Rise to Ruins - Rayvolution
InDev 21 will bring an entire inventory system to the game, allowing your villagers to equip weapons, tools, armor and small consumable items to help them survive. Most of this update will be focused on getting the basic framework in place to manufacture a small handful of items, but doing so will take quite a lot of new content that I think everyone will enjoy!

Also, don't forget to submit your names list to the villager name database! Most everyone's name lists will be added over the course of this update. :)

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 21 Road Map

Inventory System
  • Nearly every mob in the game will have an inventory, depending on the mob type.
  • Most humanoid mobs will have a head, chest, tool, and weapon slot as well as 2 inventory slots.
  • Mobs will seek out the best tools or equipment for their needs on their own. For example, if your Lumberjack doesn't have an axe, and one is available, he'll go get one.
  • Workers using the correct tools for their job will get a work speed boost, increasing their overall production rates.
  • Naturally, mobs with equipped armor or weapons will be able to better defend themselves.
  • Item slots are mostly used for one-time consumables, like healing potions, small food rations, etc.
  • Some monsters will spawn randomly pre-equiped with items, making them a little bit stronger, but also allowing the villagers to get a few freebie pieces of equipment when they're slain.
  • Many new buildings will be added to assist in manufacturing the new items, including Forges, Toolsmiths, Armorsmiths, Alchemy Lab and Bakery.
  • A few new resources will be added to the game, as needed, to accompany the new manufacturing buildings that will be required to create the items.

Resources Changes
  • The basic framework for "Rare" resources will be implemented, allowing future resources like coal, iron, gold to be mined from rock, or petrified wood from forests. These rare resources will mostly be used to manufacture items, use as fuel or build special towers and buildings in future updates.
  • All harvesting AI will now be allowed to continue to harvest resources on the map even if all storage buildings are full. This is to allow the player to continue to dig for rare resources, even if they have no place to put the excess common resources.
  • Resources not inside a building will very slowly decay.

Miscellaneous Changes
  • The new names list you guys have been working so hard on will be implemented.
  • As always, more bug fixes and optimizing!
Rise to Ruins - Rayvolution
InDev 21 will bring an entire inventory system to the game, allowing your villagers to equip weapons, tools, armor and small consumable items to help them survive. Most of this update will be focused on getting the basic framework in place to manufacture a small handful of items, but doing so will take quite a lot of new content that I think everyone will enjoy!

Also, don't forget to submit your names list to the villager name database! Most everyone's name lists will be added over the course of this update. :)

If you have any requests, be sure to post them in the comments. Let me know what you want, and how you want it to work! You might just find it sneak into the next patch. :)

InDev 21 Road Map

Inventory System
  • Nearly every mob in the game will have an inventory, depending on the mob type.
  • Most humanoid mobs will have a head, chest, tool, and weapon slot as well as 2 inventory slots.
  • Mobs will seek out the best tools or equipment for their needs on their own. For example, if your Lumberjack doesn't have an axe, and one is available, he'll go get one.
  • Workers using the correct tools for their job will get a work speed boost, increasing their overall production rates.
  • Naturally, mobs with equipped armor or weapons will be able to better defend themselves.
  • Item slots are mostly used for one-time consumables, like healing potions, small food rations, etc.
  • Some monsters will spawn randomly pre-equiped with items, making them a little bit stronger, but also allowing the villagers to get a few freebie pieces of equipment when they're slain.
  • Many new buildings will be added to assist in manufacturing the new items, including Forges, Toolsmiths, Armorsmiths, Alchemy Lab and Bakery.
  • A few new resources will be added to the game, as needed, to accompany the new manufacturing buildings that will be required to create the items.

Resources Changes
  • The basic framework for "Rare" resources will be implemented, allowing future resources like coal, iron, gold to be mined from rock, or petrified wood from forests. These rare resources will mostly be used to manufacture items, use as fuel or build special towers and buildings in future updates.
  • All harvesting AI will now be allowed to continue to harvest resources on the map even if all storage buildings are full. This is to allow the player to continue to dig for rare resources, even if they have no place to put the excess common resources.
  • Resources not inside a building will very slowly decay.

Miscellaneous Changes
  • The new names list you guys have been working so hard on will be implemented.
  • As always, more bug fixes and optimizing!
Rise to Ruins - Rayvolution
Greetings players!

Part of InDev 20 was adding a new villager naming system to the game, tossing out the old "random first, random last" system that resulted in some really weird, unrealistic combinations. The new system uses full names instead and as some of you may have noticed by now, many of these names are very familiar. Most of the current names were taken from celebrities, political figures, other video games, TV shows and many other places.

Now, the problem is I'm only one person. Making the name list takes quite a bit of time that most of you probably agree I could/should probably spend elsewhere, like working on InDev 21! So this is where you come in. I'm asking you guys to make up your own list of names. They can be just about anything you want, they just have to follow a few naming convention rules. As a "Thank you" for helping me out, you can add your own name to the as well! Just put it up at the top so I know it's yours.

Rules/Info:
  • The name must have a first, and last name.
  • The name can not have prefixes, suffixes or middle names. (Joe Bob is fine, Mr. Joe Evans Bob Jr. is not)
  • The name can not have any special characters or accents.
  • All names should be prefixed with their gender, and one name per line. (Example posted below)
  • Please make sure you let me know where the names are from (A TV show, book, actors, etc)
  • You can submit as many as you want!
  • Don't worry about duplicates, I have a system in place to detect/remove any duplicate entries on my end.
  • The list is a bit male-heavy at the moment, so feel free to add a bunch of female-heavy name lists.
  • You can make up your own names as well, just as long as they're not crude, offensive, or really really silly (IE: No Ben Dover or Villy McVillagerFace.)
  • Have fun!

Here's an example of what your list should look like when you've completed one:

//My Name
M Raymond Doerr

//Starcraft Characters
M Arcturus Mengsk
M Gabriel Tosh
M Jim Raynor
M Matt Horner
F Sarah Kerrigan
M Tychus Findlay
M Valerian Mengsk
M Rory Swann

//M*A*S*H Characters
M Benjamin Pierce
M Hawkeye Pierce
F Margaret Houlihan
M Maxwell Klinger
M Francis Mulcahy
M Sherman Potter
M Walter O'Reilly
M Radar O'Reilly
F Kellye Yamato
M Charles Winchester
M Franklin Burns
M Igor Straminsky
M John McIntyre
M Henry Blake
M Roy Goldman
F Ginger Bayliss
M Sidney Freedman
M Samuel Flagg
F Nancy Griffin
M Luther Rizzo

//Actors
M Allan Arbus
M Alan Alda
F Loretta Swit
M Jamie Farr
M William Christopher
M Harry Morgan
M Mike Farrell
M Gary Burghoff
F Kellye Nakahara

Thank you guys for your help! If we all work together, we can get a huge list going. If you want to see what names are already added, you can open up /res/mobNamesList.txt in the Retro-Pixel Castles install folder. :)

If your list is excessively long, you can throw it up on www.pastebin.com or www.hastebin.com , otherwise, feel free to post them right here in the comments. :)
Rise to Ruins - Rayvolution
Greetings players!

Part of InDev 20 was adding a new villager naming system to the game, tossing out the old "random first, random last" system that resulted in some really weird, unrealistic combinations. The new system uses full names instead and as some of you may have noticed by now, many of these names are very familiar. Most of the current names were taken from celebrities, political figures, other video games, TV shows and many other places.

Now, the problem is I'm only one person. Making the name list takes quite a bit of time that most of you probably agree I could/should probably spend elsewhere, like working on InDev 21! So this is where you come in. I'm asking you guys to make up your own list of names. They can be just about anything you want, they just have to follow a few naming convention rules. As a "Thank you" for helping me out, you can add your own name to the as well! Just put it up at the top so I know it's yours.

Rules/Info:
  • The name must have a first, and last name.
  • The name can not have prefixes, suffixes or middle names. (Joe Bob is fine, Mr. Joe Evans Bob Jr. is not)
  • The name can not have any special characters or accents.
  • All names should be prefixed with their gender, and one name per line. (Example posted below)
  • Please make sure you let me know where the names are from (A TV show, book, actors, etc)
  • You can submit as many as you want!
  • Don't worry about duplicates, I have a system in place to detect/remove any duplicate entries on my end.
  • The list is a bit male-heavy at the moment, so feel free to add a bunch of female-heavy name lists.
  • You can make up your own names as well, just as long as they're not crude, offensive, or really really silly (IE: No Ben Dover or Villy McVillagerFace.)
  • Have fun!

Here's an example of what your list should look like when you've completed one:

//My Name
M Raymond Doerr

//Starcraft Characters
M Arcturus Mengsk
M Gabriel Tosh
M Jim Raynor
M Matt Horner
F Sarah Kerrigan
M Tychus Findlay
M Valerian Mengsk
M Rory Swann

//M*A*S*H Characters
M Benjamin Pierce
M Hawkeye Pierce
F Margaret Houlihan
M Maxwell Klinger
M Francis Mulcahy
M Sherman Potter
M Walter O'Reilly
M Radar O'Reilly
F Kellye Yamato
M Charles Winchester
M Franklin Burns
M Igor Straminsky
M John McIntyre
M Henry Blake
M Roy Goldman
F Ginger Bayliss
M Sidney Freedman
M Samuel Flagg
F Nancy Griffin
M Luther Rizzo

//Actors
M Allan Arbus
M Alan Alda
F Loretta Swit
M Jamie Farr
M William Christopher
M Harry Morgan
M Mike Farrell
M Gary Burghoff
F Kellye Nakahara

Thank you guys for your help! If we all work together, we can get a huge list going. If you want to see what names are already added, you can open up /res/mobNamesList.txt in the Retro-Pixel Castles install folder. :)

If your list is excessively long, you can throw it up on www.pastebin.com or www.hastebin.com , otherwise, feel free to post them right here in the comments. :)
Rise to Ruins - Rayvolution
InDev 20 has been released! This update is a bit light on new content, but it more than makes up for it with a huge jump in game performance! I hope everyone enjoys the update. Let me know down in the comments how the game is running for you, and if it's a major improvement over InDev 19!

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

InDev 20b *HOT FIX* Change Log

Bug Fixes
  • Grab spell will no longer cast the moment the spell icon is clicked on.

InDev 20 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.

Limbo
  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Optimizations
  • Updated bundled Java JREs to 8u29.
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.
  • Optimized the resource damage methods, speeding up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.
  • You can no longer accidentally click on maps in the world map mode that are behind the GUI.
  • Fixed a bug where when reloading the world map, the wrong game mode was highlighted.
  • Fast moving missiles will no longer occasionally pass straight through a target without hitting them.

Interface Changes
  • The background on tool tips are now darker.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.

Miscellaneous Changes
  • Recall no longer can recall villagers to a work site.
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added 2 new songs "Sun's Spirit" and "Stardust".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.
  • Added new mob naming system, using real world names and pop culture references.
Rise to Ruins - Rayvolution
InDev 20 has been released! This update is a bit light on new content, but it more than makes up for it with a huge jump in game performance! I hope everyone enjoys the update. Let me know down in the comments how the game is running for you, and if it's a major improvement over InDev 19!

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

InDev 20b *HOT FIX* Change Log

Bug Fixes
  • Grab spell will no longer cast the moment the spell icon is clicked on.

InDev 20 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.

Limbo
  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Optimizations
  • Updated bundled Java JREs to 8u29.
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.
  • Optimized the resource damage methods, speeding up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.
  • You can no longer accidentally click on maps in the world map mode that are behind the GUI.
  • Fixed a bug where when reloading the world map, the wrong game mode was highlighted.
  • Fast moving missiles will no longer occasionally pass straight through a target without hitting them.

Interface Changes
  • The background on tool tips are now darker.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.

Miscellaneous Changes
  • Recall no longer can recall villagers to a work site.
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added 2 new songs "Sun's Spirit" and "Stardust".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.
  • Added new mob naming system, using real world names and pop culture references.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 20 Stable is just around the corner, this build should mostly be ready for a stable release. Aside from additional optimizing and some minor bug fixes, the big highlight of this build is the new Limbo system. Limbo has been redesigned, offering a new more efficient way to bring creatures and resources in and out of Limbo. I hope you guys like the new change!

I look forward to hearing your feedback on the new performance and Limbo changes. 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 20 Unstable 3 Change Log

Limbo
  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.

Optimization
  • Optimized the resource damage methods, speading up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.

Bug Fixes
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.

Interface Changes
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Desired workers interface now colors red or green depending on if the total workers exceeds available villagers.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.

Miscellaneous Changes
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added new song "Blooming".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.

InDev 20 Unstable 2 Change Log

Optimization
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.

InDev 20 Unstable 1 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Miscellaneous Changes
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.

Known Issues that will be resolved before the stable build
  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

InDev 20 Stable is just around the corner, this build should mostly be ready for a stable release. Aside from additional optimizing and some minor bug fixes, the big highlight of this build is the new Limbo system. Limbo has been redesigned, offering a new more efficient way to bring creatures and resources in and out of Limbo. I hope you guys like the new change!

I look forward to hearing your feedback on the new performance and Limbo changes. 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 20 Unstable 3 Change Log

Limbo
  • New Spell: Send to Limbo. This spell will send whatever you target to Limbo with a simple quick button click, no more tediously dropping things in Cullis Gates!
  • New Spell: Take From Limbo. This spell allows you to pull stuff directly from Limbo. a new indicator has been added to the cursor that will slowly rotate through the various creatures and resources in Limbo, allowing you to pick what you want to bring in.

Optimization
  • Optimized the resource damage methods, speading up various aspects of the engine that "damage" terrain.
  • Optimized the range map generation code slightly,
  • Reduced memory footprint of the sound module.
  • Fixed minor memory leak in the sound module.
  • Decreased sound module load time.
  • Minor optimizations to the mob reach map generation system.

Bug Fixes
  • Fixed a floating resource bug when planting resources that were stored in a building.
  • Fixed a bug where the main menu time of day would sometimes load incorrectly.

Interface Changes
  • Improved accuracy of the grab spell when grabbing mobs.
  • You can now sort the population tab by villagers, adults, children, golems or all.
  • Desired workers interface now colors red or green depending on if the total workers exceeds available villagers.
  • Now when selecting harvest work, the corresponding resource highlights in-game to find it easier.

Miscellaneous Changes
  • Added two new maps, Coastbridge and Springland.
  • Added golems to the population tab and top GUI.
  • Added new song "Blooming".
  • Added 2 variations to the Main Menu theme that play in the day or the night, depending on what time you launch the game.
  • The main menu theme now loops.
  • The initial warp in particles when starting a new game have been changed and the warp in speed slowed down slightly.

InDev 20 Unstable 2 Change Log

Optimization
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.

InDev 20 Unstable 1 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Miscellaneous Changes
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.

Known Issues that will be resolved before the stable build
  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

Unstable 2 has been released! You won't see anything in the way of content in this patch (Sorry!), but I've greatly optimized the game's underlining code. You should see huge performance improvements if your bottleneck was your CPU! Guys with lower end GPUs should also see some improvements, but the big changes are on the CPU side of the house.

I look forward to hearing your feedback on the new performance changes. Let me know down in the comments the specs of your machines, and the performance improvements you've seen! :)

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

InDev 20 Unstable 2 Change Log

Optimization
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.

InDev 20 Unstable 1 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Miscellaneous Changes
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.

Known Issues that will be resolved before the stable build
  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

Unstable 2 has been released! You won't see anything in the way of content in this patch (Sorry!), but I've greatly optimized the game's underlining code. You should see huge performance improvements if your bottleneck was your CPU! Guys with lower end GPUs should also see some improvements, but the big changes are on the CPU side of the house.

I look forward to hearing your feedback on the new performance changes. Let me know down in the comments the specs of your machines, and the performance improvements you've seen! :)

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

InDev 20 Unstable 2 Change Log

Optimization
  • Greatly improved the internal mob sorting system, improving the game's performance across the board.
  • Improved mob aggro performance when there's are no nearby hostile targets, but a large amount of friendly mobs.
  • Improved worker assignment detection performance in large villages.
  • Improved all path finding, searching, range map generation and light map generation algorithms slightly.
  • Tons of small micro-optimizations in the AI.

InDev 20 Unstable 1 Change Log

Workforce System
  • A new work tab has been added to the left hand GUI, where you can assign worker across the entire village in one panel.
  • Buildings no longer house workers, rather they provide more maximum worker slots for their job type.
  • Workers are no longer assigned jobs instantly. Instead, you set how many desired workers you'd like (up to the maximum allowed), and the available villagers will go to the nearest work site and assign themselves.
  • You can set the desired workers higher than your population, and as new villagers grow into adults, they will try to fill those open slots. Additionally, if a villager dies, his slot will open up and an unassigned villager will take his place if one is available.
  • If you set the desired workers lower than the amount of current workers you have, your workers will go to their work site and quit their job as soon as they have time.

Bug Fixes
  • Inverted mouse scrolling now works on the world map.
  • Sandbox tools tab button now highlights properly when selected.

AI Changes
  • AI no longer randomly wanders to their work site.
  • AI no longer flees to their work site.

Miscellaneous Changes
  • Villagers will assign themselves as builders as soon as they teleport in when starting a new game in the World Map.
  • Recall no longer can recall villagers to a work site.
  • The background on tool tips are now darker.
  • Updated bundled Java JREs to 8u29.
  • Many small areas on the GUI have been updated to reflect the new work assignment system.

Known Issues that will be resolved before the stable build
  • The in-game tip and loading screen messages have not been updated, and will reference tips from the old work system.
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