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Ratopia Dev Diary #26 - Improve Diplomatic Systems

 Hello all, it’s Cassel, developer of .

 Weather warmed up all the sudden and it already feels like we are in the middle of summer. We too are sweating profusely as we prepare for the next 'General Leader' update. It often feels like our office turns into a sauna when we engage in heated discussions about what to prepare.

 For the next update, we've decided to include new dungeons, the invasion of the lizards, and improved diplomatic and conquest systems. There's a lot of combat-related content, which means a lot of testing and balancing to be done. With public holidays and events following one another starting in May, I'm worried whether we'll have enough time. Although we're still in the middle of development and don't have much to show yet, in this development diary, we will briefly introduce the upcoming changes to the diplomatic, conquest, exploration, and trade systems.



[h3]Diplomacy[/h3]

 In the General Leader update, we aimed to enhance the previously simplistic diplomatic system. We introduced the need to manage Relations with city-states and also wanted to create a system where a city could use its military power to conquer other city-states. This provides additional motivation and goals in the later stages of the game when the player's economic and military strength is robust, and it also offers benefits when a player has rapidly developed their city.

 In the improved diplomatic system, Relations will fluctuate through various means. Moving away from the previous system, where Relations could only be increased through gifts, we aim to create more complex influences similar to those in games like *Civilization*, *Total War*, and *Crusader Kings*. For example, criticizing Nation A could increase intimacy with Nation B, which is hostile to Nation A. Going forward, relationships with city-states will be categorized into four stages: vassal states, allies, neutral, and enemy nations. Players will need to gather various information about the nature and competitive relations of the city-states to determine their diplomatic stance.


The method of sending gifts will also become more refined.


 Once sufficient favorable relations have been established, it will be possible to form alliances with other nations. Allies can provide economic support by sending resources or offering loans at low interest rates. Militarily, they can assist by sending reinforcements when the player's city is attacked by threats like the Infected or Weasels. However, maintaining multiple alliances will require substantial economic backing.

 Adding diplomatic events such as betrayal, anti-national alliances, monetary integration, and world wars could lead to a richer and more intriguing set of scenarios. For this to happen, it was necessary to enable city-states to engage in diplomatic actions with each other. We envisioned a system where city-states either ally or fight against each other in an intricate international situation and global warfare system. However, due to the high development difficulty, we plan to start by implementing simple diplomatic systems first and then gradually expand them.


Would the developer fulfill their greed and Rest in Peace?



[h3]Conquest[/h3]

 A major change in the diplomatic system is that players can now attack city-states. The goal is to invade city-states, plunder resources, and thus enable economic growth. Players can declare war and dispatch troops to the city-state that has become a war zone. These troops, along with allied forces, then move to a new battlefield map where the combat unfolds.

 Combat on the battlefield begins with the deployment of soldiers across the units positioned on the map. After deployment, pressing the "Start Battle" button initiates the assault, with soldiers from both sides charging in sequence. During combat, players cannot issue rally orders to adjust the positions of their soldiers; instead, the battle progresses in an automated manner where soldiers follow a predetermined path to engage the enemy. This design choice was made because in the structure of , massing soldiers for attacks could potentially become the focal point of all battles. To prevent this and enhance the strategic aspect of the game, battles are designed to offer a more distinct and strategic combat experience.


Funny that we cannot dig a hole when we need the most..


 The size of the battlefield and the number of defending soldiers increase dramatically depending on the prosperity level of the city being invaded. We aim to facilitate battles on a large scale, up to 100 vs. 100, on these new battlefields. We do not intend for all civilians within a city to be conscripted into soldiers; therefore, we plan to encourage the active use of allies and mercenaries. In the future, if it becomes possible to deploy siege weapons or defensive structures before the battle starts, this could add even more diversity to the combat scenarios.


Ratopian~~! Ataaaaaaaaaack~~!


 In battlefields, the side that first destroys the opponent's headquarters wins. If the player is victorious, the player can choose to take specific resources produced by that city-state as spoils of war, or they can turn the city-state into a vassal state to periodically receive resources. Additionally, if it becomes possible to construct unique buildings from a vassalized city in the player’s city, this would further enhance the allure of conquest. However, with over 20 city-states appearing, this adds a layer of complexity that requires careful consideration.



[h3]Explore[/h3]

 The current exploration system primarily serves as a foothold for illuminating the map to facilitate trade, and we have long intended to improve it. Given that the General Leader update also addresses content outside the player's city, it seemed like an opportune moment to enhance the exploration aspect as well.

 Previously, exploration involved simply selecting an area to explore, and after a set period, the exploration would be completed. This method allowed players to discover hidden areas and potentially find other city-states, which then enabled trading for desired resources. However, once all necessary cities were discovered, there was no further need to explore, and exploration itself became repetitive and lacked rewarding elements, leading to a somewhat tedious experience.


Just come out and let’s trade already!


 I wanted players to think more strategically on the exploration screen and gain more from their efforts. For example on the current system, what I wanted was to create situations where players would need to calculate which terrain to explore for maximum benefit, and use clues gathered from explorations to deduce the locations of desired cities. However, the first priority was to diversify the rewards players could obtain from exploration.

 Therefore, we added a feature that allows players to acquire resources through exploration. This enables the procurement of scarce or depleted resources within the city, significantly diversifying the previously straightforward objective of merely discovering cities. This enhancement makes exploration a more dynamic and rewarding component of the game.

 However, if exploration alone could satisfy all resource needs, it might undermine the incentives for trade and military expansion. Therefore, the resources obtainable through exploration were limited to basic resources related to the targeted terrain, and only a small amount could be acquired to ensure that exploration did not become the main method of resource procurement. This was intended merely to mitigate situations where a small amount of a specific resource was needed, but obtaining it through trade or military expansion would take too long and be frustrating.

 As exploration can now bring resources, we changed the system so that ratizens must be assigned to conduct the exploration. Ratizens assigned to exploration missions temporarily disappear from the city and cannot be utilized, and the city's food supply is also consumed in proportion to the exploration time, necessitating careful cost calculations. Additionally, the exploration speed, required food, resource acquisition, and success rate all vary depending on the abilities of the ratizens involved, enhancing the complexity and ensuring that sending just anyone on an exploration could result in a loss for the player.


Ah, who I should send to those barren lands, this agony as leader truly never ends!


 While the exploration system has become a bit more complex and now includes additional rewards, which I find satisfying, it still seems to lack the fun of deducing which terrains might be best to explore. I'm pondering how to solve this issue. Should similar terrains be grouped together more closely? If you have any good ideas, please feel free to share them.



[h3]Trade[/h3]

 Following the enhancements to the exploration and diplomatic systems, we are also working on improving the trade system, which had its own set of issues.

 Initially, some resources could not be imported through trade, resulting in situations where players might never encounter certain resources due to bad luck. This was particularly true for animal and plant resources. The decision to make some of these resources unobtainable via trade was intended to encourage players to seek them through exploring the field. For instance, structures like silk farms exist in the game that can continuously produce more silkworms if you start with just four. Allowing silkworms to be imported through trade would greatly diminish the joy of discovering them and the necessity to seek them out. However, ultimately, this design led to unintended problems by colliding with other systemic limitations.


One notable problem was the silkworms. How would I produce what does not exist at all?


 Another issue was that the pricing system in trade was not functioning properly. Although it was intended for players to check resource prices and trade according to the conditions of their city, most players imported needed resources regardless of cost and exported produced resources even at very low prices, leading to a rigid pattern in trading behaviors.

 Some raw materials, even when priced high, could be processed into other resources without any loss, and since the city-states importing these resources were fixed, there were not many choices available in trading. Consequently, prices did not provide enough incentive for players to deliberate whether to engage in trade or not.

 This situation was further exacerbated by the arbitrary adjustment of resource prices. The city-states in have their unique market rates for the resources they import and export, but these rates fluctuated based on probabilities, independent of the player's trading activities. Since it was impossible to predict how prices would change, from a player’s perspective, it was simpler and more convenient to just buy the needed items immediately, regardless of whether the prices were low or high.


THEY GOT COPPER?! IMPORT IT ALREADY!!


 To address these issues, we implemented several system improvements. First, we ensured that every city-state can export special resources unique to their biome. For instance, city-states based in maritime regions are now required to export items like Luminators, fish, salt, coral, and hermit crabs. This change should prevent situations where certain resources are completely unavailable, making production impossible or leading to perpetual resource depletion as the game progresses.

 However, if players could continuously import desired resources from one city-state, there would be little incentive to interact with various city-states or to directly explore specific military regions themselves. Therefore, we made it so that the special resources each city-state sells rotate periodically, preventing the constant availability of all special resources.

 For example, if a player has built a city environment that consistently needs salt, and the trading partner ceases to sell salt, the player must either cultivate diplomatic relations with another nation to procure salt or directly mine salt tiles oneself. Alternatively, one could wait until the original nation starts selling salt again.

 This system is also designed to make players consider supplying resources through conquest, not just trade. Choosing between obtaining a perfect half or a destroyed whole is always a dilemma.


Of course, you might get nothing but enemies.


 Finally, we plan to refine pricing to reflect two key aspects: First, we aim to make prices more responsive to the player's actions. Many players may have repeated the action of selling easily obtained resources to acquire scarce ones. This behavior, lacking any real strategy and merely exploiting repetitive gains, is not only uninteresting but also does not offer a way to maximize profits. Therefore, we intend to reduce the benefits gained from such repetitive trades and instead increase the benefits of engaging in more varied and strategic trading.

 To enhance this, we need to add a bit more realism to trading. For example, as a country becomes more dependent on a particular resource from another nation, that nation might gradually raise its prices. Conversely, if a country becomes too reliant on exporting to a particular nation, it might attempt to continually lower its prices. Such dynamics can lead to players reconsidering their strategies, pondering, "Wouldn't it be better to sell to a different country?" Rather than importing at high prices or exporting at low prices, finding new markets could prove to be more beneficial.

 At the same time, we needed to think of ways to stabilize the prices of resources for which players have ceased trading. Previously, even if a product was not being actively traded, its price could continue to skyrocket or remain stubbornly low, which significantly diminished the meaning of stopping trade on that resource. Therefore, we want to introduce a mechanism that pulls prices back toward a baseline as they deviate from it. The further a price strays from the base price, the higher the likelihood that its fluctuations will be more pronounced.

 In other words, while the probability of price increases remains higher for goods that a player imports continuously, if the price of an item has risen significantly, we intend to increase the likelihood that when it falls, it does so sharply. This adjustment ensures that players do not have to wait excessively long for prices to return to normal or resign themselves to continuously rising prices—a situation all too familiar in reality. This mechanism is designed to keep the trading market dynamic and prevent players from feeling helpless against an ever-inflating market.


Time to say good bye to never falling prices


 There is a concern that these improvements might excessively increase the amount of management required compared to before. However, these enhancements are expected to increase the enjoyment of trade itself and, concurrently, the fun of interlinked diplomatic engagements. I believe that this improved trade system will contribute significantly more to city development than before.



 I intended to write briefly, yet the text has become quite lengthy. This likely indicates just how many aspects of need improvement and how many features we wish to add. In the next development diary, I will introduce new dungeons and the lizard invasion, providing even more for you to look forward to. Thank you for taking the time to read this long article!

1.0.0120 Update

Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

[h2]Patch List[/h2]

4 New structures has been added.

    Water Pump

      A new block-like structure that can move water from place to place.


    Slime Block

      A new block-like structure that slows the targets moving on it.


    Hall of Guardians

      A new military training structure that can train Guardian and Firerat.


    ⚡Repair Station

      A new bed that can recharge and repair assigned Ratron.

💌Adjusted resource price.

    Frog: 40 → 35

💌Adjusted the usage prices for service structures

    Some service structures were adjusted because they were generating almost no income compared to the cost of materials. Additionally, the number of service provisions per item has been standardized to four times.

    School: 15 -> 25
    Atelier: 25 → 35
    Pub: 20 → 35
    Salon: 30 → 50
    Snailtrack: 25 → 35
    Massage Bed: 25 → 30
    Flea Removal Facility: 20 → 35
    Tooth Care Center: 30 → 35
  
Adjusted number of the Den of Plagues and plague rats generated from each burrow.

    There was an issue with the difficulty of each invasion disproportionately increasing as more Dens were activated. To address this, we have reduced the maximum number of the Dens, but increased the number of enemies produced by each of the dens to alleviate early-game difficulty while maintaining late-game difficulty.

    Den of Plagues: 5 → 4
    Infected: 4 → 6
    Spitter: 4 → 5
  
Adjusted the HP and attack power of the weasels.

    Due to the relatively high attack power of the weasels, soldiers and barricades were falling too easily. To address this, while maintaining the combat difficulty, we have decreased the attack power of the enemies and increased their health.

    Weaseeker: HP 60 → 80
    Weasly: HP 120 → 140, ATK 12 → 10
    Weasnapper: HP 80 → 100, ATK 9 → 8
    Weaszard: ATK 8 → 5
    Weasenom: ATK 6→ 4
  
3 new types of soldiers have been added.

    Legionary

     Legionary increases DEF of soldiers in the same squad.
     Legionnaires can be trained at the Combat Academy.



    Guardian

     Guardian has high bonus on HP and DEF.
     Guardian pushes back the enemies approaching.
     Guardians can be trained at the Hall of Guardians.



    Firerat

     The Firerat sets the ground on fire, dealing damage to all targets on the fire.
     Firerat can be trained at the Hall of Guardians.


Combat Ratrons can be assembled at the Ratron Assembly Plant


     Combat Ratrons can be deployed in military structures.
     Combat Ratrons have base stats of 70 HP, 2 STR, 1 DEX, and 1 INT.
     When a Combat Ratrons's health reaches 0, it explodes, causing 5 damage to nearby targets.
     Combat Ratrons can gain one of the following stat enhancements through a mini-game:

      - Attack power +2
      - Defense +1
      - Movement speed +20%
      - Explosion damage +30%


Adjusted the difficulty of the Ratron Assemply mini-game.

    The Ratron assembly mini-game initially had an overly short grace period, making it difficult to consistently succeed even with practice. Therefore, we have increased the grace period to make it easier to achieve assembly effects.

    Maximum output reach time: 1.2 Sec → 2.1 Sec


Improved the Royal Forge and Ratron Assembly Plant so that inserting resources is no longer necessary.

    They will now use resources from across the city.
    Existing resources that were in the structures will be ejected in front of the buildings.

For convenience, the effects of structures have been moved to the effects of the soldiers.

    The stat increase amounts per soldier type remain unchanged.


- 💌 Added a sorting feature to the UI for selecting resources and Ratizens.
- 💌 Improved the alarm check feature to enable viewing the destinations of lost Ratizens.
- Added a direction setting feature to Wooden Doors and Iron Gate
- Added convenience features to doors, transport stations, and military training structures.
- Adjusted the invasion cycle on normal difficulty to every 4-6 days from 3-5 days.
- Increased the spawn speed of fish.
- Added an auto-placement feature to the Ratron Recharger.
- Added one new basic hairstyle each for male and female Ratizens.
- Added one new hairstyle for the leader.
- Added a new variation of the spring season's background music.
- Added some missing sound effects.
- Slightly modified the Government Savings statistics window layout.


[h2]Bug Fix[/h2]

- 💌 Fixed an issue where the order of Ratizen changes was being recorded in reverse.
- Fixed a bug with loading the trade history.
- Fixed a bug that caused the mod manager to reset.
- Fixed an issue that Flamone was chasing the enemies.
- Fixed an issue where Ratizens intermittently could not use their assigned beds.
- Fixed an issue where Ratrons intermittently could not use their assigned charging stations.
- Fixed an issue where drones were not properly performing tasks.
- Fixed an issue where copying building functions were not properly copying the features.
- Fixed an issue where the taxed information on individual taxes was not being recorded correctly.

Ratopia Dev Diary #25 - Volcanic Biome

 Hello all, it’s Cassel, developer of .

 After the early March update, we've had some time to catch our breath. During this time, we revisited the feedback left by users on Steam and Discord, organized it once again, and worked on business tasks and technical research that had been put off, all while reviewing the overall schedule. It's necessary to refine our long-term plans for better updates in the future.


All the feedback piled up! There's really a long way to go!!


 When planning our development schedule, we start by distinguishing between main and sub-systems. Main systems, like the power system in the scientist update, are of high importance and require a lot of work, but must be developed within a deadline, whereas sub-systems are features that would be nice to add, although they don't have a set deadline.

 After distinguishing between main and sub-systems, we sequence the main systems according to events or festivals. Then, we insert sub-systems that would complement the main systems in between. This way, if the development of a main system is delayed, we can remove some sub-systems to flexibly adjust our plans.

 For instance, the volcanic biome that we're discussing in today's DevDiary was a sub-system planned from the early stages of development. It was intended to be added along with late-game content.


[h3]Volcanic Biome[/h3]

 The volcanic biome is located in the deepest underground area of the map. It's designed as a biome to be explored in order to dramatically increase military power and economic scale, with a distribution of various rare resources. Being late-game content, it was planned to be added after the early access phase, and we spent a lot of time contemplating how to make the use of the volcanic biome satisfying within the game.


The various appearances of the volcanic biome that have changed over time


 The volcanic biome, unlike other biomes, was intended to be challenging and dangerous to settle in. Initially, the plan was to have Ratizens lose a significant amount of health the longer they stayed in the volcanic biome due to a temperature gauge. Proper development would only be possible after supplying the Ratizens with protective gear.

 However, as development progressed, we realized that supplying equipment to Ratizens was not the right approach. In Ratopia, Ratizens purchase their necessities based on their individual financial situations. Those who dared to mine tiles in the dangerous latter part of the volcanic biome were mostly unemployed Ratizens with little money, who, sadly, often couldn't afford even the basic necessities.

 Therefore, we revised the plan to have Ratizens take fire damage every time they stepped on a tile within the volcanic biome. This solution was not only simpler to implement but also allowed players to solve the problem in various ways. They could destroy the damaging tiles, soak Ratizens in water to prevent fire damage, or provide Ratizens with more sleep time and recovery buildings to ensure safe development.


It seems like there's a savory smell coming from somewhere…


 However, these methods felt insufficient as preparatory steps for settling the volcanic biome. This was because, even without using these methods, settling could proceed, albeit slowly, without much inconvenience.


[h3]Ratfiend[/h3]

 Digging down to the underground from the early stages to obtain rare resources was not our intended scenario, as swiftly settling the volcanic biome was supposed to involve risks. Initially, our plan was to make settling the volcanic biome without sufficient military preparation risky by applying the invasion system, where predators stronger than weasels would invade. Salamanders, which appeared in Ratropolis, seemed like a suitable choice for these invading predators.


Salamanders we tried to make cute for this game


 Upon reevaluation of the plan, it seemed like it might give players a negative experience. From the player's perspective, it was difficult to know at what point of developing the volcanic biome enemies would start invading, and accidental development could trigger invasions that were too strong, potentially ruining the game. The intention was for players to prepare and then start developing, knowing the risks involved, but it seemed more likely that sudden invasions would lead to exhaustion from defending the city rather than advancing development.

 Therefore, we considered limiting the salamanders' movement so they wouldn't leave the volcanic biome. The idea was to make them attack only the player's structures and Ratizens located within the volcanic biome during invasions. This way, it seemed like players could prepare adequately for invasions before starting to develop the volcanic biome.

 However, even this alternative had many flaws. Players could potentially trigger salamander invasions to prevent weasels from invading the city, and there was also the possibility of the city's soldiers repeatedly descending into the volcanic biome to attack the salamanders, only to be defeated.

 The more we thought about it, the more problems appeared, and it seemed like solving all of them would require a lot of time. Therefore, we decided to set aside the invasion system related to the volcanic biome and look for other ways to make obtaining resources from the volcanic biome risky. Making the player feel the danger didn't necessarily have to come in the form of invasions.

 This led to the idea of introducing a giant monster that guards the volcanic biome. The giant monster wouldn't invade the city but would hinder the Ratizens developing the volcanic biome, making players feel like they need to defeat the monster for smooth development.

 However, technically, adding a giant character that moves along tiles was not feasible, so, regrettably, the giant monster had to be scaled down to the size of rats. This resulted in the creation of a character that looks a bit grotesque, reminiscent of a rat living in hell.


It definitely looks much more dangerous


 We wanted Ratfiend to be small yet invincible, creating an entity that players should avoid fighting against. The idea was to either block Ratfiend's path through tile construction or encourage players to develop the biome while avoiding Ratfiend. However, this solution also presented new problems. There was no information screen to explain Ratfiend's invincibility, leaving players without guidance on why it wasn't losing health, and our allied soldiers seemed eager to descend into hell by seeking out and attacking Ratfiend.

 Due to these issues, we decided to give Ratfiend high defense instead of invincibility. Adding an enemy information screen is a feature that's needed in the long term, but it was too time-consuming to add immediately just for Ratfiend. Moreover, having soldiers attack an enemy that takes no damage or making invincible enemies undetectable by soldiers could appear buggy.

 With these twists and turns, Ratfiend was added to the game. We haven't heard much from the players yet, but we'll need to pay close attention to see if it functions as intended.


[h3]The Greed[/h3]

 We also experimented with various concept designs for the animals that would appear in the volcanic biome. Since no real creatures live near lava, it was necessary to be creative. Initially, the animals designed for the volcanic biome were cute and matched the environment, but as the biome evolved to emphasize its difficulty and danger, the designs of the appearing animals became increasingly horrifying and grotesque.


Creatures evolving into monstrous forms


 Adding new animals isn't straightforward due to the need for them to fit into various uses and production chains. The current animals in the game also fall short in terms of utility, necessitating minimal additions. Among these, the Salt King was added specifically for events. Rather than complicating the game with additional complex production chains, the intention was to establish it as a "joker" animal that players could use to obtain the resources they needed.


The Greed’s design change from Lucifrog to Gluttonishark.


 The Greed was designed to spit out different resources according to a formula when players input resources. The goal was to allow players to infinitely obtain limited resources or recycle unnecessary ones.

 However, in practice, its utility was much lower than expected. Even if resources could be obtained from deep underground, transporting them to the city was very cumbersome, and without knowing the formula, players hesitated to input resources because they couldn't predict the outcome. Most importantly, the rewards were not significant enough to justify the effort of going deep underground to use it, lacking the appeal to make it worthwhile.


Here’s your meal~~ (What am I supposed to do with this guy…)


 Ultimately, it was decided to replace the ability of The Greed, and it needed to be designed in the following direction:

 - Ensure the rewards obtained through The Greed are overwhelmingly powerful, allowing players to know in advance and act accordingly.
 - Minimize the quantity of rewards that require transportation to the extent that a leader alone can carry them if they are tangible and need to be transported.
 - Increase reusability so it's not something used once or twice and then forgotten, but can be continually utilized.

 After much deliberation, The Greed's ability was reshaped to alleviate players' critical situations. By paying a high amount of money to The Greed, players could end ongoing enemy invasions or stabilize all rebelling Ratizens. This approach was seen as sufficiently appealing because it offered a way to resolve dire late-game crises with economic power.

 Given its powerful capability, there was a concern that overuse of The Greed's ability could disrupt the game's balance, necessitating a safeguard. It was decided to significantly increase the cost required to use The Greed's ability each time, as a way to control its use. Although different from regular animals, incorporating The Greed added a new dimension of accumulating wealth, making it an intriguing system that encourages long-term strategic planning when used.


 Moreover, there are still many systems intended for the volcanic biome that haven't been added yet. The plan is to appropriately incorporate these remaining elements during other main system updates, gradually enhancing the game. We look forward to your continued support and feedback for future updates! Thank you for reading this lengthy post today.

1.0.0110 Update

[h2]Patch List[/h2]
Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.

⚡5 New electricity structures have been added.

  ▼Raw material structures
    Geothermal Generator


  ▼Service structures
    Flush Toilet
    Broadcast Studio
    Joy Box


  ▼Military structures
    Magnetic Trap


Adjusted values for certain structures.
    Training Camp: ATK+1 → +2, Lumber 12 → 8, Dirt 12 → 8
    Barrack: ATK+2 → DEF+2, Copper Ingot 12 → 8
    Combat Academy: Wage 450 → 400, Iron Ingot 12 → 8
    Police Station: Wage 220 → 250, ATK +5 → +3
    Prison: Stone Brick 2 → Rope 2
    Cemetery: Wage 120 → 125
    Silviculture Post: Wage 190 → 200
  
Adjusted bonus effect values for specific soldier types.
    Militiarat: Speed +10% → 20%
    Spearrat: Enemy Speed -20% → -30%
    Macerat:: ATK +2 → +4, DEF +3 → +1
  
Ratfiend now appears in the Volcanic Biome
    Ratfiend is a monster with high defense but limited activity time. Caution advised during exploration.

The Greed now appears in the Volcanic Biome
    The Greed is an ancient monster with tremendous strength. Recommended to seek out during city crises.

Weasenom, range attack weasels, has been added to the invading enemies.
    Weasenom throws venomous projectile, intoxicate it’s enemies.
    Adjustment has been made to the number of invading enemies.

Attacking Weasel House will no longer spawn Weasilla.
    Instead, Weasenoms will be spawning.
    Just like Den of Plagues, Weasel House will spawn 2 enemies when attacked.

💌Improved Save and Load speed.
    Loading a long-played games will still take some time, but we could reduce it by 80%.

💌Added Convenience Feature to the structures.
    You can Import or Export the structure settings, or clone the structure settings to put blueprints.
  
- 💌 Adjusted the Silviculture Post to allow for proper care of Pyroblossom and Ash Trees.
- 💌 Simplified the expression of construction methods and Workload for easier understanding in Research Point production.
- 💌 Task condition can be now set to Thermal Generator and Mint.
- 💌 Tutorials has been added to mini games and skill usages.
- 💌 Adjusted highlight areas in statistics page to get information better.
- 💌 Removed numbers on rails and Lift Ropes.

- Fire immune effect has been added to [💦Wet] buff.
- Images of controllers has been added on tutorials to help understanding.
- Adjusted Drones to be destroyed when passing the enemies.
- Pyroblossoms are no longer generates fires beneath it when gathered.
- Changed background color of Electricity Structures so that they can be easily distinguished from the other structures.
- Reduced Flamone’s flame damage by 80%.
- Added UI slot to show holding items in the storage on production menu of structures.
- Reduced interest rate of loans to improve usages.
- Service structures now gains 3 EXP every time they gives the service.
- When fall, if there’s enough water below, the one will take less damage.


[h2]Bug Fix[/h2]
- 💌 Prodigal Noble’s “Loan Limit +1” now works properly.
- 💌 Fixed an issue where, if the Code Stone was deactivated due to flooding, the laws would not reactivate even after the flooding status was resolved.
- 💌 Fixed a bug where error codes would sometimes appear when saving & loading while water was flowing.
- 💌 Corrected an issue where the leader's "Prestigious Scholar" starting trait was not properly applied when using custom difficulty settings.
- 💌 Addressed a bug that caused errors during the Necessities tutorial.
- 💌 Fixed a problem where resources could not be added to an Electric Crematory if the electricity was cut off while resources were inside.
- 💌 Corrected an issue that allowed overlapping placement and demolition orders on wallpaper tiles with transparent wallpaper.
- 💌 Fixed a situation where activating the mass production option for the Thermal Generator did not change the consumption rate of material resources.
- 💌 Modified the game to hide unnecessary HUD elements during minigame play.
- 💌 Fixed an issue where the TAB button was not functioning correctly when checking trade status.
- 💌 Fixed a problem where the blueprints for facilities such as the Web Thrower and the Earthquaker occupied more space than the constructed structures.
- 💌 Corrected a malfunction in Drones in Construction mode when their commands were overridden by the leader.
- 💌 Adjusted the partial generation amount of Solar Pannel to match the actual output.
- 💌 Corrected a misrepresentation that gathering was affected by the DEX instead of STR.
- 💌 Fixed a phenomenon where power-consuming structures would temporarily deactivate when the power-generating structure connected to an Electric Crematory was demolished.
- Fixed an issue where drones from the Drone Hangar would not respawn upon destruction.
- The Thermal Generator outfit has been temporarily removed from the Royal Wardrobe.
  If you were using the skin, it will revert to the default outfit.
- Corrected an issue where using the Ratbot skin did not change hands and feet to robot hands and feet.

1.0.0101 Hot Fix

[h2]Patch List[/h2]
Notice: Those with this icon(💌) are inspired by the players’ opinions. Thank you so much again.


3 new structures are added.

  ▼Infrastructure
    Plate Block
  ▼⚡Electric Infrastructure
    Solar Panel

  ▼⚡Electric Royal Structure
    Electric Crematory


- 💌 Added a structure notice for workers unable to engage in production activities due to lack of material costs.
- 💌 Added an enable/disable function to the Maintenance Office.


[h2]Bug Fix[/h2]
- 💌 Adjusted the prosperity gauge in the economy tab of the statistics window to show progress from current level to the next.
- 💌 Fixed an issue where the currency exchange graph was not updating.
- 💌 Fixed a phenomenon where allied soldiers fall to their deaths after returning from the weasel dungeon.
- 💌 Fixed an issue where the connection status does not update despite connecting transmission wires or tiles to power generation structures.
- Fixed a bug where Xbox controller images appear when using DualShock or DualSense.
- Fixed an issue where gamepad images obscure text during tutorials.
- Fixed a problem where the "Steel Reign" achievement was not being awarded on Steam.


[h2]3월 11일자 추가사항[/h2]
- 💌 Improved the UI of the Royal Forge minigame.
  - Fixed an issue where there were errors in the success and failure judgments of the Royal Forge.
- Fixed an issue where some event options were missing.
- Fixed an issue where the trade log was not being saved properly.
- Fixed an issue where the exchange log would not refresh details upon mouse click.
- Fixed minor translations errors in the statistics window.


We will continue to strive to make a better game, thank you.