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1.0.0300 Halloween Update

[h3]Hello dear leaders of Ratopia!![/h3]
Thank you once again for waiting so long for the update. This time, we’ve added several events, the disease system, the enemy defeat reward system, new power structures, and leader equipment. We had a lot of fun implementing and testing the various ideas suggested by our leaders. Please continue to share your fun ideas and suggestions for additional convenience features! We also appreciate your ongoing bug reports and balance feedback through Steam and Discord!

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

[h2]Patch List[/h2]

**For convenient gaming experience, please begin a new game**

The Halloween Ghost Festival event has been added.
    - The Halloween event occurs in late autumn in cities with a prosperity level of 4 or higher. You can obtain leader costumes and decorative structures, so we hope it brings you a fun experience.

    - Halloween costumes have been added.
    - Halloween achievements have been added.



The disease system has been added.
    - Disease occurs when Ratizens’ hygiene drops to a critical level!
    - Please manage hygiene to prevent disease from reaching severe stages.
    - If a disease has already spread, it’s best to quickly prepare a doctor.



💌Sharp Tooth are obtained when defeating enemies.
    - The number of Sharp Tooth you receive varies depending on the type of enemy and the difficulty level.
    - You can check the amount of Sharp Tooth you hold in the Savings tab of the statistics panel.


A black market has been added to make use of Sharp Tooth.
    The black market consistently sells specific resources.
    The black market’s goods refresh every season.



New milestones related to disease and Sharp Tooth have been added.
    - Path of Extraction
    - Path of Treatment
    - Path of Plague


Events related to disease and Sharp Tooth have been added.

💌New electricity buildings have been added.
    -⚡ Quantum Storage: Shares resources with other connected Quantum Storages.
    - ⚡ Porter Drone Station: Transports resources over long distances between storages via drones.



⚡The ability to individually modify Ratrons has been added to the Ratron Assembly Plant.
    -Modify Ratrons for specific purposes!
    Modification effects can be changed at any time, but this will consume resources.



⚡The electricity consumption method for the Ratron Assembly Plant has been adjusted.
    -Electricity is now only consumed when assembling or modifying Ratrons.


⚡ The power consumption of the Electric Lift Station has been adjusted.
    -Power consumption changed from 8 → 5.


New leader equipment has been added.
    - These items require the construction of an Engineering Workbench to view materials and craft.

    - Weapon: Thunder Bow
    - Weapon: Lightning Rod
    - Armor: Shock Armor
    - Armor: Shield Generator



The resources required to produce Gold Coins and Coins have been adjusted.
    Initially, the only way to acquire Pia was through the production of Gold Coins and Coins. The production process was designed with efficiency and convenience in mind for this purpose, but adjustments were not made even as various new acquisition methods were introduced. As additional methods for obtaining Pia are continuously added and will continue to be added, we have now made adjustments to production accordingly. We will continue to monitor and make further adjustments as needed.

    Gold Coin:
     - Material: Gold Ingot 1 → Gold Ingot 2
     - Price: 35 → 50
    Coin:
     - Material: Copper Ingot 1 → Copper Ingot 2
     - Price: 15 → 20


The prices and Food recovery values of Fish have been adjusted.
    Due to the unique way fish and Anglerfish were generated in the past, their efficiency had been significantly increased. With the recent addition of new milestones, however, the efficiency and profitability of fishermen have grown excessively. As a result, we have adjusted the price and food recovery values of regular fish. Additionally, since fish prices have decreased, we’ve also reduced the price of grilled fish to prevent excessive profit for grilled fish producers.

    Fish:
     - Price: 30 → 24
     - Food: 40 → 32
    Grilled Fish:
     - Price: 35 → 32


The amount of mushrooms required for Grilled Mushroom has been reduced. Other values have been slightly adjusted accordingly.
    Grilled Mushroom:
     - Material: 30 → 24
     - Price: 40 → 32
     - Workload: 400 → 450


The price of Coal has been adjusted.
    Coal:
     - Price: 45 → 40


The defense of the Firerat has been improved.
    Due to the unique characteristics of the Firerat as a unit, it needs to be deployed independently, but its survivability was too low, making it difficult to use. To address this, we have increased its defense to ease operational difficulty.

    Firerat
     - DEF: +4 → +6


The Reforging Effect for electricity damage increase has been slightly reduced.
    -0 to -2, depending on the weapon.


The resources required for negotiations with lizards and weasels have been increased, while the amount of Pia obtained has been reduced.
    Weasels:
     - Pia: Prosperity x 500 → Prosperity x 300.
    Lizards:
     - Pia: Prosperity x 1000 → Prosperity x 500.
     - Food 량: 50 → 100


A compensation system for enemy base generation has been added.
    When you destroy an enemy base, you can now recover tile and object resources that were removed when the enemy base was generated.



- The Winter Festival event has been adjusted to occur on specific dates in winter.
- The Autumn Beer Festival event has been adjusted to occur on specific dates in autumn.
- Optimization of save data has been carried out.
- The auto-save time has been changed from 02:00 to 03:00.
- A feature to skip the starting countdown for the Royal Forge and Royal Kitchen minigames has been added.
- 💌 Improvements have been made to allow viewing more information in the Ratizen Info Panel:
 - Happiness Screen: Crime Threshold / Rebellion Threshold
 - General Status: Work Efficiency, Joy decline rate, Hygiene decline rate, Food decline rate, Stamina decline rate, and Necessity decline rate
💌 Thought bubbles that appear when viewing the Ratizen Info Panel have been diversified.
💌 Adjusted the name combination formulas for citizens after surpassing 100 Ratizens.
💌 Increased the resource adjustment speed when selecting resources at the Exploration Office by holding input.
💌 Added a feature to release specified resources from the Storage.
💌 Reduced the frequency of some currency exchange rate events and extended the duration of provided exchange rate tickets.
💌 Added UI to display the quantity of resources that can be obtained from the target when assigning tasks at the Gathering Camp.


[h2]Bug Fix[/h2]
- 💌 Fixed an issue where construction tasks continued despite being restricted by the Labor Law.
- 💌 Fixed an issue where modifying the power supply or resource selling point at production facilities consuming electricity would also modify the other.
- 💌 Fixed an issue where the opening animation of the King's Chamber dungeon played in unintended locations.
- 💌 Fixed an issue where items couldn’t be withdrawn from a storage when a door was built directly next to it.
- 💌 Fixed an issue where the “Collect” option appeared for a prisoner in jail but could not actually collect.
- 💌 Fixed an issue where, when multiple production conditions were set, clicking the fifth condition would cause the scroll to move to the bottom.
- 💌 Fixed an issue where the death tax effect in Milestones was incorrectly applied to citizen migration in diplomacy.
- 💌 Fixed an issue where food consumption at the Exploration Office was not functioning properly.
- 💌 Fixed an issue where food consumption at the Exploration Office was not accurately reflected in the statistics panel.
- 💌 Fixed an issue where, when collecting taxes and the cumulative tax exceeded a Ratizen’s holdings, the displayed amount reflected the cumulative tax rather than the actual collected amount
- Fixed an issue where snail mucus was causing damage.

Ratopia DevDiary #32 - Spell and Disease

Hello all, it's Cassel, developer of .

It's hard to believe that next week will mark a full year since we launched Early Access. Initially, we anticipated that about a year would be sufficient to refine the game’s quality, but we haven’t yet reached the level of content and polish we aimed for, so it seems we'll need to extend the Early Access period through the first half of next year.

We’re now developing with the official release timeline in mind, and as the year-end approaches, each day feels busier and more intense. Despite reducing our participation in exhibitions to stay focused on development, our ambition to expand content has kept us feeling short on time.

In this DevDiary, we initially hoped to share the finalized plans for the Spell and Religion in detail, but the planning expanded, requiring additional technical review time, so not as much progress was made. Therefore, this time, we'll provide a brief overview of the background and outline for the Spell and Religion and introduce the new Disease system, scheduled for an update next week.



[h3]Spell and Religion[/h3]

The Shaman theme, along with the Navigator theme, was part of ’s core concept from the early stages of development. The central idea of the Shaman theme was to increase city efficiency by utilizing the deaths of Ratizens and enemies. However, adding such a large-scale system within our limited development time was a high-risk and unrealistic goal, much like the Electricity in game. We felt it would be more practical to introduce it as a DLC if the game sold well after the official release, allowing us to dedicate time to it. As a result, the Shaman theme remained as a plan tucked away in the depths of our memory for a long time.


If only there were a spell to increase development efficiency...!


Then, while discussing enemy defeat rewards, as mentioned in the last Development Diary, it dawned on us that we could enhance the reward system by incorporating the Shaman theme. Expanding the enemy defeat rewards would naturally and efficiently tie into the Shaman theme, so I tried casting a “spell” to prioritize the Shaman theme’s development. However, it didn’t quite work as planned. Given that the Shaman theme is intended as content-rich and substantial, adding it in a small portion might not be satisfying, and it seemed risky to allocate extensive development time to the Shaman theme solely for the sake of enemy defeat rewards.

In the end, we decided to separate the enemy defeat rewards from the Shaman theme. Nevertheless, bringing the Shaman theme out from the back of our minds and into active development has allowed us to start shaping its framework. Through numerous discussions and brainstorming sessions, we’ve managed to gather a variety of fresh ideas.


An Idea for a Spell that Imposes a Lifespan Limit

In the past, we gathered user feedback and drafted a document outlining a system for Ratizens' aging, parenting, reproduction, and eventual death. However, we struggled with finding a way to manage the hassle that would come from handling the aging and deaths of over a hundred Ratizens. Given the game structure where each Ratizen needs a designated workplace, we were concerned that having to continually reassign each Ratizen could be quite inconvenient for the player.


A baby rat can’t work, and an elderly rat’s efficiency declines if they do.


But what if we used magic? If a spell could temporarily boost the efficiency of certain Ratizens while gradually increasing their chance of death with each use, it might help reduce player resistance. This way, players could choose to balance Ratizen efficiency with the risk of death, allowing them to control the difficulty and inconvenience of managing Ratizens.

This type of spell would be designed to use the souls of deceased Ratizens or enemies. Additionally, dividing Ratizens into groups who support or oppose this soul-harnessing method could create a choice for the player, letting them decide how to collect souls and how extensively to use these spells.


Focusing on Religion Rather Than Spell

On the other hand, some felt it might be risky to emphasize elements like souls or Spell. Although featured Spell and Souls, these elements might not fit as well in , which emphasizes a bit more realistic styled economics and city management. Using magic to resolve realistic or economic issues in could feel out of place.

So this time, we explored a concept closer to "Religion" rather than "Spell." Players can create their own religion, selecting one positive and one negative effect for their doctrines. Once shrines are built throughout the city, Ratizens who use them will experience the effects of the player’s chosen doctrine. As the number of followers grows, additional effects can be added to the doctrine. However, attracting more followers becomes increasingly challenging without careful city planning.


This is similar to the Ideology DLC in or the religion creation system in .


By using this system, Ratizens would no longer feel dissatisfied about the lack of joy facilities in the city, allowing the player to pursue unique, concept-driven playstyles, like requiring only vegetarian diets. However, there weren’t many elements that directly influenced the deaths of Ratizens and enemies, and as freedom increased, there were limitations on the types of buildings or content that could be added beyond parameter adjustments.


An Idea for Balancing Between Two Religions

This time, we aimed to introduce a new mechanism not previously available to players, encouraging them to think about how to integrate it with existing systems.

In the game, two religions—Umbran and Purgon—emerge, each with a unique way to expand its followers. Umbran, a group that reveres magic and knowledge, uses the souls of deceased Ratizens and enemies to boost city efficiency. In contrast, Purgon is a martial faction that harnesses spirits, emphasizing city order through the sacrifice of Ratizens. Buildings with new functions are designed to become accessible when the number of followers in each religion reaches a certain threshold.


The cards and concepts from were instrumental in developing ideas for Umbran and Purgon.

Prototype of the religion tech tree. While it’s still fairly empty, we’re looking forward to the day it’s filled with about 30 research elements.

Concept art for Umbran and Purgon buildings. We also transferred existing buildings into the Shaman theme to enhance thematic consistency.


Through this, we aimed to allow players to experience new features as they spread their chosen religion, while also encouraging them to adopt aspects of the other religion’s functionality. The intention was for players to weigh the pros and cons of blending religions and to think carefully about how to utilize each. This would involve optimizing city efficiency through spatial management and Ratizen allocation.

This idea requires a significant amount of development work, making it the most resource-intensive feature, but we believe it could become extensive content that aligns well with the theme. While technical reviews are still ongoing, so it’s too early to confirm, we are designing it to incorporate various user-suggested ideas, such as communal beds and the ability to change Ratizen traits. If you have any fun ideas that might fit well with the Shaman theme, feel free to share them in the comments!



[h3]Disease System[/h3]

Diseases are negative conditions that arise when Ratizens remain in low hygiene conditions for extended periods or due to certain events. Although mentioned in game descriptions for a long time, it’s a feature that hasn’t yet been implemented.

Just as Ratizens die from starvation if food supply is withheld for too long, we wanted diseases to pose a similar threat, where neglect could lead to Ratizen fatalities. Given that the Shaman theme plans to include effects related to Ratizen deaths, we decided that implementing the disease system first would be timely.

The biggest differences between disease and starvation are the stages of the condition and the possibility of contagion. Diseases progress through initial, mid, and terminal stages. In the early stage, there isn’t much of an issue, but if hygiene isn’t maintained or treatment isn’t provided within a certain period, the disease progresses to the mid-stage. When a Ratizen reaches the mid-stage and uses a building, that building becomes contaminated, allowing other Ratizens who use it afterward to have a small chance of contracting the disease in its early stage. If a Ratizen in the terminal stage doesn’t receive treatment, they face a high risk of death, meaning that without swift treatment or isolation, the city’s situation could quickly worsen.

However, implementing the function for Ratizens to leave disease in buildings they visit posed challenges. Given the variety in building types and forms, adding a contagious state to each one would be quite labor-intensive. To address this, we looked to the existing Ratizen interaction system, modifying it so that infected Ratizens would transmit the disease to nearby Ratizens instead of engaging in conversation.


A disease that compels others to mimic actions…?


However, Ratizens in were designed to only converse with nearby Ratizens when they had no other tasks to complete. Much like in our bustling modern society, Ratizens almost always have tasks queued up, meaning conversations are rare. This meant that if an infected Ratizen attempted to start a conversation with another Ratizen, a player could simply order them to dig a hole, effectively preventing the spread of disease—a rather ingenious prevention method.

Testing revealed that the anticipated sense of crisis from disease wasn’t quite there, highlighting the need for a more effective method to spread infection. During this time, we recalled the recently added snail AI, which leaves a trail of slime as it moves across the map. Inspired by this, we considered configuring the system so that an infected Ratizen would leave a secretion after performing certain actions, such as sleeping, eating, or engaging in leisure activities. Other Ratizens who come into contact with this secretion would have a certain probability of becoming infected.


Ratizens leaving germ-filled secretions…


An infected Ratizen can be fully protected from spreading disease by receiving treatment at the hospital or being supplied with necessities like soap. However, this approach felt a bit too straightforward and uniform. To address this, we wanted to introduce an immunity value that would determine the likelihood of contracting disease. As the city develops, more factors would be introduced to boost immunity, making disease prevention easier.

However, implementing and explaining new attributes like immunity proved challenging in terms of tutorials and UI, and with other development tasks piling up, attempting these changes immediately wasn’t feasible.


With the addition of diseases in the game, we also incorporated disease-related effects into existing events and added milestone effects to help players prevent or utilize diseases. We’re excited to see how players experience and make use of these features.

One concern, however, is that while we envisioned scenarios where a peaceful city could be thrown into crisis by disease, players who manage basic hygiene well may rarely encounter disease, raising questions about whether many players will experience it, or if it may be too harsh for beginners. We’ll need to keep monitoring and adjusting to see how much disease impacts cities. After the update next week, we would greatly appreciate your feedback if you get a chance to experience the disease system!


Let’s build enough toilets so the Ratizens can take care of their bathroom needs comfortably.


While we couldn’t cover everything in this DevDiary, we’ve also been working on new Electricity Structures and a in-game Halloween event. These are scheduled to launch alongside the disease system next week, so please look forward to it! And if you know anyone who hasn’t purchased the game yet, a discount is planned starting on November 10, so we’d be grateful if you spread the word! As the weather gets colder, please stay safe from illness, and have a healthy month ahead!

1.0.0221 Hot Fix

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


[h2]Patch List[/h2]

💌Adjusted the respawn time of silkworms.
    Silkworms were originally designed as a rare animal resource, and as a result, their spawn time was much slower compared to other animals. Therefore, the spawn cycle of silkworms has been adjusted to be more in line with other animals.
     - Silkworm spawn cycle: 300 -> 72


[h2]Bug Fix[/h2]

- 💌 Fixed an issue where an error occurred when viewing information while the City Entrance was deactivated.
- 💌 Fixed an issue where the increase in the number of legislative restrictions under the "Path of Governance" effect was not applied when saving and loading the game.
- 💌 Fixed an issue where ceiling structures became inactive when attached to the roof in a triangular shape.
- 💌 Fixed an issue where research points were not awarded for blueprints that had already been researched when receiving blueprint rewards.
- 💌 Fixed an issue where the names of Status effects related to milestones were incorrectly displayed.
- 💌 Fixed an issue where exceeding the deployment limit occurred when selecting units from one Squad Headquarter to another.
- 💌 Fixed an issue where citizens at the Water Tank kept pouring water onto empty land when water evaporated at the moment they were carrying it.
- 💌 Fixed an issue where citizens would repeatedly gather from empty land when trying to Gather a plant that a Not-zard was standing on.
- 💌 Fixed an issue where the Path of Power Generation effect was not being properly applied.
- 💌 Corrected the text for the Path of Commerce trade speed bonus effect.
- 💌 Fixed a bug where the Path of Trading merchant gold increase effect was not applied.
- 💌 Fixed an issue where some UI elements were not functioning correctly when abandoning a diplomatic mission.
- 💌 Fixed an issue where food disappeared in the Royal Kitchen when selected while there was not enough Fullness available.
- 💌 Fixed an issue where the Broadleaf Tree did not properly receive the growth buff from the Shrine of Rabbit.
Fixed an issue where the intelligence bonus effect was excessively applied during exploration.


[h2]241007 Additional Notes[/h2]

- 💌 Fixed an issue where an error occurred when at war with a nation that has many alliances.
- 💌 Fixed an issue where the tax rate was not applied when drafting tax laws based on income.
- 💌 Fixed an issue where the "Income over" condition was not displayed when drafting a Structure usage tax.
- 💌 Fixed an issue where the work hours set by labor laws were applied to Ratron, preventing them from going to charge.

We will continue to work hard to make a better game. Thank you.

Ratopia DevDiary #31 - Enemy Defeat Reward System

Hello all, it's Cassel, developer of .
This September was a month where many discussions took place regarding the direction of development, resulting in somewhat slower progress in actual development. Among these, the enemy defeat reward system has been in preparation since July but is still under review due to various issues that require careful consideration and decision-making. In this development diary, we would like to share some of the thoughts and concerns we’ve had regarding enemy defeat rewards.


[h3]The First Enemy Defeat Reward System[/h3]

In the initial design of , the concept of enemy defeat rewards was not included. This was because the core content of the game was not combat or defense against invasions, but city building and citizen management. Although we developed the enemy and invasion system to add an extra layer of fun by incorporating a combat system into the city-building genre, we wanted to avoid forcing players into combat, as it could have a negative impact on those who wish to manage their city peacefully. With this in mind, we have continually added features such as the “Peaceful” difficulty level and mechanics that make it easy to fend off enemy invasions, allowing players to enjoy most of the game’s content without focusing on combat.

Under this philosophy, enemy defeat rewards had been postponed for a long time. It was clear that such rewards would influence city management, and there was concern that players might end up relying on combat to progress in the game. However, as feedback continued to point out that the combat lacked excitement, the idea of introducing enemy defeat rewards gained traction. As a first trial, we decided to implement a system where enemies drop Pia (money) upon death.


The welcome Infected that kindly brought 99 Pia each.


However, this approach significantly disrupted the game's economic system. It caused the Savings to naturally increase even without trade or minting, which led to the game progressing without needing to manage the economy. As a result, this system was quickly scrapped. We then attempted to modify the system by having enemies drop other resources instead of Pia.

At first, having enemies drop Bone and Leather seemed to fit better with Ratopia. While the end result of selling resources to increase the Savings was the same, there remained a need to manage the economy until the resources were sold through trade. Additionally, it became convenient to expand secondary production facilities that used the resources dropped by enemies.

However, this was short-lived. As enemies continuously supplied Bone and Leather, the production buildings that relied on these resources were eventually dismantled. Moreover, as the game progressed into later stages, the battlefield became chaotic as citizens ran around collecting the vast amount of resources dropped by enemies.


To earn money, I must transport those resources..!


After facing many issues, the enemy defeat reward system reverted to a state where no rewards were provided, and it seemed like the decision to not add it in the future was final.


[h3]The Second Enemy Defeat Reward System[/h3]

Time passed, and eight months had gone by since the start of Early Access. While reviewing player feedback to improve the game's quality, we once again came across opinions regarding enemy defeat rewards. Since these suggestions kept surfacing, we decided to take another in-depth look. As it’s rare for feedback to include reasons, we felt it necessary to infer why players wanted rewards.

- To repair damage to the city.
- To accelerate the city's development.
- To bring similarities to the previous game, .
- To provide a sense of accomplishment.
- For familiar experiences from defense games.
- To motivate the destruction of enemy bases.
- Because it feels natural?

Based on the inferred reasons, we started organizing how to provide rewards in a new form. To avoid repeating the trial and error of the first enemy defeat reward system, there were a few important points to consider.

- Avoid having resources drop on the map when enemies are defeated.
- Design the rewards so that the gap in difficulty levels at the start is not too wide.
- Use reward effects similar to and other defense games.
- Provide additional rewards when enemy bases are destroyed.

While thinking along these lines, we came up with a point-based reward system called Sharp tooth. It’s a type of point automatically acquired when enemies are defeated, and can be exchanged at the trading post for other resources or bonuses. This system had the advantage of not dropping resources on the map, thus avoiding interference with citizen AI, and it made it easier to adjust the amount of rewards based on difficulty level.


A tooth farm that pulls out all the invaders' teeth.


The Sharp tooth points, which were initially designed to be exchanged for other resources at the Trading Post, lacked novelty, according to some feedback. There were discussions about diversifying its use. One idea was to introduce unique content that could only be accessed through Sharp tooth. However, this posed the risk of making combat-related reward content dominate the entire game.

The existing system of exchanging Sharp tooth for resources already greatly accelerated the city's growth. Adding further reward mechanisms on top of this could create a negative experience for players uninterested in combat. As a compromise, we decided to limit Sharp tooth rewards to combat-related features.

Unique foods and necessities that could only be purchased using Sharp tooth were given effects that enhanced combat abilities. Additionally, special buildings that consumed Sharp tooth were designed to boost the combat abilities of citizens within their range or detect and attack enemies. We also considered incorporating effects related to Sharp tooth into the milestone system to make it more effective.


Efforts to provide special rewards.


Other uses for Sharp tooth were also proposed, but unfortunately, they were all rejected. For example, effects like earning research points, increasing the leader's experience, or enhancing city efficiency were suggested. However, these functions were deemed inappropriate as they encouraged more focus on combat. We believed that focusing on combat-related functions rather than accelerating city development through combat rewards was a more consistent direction.

As a result, since the enemy defeat rewards were limited to combat-related content, we were left with the disappointment of not offering rewards that could accelerate city development, which we believed players might have wanted. It seemed that if we reworked the enemy defeat reward system into something where bonuses are granted when any entity dies, we could relax the restrictions, allowing players to enjoy the content even in environments like the "Peaceful" or "Easy" difficulty levels where few enemies appear.

In the previous game, , players earned “Soul” points whenever a character died. These points could be used strategically, such as by sacrificing allies or summoning enemies. In Ratopia, if we provided ways to earn points even without enemy deaths, we could connect the rewards from enemy defeats to city development functions and new content. Thus, the Sharp tooth system seemed to be on the verge of changing into a system called "Soul," with additional ways to earn points.


[h3]The Third Enemy Defeat Reward System[/h3]

These ideas were connected to a Shaman theme, which led to various discussions. However, some expressed concerns that the abstract concept of "soul" might not harmonize well with the economy-centered focus of Ratopia, and there was also the burden of introducing a new system when the existing Sharp tooth system was already under development.

Therefore, even if it meant simplifying the existing reward system for enemy defeat, there was a desire to separate it from the Shaman theme. But with the various uses and unique rewards of Sharp tooth already being tied to the Shaman theme, we began to question whether it was worth maintaining the point system if it didn’t offer diverse uses. Considering the incomplete state of other content, leaving the Sharp tooth system in place to expand its uses later would have been burdensome.

Thus, the discussion shifted towards removing the point system and instead adopting a loot box approach. The loot box system would generate a reward-filled chest upon defeating the last enemy of an invasion, a method commonly seen in games like Ratropolis and other defense games. This solution seemed more intuitive and straightforward than the Sharp tooth system and could also be used to offer additional rewards when enemy bases were destroyed.


What if we could send resources to the desired storage through loot boxes?


The existing Sharp tooth system required players to research and build a structure to exchange Sharp tooth for rewards, and then visit that building. Additionally, it seemed cumbersome to find space in the UI to display the Sharp tooth points without conflicting with other elements. If the point system and exchange system were removed, it would likely become more intuitive and reduce player concerns.

However, the loot box system also had its issues. Sometimes enemies would die in a trapped location, which could result in loot boxes being generated in odd places. Additionally, the process of manually going to the location of each loot box to collect rewards could be inconvenient. As cities grew larger and invasion defenses were automated in the later stages, players might end up abandoning the task of collecting loot boxes altogether.

To resolve these issues, we came up with the idea of a Loot Storage structure that, when activated, automatically collects the contents of generated loot boxes and stores them. This way, in the later stages, players wouldn’t need to search for loot boxes, and managing the loot would be more convenient.

Although the possibility of transitioning the Sharp tooth system to a loot box system was raised, the team expressed concerns that the loot box system might inherit some of the problems seen in the Phase 1 reward system. Additionally, several advantages of the Sharp tooth system still remained, leaving us unable to make a final decision. While it's not easy to summarize all the details, here is an outline of the pros and cons of the Sharp tooth and loot box systems.

Pros and Cons of the Sharp tooth System

    Pros
    - Points can be earned automatically upon defeating enemies, without additional actions.
    - Convenient adjustment of reward amounts based on difficulty.
    - Players can choose and use only the resources they need at the required time.

    Cons
    - Additional HUD and statistics UI are required to manage the acquisition and storage of Sharp tooth points.
    - The system cannot be used before constructing the Sharp tooth Trading Post, limiting early-game utility.
    - It is relatively difficult to initially convey the existence of rewards to players.


Pros and Cons of the Loot Box System

    Pros
    - Provides immediate rewards upon defending against an enemy invasion or destroying an enemy base.
    - The type of rewards can be adjusted based on the composition of invading enemies, and loot collection can be automated through the Loot Storage.

     Cons
    - Players can only receive the resources provided by loot boxes in stages, regardless of their immediate resource needs.
    - Until the Loot Storage is constructed, loot boxes must be collected manually, which is inconvenient.
    - Players cannot stockpile and use resources later until the Loot Storage is built.



The enemy defeat reward system was one that we spent a lot of time contemplating, given the relatively small weight of the content it offered. Depending on player preferences, the pros and cons of each system could have different impacts, leading to a variety of ideas and opinions on everything from the amount of rewards to the process of delivering them.

Since delaying the decision any longer could hinder the development of future content, we plan to finalize the decision soon. In the next development diary, we’ll introduce the Shaman and religious systems!

1.0.0220 Update

[h3]Hello dear leaders of Ratopia!![/h3]
In this update, we’ve tried our best to reflect the various feedback you have provided in the game. However, due to technical limitations and time constraints, we regret that we couldn’t implement all suggestions immediately. Please continue to share your feedback on areas that need improvement, and we will prioritize them for future updates. Positive feedback is also very helpful in shaping the direction of upcoming updates, so we greatly appreciate your input! ːsteamhappyː

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

[h2]Localization[/h2]
 💌Added Brazilian Portuguese and Spanish Translation
    Special thanks to Erick Dias, Lyan "23LIEF", Miirielzeira, Olivia, and everyone who helped with the translation work on Discord.
  
[h2]Patch List[/h2]

**For convenient gaming experience, please begin a new game**

💌 Milestone system has been added.
    - Milestones provide various effects that help with city management.
    - When prosperity increases, three milestones are presented after the scene.
    - The milestone groups you can choose from are the same for 2, 3, 4 prosperity levels; 5, 6, 7 prosperity levels; and 8, 9 prosperity levels.
    - The number of milestone refreshes depends on the difficulty level: 3 times for easy, 1 time for normal, and 1 time for hard.
    - With the addition of milestone effects, the assembly point has been removed from the level 4 prosperity reward.
    - Try selecting different milestones and make your city thrive even more!


💌 The Royal Kitchen has been added.
    Add the ingredients in the correct order to complete the dish!
    Don’t worry, you won’t fail even if the order is wrong! Just make sure not to add the wrong ingredients.
    Create various dishes and consume them together to gain even greater effects. Make the best combination!


💌Trading Post has been added.
    - A different merchant will visit the Trading Post every day.
    - Purchase items from the merchant to make city management easier!
    - Be aware that the merchant’s available funds are limited!


💌 Electric Lift Station has been added.
    - The electric lift station provides faster elevators than the existing lift stations.
    - You can use the connectors located on both sides of the electric lift station to connect transmission tiles on the left and right sides.


💌 The trade quantities for some mineral resources per bundle have been reduced.
    - Gold ore and copper ore are resources that could generate excessive profits through minting. As a result, these resources have been managed separately from other trade quantities, but they were unintentionally being traded under the same standards as other resources, so this has been adjusted.

Additionally, the bundle quantity criteria for resource trading have been further refined.
    - Previous: 40, 20, 15, 8, 5
    - Updated: 40, 25, 15, 10, 8, 5

💌 A new feature has been added to set citizen conditions in the Policy - Commercial Law - Resource Consumability.
    You can set the application targets of the commercial law based on workplaces, home ownership, wealth, groups, etc.

The population limit by prosperity level has been adjusted.
    The previous population limits provided too large number at the lower levels and did not increase after prosperity level 5. Therefore, the population limit by prosperity level has been adjusted to slightly increase up to level 9. The maximum population limits excluding milestone effects are as follows:

    -Prosperity Level 2: 40 → 35
    -Prosperity Level 3: 60 → 50
    -Prosperity Level 4: 80 → 65
    -Prosperity Level 5: 100 → 80
    -Prosperity Level 6: 100 → 90
    -Prosperity Level 7: 100 → 100
    -Prosperity Level 8: 100 → 105
    -Prosperity Level 9: 100 → 110

Ancient tunnels will now appear on the map.
    After repairing the ancient tunnels, they can be used to travel through the Royal Tunnel and other ancient tunnels.
    The cost of using the tunnel network has been adjusted from 10 Pia per distance unit to 3 Pia per distance unit.


Various AI activities for animals have been added.
    - Bats will sleep from 00:00 to 12:00.
    - Frogs now consume nearby silkworms and grow.
    - Rabbits now consume nearby grass and grow.
    - Snails leave a sticky trail behind as they move.
    - Bees grant a growth buff to nearby flowers.


The layout of the prosperity page in the statistics window has been revised.
    - You can now check the milestones you have selected on the prosperity page.

A new enemy, the Not-zard, has been added to the lizard stage.
    -The Not-zard appears after prosperity level 7 and acts as an annoying nuisance, stealing food from the city.
    - You can catch this pesky thief yourself or use the police to deal with it.


- 💌 The production time and price of Glass Craft, Wooden Furniture, Joy Powder, and Coral Gem have been slightly adjusted.
- 💌 The resource required for producing Wooden Furniture has been changed from Copper Ingot to Beeswax.
- 💌 Decorative painting structures can now be placed in mid-air.
- 💌 When using the Storage, the functionality has been improved to allow continuous depositing and withdrawing of resources by holding down the button.
- 💌 The node speed for crafting Pontiff's Robe and plate armor has been slightly slowed down.
- 💌 The coordinates of the target are now displayed in the alarm confirmation UI.
- The functionality has been improved so that holding down the button allows for quicker currency exchange.
- Natural Disasters: The [Blizzard] status effect applied to citizens during a blizzard has been removed.
- Natural Disasters: Leader will now also be affected by the "Heatstroke" status effect.
- Copy/Paste functionality has been added to the Silviculture Post, Logging Camp, and Gathering Camp.

[h2]Bug Fix[/h2]
- 💌 Fixed an issue where snails and silkworms would crawl up both ends of roof tiles.
- 💌 Resolved an issue where selecting the Squad Headquarter in the battle command UI did not function correctly.
- 💌 Fixed an issue where drones would get stuck inside tiles and could neither move nor be destroyed.
- Fixed an issue where the sound effect for refined poetry was out of sync.
- Fixed an issue where Ratizens trapped in jail would appear on the ground after loading a save.
- The volume of sound effects for the mummy weasel and lizard has been slightly adjusted.
- Fixed an issue where unavailable conditions would be loaded when setting production conditions in the Mint.
- Fixed an issue where the power stored in the Tesla Tower would exceed the previous stored amount upon loading a save.
- Adjusted the coordinates of some power grids to alleviate the issue where power was not being supplied to areas within the grid.
- Fixed an issue where lizards could not execute commands when expanding a district in a location with a placed blueprint.
- Fixed an issue where the buff provided by the garden would be removed after harvesting crops.
- Fixed an issue where a bed would become unusable if an injured citizen died of starvation after being placed in the bed.
- Fixed an issue where additional lizard nests would not spawn after destroying an existing lizard nest.