Hello Mindhackers! We are participating in Stolyteller's festival 2024. On February 4, we will be streaming a recorded-live drawing by our artists on Steam Store page.We hope you enjoy it!
*The original recording will be on our Youtube channel on the 3rd of February!
Display of vehicles at a distance Targeting pods and optics for high-ranked aircraft help to see ground targets and give the ability to launch at ranges that are comparable to the engagement ranges of SAMs. However, due to a bug in applying angular target sizes to the detection range through targeting optics, these ranges were noticeably smaller than they should have been for small targets. For example, for smaller vehicles such as the Swedish Lvrbv 701, the maximum range at which it could be detected in the targeting pod was about 8 km. After fixing this bug, its detection range will be over 20 km instead, and for larger targets even more.
A bug with the incorrect display of vehicles at long ranges when using targeting optics for aircraft has been fixed.
A bug where looking through targeting optics, such as target designation pods, enemy markers could be detected at distances exceeding the enemy marker detection capabilities and crew skills has been fixed.
Other aircraft fixes
A bug where the Prandtl-Glauert effect was not visible to other players has been fixed.
F-16C, Barak II — incorrect heading display on the HUD compass in the cockpit has been fixed.
Ground Vehicles
KPz-70, MBT-70 — a bug that caused the autocannon’s aim to raise in a specific area of fire has been fixed. (Report 1) (Report 2)
A bug during air events in Ground Arcade battles that caused the outlines of allied vehicles to be visible to players who were in an aircraft has been fixed.
Naval Vessels
A bug that caused sea mines to sink when coming into contact with allies has been fixed.
Other fixes
A bug that could cause repaired vehicles to remain crew locked has been fixed.
The current provided changelog reflects the major changes within the game as part of this Update. Some updates, additions and fixes may not be listed in the provided notes. War Thunder is constantly improving and specific fixes may be implemented without the client being updated.
Hello all, it’s Cassel, developer of <Ratopia>. The Electricity and Ratron system that I will introduce this time have been systems that we have been preparing for a long time, aiming for the February-March update. Now, we have finally reached the stage where we are conducting tests and verifying the plans, so I can introduce them to you. Let me share with you the work that has been done and the issues that we have considered.
Electricity
Unfortunately, <Ratopia> is a game with a limited number of Ratizens. The structure of the game is such that the computational load increases exponentially as the range of movement and tasks of the Ratizens increase. Therefore, to ensure the proper functioning of the game, it was necessary to limit the number of Ratizens.
In the later stages of the game, when players can no longer accept more Ratizens, the growth momentum of the player gradually decreases, and from that point onwards, quantitative growth of the city through additional Ratizen acquisition becomes impossible. To grow the city, it's necessary to enhance the individual abilities of Ratizens and redesign the city layout to reduce their movement paths and thus achieve qualitative growth. Currently, there's unintentionally no limit to the increase in Ratizen abilities, which may be less perceptible, but rather than just waiting for Ratizens to grow, I wanted to add a mechanism that allows players to directly drive the growth of their city.
Electricity was planned as a resource to increase the work efficiency of Ratizens and grow the city. Various power generating structures such as Wind Turbines and Hydroelectric Generator can be used to produce electricity. The generated electricity is transmitted through wires connected to the generators and stored in connected electricity storage facilities. The stored electricity was then consumed by Ratizens in nearby structures that were constructed.
Just like the concept image, it was hard only to visualize the wire connections.
If Ratizens using electricity could work twice as fast in production tasks, it would enable more goods to be produced per unit of time. This, in turn, would create surplus Ratizens who could be redeployed elsewhere, allowing the city to achieve additional growth.
Expected Ratizen surplus using Electricity
However, this straightforward approach left something to be desired visually. Since there were no changes to the game screen, it didn’t feel like any advancement had occurred. The challenge was how to represent the use of electricity and visually reward the player for the city's development.
To address this, I considered attaching lights to production structures to indicate changes and thought about replacing animations with electric tools when Ratizens are working. However, applying this rule to all production structures was problematic as some structures were unsuitable, which was quite a headache. Additionally, how to handle situations when electricity to a structure was cut off during operation, and how to show that a structure was using electricity when a Ratizen was absent were also issues to consider.
These sure were not fulfilling our artistic standards.
After a long period of consideration, it was decided that changing the images of the structures was not suitable. It seemed difficult to perceive a change without significant visual alterations, and dramatically changing the appearance of all structures would require an excessive amount of work and imagination.
While the planning for the generation and transmission of electricity was completed, the plan for its usage was still unresolved, causing a standstill in progress. Attempts were made to add support-type structures that use electricity to enhance the abilities of nearby Ratizens, but these alone seemed insufficient compared to the structures producing electricity. Continuously brainstorming various ideas eventually led to the introduction of Ratrons. Ratrons, powered by electricity, seemed like they could provide a sense of the city's advancement.
Ratron
Ratrons are NPCs that can work in production structures instead of Ratizens. Unlike Ratizens, they do not require food, services, or sanitary needs, resulting in less computational load compared to Ratizens. They provided a clever solution for giving the impression of an increased Ratizen population while minimizing system load. Additionally, if they were created the same size as Ratizens, allowing them to use hundreds of Ratizen animations, it seemed feasible for quick and system-collision-free integration into the game.
Fired up and ready to serve.
Initially, the design allowed Ratizens to own Ratrons. After building a Ratrons charging station near the owner's workplace, activating Ratrons use at the workplace would mean that every time the owner left the workplace to fulfill needs, the Ratrons from the charging station would come to work in their place. This system was designed so that the Ratrons's owner would primarily handle the purchase of materials and sale of products, and the owner's income would increase due to the Ratrons.
However, this approach created a problem where the efficiency of Ratrons varied greatly from one structure to another. Since Ratrons were only responsible for production tasks, in structures producing resources with low workload, Ratrons would quickly finish production and spend a long time waiting for the owner to transport the resources. Assigning resource transportation to Ratrons could lead to operational conflicts with their owners. In the current system, where material supply, production work, and product sales occur sequentially, Ratrons created for specific structures were not utilized at all.
In an effort to increase Ratrons' production time and efficiency, a feature was added that doubled the workload, requiring double the resources for double the output. However, this ended up being a feature that increased production efficiency even without using Ratrons, and the fundamental issue remained unresolved: the more systematically a player designed the movement of Ratizens, the less efficient Ratrons became. Continuing to add features without addressing this fundamental issue was problematic.
After several discussions, it was decided that maintaining Ratrons in their original form was not feasible. It was felt that Ratrons needed to be made more quantifiable and user-friendly, and it was decided to change them to take on tasks like resource supply and sales, just like Ratizens. Now, instead of just aiding in production, Ratrons took over the production role entirely, making it difficult to use them as personal assets of Ratizens and making them dependent on the city.
Ratrons are not Soylent Green, hands and feet colors are just bug.
Ratrons can be manufactured by putting material resources into a Ratron Assembly, similar to weapon manufacturing. The materials required vary depending on the basic abilities of the Ratrons, and if players succeed in a matching mini-game, they can gain additional small bonus abilities.
You might need some skills to create exceptional Ratrons.
Ratrons were intentionally designed with low abilities and are set to not gain experience. This is because Ratrons have the significant advantage of not having needs, and the intention was to prevent them from becoming superior to Ratizens. Instead of replacing all workers in the city's production facilities with Ratrons, the aim was to make players consider whether it would be beneficial to replace Ratizens in certain structures with Ratrons.
The situation might change a bit when more powerful Ratrons with greater abilities and work ranges are added, but for now, the plan is to first observe system issues and game flow using the currently developed basic Ratrons.
It's regrettable that the content related to economic and social phenomena caused by Ratrons is still lacking. As things have just been wrapped up, the plan is to test and gradually develop them. If you have any interesting ideas related to Ratrons, please feel free to leave a comment!
There will be an update scheduled on 02/02 from 11:00 to 17:00 (UTC+9). Please note that the duration is subject to change without prior notice. ※You can still access the game as normal during the update.
1. Introducing Brand-New Namecard System ★ The brand-new Namecard system will be introduced at the end of maintenance on 2024/02/02. ★ Customize your Namecard page to make a unique impression. Connect with like-minded friends to enhance your social experience in Riichi City! ★ Stay tuned for more features and updates related to the Namecard system!
2. New Block Option for Emotes & Quick Chats In the Settings - Match section, you can choose to enable the "Block by default" option to block all Emotes & Quick Chats during matches.
3. Discard Display Optimizations In the Settings - Match - Discard Display section, you can select a color to distinguish the Tsumogiri tiles in the discard pile.
1. Event progress information ▶ The LUNAR NEW YEAR event will begin after maintenance on February 1, 2024. ▶ During the event period, the BS coins used for combinations will be reduced by 50%. ▶ A mission event will be held. ※Event period: After maintenance on February 1st until March 6th 23:59 (UTC) ※ [EVENT] Combination Mission: 30 combinations
※ [EVENT] Play Mission: Play 50 times
※ [EVENT] Play Time Daily Mission: 60 minutes play time
※ [EVENT] Kill Daily Mission: Get 15 kills
▶ LUNAR NEW YEAR attendance event will be held. ㆍ Attendance period: After maintenance on February 1, 2024 ~ March 6, 2024 23:59 (UTC)
Welcome and thank you to all the new players who have joined us in recent days! There are currently 850 of you in total who have tested the game, including 150 so far for 0.2!
New debug updates will arrive in the coming days and then I will start the very big 0.3 update.
Update 0.3 will be the biggest in terms of total content and the one that should change the game the most. This will be content planned for 0.3, 0.4 and 0.8 initially, but the goal is to have visibility on the entire game as soon as possible.
Some choices were made after votes on discord, so if you want to actively participate in development, this is the best way to do it! Discord
Content for 0.3 will include:
High level content in the guild.
A dungeon in the middle of the guild offering several types of challenges with at least: random dungeons, arena bosses, survival waves, additional content will be expected later.
Creating your house in the guild.
Addition of decorative objects increasing your character's statistics, creating combat elixirs, more sophisticated dishes, unique object creation tables and other feature.
Implementation of guides and events instead of quests with NPCs.
A step-by-step game guide, instead of the current tutorial that few people read, with rewards at each level and unlocking system.
Certain quests will remain in game but will be present only in the interface, these will be those of Manon, which serves as an exploration, of Ortharion, of the black pillars of light in the sky.
So you will no longer have to know where certain NPCs are and have to go back and forth.
Current cities will serve as event zones, for example for escort or area protection quests.
New small dynamic in-game events will be expected.
There will no longer be a faction choice system, quests with choices that can block certain NPCs.
4 new outdoor areas and 7 indoor areas (dungeon, crypt cave).
The campaign will continue with 4 terrains of 1km by 1km such as the 5 large areas already current, but also many new dungeons, caves and crypts, knowing that it is very likely that the caves you currently know will be redone.
Rune pillars earlier.
There are 15 rune pillars spread throughout the game, but the problem is that currently to get them all around 50 hours of game time was required. The goal would be to get them all in about 20 hours, to create the runeword set sooner. So with the addition of runic pillars in caves and dungeons found earlier in your adventure.
Once this game base is present, the entire game will be in place, it will then be a matter of adding content to the already existing game base and making quality improvements.