Hello all, it’s Cassel, developer of <Ratopia>. This February also passed in a whirlwind of development. The original plan was to carry out a major update within February. However, during our internal testing, numerous shortcomings were revealed. Moreover, the development was further delayed due to the Lunar new year, ultimately preventing us from achieving our development goals as intended.
We cannot keep postponing the schedule indefinitely, so we have decided to proceed with the update next week. We aim to quickly address the parts that have not yet been developed through subsequent updates. Despite dedicating as much time as possible to development over the month, it's disappointing that things didn't go as planned. It has been a time for reflection, wondering if we attempted to add too much all at once.
There is also a discount planned for next week!
During the preparation for this update, we undertook many experimental attempts. Now, I will introduce the newly added electricity structures and the engineering research tree.
Electricity Structures
Electricity structures are broadly categorized into those that generate electricity, manage it, and consume it. The newly added electricity generation structures include a Ratpower Generator that uses the working hours of Ratizens, a Wind Turbine that utilizes space, a Hydroelectric Generator that harnesses the flow of water, and a Thermal generator that uses resources. We aimed to diversify the necessary elements for production, allowing the selection of a generation method that suits the city's situation.
Generating electricity often leads to the city's finances running dry.
However, the problem was explaining the functions of structures with different electricity generation methods. We added UI and help sections to explain the new features, but it was challenging to easily convey how much electricity each generator could produce. Most generators have a structure where the amount of electricity produced varies depending on the situation, leading to significant variations and making it difficult to provide an average value.
We tried various approaches, but all were unsatisfactory, and we are still looking for a solution. The construction diary, which shows the amount of electricity produced in the previous 24 hours, was somewhat useful information that could be utilized. However, it had a critical drawback: it was impossible to know the amount before 24 hours had passed since installation.
We'll have to see if the explanations are adequate.
In any case, the electricity generated by the generators must be stored in electricity storage structures through power lines. If the power lines are not properly connected, the electricity produced by the generators will disappear, prompting considerations on how to install power lines within limited space and resources. Additionally, electricity exceeding the storage capacity of the storage structures will also disappear, making it necessary to carefully plan where to build sufficient electricity storage structures.
There are two types of power Transmission Wires: one that Ratizens can pass through and another, the Transmission Block, which Ratizens cannot pass through but can step on. We designed it so that these could be mixed and matched according to the situation. Furthermore, in the latter stages, we made it possible to transmit electricity over long distances wirelessly without connecting power lines through Tesla Towers.
The primal joy of connecting electrical grid!
Electricity transmitted to the electricity storage structures can be used through electricity-consuming structures. However, connecting all the electricity-consuming structures with power lines could be too cumbersome, so we made it possible for them to be supplied with electricity simply by being built near the electricity storage structures. To facilitate this, it was necessary to implement features that show how far the electricity supply can reach and how much electricity is remaining.
It's similar to the Pylon in <StarCraft>.
Among the electricity-consuming structures, we planned not only those that can increase the city's productivity but also those intended to enhance the player's convenience. An upgraded version of the Mailbox, the Communication Tower, allows for the remote adjustment of settings for structures located at very distant locations. Similarly, an upgraded version of the Crematory, the Electric Crematory, which is reusable, is also planned to be added soon.
Why we cannot just use Thermal Generator as a Crematory? Well it would not generate power then, you silly!
We've also added a Drone Hangar, a structure designed to alleviate many of the inconveniences expressed by our users. The Drone Hangar facilitates large-scale construction projects in the later stages of the game by deploying drones. In the late game, there are often not enough surplus Ratizens to carry out mining or construction orders, leading to exploration and city expansion progressing very slowly and frustratingly. The drone hangar was planned as a solution to this problem.
Once a drone hangar is built, drones are launched from the hangar to start work on orders before the Ratizens. However, finding paths for drones could have required significant computation, potentially jeopardizing the game's performance. To minimize computation, we reduced the size of drones to 1x1 and allowed them to fly and move only around the drone hangar area. As a result, drones can perform tasks in aerial locations that Ratizens cannot reach, without causing excessive computational load due to pathfinding.
Move at the speed of Mach 10, you maggots!
Having introduced the structures related to electricity production, transmission, and consumption, we plan to continue improving the game by adding a variety of new structures. If you have any fun ideas for structures, please leave a comment!
Engineering Research Tree
Many users found the existing research tree challenging. Since the structures were categorized by their functions such as foundation, production, and service, it was common for the game to progress with the structures needed to produce the required materials for operating new structures not being researched yet. For example, it was possible to research structures that required stone without having researched the Masonly, often leading to situations where they couldn't actually be used.
Thank you for your valuable feedback.
In light of these issues, we felt that incorporating the new electricity structures into the existing research tree could exacerbate the mentioned problems. To generate electricity, generators, electricity storage structures, and Transmission Wires are needed, and there are separate electricity-consuming structures. Users had to navigate through the research screen to find and research various electricity structures, and there was potential confusion if electricity-consuming structures were built before the generators. As more structures became available for research, the existing research tree became increasingly complex and inconvenient.
Therefore, in this update, we introduced a new structure called the Engineering Workbench, allowing users to research electricity structures separately. In the Engineering Research Tree, we decided not to use the conventional function categorization and instead arranged the research slots according to the game's progression order.
Arranging the Research Tree According to Progression Order.
The new electricity research tree was easier to understand and more convenient, but there were still minor elements that needed to be addressed. It was necessary to add category icons for the structures on the research screen and to enable the system to handle simultaneous research with the existing research bench.
It seemed like a good idea to similarly subdivide the existing research tree into categories such as beginner/advanced research or carpentry/masonry research. However, considering that the game is still in early access and continuously adding new structures, it feels premature. We plan to reconsider this approach once the game is more complete. In the meantime, careful consideration is needed to ensure there are no issues with implementing such changes.
This update added so much content that even testing it was enjoyable. However, with that comes a mountain of improvements that need to be made, making next month incredibly busy as well. In the next development diary, we will introduce content that we couldn't cover this time, focusing on the new biome, the Volcanic Biome.
First of all, we apologize for the lack of updates for a while. After the New Year, we took a break from working on the project to recharge and brainstorm new ideas. However, we are still committed to developing this game and releasing it out of Early Access as we have planned.
And now, it's time to introduce the new hero, "Dark Alchemist", in this beta version! He is the first hero to come with the "Status System", which is a new system in the game. His weapons will inflict poison status on enemies, which will gradually damage them over time.
You can unlock the new hero by completing the new achievement: "Upgrade Mystical Hand to level 9."
We plan to update the "Status System" to some of the original weapons in the next version as well.
If you are enjoying the game, Don't forget to rate us on steam, it really helps us out a lot! Do not hesitate to contact us If you have any suggestion or feedback. Discord Dissustions
...especially in the tutorial level ("Driver's Education"). I've listened to direct feedback and watched a lot of gameplay videos.
So now, the floors are brighter so that drop shadows will guide your jumps. And bouncing ("Become Bouncy") is pretty much enforced, so that you're taught that it's a thing that you can actually do.
The tutorial level is important to get right, and suggestions are always welcome. Tell me what worked and what didn't -- in the tutorial level and elsewhere. I'm listening.
This hotfix addresses the following: - Fixed crash - Increased obscurity ratio to 1 obs per 7 humans - Fixed tagging dead bodies counting as friendly fire - Added explosive / defense cleanup between obscurity elimination rounds
- Added a new item tier: Simple Leather - Monsters past zone 25 now drop Leather - Crafting an item now only costs one resource type. - Removed T1 & T2 shields. - Added some new helmets. - Updated Sturdy Stone Shoulders
The Helldivers universe is one of noble soldiers, heroic deeds, and heartfelt, unflinching patriotism in the face of giant acid-spewing bug monsters. In the words of Game Writer Stephen Flowers:
I personally love writing for a game with opportunities for comedy, and that doesn't take itself too seriously. I hope I can find a game like that soon...
If you want to catch up with the story of Super Earth and her valiant defenders, read on.
Since Helldivers…
HELLDIVERS 2 takes place a century after the events of the first game, with Super Earth having emerged victorious against its adversaries – the deadly, bug-like Terminids, the grotesque Cyborgs and the inscrutable Illuminates. With its foes vanquished and the Galactic War won, an era of peace and prosperity ensued. The Helldivers, Super Earth’s elite task force, were dismissed.
Super Earth entered its most peaceful and prosperous years.
The same faster-than-light travel technology, heroically liberated from the Illuminates, that gave Super Earth access to the galaxy, has since been used to colonize it. This period has come to be known as The Great Democratization. FTL technology is reliant on a steady supply of the precious substance E-710 which, luckily, can be found in decomposing Terminid bodies. So naturally, Super Earth has been farming Terminids on an industrial scale.
The success of Super Earth depends on the hard work of citizens.
Why Super Earth needs you
In a shocking turn of events, the Terminids have broken free of their farms and begun spreading throughout the galaxy. The Super Earth Armed Forces have been struggling to quarantine them on their farm planets, but are stretched thin – so when a mysterious new enemy enters the fray, Super Earth has no choice but to mobilize the Helldivers once again.
The Automatons are fully mechanized soldiers of a kind never seen before. But their emblem is eerily familiar …
It is now up to you, Helldiver, to don your cape and take back Super Earth’s colonies once and for all. You will be fighting these vile, freedom-hating foes on two fronts, as Super Earth works to implement a solution to the Terminid scourge.