3 times less often.
  • Halved the blood slime spawn rate during a blood moon.
  • Small blood slime can now spawn during a blood moon.
  • Villagers now panic 30% more often during a blood moon.
  • Only a maximum of 2 disasters can occur in the same day.
  • Make/Maintain settings now work correctly for dirty water buckets.

Optimizing and Big Fixes
  • Optimized the ranged combat AI a bit.
  • Fixed a bunch of minor typos throughout the game.
  • Added some particle culling code to the particle system to keep particle counts from getting out of hand.
  • Reduced the duration of blood particles.
  • Optimized how resource values of buildings are stored, removing the actual resources from the game, optimizing various aspects of the code game wide.
  • Completely rewrote how a majority of mob AI flags are stored in game, reducing save time and memory usage while reducing CPU usage when initially spawning.
  • Fixed a bug in the projectile trajectory code that could cause an endless loop in some very rare scenarios.
  • You can no longer select maximum upgraded roads to upgrade.
  • Optimized the collision line of sight code in the collision module.
  • Optimized some of the essence collection and distribution code.
  • Fixed multi-threaded path finding, was not running correctly in the previous patch.
  • Added a third dedicated core for lighting and range updates.
  • Slightly optimized the lookup code for refining and harvesting data on objects.
  • Optimized a lot of the object lookup code.
  • Optimized object priority list sorting/grouping code.
  • Did some experimental changes to the game loop timing to smooth frame rates in high-load scenarios. (Note, this can cause some rubber banding effects moving around the map if your system is extremely bogged down)
  • Fixed a very rare crash bug when a villager tries to pickup more resources while the destination building becomes no longer available.
  • Villagers will no longer remove banned resources from a building under construction, if the building requires those resources.
Rise to Ruins - Rayvolution
I'm proud to bring you one of the biggest, beefiest content filled game changer patches in Rise to Ruins history; The Life is Precious update!

This update has a metric crap ton of changes, including many that were suggested by you guys. Villagers can now carry multiple resources, they can grow old, medics have been reworked, the spawning system has been completely gutted and replace with the new corruption system, and the entire game has been fundamentally rebalanced. Check out the ridiculously extensive change log below!

The amount of changes this patch has thrown Rise to Ruins balance in the blender, and it may not quite be where we all want it yet. I'm asking everyone to provide tons of feedback about their experience. Let me know what you think. Compared to InDev 29, is it too hard, too easy, just right? What would you change? If you want to go the extra mile, hop into custom mode and make up your own brand of what you think survival and nightmare mode should be, and share your settings! This patch is a massive balance changer, unlike any patch before it. Even after extensive tweaking on the Unstable branch, it may still need additional adjustments. So it is imperative you let me know how your play sessions are going so I can adjust things in the inevitable minor patches before starting in on InDev 31! :)

InDev 30 Change Log

Corruption System
  • The entire spawn system has been completely replaced with the new corruption system. Now, a corrupted area will spawn on the map once you place your camp, slowly consuming the world around you.
  • A new mob has been added, the "Drone". Drones are mostly harmless, but will build corrupted buildings and maintain roads inside the corruption.
  • Monsters no longer spawn or attack during the day time. They now start attacking at dusk, ramp up at night, and return back to the corruption during the day.
  • A large majority of the monsters inside the corruption will despawn during the day. (Note: Boosted monsters never despawn.)
  • Added a new "corruption resistance" range for the village that will push back and prevent corruption from spreading, that works differently than normal range and ignores all blocked tiles. Some buildings do not provide this range at all, like fire pits. You can see your village's corruption resistance using the data views panel.
  • Monster spawn rates are now tied to how many days you have survived, the size of the corruption, and how many buildings are in the corruption.
  • Several new corrupted buildings have been added, including hostile towers inside the corruption that will fire on villagers and golems.
  • You can not cast spells inside the corruption.
  • Monsters spawn when graveyards are damaged by the player.
  • Skeletons now do not start spawning until day 5.
  • Specters now do not start spawning until day 12.
  • Fire Elementals now do not start spawning until day 16.
  • Small slimes now no longer spawn until day 2.
  • Regular slimes now no longer spawn until day 4.
  • Zombies now no longer spawn until day 3.

Multi-Carry and Worker AI
  • All villagers can now hold between 2 and 8 resources at a time based on their strength. They will gain 1 additional resource per 50 strength, and always be able to carry a minimum of at least 2. The formula is (STR/50)+2. This applies to labor golems as well.
  • Harvesting AI has been modified to sometimes drop a resource on the ground. The chance they'll take resources home increases the more resources are in the area.
  • Rearranged the farming AI to make it a much higher priority to do farm harvesting and tending tasks.
  • Medics have been completely rewritten, they now "post" themselves at clinics, barracks and outposts and wait for injured and sick villagers to arrive.
  • All of the delivery and construction harvest AI branches have been reworked and rearranged to better manage resources and make sure buildings get completed in the correct priority order if the resources are available to do so.
  • Lowered the priority of dirty water in the farm to high, so the water purifier gets more dirty water.
  • Reworked some AI branching that made some AI branches not fire as often as they should, like water bottle refining.
  • Changed priority of clean water buckets in fountains and house from very high to high, to encourage more water buckets to make it to the bottlers.
  • Cooks can now distribute rations again.
  • Chanced all housing and barracks raw food priority to "high" so that kitchens get food before housing.
  • Mobs will now abandon their task if the building they are in route to is destroyed or removed.

Aging System
  • Human villagers can now live up to a maximum 40 days, catjeet 35, and doggos 15.
  • Villagers can now become wise elders late in their life, for humans this is age 35 and catjeet 30. Doggos never become wise, and will remain young hearted goofballs until they die.
  • Elder villagers can chat with lower level villagers, offering them a massive XP bonus so they can level up faster.
  • A new Life Expectancy statistic has been added, and as you'd expect, how long your villager should live.
  • A new Lifetime Constitution stat has also been added, that starts at maximum, and anytime your villager's well being is poor either from thirst, hunger, unhappiness, healing from injuries, taking damage, poisoned and a million other factors, their lifetime constitution will go down permanently. When this happens, it can lower their Life Expectancy.
  • You can never recover constitution or life expectancy, so take care of your villagers!
  • Villagers can die before they become elders if they live an extremely hard life and their life expectancy drops below the minimum age to become an elder.
  • Rarely, when nomads spawn some of them can arrive already as elders.
  • Mothers can now die giving childbirth if their lifelong constitution is low, unless they visit a clinic to give birth.
  • There is a small chance the child can die during child birth.
  • Mothers now take 25% of their total current hit points in damage during child birth.
  • Mothers have a 50% chance of losing 1 day of life expectancy during child birth unless they visit a clinic.

Lootbox Changes
  • You can no longer find keys harvesting resources.
  • The chance you can find a loot box harvesting resources has been increased.
  • Finding keys when trying to uncover lootboxes is now slightly more common.
  • Lootbox settings can now be customized in the custom game mode menu.

Sweeping Balance Changes
  • Doubled the length of a day.
  • Rebalanced the stats of nearly every friendly mob in the game.
  • Reduced the amount of nomads that spawn, as well as their chance to spawn.
  • Starting villagers in a new region on the world map have been reduced to about 12.
  • Starting resources in a new region on the world map have increased to 32.
  • Starting villagers in skirmish mode reduced to 10-14.
  • The amount of starting villagers in Limbo have been reduced to 19-29 in survival and nightmare.
  • The monster spawn rates in survival, nightmare and traditional have been reduced.
  • Farms now grow slower.
  • Wild food now grows and spreads 2 times slower.
  • All food items now provide more overall food.
  • Almost all job slots provided by all work buildings has been cut in half.
  • Occupancy maximum for housing has been cut in half.
  • You now gain twice as much maximum influence per villager.
  • Halved the doggo spawn rates.
  • Rebalanced the length of nighttime in both Summer and Winter. Summer nights are now longer, and Winter nights are now shorter.
  • The mob level hard cap has been raised to 200.
  • Reduced the speed health is regenerated when in a house.
  • Tripled the duration of poison, blight and dysentery, but also reduced damage taken by them by two thirds, resulting in the same amount of damage over a much longer period of time.
  • Increased Cold Aura spell cost.
  • Charm spell cost has been reduced by 25%, and the failure chance removed.
  • An eclipse can no longer happen the same day as a full moon.
  • Slimes now heal 3 times slower.
  • Blood slimes now heal 2 times slower.
  • Reduced range generated by outposts.
  • Housing now requires rock for the first and second upgrades.

Miscellaneous Changes
  • Added all new Patreons' rewards to the game.
  • Monsters no longer wander to radiance pools.
  • The base village range of all towers provide has been increased by about 50%. (Note: This is not firing range)
  • Reworked how the interface autoscaling works to get slightly better results.
  • There are now a small amount of particles that generate when a mob gains XP.
  • When a mob gains a level, there is no longer a message in the console, and the sound is localized to where they leveled instead of being global.
  • There are now some particle effects when a mob levels.
  • Changed how essence is generated from objects, making the output more varied in appearance.
  • When the game needs to find an open space to force drop a resource, the location is a bit more randomized now.
  • Increased the rate light levels transition.
  • You can now advance the passage of time in sandbox mode if you enable debug mode.
  • You can now set the clock to 16x speed if you enable debug mode.
  • Survival Island map tweaked slightly.
  • Removed map "Bottleneck" from the Official Maps list.
  • Increased the range provided by the forge.
  • Nomad settings can now be customized in the custom game mode menu.
  • There is now a 1 in 50 chance that a fire elemental will spawn when a meteor hits.
  • Radiance pools now slowly generate energy the player can steal with their hand.
  • Radiance pools no longer use cut stone, but require more rock and crystal.
  • Removed the single-threaded settings from the game, as they caused more trouble than they helped in almost all scenarios.
  • Updated many of the tips.

Interface Changes
  • A new statistics panel has been added to the game, showing tons of daily statistics about your village.
  • All GUI code has been completely gutted and reorganized, most of the changes will be transparent to the player. But pretty much everything under the hood was redone.
  • Updated the mouse lock icon.
  • Spells on the spell bar will no longer stay highlighted even if no spell is selected.
  • Right clicking to add/remove workers now adds and removes plus or minus 5, rather than 10.
  • Lowered the "low villager count" warning in the problem panel from 10 to 5 villagers.
  • Changed the description of the crystillery so it fits in the description box.
  • You can now access the reset AI function by holding down left shift on the selected region panel in world map view, and the load game menu in skirmish.
  • Tips popping up now cancel the current task, to prevent accidental clicking.
  • Pausing the game hides the entire GUI now, but you can interact with the new statistics panel, the main menu panel, settings, and see the clock.
  • Keys are no longer listed as "Rare wood drops" in the resource production panel.
  • Players now get subtle warnings the time of day period before a full moon, eclipse or blood moon.
  • Updated copyright date on main menu.

Optimizing and Big Fixes
  • Multithreaded the autosave system, reducing save time substainally for multicore processors.
  • Removed even more erroneous names from the name list.
  • Wrote in a system to remove erroneous names during runtime, preventing them from causing problems.
  • Catjeet nomad children are now in the correct mob group.
  • Fixed a bug that would allow workers to "overfill" the farm while it is being upgraded.
  • Heavily optimized the provisioner price update and stock increase code. This should completely eliminate the "New day" lag some players have been having.
  • Fixed a rare crash when a mob is harvesting a resource and it the tile decays before he completes his work.
  • Fixed crash when casting mend on walls that were completely blocked on all sides.
  • Fixed a minor bug that would make laborers leave the marketplace too quickly sometimes.
  • Fixed a minor shadow generation glitch on the construction phase of the rain catcher.
  • Fixed a few minor errors in the water artwork.
  • Compressed all sound effects a bit, increasing load times and shrinking the game's initial install size.
  • Tons of code cleanup to the input code for the game.
  • Reworked all the code related to coloring mob sprites in game, cleaning up a lot of minor issues with recoloring mobs.
  • Fixed the statistics panel from rendering incorrectly with interface scale settings other than 1.
  • When selecting a terrain while making a new map, you no longer unselect the map size.
  • Fixed mining facility upgrade descriptions.
  • Fixed a minor typo in the catjeet laboror's tasking AI.
  • Fixed a typo in the debug screen, that was showing the topography layers flipped.
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