1.0.0200 General Update
[h3]Hello dear leaders of Ratopia![/h3]
Thank you once again for waiting patiently for the update over a long period of time. This time, we have prepared content related to lizard invasions, dungeons, and diplomacy. However, since we were preparing multiple pieces of content at once, we are a bit worried that the overall completeness may feel somewhat lacking. We plan to continue with subsequent updates for the General Leader based on your feedback for a while, so please keep sharing your fun ideas and suggestions for additional convenience features! If you encounter any bugs or issues that need fixing, please report them through Steam and Discord, and we will resolve them quickly with hotfixes!
**Planned Development Items**
- Adding victory objectives and achievements for the General Leader
- Adding and refining tutorials for new contents
- Improvements and additional contents for diplomacy and conquest
- Balance adjustments related to combat and diplomacy
[h2]Localization[/h2]
Added Ukrainian Translation
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**
▶Added Lizard Invasion
▶The diplomacy system has been revised.
Exploration Office
Exploration
Survey
Diplomacy Office
Present
Open Trade Route
Form Alliance
Condemn
Declare War
Invade
Peace Treaty
Trading Center
Bank
▶The dungeon system has been revised.
Forgotten Mine
Barbaric Palace
▶Two new dungeons have been added.
King's Chamber
Forgotten Ruins
▶Five new types of troops have been added.
Shielderat
Medic
Bannerat
Trainerat
Priestess
▶A new military structure, Campsite, has been added.
▶Macerat’s placement effects have been slightly adjusted:
▶Temple of War training workload and wages have been slightly adjusted to match the Barracks.
▶Ratizens will now start with 20 health in a wounded state even after receiving a lethal blow.
▶Hive Trap’ attack power and frequency have been adjusted:
▶Mine’s damage has been adjusted:
▶Explosive Barricade’s damage has been adjusted:
▶The effects of Leader’s Armors have been generally increased slightly:
▶The formula for calculating the happiness provided by necessities has been changed.
▶Maintenance Office’s job effects have been added:
▶The price and production workload of gunpowder were incorrectly applied and have been corrected.
▶A limit of 200 has been added to the maximum number of blueprints that can be placed.
- 💌 A feature to adjust speed (1x to 4x) while sleeping in the Royal Bed has been added.
- 💌 The wounded status of units will be removed upon returning from invasion & dungeon maps.
- 💌 The electricity supply range of other Electricity storage units is now displayed when constructing a new storage unit, improving the construction process.
- 💌 An event that reveals dungeon locations upon reaching a specific prosperity score has been added.
- 💌 The amount of starting Food resources has been slightly increased to lower the early game difficulty.
- 💌 The buff effect obtained when a citizen immigrates to the city for the first time has been enhanced.
- The player character's attack motion is no longer interrupted by enemy attack.
- A Ratizen income attribute has been added to the statistics window.
- A food and necessities intake attribute has been added to the statistics window.
- 5 new achievements have been added.
- Nest Stomping
- Let's be friendly
- Survive this?
- The Mummy
- Ratopia
[h2]Bug Fix[/h2]
- 💌 Fixed an issue where fishermen could not perform fishing activities properly when moving away from the camera.
- 💌 Fixed an issue where changing the direction of a door also changed the direction of some other doors.
- 💌 Fixed an issue where the perpetrator and victim in a crime event were the same person.
- 💌 Fixed an issue where an error message occasionally appeared when citizens walked on the bottommost tile of the map.
- 💌 Improved the pathfinding AI of drones.
- 💌 Fixed a bug where the "Who... are you??" achievement was not being achieved.
- Fixed a bug where trade situations were not loading correctly.
- Fixed a bug where the mod manager was resetting.
- Fixed an issue where some motions of the Military Ratron were incorrectly applied.
- Fixed a bug where some sounds were playing incorrectly.
- Fixed an issue where the designated power storage information for the Ratron Recharger was resetting upon save and load.
- Fixed an issue where power production structures were incorrectly reported as having problems despite functioning properly.
- Fixed an issue where Ratizens could not properly consume items when using the commercial law to restrict items to higher-class Ratizens only.
- Fixed an issue where a flame effect appeared around an injured Firat when placed in a bed.
- Fixed an issue where the game frame rate dropped when using the Firat for an extended period.
- Fixed an issue where the work conditions of production structures were not being copied correctly.
- Fixed an issue where police were not attacking rebels.
- Fixed an issue where electricity generated by electric traps did not harm allies.
- Fixed an issue where previously activated skills could still be used after the altar was demolished.
- Fixed an issue where snow did not melt if it was directly under a ladder.
Thank you once again for waiting patiently for the update over a long period of time. This time, we have prepared content related to lizard invasions, dungeons, and diplomacy. However, since we were preparing multiple pieces of content at once, we are a bit worried that the overall completeness may feel somewhat lacking. We plan to continue with subsequent updates for the General Leader based on your feedback for a while, so please keep sharing your fun ideas and suggestions for additional convenience features! If you encounter any bugs or issues that need fixing, please report them through Steam and Discord, and we will resolve them quickly with hotfixes!
**Planned Development Items**
- Adding victory objectives and achievements for the General Leader
- Adding and refining tutorials for new contents
- Improvements and additional contents for diplomacy and conquest
- Balance adjustments related to combat and diplomacy
[h2]Localization[/h2]
Added Ukrainian Translation
- Special thanks to Danyil Repenko, nolucknohero, Randych, SirEdvin, the vlad, KVarnitZ, and everyone who helped with the translation work on 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**
▶Added Lizard Invasion
- - Lizards are new invaders that appear instead of weasels when Prosperity is above 7.
- Lizards have a tendency to settle in one place and expand their territory.
- As the Lizards' territory expands, the anxiety of Ratizens increases. Therefore, be sure to build enough strength to suppress their proliferation.

▶The diplomacy system has been revised.
- Due to the new diplomacy system, existing diplomatic data will be reset.
At the start of the game, 13 out of 21 cities will be randomly selected and placed on the map.
These cities can be found through exploration.
All cities will occupy surrounding areas based on their level of prosperity.

Exploration Office
- In the Expedition Post, two actions are possible: exploration and survey.
To reveal the map, you must use the exploration function.
Exploration
- - Send unemployed Ratizens to explore unexplored areas.
- The time required is determined by the movement speed of the assigned Ratizens.
- Food is consumed.
- Pay the Ratizens who go on the exploration.
Survey
- - Send unemployed Ratizens to surveyed areas to conduct a survey.
- Like exploration, it consumes food and incurs costs.
- Obtain goods from the area based on probabilities.
- The amount of goods, success rate, and time required are determined by the abilities of the assigned Ratizens.
- Surveying areas under the control of other nations will decrease goodwill.
Diplomacy Office
- You can interact with discovered countries or view diplomatic activity records between other countries.
The diplomatic actions available for interacting with cities are as follows.
Present
- - Spend money to increase the city's Prosperity and improve Relations.
Open Trade Route
- - Enable trade with the city through the Trading Center.
Form Alliance
- - You can borrow troops when invading other cities.
- You can borrow allied troops at the Campsite to defend the city.
- You can receive resources through support requests.
Condemn
- - Decreases Relations with the city.
Declare War
- - Enables the state to invade the city.
Invade
- - An instance map where you take military and supplies to attack enemy territory, similar to an expedition.
- You can bring mercenaries and allied support troops, but it costs resources.
- If you win, you can plunder resources and wealth.

Peace Treaty
- - You can change the hostile relationship back to a neutral relationship.
- You must pay war reparations to the opposing nation.
Trading Center
- Functions the same as the existing system, but trade agreements must be established in the Diplomatic Office to proceed with trade.
The goods handled by each country change every season.
Already agreed trades will proceed until they expire, regardless of the goods.
Trade may be interrupted if there are changes in diplomatic relations, such as declaring war.
Bank
- All previous loan matters are reset.
▶The dungeon system has been revised.
- A limit on the number of Squad Headquarters that can enter each dungeon has been established. The limitations are as follows.
Forgotten Mine
- Squad Headquarters Limit : 1
Barbaric Palace
- Squad Headquarters Limit : 2
▶Two new dungeons have been added.
- For new dungeons, new gameplay must be initiated for them to appear on the map.
King's Chamber
- - A dungeon where you must stop the weasels trying to revive the ancient king and defeat the king's wraith.
- The number of Squad Headquarters you can bring is limited to 2.

Forgotten Ruins
- - A dungeon where you must escape with the Golden Beetle.
- It is an escape-type dungeon that the leader must complete alone.

▶Five new types of troops have been added.
Shielderat
- - Shielderats have the effect of increasing the health of soldiers placed in the same Squad Headquarters.
- Shielderats can be trained in the Barracks.
Medic
- - Medics have the effect of naturally healing the health of soldiers placed in the same Squad Headquarters.
- Medics can be trained in the Support Academy.
Bannerat
- - Bannerat have the effect of increasing the movement speed of soldiers placed in the same Squad Headquarters.
- Bannerat can be trained in the Support Academy.
Trainerat
- - Trainerat have the effect of increasing the experience gain of soldiers placed in the same Squad Headquarters.
- Trainerat can be trained in the Support Academy.
Priestess
- - Priestess have the effect of increasing the dodge rate of soldiers placed in the same Squad Headquarters.
- Priestess can be trained in the Temple of War.
With the addition of the Priestess, the maximum dodge rate that a citizen can have is limited to 90%.

▶A new military structure, Campsite, has been added.
- Campsite can be used to station mercenaries and troops from the allied cities for defense purposes.

▶Macerat’s placement effects have been slightly adjusted:
- - Attack Power 4 → 5
- Defense 3 → 2
▶Temple of War training workload and wages have been slightly adjusted to match the Barracks.
- - Training workload 600 → 720
- Daily wage 225 → 250
▶Ratizens will now start with 20 health in a wounded state even after receiving a lethal blow.
▶Hive Trap’ attack power and frequency have been adjusted:
- - Bee Attack frequency 3 → 2 seconds
- Bee attack power 4 → 5
▶Mine’s damage has been adjusted:
- Damage 20 → 25
▶Explosive Barricade’s damage has been adjusted:
- Damage 30 → 40
▶The effects of Leader’s Armors have been generally increased slightly:
- The materials for the Plate Armor have been changed: Iron Ingot 8, Gold Ingot 2 → Iron Plate 8, Gold Ingot 4
▶The formula for calculating the happiness provided by necessities has been changed.
- An error was fixed where the range of happiness provided by daily necessities was incorrectly applied. This adjustment aims to increase the need to supply a variety of daily necessities. Although the difficulty of obtaining happiness has increased due to the error correction, Ratizens' happiness will now increase without limit in direct proportion to their satisfaction with daily necessities.
- - Modified: Happiness increase from daily necessities: Satisfaction / 10
- Modified: Happiness increase from daily necessities can exceed 10.
▶Maintenance Office’s job effects have been added:
- Job effects: Dexterity +5, Movement Speed +20%
▶The price and production workload of gunpowder were incorrectly applied and have been corrected.
- - Price 210 → 90
- Required workload 1200 → 900
▶A limit of 200 has been added to the maximum number of blueprints that can be placed.
- Excessive placement of blueprints has been causing significant pathfinding issues for Ratizens, leading to many problems. Therefore, we have had to limit the number of blueprints that can be placed at once. We are really sorry for the inconvenience. We will continue to improve the system to prevent such issues from occurring in the future.
- 💌 A feature to adjust speed (1x to 4x) while sleeping in the Royal Bed has been added.
- 💌 The wounded status of units will be removed upon returning from invasion & dungeon maps.
- 💌 The electricity supply range of other Electricity storage units is now displayed when constructing a new storage unit, improving the construction process.
- 💌 An event that reveals dungeon locations upon reaching a specific prosperity score has been added.
- 💌 The amount of starting Food resources has been slightly increased to lower the early game difficulty.
- 💌 The buff effect obtained when a citizen immigrates to the city for the first time has been enhanced.
- The player character's attack motion is no longer interrupted by enemy attack.
- A Ratizen income attribute has been added to the statistics window.
- A food and necessities intake attribute has been added to the statistics window.
- 5 new achievements have been added.
- Nest Stomping
- Let's be friendly
- Survive this?
- The Mummy
- Ratopia
[h2]Bug Fix[/h2]
- 💌 Fixed an issue where fishermen could not perform fishing activities properly when moving away from the camera.
- 💌 Fixed an issue where changing the direction of a door also changed the direction of some other doors.
- 💌 Fixed an issue where the perpetrator and victim in a crime event were the same person.
- 💌 Fixed an issue where an error message occasionally appeared when citizens walked on the bottommost tile of the map.
- 💌 Improved the pathfinding AI of drones.
- 💌 Fixed a bug where the "Who... are you??" achievement was not being achieved.
- Fixed a bug where trade situations were not loading correctly.
- Fixed a bug where the mod manager was resetting.
- Fixed an issue where some motions of the Military Ratron were incorrectly applied.
- Fixed a bug where some sounds were playing incorrectly.
- Fixed an issue where the designated power storage information for the Ratron Recharger was resetting upon save and load.
- Fixed an issue where power production structures were incorrectly reported as having problems despite functioning properly.
- Fixed an issue where Ratizens could not properly consume items when using the commercial law to restrict items to higher-class Ratizens only.
- Fixed an issue where a flame effect appeared around an injured Firat when placed in a bed.
- Fixed an issue where the game frame rate dropped when using the Firat for an extended period.
- Fixed an issue where the work conditions of production structures were not being copied correctly.
- Fixed an issue where police were not attacking rebels.
- Fixed an issue where electricity generated by electric traps did not harm allies.
- Fixed an issue where previously activated skills could still be used after the altar was demolished.
- Fixed an issue where snow did not melt if it was directly under a ladder.