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Update 4: The Meddler

Hello everyone! This will be our last update of the year. We will be on standby in case there are critical issues but otherwise, we will be taking a break and will be back after the New Year.

Right Click Actions Menu

We've transferred a lot of player actions to a new Actions Menu that pops up when you right click on character or object sprites in the world. You can also right click on names and portraits to bring up the Actions Menu. This should hopefully make it easier and faster to interact with the game.

Successor

You can now see who are the next likely Faction Leaders once the current one steps down or dies. The chance that a character will become the next Faction Leader is based on hidden weights system that is also dependent on the Faction Type's internal succession rules. In the future, you will also be able to see what changes a possible Successor will introduce to the Faction (Ideologies, Crimes).

Migration Meter

Migration is now no longer random. Each Village owned by an Elven Empire or Human Kingdom Faction has a visible Migration Meter on its Info that progressively fills up every hour. Certain events also fills up the Meter.

The Meddler

The new Meddler structure now becomes the Puppetmaster's second fixed Demonic Structure. It allows the player to conduct various schemes!

[h2]Schemes[/h2]
  • Instigate War - Force a Faction Leader to declare war on another faction.
  • Resign - Force a Faction Leader or Settlement Ruler to resign.
  • Overthrow Leader - Convince a Successor to depose the current Faction Leader.
  • Leave Faction - Convince a Villager to leave their current Faction.
  • Leave Home - Convince a Villager to leave their current Home.
  • Leave Village - Convince a Villager to leave their current Village.
  • Break Up - Force a Villager to break up with their lover.
  • Join Faction - Convince a Villager to join a target Faction.
  • Rebellion - Convince a Settlement Ruler to split off from current Faction.
  • Induce Migration - Village scheme that costs Mana! Force a Migration Event on the current Village.
  • Stifle Migration - Village scheme that costs Mana! Reset the current Village's Migration Meter to zero.


NOTE: Village schemes can be performed by right clicking on Village names in various UIs and also by right clicking on the Town Center.

[h2]Blackmail[/h2]
To convince a Villager to agree to a Scheme, the player can use Intel of their Criminal act as Blackmail material. The more serious the Crime is (based on the character's Faction Crimes), the more convincing it would be.

[h2]Tempt[/h2]
Another option is to offer various Boons - Dark Blessing, Empower or Cleanse Flaws.

Intel Tooltip

Intel Tooltip will now inform the player if the Intel can be used for Blackmail. In addition, it also now displays a few possible effects when it gets shared to other Villagers. Note that the info here is not exhaustive and there can be other uses for the Intel aside from the examples shown.

Villager Thoughts

We've also reworkded the Mood UI to instead represent Mood modifiers as a collection of the character's current thoughts. For now, these thoughts all comes from the Villager's Statuses but we also intend to add more thoughts generated by other events in the future - giving players a clearer idea of a Villager's current state of mind.

Variety Zombies

The final Zombie upgrade path on the Biolab is now available! When a Plagued Villager dies, it will randomly be set to one of different Zombie Types - Walker, Night, Fast, Boomer, Tank.

Tweaks

- Increased HP of Villagers and Angels by 50% but reduced HP recovery while resting to 1 HP per tick.
- Tweaked Cooldown, Charges and Threat values of many player abilities.
- Threat Meter now reduces by 1 every other hour.
(DIFFICULTY NOTES: These are temporart measures to increase difficulty until we properly introduce progression systems early next year)
- Items on a character's Inventory can now be clicked and Seized.
- Structure Info now includes the Village it belongs to.
- Faction names in the log are now color coded to Blue.
- Cultists will no longer assume other Cultists of Trespassing.
- Characters are now more likely to avoid going through Settlements owned by Hostile factions.
- Parties are created and joined more quickly than before.
- Various starting populations of scenarios and custom maps have been increased.
- Villagers will now disregard Fire if they are currently doing a higher priority job - ex: combat.
- Added one more optional Demonic Structure for all Archetypes.
- Monsters and Undead will no longer be forced out when a Faction gains a Racial Exclusivity Ideology,
- Slightly nerfed preset values of Plague with no Biolab.
- Lightning spreads more quickly on wet tiles.

Bug Fixes

- [FIXED] Villagers may still attempt to butcher Ratmen that they have already recruited.
- [FIXED] Meteor sometimes does not deal damage to some objects/characters within its hitbox.
- [FIXED] Captives on a Demonic Prison sometimes are not carried outside after Torture.
- [FIXED] Prisoners released from their Restraint may sometimes still have the Prisoner Status.
- [FIXED] Characters may not "see" other characters in their line of sight if it is in a different Structure.
- [FIXED] Heroes should have 0% chance of being successfully Brainwashed.
- [FIXED] Plague Points are still being used up in Omnipotent Mode.
- [FIXED] If a Necromancer has been recruited by a different Faction, it may attack Skeletons it raised because they still belong to the Undead Faction.
- [FIXED] Faction Leaders sometimes try to restrain Prisoners that are already burning at the stake.
- [FIXED] If a Necromancer has been recruited by a different Faction, it should only attempt to invade Villages belonging to hostile Factions.
- [FIXED] Recruited Vengeful Ghosts may still attack Villagers from its newly joined Faction.
- [FIXED] Villagers sometimes release restrained characters belonging to hostile Factions.
- [FIXED] Undead army may sometimes follows the mouse cursor.
- [FIXED] Monster Lairs occupied by Ratmen may sometimes have missing World Map asset.
- [FIXED] Villagers cleansing Poisoned and Wet tiles may get stuck and stop moving.
- [FIXED] Characters killed by a Booby Trap becomes Unconscious and retains 1HP.