Rise to Ruins - Rayvolution
Greetings Linux players!

I have created a new launcher for Linux that now uses a bundled JRE. But since I'm only one man, I can't possibly test it on all the 50 million Linux distros out there. So I need your help!

If you're a Linux user, please opt into the "experimentallinux" branch for RPC, and see if the game launches! If it does not, let me know if you have any crash logs. Once you get the game running (or not) please report back with your version of Linux and any problems you may have had.

If you don't know how to opt in to a different build branch, you can use the same tutorial I've written for opting into the Unstable branch, naturally just select the "experimentallinux" branch instead of "unstable".

Additionally, if you know anything about writing shell scripts in Linux and the game does *not* run for you. You'd be doing me a huge favor cracking opening the RetroPixelCastles.sh file and seeing if you can get it working on your distro.

Thanks in advance!
Rise to Ruins - Rayvolution
Greetings Linux players!

I have created a new launcher for Linux that now uses a bundled JRE. But since I'm only one man, I can't possibly test it on all the 50 million Linux distros out there. So I need your help!

If you're a Linux user, please opt into the "experimentallinux" branch for RPC, and see if the game launches! If it does not, let me know if you have any crash logs. Once you get the game running (or not) please report back with your version of Linux and any problems you may have had.

If you don't know how to opt in to a different build branch, you can use the same tutorial I've written for opting into the Unstable branch, naturally just select the "experimentallinux" branch instead of "unstable".

Additionally, if you know anything about writing shell scripts in Linux and the game does *not* run for you. You'd be doing me a huge favor cracking opening the RetroPixelCastles.sh file and seeing if you can get it working on your distro.

Thanks in advance!
Rise to Ruins - Rayvolution
InDev 22 is a long overdue interface update. Possibly not the most exciting update, but certainly one that will cover a ton of player feedback and requests I've been getting over the months as the existing GUI has slowly become ever more complicated and overbloated. I'm really looking forward to completing it, and I think a lot of you guys will very happy with the results. :)

I've posted a few prototypes on twitter using temporary art over the past week or two, and I've already started coding the various elements into the game.

Concept art (Photoshopped) of the new layout design. (Note that it is in the lowest resolution the game supports, for most of you it won't look remotely as cluttered!)

Prepping the new GUI concept art for use in the game code.

Semi-functional prototype of the new right panel

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. :)

Due to the nature of the update, I won't be posting my usual bulleted breakdown, since there's really only one all-encompassing change, the totally brand new interface!
Rise to Ruins - Rayvolution
InDev 22 is a long overdue interface update. Possibly not the most exciting update, but certainly one that will cover a ton of player feedback and requests I've been getting over the months as the existing GUI has slowly become ever more complicated and overbloated. I'm really looking forward to completing it, and I think a lot of you guys will very happy with the results. :)

I've posted a few prototypes on twitter using temporary art over the past week or two, and I've already started coding the various elements into the game.

Concept art (Photoshopped) of the new layout design. (Note that it is in the lowest resolution the game supports, for most of you it won't look remotely as cluttered!)

Prepping the new GUI concept art for use in the game code.

Semi-functional prototype of the new right panel

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. :)

Due to the nature of the update, I won't be posting my usual bulleted breakdown, since there's really only one all-encompassing change, the totally brand new interface!
Rise to Ruins - Rayvolution
InDev 21 has been released! This update brings in a ton of gameplay balance changes, some bug fixes, and most importantly, an entirely new inventory system. I hope you guys enjoy this version, it's took almost 2 months of code overhaul and a ton of content to make happen. :)

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

InDev 21 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for villagers.
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel and help tips.

Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Added a resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.
  • Fixed a bug where children were counted as available workers in some areas of the GUI.

Miscellaneous Changes
  • Rock resources last twice as long now.
  • Spectures now start spawning at day 10, rather than 8.
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.
  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lemtzas of /r/gamedev)
  • Added most of the new villager names supplied by the community to the name database.
  • Broke the storage buildings list up into categories so it will fit in the GUI.
  • Added new song "Winter is coming"
Rise to Ruins - Rayvolution
InDev 21 has been released! This update brings in a ton of gameplay balance changes, some bug fixes, and most importantly, an entirely new inventory system. I hope you guys enjoy this version, it's took almost 2 months of code overhaul and a ton of content to make happen. :)

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

InDev 21 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for villagers.
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel and help tips.

Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Added a resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.
  • Fixed a bug where children were counted as available workers in some areas of the GUI.

Miscellaneous Changes
  • Rock resources last twice as long now.
  • Spectures now start spawning at day 10, rather than 8.
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.
  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lemtzas of /r/gamedev)
  • Added most of the new villager names supplied by the community to the name database.
  • Broke the storage buildings list up into categories so it will fit in the GUI.
  • Added new song "Winter is coming"
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The first August patch has arrvied! Unstable 2 wraps up some loose ends with Unstable 1, fixes a few bugs, adds a ton of names you guys provided to the names database and adds a new persistent resource selection system. Now, when you select resources they'll remain selected even after they've been exhausted, so when they regrow the villagers will go back and reharvest them!

The stable release is just around the corner, so be sure to bug-test the hell out of this one. :)

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

InDev 21 Unstable 2 Change Log

Bug Fixes
  • Fixed a bug that would sometimes cause the game to crash if a resource decayed while it was raining or snowing.
  • Healing items are now properly consumed when used.
  • Removed a few stray pixels from the Way Marker's building art.
  • Fixed names of the mineral and equipment storage buildings in the GUI.
  • Applied a possible fix to a sorting error in the resource rendering code.

Miscellaneous Changes
  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lamtzas of /r/gamedev)
  • Added eating animation for children
  • Added most of the new villager names supplied by the community to the name database.
  • Readded the top resource bar, and added more resources to it.
  • Broke the storage buildings list up into categories so it will fit in the GUI.

InDev 21 Unstable 1b *HOT FIX* Change Log

Bug Fixes
  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.

InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.

Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.

Miscellaneous Changes
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.

Known Issues that will be resolved before the stable build
  • Many of the new jobs don't have correct clothing colors yet.
  • The resource list in the World Map view does not fit inside the GUI.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The first August patch has arrvied! Unstable 2 wraps up some loose ends with Unstable 1, fixes a few bugs, adds a ton of names you guys provided to the names database and adds a new persistent resource selection system. Now, when you select resources they'll remain selected even after they've been exhausted, so when they regrow the villagers will go back and reharvest them!

The stable release is just around the corner, so be sure to bug-test the hell out of this one. :)

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

InDev 21 Unstable 2 Change Log

Bug Fixes
  • Fixed a bug that would sometimes cause the game to crash if a resource decayed while it was raining or snowing.
  • Healing items are now properly consumed when used.
  • Removed a few stray pixels from the Way Marker's building art.
  • Fixed names of the mineral and equipment storage buildings in the GUI.
  • Applied a possible fix to a sorting error in the resource rendering code.

Miscellaneous Changes
  • Added a persistent resource selection system, resources now stay selected after being completed consumed if they can regrow.
  • A "Incorrect Java Version" warning has been added to the Linux launcher if you do not have Java 8 installed. (Thanks to Lamtzas of /r/gamedev)
  • Added eating animation for children
  • Added most of the new villager names supplied by the community to the name database.
  • Readded the top resource bar, and added more resources to it.
  • Broke the storage buildings list up into categories so it will fit in the GUI.

InDev 21 Unstable 1b *HOT FIX* Change Log

Bug Fixes
  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.

InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.

Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.

Miscellaneous Changes
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.

Known Issues that will be resolved before the stable build
  • Many of the new jobs don't have correct clothing colors yet.
  • The resource list in the World Map view does not fit inside the GUI.
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The long awaited, massive InDev 21 Unstable 1 patch has finally arrived! This patch has loads of new content, mechanics, optimizations and features, but it's main focus was on the brand new mob inventory system!

As I've stated a few times on the forums, this is a huge patch, and a lot of the content was "all or nothing". Since the main focus was the inventory system, there was a lot of mechanics and features that had to be implemented all at once to work properly, as they relied on each other to function. For example, I needed an inventory system, item system, ways to manufacture the items, and AI related to item usage all written at the same time else none of it would work on it's own. Thus, the unusually long patch cycle. But, I can assure you all the content in this patch covers over a month of work all at once, in one big bang! :)

Luckily, Unstable 1 is almost the entire InDev 21 patch, the following Unstable patches will mainly focus on fixing bugs, polishing up the new content and adding all the new villager names you guys provided.

I look forward to hearing your feedback! There's a ton of changes, so keep on the lookout for bugs to smash!

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

InDev 21 Unstable 1b *HOT FIX* Change Log
Bug Fixes
  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.

InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.

Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.

Miscellaneous Changes
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.

Known Issues that will be resolved before the stable build
  • Children do not have an "Eating" animation yet.
  • New villager names database needs to be added.
  • Many of the new jobs don't have correct clothing colors yet.
  • The storage buildings page in the build tab no longer fits inside the GUI
Rise to Ruins - Rayvolution
Click here for help on accessing the Unstable branch!

The long awaited, massive InDev 21 Unstable 1 patch has finally arrived! This patch has loads of new content, mechanics, optimizations and features, but it's main focus was on the brand new mob inventory system!

As I've stated a few times on the forums, this is a huge patch, and a lot of the content was "all or nothing". Since the main focus was the inventory system, there was a lot of mechanics and features that had to be implemented all at once to work properly, as they relied on each other to function. For example, I needed an inventory system, item system, ways to manufacture the items, and AI related to item usage all written at the same time else none of it would work on it's own. Thus, the unusually long patch cycle. But, I can assure you all the content in this patch covers over a month of work all at once, in one big bang! :)

Luckily, Unstable 1 is almost the entire InDev 21 patch, the following Unstable patches will mainly focus on fixing bugs, polishing up the new content and adding all the new villager names you guys provided.

I look forward to hearing your feedback! There's a ton of changes, so keep on the lookout for bugs to smash!

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

InDev 21 Unstable 1b *HOT FIX* Change Log
Bug Fixes
  • Fixed a crash when assigning workers to the armorsmithy.
  • Mineral Storage buildings will no longer allow you to store iron ore and ingots in them before they are completed.

InDev 21 Unstable 1 Change Log

Inventory System, Items and Equipment
  • Mobs can now equip items in their head, chest, tool, weapon or item slots.
  • New items/resources added: Iron and leather helmets, Iron and leather chest armor, swords, axes, pickaxes, hoes, hammers, shovels, bandages, medkits, healing potions, food rations, iron ore, iron ingots and silk.
  • You can now harvest iron ore from rock and silk from forests.
  • When a mob is equipped with the preferred tools for their job, they will do their work twice as fast.
  • Items equipped on the head and chest will reduce damage taken.
  • Weapons will increase damage given, but if no weapon is equipped and a tool is, they will use a tool to fight with instead.
  • All items have durability and uses counts, and will be destroyed when either are exhausted.
  • New Building: Toolsmithy. Used to manufacture tools and weapons from iron ingots.
  • New Building: Armorsmithy. Used to manufacture iron armor from iron ingots.
  • New Building: Forge. Used to smelt raw iron ore into iron ingots to be used at the smithy buildings.
  • New Building: Kitchen. Converts raw food into food rations, that last much longer and restore more hunger.
  • New Building: Clinic. Used to manufacture medkits and bandages, and house medics who can walk around the town with a medkit and heal seriously injured villagers.
  • New storage buildings have been added to accommodate all the new items and resources.
  • Resources now decay if left on the ground. The decay rates are faster in the summer, and frozen in the winter. The decay rate is also boosted when it's raining or snowing.
  • Monsters can now hold items, but can be looted if killed.

AI Changes
  • Villagers will no longer refine many resources (mainly equipment) that isn't actively needed in the village. For example, if you only have 4 Lumberjacks, the Toolsmith will usually never manufacture more than 4 axes even if the supplies to do so are available.
  • Removed harvest restrictions, now AI will harvest regardless if there is space to store the resource.
  • Clearing terrain AI now has priority over building.
  • Clearing and repairing road AI now has priority over building new roads.
  • Adjusted work AI priorities to favor delivering and refining resources over storing them in certain situations.

Food Changes
  • The entire hunger AI has been rewritten. Mobs can now carry around food with them in their inventories, and eat them as needed.
  • All food now restores substantially more overall hunger.
  • Food storage and homes can now hold food rations.
  • Added eating animation for adults (children are still missing their animation).
  • All raw food now takes roughly 4 times longer to grow.
  • You can now only have 2 farmers in a small farm, and 4 in a regular farm.
  • Harvesting food now takes slightly longer.

Bug Fixes
  • Fixed a bug that would cause way makers to "drain" a building's entire stock if the road they're trying to work on becomes blocked.
  • Removed errant 1.1 GB actors.list file.
  • Refine resources now properly calculates it's refine time reduction in the AI as they level up.
  • Fixed a few typos in the problem panel.

Interface Changes
  • Redesigned the bottom mob selection panel to make space for the new inventory system.
  • Tool tip now responds to resources on the ground.
  • Added a dark background to tool tips to make them easier to read.
  • Increased tool tip speed.
  • Moved resources list to left tab.
  • The assigned workers GUI color is no longer miscounting by 1, causing the text to change red prematurely.

Miscellaneous Changes
  • When the game crashes, the current crash log now automatically opens up in the user's default text editor.
  • Added more Villager names, but not the complete list planned.
  • Improved particle performance by dynamically assigning threads based on particle count.
  • There are now errant particles when it is very hot or cold.

Known Issues that will be resolved before the stable build
  • Children do not have an "Eating" animation yet.
  • New villager names database needs to be added.
  • Many of the new jobs don't have correct clothing colors yet.
  • The storage buildings page in the build tab no longer fits inside the GUI
...