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1.0.0211 Hot Fix

Notice: Those with this icon(๐Ÿ’Œ) are inspired by the playersโ€™ opinions. Thank you so much again.


[h2]Patch List[/h2]

๐Ÿ’Œ The "Pick Up" feature has been added to the Drone Hangar.
    ๐Ÿ’Œ A list feature has been added to the UI where you need to select Storage or Storage Battery.
      ๐Ÿ’Œ Papyrus seeds have been added.
        Papyrus has been added as a cultivable item in the garden.

      - The function to view the storage containing resources has been added to the resource category in the statistics function.


      [h2]Bug Fix[/h2]

      - ๐Ÿ’Œ Fixed the issue where food was not consumed during citizen relocation.
      - ๐Ÿ’Œ Fixed the bug where the General's Victory achievement was not being achieved.
      - ๐Ÿ’Œ Fixed the issue where the effects of the Rabbit Shrine were not being applied correctly.
      - ๐Ÿ’Œ Fixed the issue where snails and silkworms were passing through doors.
      - ๐Ÿ’Œ Fixed the issue where The Greed would disappear when mining tiles around The Greed.
      - ๐Ÿ’Œ Fixed the issue where the reforging effect UI was displayed on Ratron.
      - ๐Ÿ’Œ Fixed the issue where product inspection was possible in the Mint's work conditions.
      - ๐Ÿ’Œ Fixed the issue where the job filter did not work properly when assigning citizens.
      - ๐Ÿ’Œ Fixed the bug where it was impossible to enter the mission list after receiving a mission in the diplomacy room.
      - ๐Ÿ’Œ Fixed the issue where enemy reinforcements were fixed to specific city troop types during invasions of other cities.

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

      1.0.0210 Update

      [h3]Hello dear leaders of Ratopia![/h3]
      Thank you for waiting a long time for the update.
      This time, we have added vassalization, reforging, and new shrines.
      With this update, we have complemented the diplomatic features added last time and indirectly adjusted the difficulty of the somewhat challenging late-game content.
      If you find any bugs or issues that need fixing, please report them via Steam and Discord.
      We are always grateful and will continue to work hard on development.


      Notice: Those with this icon(๐Ÿ’Œ) are inspired by the playersโ€™ opinions. Thank you so much again.

      [h2]Patch List[/h2]

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

      โ–ถThe vassalization feature has been added to the Diplomatic Office's invasion actions.
        - The pillage mission can be changed to a vassalization mission.
        - When vassalized, you can receive resources and monetary tributes in exchange for favor.
        - Mercenaries recruited from vassal states are cheaper than allies and regular mercenaries.
        - Favor with vassal states decreases every season.

      โ–ถThe international situation UI in the Diplomatic Office has been changed.
        Improved to output additional information that may be needed for diplomatic actions.

      โ–ถDiplomatic letter events and diplomatic sudden events have been added.
        - Letter events can be carried out in the Diplomatic Office.
        - Sudden events appear based on conditions and probabilities.

      โ–ถThe criteria for increasing bundle quantities in trade have been adjusted from Prosperity levels 5, 6, 7, 8, 9 to 2, 4, 6, 8 Prosperity.
        - Updated the trade quantity criteria for individual items.
        - Increased the trade volume of items that were traded in small quantities.
        ใ€€ใ€€ใ€€โ€ป This may cause differences in existing trade amounts and graphs.

      โ–ถ"Noble Sword" has been added to the Royal Forge.

      โ–ถThe "Reforging" function has been added to the Royal Forge.
        - Reforging is a function that consumes resources to grant new abilities to equipment.
        - Since a random effect is granted among the possible effects, please prepare enough materials.

      โ–ถA Hell Forge has been added to the Volcanic Military Area.



      โ–ถThe materials and stats of some equipment have been adjusted.

      โ–ถ9 new shrines have been added.



      โ–ถSkills from shrines will no longer be interrupted when attacked.

      โ–ถThe new structure "Surveillance Post" has been added.
        - It is a structure that grants the 'Surveillance' effect to citizens working within its range.
        - Surveillance buff effect: Efficiency +30%, Happiness -5.


      โ–ถThe effect of the "Surveillance Camera" structure has been changed as follows.
        - Grants the 'Surveillance' buff to citizens working in structures within its range.

      โ–ถMercenaries and foreign soldiers have been given unit traits.

      โ–ถUnique skins have been added to foreign soldiers.
        - The size of Foratstar Ratizens has been reduced by 30%.


      โ–ถThree new battlefield types have been added for the desert, ocean, and volcanic biomes.

      โ–ถDefense troops and shields have been added to the enemy command posts on the city-state invasion map.
        - Defense troops stand guard around the command post and attack approaching targets.
        - The shield consumes 1 health regardless of the damage taken when hit.

        One-point breakthrough and guerrilla tactics by leader characters were originally planned strategies. However, due to the addition of the equipment reforging feature in this update, these strategies have become excessively powerful, rendering soldiers ineffective. Therefore, we had to take necessary actions.

      โ–ถThe function of the Bell Tower has been changed to summon Ratizens around the Bell Tower.
        - It is a function that calls all Ratizens within the area to the Bell Tower, so please use it with caution.
        - Ratizens in certain states such as crime or rebellion will not be summoned.

      โ–ถ๐Ÿ’ŒA feature to call individual Ratizens has been added.
        - Available through the Ratizen detailed view, and a global cooldown applies when used.

      โ–ถThree new achievements have been added.
        - Age of Empires
        - Tools Matter
        - General Victory

      โ–ถThe function to pick up soil resources from the Barbaric Palace has been modified so that they are picked up automatically when moving without pressing the pick-up button.
        - When constructing soil walls, the resources in possession are automatically supplied to the blueprint.

      โ–ถ๐Ÿ’Œ New glass structures such as Glass Fountain, Glass Bench, Glass Streetlight, and Glass Wall have been added.



      โ–ถ๐Ÿ’Œ New decorative structures such as Fireplace, Drawer, Wardrobe, Wooden Window, and Stone Window have been added.




      - ๐Ÿ’Œ Added a feature to set the range of structures with adjustable ranges during the blueprint placement stage.
      - ๐Ÿ’Œ In the "Welfare law," more detailed settings for citizen conditions can now be set when configuring the 'Resource Subsidy' policy.
      - ๐Ÿ’Œ Added an event to choose whether to remove lizards when all lizard nests are destroyed.
      - ๐Ÿ’Œ Added a feature to target unemployed Ratizens with commercial laws and welfare laws.
      - ๐Ÿ’Œ The profit cycle from the "Shadow cooperation" event investment has been doubled, and the interest earned has been doubled.
      - ๐Ÿ’Œ Removed the unique building attributes of the Royal Wardrobe, Royal Forge, and Ratron Assembly Plant.
      ใ€€- These facilities can now be constructed in multiple locations.
      - ๐Ÿ’Œ Added natural ladders to each Biome to assist with movement.
      - ๐Ÿ’Œ Removed the happiness debuff that increased as lizard nests accumulated.
      - ๐Ÿ’Œ Added a skip function for the Royal Tunnel cutscene. (Press ESC during the cutscene)
      - ๐Ÿ’Œ Added a per-item storage limit system to the Storage.
      - ๐Ÿ’Œ Improved the resource selection UI convenience when using policy functions.
      - ๐Ÿ’Œ Enhanced mouse interactions with in-game UIs.
      - ๐Ÿ’Œ Added an alarm for the Starved status of Ratizens.
      - ๐Ÿ’Œ Added a "Job" filter to the Ratizen placement UI filter.

      - Modified so that soldiers from the indebted city visit when bank loan interest is overdue.
      - Decorative structures can now be viewed regardless of the research stage and there are no areas where information cannot be checked.
      - The additional loan limit of the Prodigal Noble leader trait has been increased from 1 to 3.
      - Added shortcut keys to enable/disable each policy in the code of laws.
      - Modified so that lizards react when the ladder of a lizard habitat is demolished.


      [h2]Bug Fix[/h2]
      - ๐Ÿ’Œ Fixed an issue where Ratizens assigned to the Maintenance Office were repairing lizard ladders.
      - ๐Ÿ’Œ Fixed an issue where lizards were occasionally destroying indestructible tiles when creating paths.
      - ๐Ÿ’Œ Fixed an issue where some animals were passing through blocked terrain after loading.
      - ๐Ÿ’Œ Fixed an issue where the system price of resources was displayed incorrectly when changing resource prices with the Commercial law.
      - ๐Ÿ’Œ Fixed an issue where doctors dropped patients they were transporting when their schedules changed.
      - ๐Ÿ’Œ Fixed an issue where lizard tiles could be removed without destroying the lizard nests.
      - ๐Ÿ’Œ Fixed an issue where food was not being consumed during invasions.
      - Three new battlefield types have been added for the desert, ocean, and volcanic biomes.
      - Fixed an issue where exploration and survey data were not being correctly recorded in statistics.
      - Fixed an issue where all objects in the lizard habitat were detected by the dog skill passive.
      - Fixed an issue where the health of soldiers with maximum health increase effects was reset upon loading.
      - Fixed an issue where a bed became unusable when a Ratizen died while sleeping in it.
      - Fixed an issue where dungeon progress was halted when entering with a soldier in a fainted state.
      - Fixed an issue where drones were not performing mining actions correctly after loading.

      Ratopia DevDiary #29 - Reforging system

      Hello all, it's Cassel, developer of . July has been a month where many people's happiness levels have dropped due to the hot and humid weather. It's times like these when we need to strengthen our mental fortitude! So, in this development diary, I would like to introduce the new enhancement system in , the reforging system.


      [h3]Equipment Reforging[/h3]

      Equipment reforging is a system designed to enhance the influence of the player character, the leader. While the leader's skill system introduced in the previous development diary focuses on enhancing the leader's city management capabilities, equipment reforging is more focused on enhancing the leader's combat capabilities.

      already has a system where the leader can craft and equip gear to increase combat power. However, to craft gear, the city needs to grow until the Royal Forge can be built. After crafting the gear, there were no further mechanisms for the leader to grow, leading to stagnation. Initially, when planning the gear system, the idea was to create forges and equipment available for the early, mid, and late game to solve this stagnation period. However, developing numerous new pieces of equipment required a lot of time, causing the gear system in to remain stagnant for a long time.

      In this situation, with the addition of powerful enemies like the lizard invasion forces, soldiers from city-states, and the Pharaoh weasels in the general update, it became very difficult to progress through late-game battles with a stagnated leader. Players had very few options to act for combat other than strengthening the soldier citizens, which was disappointing for those who enjoyed using the leader in battles. There was a need for a mechanism to quickly enhance the leader's presence for late-game combat.


      It takes foreverโ€ฆ


      First, I reviewed the initial plan of adding advanced equipment. This approach required planning, researching, and developing a lot of additional equipment, making it a difficult choice. It wasn't just about creating graphic resources; we also had to consider what materials to use, how to differentiate the equipment, the difficulty level of mini-games, and so on. Additionally, there is currently a tendency for only a few pieces of equipment to be used among the various available ones, leading to concerns that most of the additional equipment might not be used and would just be bypassed.

      Adding advanced equipment in a short time was practically challenging and its utility was hard to predict. Therefore, we decided to add a reforging system that could enhance the existing equipment instead. This system could provide higher stats to the leader, aligning with our additional intentions, and allowed us to recycle existing resources, thus shortening development time. It seemed like a suitable solution for the current situation.

      While it seemed easy to add a system to increase the attack or defense of equipment through reforging, it felt a bit disappointing to make the reforging feature merely increase the numerical values of existing equipment. We wanted players to experience different combat dynamics with advanced equipment as the game progressed. However, simply increasing the values of existing equipment would make combat slightly faster, but the experience would remain similar to the current one.

      This approach felt too predictable and lacked the excitement that should come with equipment reforging. Therefore, we aimed to add new fun elements through the reforging system, allowing for diversity by granting the leader's equipment abilities from other soldiers, equipment, and structures. The idea of using a bow that shoots flaming arrows or delivering area attacks with a preferred weapon was exciting even in thought.


      You guys are quite agile, aren't you?


      The modified reforging system allowed for the quick development of applying existing attributes to equipment, but problems also quickly emerged. While we wanted to combine poison or stun attributes with area attack attributes for weapons, we found a disappointing issue: the area attack attribute was developed only to inflict damage, making it incompatible with other attributes. Additionally, the electric damage attribute from electric traps became problematic as it caused the leader to shock themselves with each attack.


      Superconductor weapon?!


      Other issues included the prolonged poison duration from past applications, making it too easy to defeat bosses, and certain fast-attacking weapons becoming overwhelmingly powerful due to their attributes. Many balance issues were discovered as a result.


      Few pokes were enough for pork.


      To resolve these system and balance issues, we undertook several modifications. Among them, some attributes like area attack remained challenging to fix. The best solution seemed to be creating different types and values of effects that could be applied to each weapon. Instead of redeveloping all attributes to be perfectly compatible, it was more practical to set incompatible attributes not to apply together and to develop new compatible attributes instead.

      This approach required the tedious task of specifying which attributes each weapon could have. However, it also allowed the creation and addition of new attributes suitable for each weapon. For example, we developed and added an attack speed increase attribute for slow weapons like greatswords, and we could add attributes like critical hit or combo attack damage for some weapons.


      I just wanted to increase the attack speed until my PC shouts, "Please stop!", but well..


      Equipment reforging can be done by selecting a weapon you possess at the forge and providing the necessary resources. The reforging effect is applied randomly from a variety of effects designated for each piece of equipment. This was because it was difficult to develop a function that allows players to choose and be guided through the effects for each piece of equipment. While the random application of effects may not hold much significance since saving and loading are possible, it still offers the small joy of getting the desired effect and the chance to experience various effects.

      However, I was somewhat worried that players might feel displeased if they did not get the desired effect due to the random application method. To address this concern, we simplified the required resources for reforging and made it possible to reforge quickly within one second. This structure made it inappropriate to include a mini-game since it would take up too much of the player's time. The effect selection itself felt like a mini-game, so the absence of an actual mini-game did not create much dissonance. If there is a need to revise the selection method in the future, it might be a good idea to include a mini-game, taking more time to do so.


      Flame on! Not yet? Flame on! Flame on!


      Initially, equipment reforging was only possible through the Hell Forge located in the volcanic biome. The Hell Forge was planned as one of the many objects to be placed in the yet-to-be-completed volcanic biome and was intended to serve as a valuable reward for players who explore the volcanic biome in the later stages of the game. This was also to limit the use of reforging with powerful enhancement effects in the early game.


      Look like a piece of ... Crab...!


      However, there were some concerns about only being able to reforge upon reaching the volcanic biome. Since is not a game that makes exploration and pioneering particularly convenient, I worried that players would be stressed out trying to find the Hell Forge. Given the difficulty of finding it, I was concerned that most users wouldn't experience the new feature even after it was added. Statistically, only 10% of the total users had reached the dungeon entry.

      These issues were not unique to the Hell Forge alone. To make exploration easier, natural ladders were placed throughout the biomes, and events were introduced to reveal dungeon locations at certain stages to increase their utilization. However, I was concerned that revealing locations through events might diminish the fun of discovery and the need for exploration. I also wondered how to address this when more objects are added in the future.

      For now, the content itself remains inconvenient to access, so I had no choice but to guide players to the location through events. In the future, it would be nice to improve the effects of the dog shrine to reveal not only enemy habitats but also special objects like dungeons. Another idea was to add structures that allow players to locate special objects, providing a solution to this issue.


      Yeah this guys now fits with the name.


      And upon further reflection, there was no need to push the equipment reforging system to the later stages of the game. The essence of what we wanted to position in the late game was the player's growth, not the reforging system itself. Unlike dungeons, the reforging system could be experienced by many users even in the early game if the growth rates were adjusted.

      So, we made it possible to reforge at the Royal Forge with a slight increase in stats. This allowed players to lightly experience the reforging system at the Royal Forge while looking forward to the second-stage reforging. In the Hell Forge, the second-stage reforging was designed to enable significant growth. We also added achievements related to reforging this time, so I hope many people will make use of it.


      In this way, we have completed the reforging system through trial and error. I believe it is content with even more potential as more equipment and abilities are added. Certainly, by enabling the leader character's influence to grow gradually through equipment reforging, the immersion and fun in the leader character have increased.

      In addition to the reforging system introduced, we have also improved many requested features and addressed inconvenience issues raised by users. Starting this month, we plan to focus more on enhancing convenience and increasing the overall polish of the game. We look forward to your feedback!

      Ratopia Dev Diary #28 - Shrine & Leader Skills


      Hello all, itโ€™s Cassel, developer of .

      June was a physically exhausting month as we undertook major updates, including new invasions, new dungeons, and new diplomatic systems. Immediately after the update, we focused on fixing the bugs reported by users and used any remaining time to review the feedback we received from them.

      Among the feedback we compiled, there was a request to expand the content that can be performed with the leader, the player character. Although it will be challenging to develop this quickly as we are still preparing follow-up updates for the vassal and diplomacy-related systems, we have been working on the leader's skill system for a while now. In this development diary, we would like to introduce this system and discuss the considerations involved in its development.



      [h3]Leader Skills[/h3]

      Feedback indicating that there aren't many special actions available for player character has been collected since before the release. To address this, we designed the leader skills to allow player to use abilities that make city management easier and to add some variety to the repetitive nature of commands and tasks. By enabling player to exert significant influence over city operations through leader skills, we aimed to create a sense of satisfaction when overcoming frustrating or stagnating situations.

      To seamlessly integrate these skills into the game, we borrowed elements from totemism. We thought it wouldnโ€™t be unnatural for the rats to worship other animals, much like humanity once did. When deciding which animals to include, we chose the twelve animals of the East Asian zodiac, as they are familiar and their associated effects would be easy to design and to be understood. In addition, the imagery of the leader mimicking animal behaviors-chasing away enemies like a tiger or running swiftly like a horse-seemed charming even in conceptual form.

      With the concept in place, we also needed to consider how players would learn these skills. Initially, we thought of constructing a grand temple in the city where players could choose an animal to worship. To prevent the use of multiple skills simultaneously, we decided to limit the number of animals that could be worshipped at one time to one. Additionally, when players first choose or later change the worshipped animal, they would need to offer tribute (Pia), providing a use for the accumulated Pia in the late game.


      Initial Skill Acquisition Screen Using the Temple Research Tree


      However, this method soon changed to one where individual โ€œShrinesโ€ for each animals were built and activated. This change allowed multiple shrines to be constructed in the city, prompting players to strategically consider the optimal placement for each shrines. Additionally, this approach provided the advantage of visually emphasizing the currently active shrine with effects such as lighting up. It also allowed us to stagger the construction phases of the shrines, thereby controlling their introduction and difficulty level within the game.


      Design Process of the Lowest Tier, the Rat Shrine


      Shifting from a single grand temple to twelve individual shrines increased the workload significantly. With critical tasks piling up each day, tackling the construction of all twelve shrines at once was overwhelming. As a result, we progressed with the planning and design of the shrines intermittently whenever time permitted. Now, after a year, we have finally completed the work on all twelve shrines.


      We are excited to see which animal will become the most worshipped!



      [h3]Skill Usage[/h3]

      Since the rat, ox, and dog skills had already been implemented earlier, some players might already be familiar with these functions. When a player activates a shrine, a new button appears on the lower left HUD. Players can use the skill by pressing and holding this skill button.

      The longer the player holds the skill button, the more potent the effect becomes, or the effect lasts only as long as the button is held. This design encourages players to consider the timing and location of skill usage, which is a cost I'd say, while also allowing them to watch the skill animation and plan their next actions.

      However, since the skills become more powerful the longer they are held, player dependency on these skills might increase. If players become too reliant on these skills, they might use them regularly, potentially leading to player fatigue. To address this, we set a very long cooldown time for skills to significantly extend the interval between uses.


      Additionally, determining how to display the remaining cooldown time for skills proved challenging. This was due to the inherent time concept within the game . For example, there was debate over whether to show the cooldown timer as '06:00' in time or as '72 seconds' in real-world time.




      The Evolution of the Skill Use Button, It Hasn't Changed Much So Far


      After lengthy discussions, we decided to display the cooldown in in-game time rather than real-world time, provided that we keep the clock UI that informs players of the in-game time. This decision was made to maintain consistency with the game's internal time concept. Although it may seem like a small feature, it was an incident that required deep consideration to determine what would be best for the game and the players.



      [h3]Skill Usage Effects[/h3]

      We wanted the effects of using skills to be beneficial to city management. Since this is a city-building game, we aimed for the skills to focus more on the Ratizens and the city rather than the player character. However, to clearly show the effects of the skills on the screen, it was necessary to restrict the usage effects to the area around the leader, who acts as the camera. We began to define the direction of the skills through a few initial skill ideas.


      • Plants corresponding to the surrounding biome grow.
      • Collect all unpaid taxes from nearby Ratizens.
      • Increase the movement speed and abilities of nearby Ratizens.
      • Distribute money to nearby Ratizens to increase their happiness.
      • Create tunnels that allow Ratizens to teleport to nearby locations.
      • Make nearby Ratizens follow the leader.
      • Prevent nearby Ratizens from dying for a short period.
      • Put nearby Ratizens to sleep.
      • Instantly wake up nearby Ratizens from sleep.


      Initially, we brainstormed ideas by focusing on the effects as listed above. However, after deciding to use the concept of the twelve zodiac animals, we rethought the effects to match the characteristics of each animal. We assigned specific traits to each shrine's effects so that they could handle important aspects of the city. For instance, if the monkey solves the city's entertainment issues and the pig helps the city survive during a famine, players can more easily decide which shrine's power to use in various crisis situations.


      • Rat - Economy
      • Ox - Labor
      • Tiger - Attack
      • Rabbit - Gathering
      • Dragon - ???
      • Snake - Healing
      • Horse - Speed
      • Sheep - Experience
      • Monkey - Entertainment
      • Rooster - Stamina
      • Dog - Defense
      • Pig - Food


      Deciding and implementing the effect of the dragon was particularly challenging. As a mythical creature, we wanted to assign new and powerful effects to the dragon. However, developing additional systems to support these powerful effects would have taken too much time and many balance considerations. Reluctantly, we assigned a characteristic that could utilize existing effects, which felt somewhat underwhelming for the prestigious dragon. Weโ€™ll keep the exact effect a secret until the update since the dragon is too embarrassed to reveal it.

      (Can anyone guess the effect of the Dragon Shrine?)



      [h3]Unique Passive Effects[/h3]

      After applying a very long cooldown time to the skills, we encountered an additional problem. Since players couldn't receive additional effects from the shrine during the cooldown period, they were incentivized to switch between different animals to use their skills alternately. Although there is a small cost associated with switching, we wanted to encourage players to maintain the effects that align with their management strategy rather than frequently changing shrine effects.

      To achieve this, we added passive effects that apply to the city even when the skill is not in use. These powerful passive effects ensure that players don't need to switch shrines frequently and allow the city's design and management direction to change slightly based on the chosen shrine in each game.

      Due to time constraints, we were only able to implement the passive effects for the rat, dog, and ox shrines before the early access release. However, we were very pleased when a user posted a strategy that leveraged the rat shrine's effect.




      When the Rat Shrine is activated, Ratizens who collide with the leader automatically pay their taxes.



      [h3]Skill Visuals[/h3]

      It wasn't easy to determine if the skills' effects could be implemented and then actually implement them, but deciding how to visually represent the skills was another challenge. The initial idea of having the leader mimic animal behaviors to activate the skills, proposed during the concept-setting stage, proved difficult to apply due to limitations in animation production and expression, necessitating a new alternative.

      After much consideration, we decided to have the face of the animal deity appear above the leader's head and have the leader perform an animation that matches the skill's effect. However, when we tested having the animal's face appear, we found that players were so focused on the character's actions that they didn't even notice the effect.




      Hey hey! How would the players notice the effect if it's too cute~?!


      There was more to the visual effects than just this. We also needed to work on displaying the skill's effect range and the effects that occur when Ratizens are impacted by the skill. Additionally, different sound effects were required for when the button is pressed, held, and released. Since the skills are based on the zodiac animals, we wanted to include the animals' sounds when the skills were used. Looking back, it seems we designed the skills in a way that made them incredibly challenging to develop.



      [h3]Explaining Skill Effects[/h3]

      Explaining the skills to players turned out to be more challenging than creating them. It was particularly difficult to convey that players need to hold the button to use the skill and to detail the additional effects without making the descriptions excessively long.

      Despite multiple revisions to the text, longer explanations reduced readability, and the limited space for displaying text made significant improvements difficult. Realizing that short and precise explanations were too ambitious, we decided to make the descriptions more concise, even if it meant sacrificing some accuracy.


      We apologize to our translators for the frequent changes.


      We're concerned whether players will fully understand the abbreviated explanations, so we plan to continue monitoring and tracking feedback after making the changes.

      Working on the leader skills over such a long and fragmented period has made it challenging to compile this development diary. In addition to the leader skills, we are also planning to add new content that players can perform with their characters, such as a system where the leader temporarily gains strength through food and a system for enhancing the leader's equipment. We appreciate your anticipation and support.

      Thank you for reading this long article. Hope you have a wonderful July.

      1.0.0201 Hot Fix

      Notice: Those with this icon(๐Ÿ’Œ) are inspired by the playersโ€™ opinions. Thank you so much again.
      The following includes updates applied from Monday to Thursday.


      [h2]Patch List[/h2]

      The lizard territory expansion cycle has been adjusted to be proportional to the game difficulty.
        The Kingzard will now appear when there are three or fewer nests remaining.
          Now, the Kingzard spawns with a small group of enemies.
        ๐Ÿ’ŒThe number of lizards generated at once for nest defense has been significantly reduced.
          Now, additional small groups of enemies will spawn during nest demolition.

        - ๐Ÿ’ŒTo reduce the accidental destruction of animal habitats, the health of objects will now recover slightly over time.
        - ๐Ÿ’ŒCriminals can no longer be arrested in dungeons and invasion maps.
        - ๐Ÿ’ŒAn alert has been added when there are no Ratizens available to use service buildings due to class restrictions.
        - The loading animation for city invasions has been updated.

        [h2]Bug Fix[/h2]
        - ๐Ÿ’ŒFixed an issue where save data accumulated and increased in size after invasions or dungeon entry.
          Loading the affected save file will now save data at the normal size.

        - ๐Ÿ’ŒFixed an issue where existing statistical data was not reset when starting a new game.
          Statistical data has been reset for some save files.

        - ๐Ÿ’ŒImproved an issue where Ratizens wandered around without placing resources in blueprints.

        - ๐Ÿ’Œ Fixed an issue where the speed adjustment function of the bed would not turn off when an event occurred while it was activated.
        - ๐Ÿ’ŒFixed a bug where negative values appeared on the resource price graph during trade.
        - ๐Ÿ’ŒApplied missing translations when dispatching Ratizens for exploration, diplomacy, etc.
        - Fixed an issue where information about research efficiency increase was missing in the leader information window.
        - Fixed a bug where trade routes could be opened regardless of Relations.

        [h3]Added on June 24th[/h3]
        - Fixed an issue where Ratizens would fall when saving and loading while using the elevator.
        - Fixed an issue where costs were not being paid even when hiring mercenaries for invasions.
        - Fixed an issue where the [Let's Be Friendly] achievement could not be achieved.
        - Fixed an issue where the screen transition was not smooth when executing an invasion.
        - Fixed an issue where roof edge tiles could still be climbed like a roof even when replaced with regular tiles using the tile replacement feature.
        - Fixed a trade bug caused by rabbits and water.
        ใ€€- If these trade items were being traded, the trade will be canceled.
        - Implemented a temporary fix for the issue where demolition orders could not be issued for lizard road tiles.
        ใ€€- These tiles can be demolished after destroying the nest and issuing a 'mining' command.
        - Fixed an issue where the "Fired" debuff would not be removed when assigned to a new job.
        - Fixed an issue where Ratizens would remain suspended in mid-air if saved while falling.
        - Fixed a bug that occurred when a soldier was assigned to a campsite and then demolished, followed by a save and load.
        - Extended the respawn cycle of new lizard lairs to 24 days after all lizard nests are destroyed (previously 12 days).
        - Fixed an issue where an invasion alert would appear even when there were no lizard nests to invade.
        - Standardized the number of allied soldiers that can be hired for Invasion to match the number that can be hired at the campsite.
        ใ€€- Each troop type: 5 โ†’ 3
        - Added soldier outfits to the Royal Wardrobe.
        - Fixed an issue where the amount of items obtained during exploration was proportional to "Strength" instead of "Carrying Capacity".
        - Fixed an issue where diplomacy was not possible with a city at war with another country.

        [h3]Added on June 25th[/h3]
        - Fixed the issue where weapons would disappear after entering the management tab in battle mode.
        - Fixed the issue where the cost was not deducted when proposing an alliance.
        - Fixed the issue where the calculation formula for war reparations was incorrect.
        - Fixed the issue where it was possible to designate a rally point at the ruins after clearing a dungeon.
        - Fixed the issue where tiles that could be destroyed after demolishing a lizard nest became indestructible upon reloading.
        - Fixed the issue where mercenaries could not shoot arrows upwards.
        - Fixed the issue where some sound effects would continue to play even when starting a new game.
        - Fixed the issue where the prosperity level displayed in the diplomacy window reflected the actual city prosperity level with a one-day delay.


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