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v 0.11.16

NEW BUILDING
Water Purificator

FIXES
Fixed problem to build dam
fixed problem to dig out terrain down to Oil Source

v 0.11.16

NEW BUILDING
Water Purificator

FIXES
Fixed problem to build dam
fixed problem to dig out terrain down to Oil Source

Chemical Age update out now!

Hey Revivers!


[h2]Check out what's waiting for you in the latest update.[/h2]

This is a Major update that we have been working on since last month.
The Chemical Age brings new buildings into the game and changes certain existing ones to make the game more fun.



[h3]New Buildings[/h3]
  • Oil Pumpjack
  • Petroleum Refinery
  • Chemical Plant
  • Bioethanol Plant
  • Sealed Liquid Container
  • Battery



[h3]New Resources[/h3]
  • Petroleum
  • Alcohol
  • Ethylene
  • Sulphur
  • Phosphoric Acid
  • Fiberglass
  • Circuit board
  • Water with Fertilizers
  • Polymers
  • Plastic
  • Cables
  • Control Unit


[h3]Changes[/h3]
  • Water Containers - added leaking
  • Barrels are now created from Metal Sheets not Planks and have new visual
  • Barrel Filler & Barrel Dispenser are now glass/metallic


[h3]Other Changes[/h3]
  • Access all buildings from the build menu on each map
  • Rebalanced Teleporters
  • Wildfires from lighting have limitation to 150 trees and then they stop to spread
  • Sprinklers speed can be customized
  • Buildings can be destroyed on hard difficulty
  • Fully localized tutorial


[h3]Petroleum[/h3]
The key resource for the Chemical Age is Petroleum.
It’s a resource hidden under the ground on the lowest level of the map.
You can see a Petroleum mark on the ground.



It can sometimes be hard to spot it in complex terrain.
Therefore we suggest hiding all layers of the ground (by pressing key 1 or pressing the Glass Magnifier Icon at the bottom right and using Alt+Mouse Wheel Roll Up to “scroll”) and making the water transparent using the water icon at bottom right.



In this mode you can easily spot the Petroleum.



You can switch back by pressing 0 or the Glass Magnifier icon.

Once you discover the Petrol you need to dig the terrain to get access to it.
For that purpose it’s ideal to use a Deep Spiral Digger.
Just place its digging spiral on top of the stain.



It will dig terrain quite fast.
We do suggest using the metal belt, as the wooden belt is not fast enough.
Once you see the digger is moving slower, or that it sometimes produces Uranium (that’s for later game) you’ve reached the bottom of the ground.



Destroy the digger and now you can place an Oil Pumpjack.



Mined Petroleum should be taken into the Petroleum Refinery.
That’s currently the biggest building in the game, with its majestic dimensions of 6x6x7 fields.
It takes a lot of resources to build, but you typically need only one building like that in the game.



At the refinery, you have two production options:
  • Sulphur & Polymers
  • Or Sulphur, Polymers, Ethylene & Engine Oil in Barrels.


[h3]What's the use[/h3]
  • Sulphur is used for Phosphoric Acid and Batteries
  • Polymers are used for Plastic and Fiberglass
  • Ethylene can be converted to Alcohol
  • Oil is used to make machines with metal mechanisms work faster
  • Phosphoric Acid is used for conversion of Ethylene to Alcohol and to create Water with Fertilizers
  • Alcohol is used for Fiberglass and as fuel in Bioethanol Factories
  • Plastic is used for Batteries, Cables & Control Units
  • Fiberglass is used for Circuit Boards (and will be used for construction)
  • Circuit Boards are used for Control Units, which are already the first product for the Electronics Age that is coming

Most of the production of the Chemical Age is done in a Chemical Plant.

[h3]Chemical Plant[/h3]
This is a special building because until now almost all production could be done manually or in an automated factory (except furnaces products).
Same as a Refinery, it’s powered by electricity.



Unfortunately production in chemical plants creates toxicity in the soil.
Over time the toxicity in the ground will grow, and if your chemical plant is built close to a water stream it can make the stream toxic, which could be disastrous.

Fortunately, bricks prevent the spread of toxicity, making it desirable to build leaky factories on top of brick dams.
Rivers can be protected the same way.

[h3]Toxicity System[/h3]
The toxicity system has been rebuilt.
Toxicity prefers to stay on the surface, and if there is a water stream it’s more likely it will toxify the water.
Water will clean toxicity from the map over time. It's a completely new viewpoint on the whole mechanic, and we hope to get your feedback in order to update the balancing.

[h3]BioEthanol Plant[/h3]
Good news is that Alcohol is a clean and stable source of electricity if produced from Corn.
You can create Alcohol from the chemical process of combining Ethylene, Phosphoric Acid & Water, but that’s not really cost-effective for a power source.

[h3]Liquids & Barrels[/h3]
As you can see we added multiple liquids.
Currently there are eight (8).
Each liquid can be put into a barrel or released from a barrel back to pipes/storages.
Barrels can be transported through catapults and can be destroyed with their liquid in an Incinerator - which is a method to get rid of toxicity.



[h3]Containers Leaking[/h3]
With the new glass/metal container comes new mechanics of liquid leaking. Existing wooden containers will leak the liquid inside them, and if it’s something other than water it would create toxicity in the ground:



We strongly suggest using Sealed containers for liquids other than water.





Hope you'll have fun with the new factories, plants, resources and spreading toxicity!

Let us know.



Cheers!
team R&P

v 0.11.2

[h2]Hey Revivers![/h2]

[h3]You already know from the last update that electricity from lightning can power factories.
Just a sweet reminder of how cool this feature is.[/h3]




[h2]Now back to the news![/h2]

[h3]NEW FEATURES[/h3]
  • Added Electronics factory to the build menu
  • The list of Golems and their priorities is back to how it used to be
  • Mutants with spawned golems now have the golem’s icon next to their name


[h3]FIXES[/h3]
  • The Digging wheel now correctly indicates that it produces 1 coal
  • Curved rails on platforms can now be selected
  • Rail liquid depot now correctly transfer torque and shows 0 torque consumption
  • Start the Deluge map with a fixed pump
  • A help section for Belt Merger has been added to the Knowledge Base – open by pressing F1
  • The Pipes map has received a new map goal for a smoother gameplay experience
  • Fixed the issue of eternal fire on rocks
  • Fixed Kiln
  • Trains set to Load or Unload mode will now retain this setting after saving and loading
  • Diggers can now dig out toxic soil from the ground


Thank you all for your reports!

v 0.10.31

[h2]Hey Revivers,
thank you for your reports.[/h2]

[h3]First of all the good news – the Handyman Worskhop is back on the menu![/h3]


Produce Electric components and Solar panels again.

[h3]Release notes for the new version:[/h3]

NEW BUILDINGS

  • Incinerator in the Electric Age: Remove any solid resources
  • Deep Spiral Digger in the Steel Age: Can dig to the lowest layer and then slowly, but endlessly, produce soil
  • Handyman Workshop in the Electric Age


IMPROVEMENTS

  • Golems are now shown below the character who spawned them.
  • Replaced some icons in the build menu to make them more consistent and improve orientation.
  • Added a "soft lock" on buildings to indicate that required resource(s) are not yet produced.
  • Added UI displaying new buildings unlocked by producing new resources.
  • Lightning Conductor rebalanced and added a particle indicating charge in the Conductor.
  • Batteries now charge much faster.




And a few small fixes based on bug reports.

[h3]Looking forward to Revive & Prosper with all of you in 2024![/h3]