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  3. V1.0 is now out!

V1.0 is now out!

Thank you everyone for supporting Ruinarch during its Early Access phase! We're now at the point where there won't be any major revamp or additions to the game's core structure so we feel it's the perfect time to call this our 1.0. There's still plenty of space to introduce more content though, so while we intend to focus on developing our next game soon, we still intend to push some updates for Ruinarch over the coming months.

For now, here's what we've added for 1.0:

New Ideologies

7 new Faction Ideologies have been added to the game. You may discover some Factions having one or more of these flavorful ideologies when certain conditions are met.
  • Entkin - Nearby trees will randomly turn into Ents that will join and defend their villages.
  • Blood Sacrifices - Leaders will occasionally sacrifice a Villager to gain temporary buffs for the entire Village
  • Golem Makers - Occasionally produces Golems to defend their village.
  • Mage Guild - All combatants are Mages.
  • Necromantic - Allied with the Undead. Reanimates as Undead upon death.
  • Beastmasters - All Villagers can tame beasts.
  • Infested - Villagers spawn Abominations upon death.


Defenders

Previously, the player has to consume charges to summon Lesser Demons and Minions inside their territory for defense. To improve the process, whenever the player gains a Lesser Demon or Minion charge, they are already automatically spawned inside their territory. They will roam around and defend the base until they are used for Raid or Snatch parties - making defense significantly simpler. This should also mean that all the player's minion charges automatically serve as defenders until they are used. Only Raid and Snatch parties will consume these charges.

Monster Spawner Actions

The player can now instruct monsters spawned by Monster Spawners to perform a special action. The special action available depends on the Monster Spawner's Landmark type. These are fairly similar to the player's raid and snatch actions. The following are available:
  • Snatch a Villager
  • Kill a Villager
  • Destroy Supplies of a Village
  • Destroy Structures of a Village
  • Harass Villagers
  • Destroy Village Defenses


New Monsters

Added the following monsters to the pool:
  • Goblin - snatches villagers and plants goblin seeds on them. the target will die after a few hours and spawn more goblins from their corpses.
  • Splatter - a cat/reptile beast that explodes upon death
  • Dwarf King - highly resistant to Normal and Mental attacks
  • Dwarf Paladin - highly resistant to Normal and Mental attacks
If we have the time later, we'd like to give Dwarf characters expanded roles in the game.

Initial Modding Support

This was supposed to be a part of our first post-launch update but we wanted to begin the process early and at least provide initial simple modding support on 1.0. For now, we had time to support the following:
  • reskin existing monsters
  • reskin existing villager classes
  • rename monsters and adjust stat values
  • rename villager class and adjust stat values
  • replace monster portraits
  • replace human and elven portraits pool

You may refer to this documentation for guidelines on how to create Mods for the game.

We still plan on having our next update focused on substantially expanding our modding support.

Controller Support

Controller support is now available for the game.


Portuguese

Portuguese translation is also now available!

Tweaks

- Portal progression for all 3 Archetypes have been significantly changed. The first few levels are now much quicker to reach. Also, more Powers are unlocked per level, giving the player an overall bigger repertoire than before.
- Removed Str and Int and turned it into a single attribute to represent a character's Base Damage. In the character Info tab, a Power field displays the character's relative strength as computed from its Base Damage and Attack Speed. It replaces Str, Int and Attack Speed.
- Paralyzed Villagers can now also choose to sing for to recover Fun.
- Paralyzed Villagers may now decide to just sleep on the floor when they are exhausted.
- Vampires no longer get full when they are fed normal food. They will also get Sick afterwards and will have resentment towards the person that fed them.
- Criminals trying to flee a Faction will usually no longer engage in combat. Apprehenders will attempt to run after a fleeing Criminal for only a short distance.
- Adjusted placement of Villages in the world. In general, this should mean Villages can spawn in more locations compared to before.
- Slightly increased chance that Humanoid and Demonic monsters would become Faction Leader successor even if there are other sapient Villagers available.
- Anxious villagers will now initiate non-lethal combat if they decide to fight. They previously used to enter lethal combat.
- Shock upon seeing someone have a Narcoleptic Attack will only occur once for that person.
- Shock upon seeing a demonic structure will only occur once per villager.
- Villagers now prioritize crafting clothing over weapon.
- Villagers may now build blueprints and chance classes outside work hours.
- Murder assumption will no longer occur if the dead character is a wanted criminal.
- Villagers that do not have Agoraphobia are now more likely to visit homes of Friends and Close Friends in the same Village.
- Agoraphobic characters will exclude their own pets from crowd count.
- Agoraphobic Necromancers will exclude all skeletons from crowd count.
- Villagers that are unable to return to their work structure for more than 2 days will automatically be "fired".
- Kleptomaniacs may now also steal from Friends. Previously, they exclude both Friends and Close Friends as steal targets.
- Demonic Walls and Decorations can now be built on adjacent non-corrupted tiles. This will also auto-build a corrupted tile.
- Significantly reduced chance of a villager dying from Overheating.
- Level 3 and 4 of Music Hater now causes the character to get Enraged when hearing music.
- Updated Expel cooldown values.
- Updated Seize Villager, Seize Monster and Seize Object upgrade values.
- Updated Protection upgrade values.
- Reduced Mana Costs of upgraded Tornado.
- Increased movement speed of Locust Swarm.
- Wisps are now Aggressive.
- During Vampire Hunt, villagers won't accuse each other after midnight if the village is currently in an Under Siege state.
- During Vampire Hunt, the likelihood of accusing others of being a vampire after midnight depends on the mood of the character.
- If a character is Hemophiliac, they will allow themself to be knocked out by a Vampire and fed upon even if they are Vigilant.
- A Hemophobic and Vigilant character will feel Enraged if a Vampire attempted to knock them out for feeding.
- Combatants will attempt to knockout Berserked characters. Non-combatants will react warily.
- Reduced the number required to complete some of the Goal Tasks.
- Reduced the Mana Cost of all Prism events to 500.
- Weapon and armor effects have been updated.
- Empty landmarks may now spawn more varied monster types.
- Increased damage of Tank Zombies, Revenants and Wyverns.
- Increased HP and damage of Ifrit.
- Slaves can now produce food from Forage structures if it is nearby.
- Starving villagers may now decide to eat Food they do not own. How likely this occurs depend on the character's traits and current mood. If somebody else owns it, this action will be considered as Theft.
- When a Villager flees a cave attached to their Village's Mine, they will post an Exterminate Quest so that the cave can be cleared of hostiles soon.
- Watcher Eye can now be spawned on tiles with unimportant objects such as trees, rocks, flowers and trash.
- Watcher Eye range has been increased.
- Parties may begin Exterminate Quest even if only 1 member joins the quest.
- Migration settings will now assume Portal is Level 4 if Omnipotent setting is On.
- Reduced Stone cost of Dwellings from 60 to 40.
- Reduced chance of characters stumbling badly due to Wet.
- Visit and Dig actions will no longer have log entries.
- Removed Beastmaster trait from Barbarian.
- Added various character Info tooltips.
- Performance and memory leak improvements.

Bug Fixes

- [FIXED] Landmarks can be generated right next to each other.
- [FIXED] Villagers that simultaneously want to purchase the same Food pile can take the object from each other and get accused of theft.
- [FIXED] Villagers may sometimes not travel to Forage spots for food even if they should be able to.
- [FIXED] Paralyzed characters do not enter the bed when they are dropped on it to sleep.
- [FIXED] A Kleptomaniac's steal action made due to Trigger Flaw is always caught by the victim.
- [FIXED] Locust Swarm slows down when cursor is nearby.
- [FIXED] Trigger Arousal only works when both of the couples involved have available beds.
- [FIXED] Incorrect Choose World Map Size setting tooltips.
- [FIXED] Non-combatants may sometimes ignore snatchers and raiders.
- [FIXED] Un-upgraded Music Hater does not get angry when hearing music.
- [FIXED] Vampires should not target pets and other monsters for Vampiric Embrace.
- [FIXED] Bandit Leader may get stuck building a Bandit Camp if it is located at the edge of the map.
- [FIXED] Logs window does not update if active character has no logs to show
- [FIXED] A Necromancer with Agoraphobia was scared of his own army of skeletons.
- [FIXED] Monsters sometimes change to Villager classes when they are in a Major Faction.
- [FIXED] Agitated monsters may target characters inside the player's Prison.
- [FIXED] Villagers are unable to do some urgent actions while socializing or visiting other villages.
- [FIXED] Unbuilt Ward Lights trigger Under Siege state of the Village.
- [FIXED] Ratmen get stuck because of erroneous Under Siege mechanics.
- [FIXED] Prism's Bandit Camp requirement criteria does not activate even if the condition has already been met.
- [FIXED] Dwelling structure walls looked burnt but were full of HP when the game started.
- [FIXED] Some elven homes cause pathfinding issues.
- [FIXED] NullError encountered if a monster starts working on a farm.

[h2]Known Issue[/h2]
We've discovered a strange pathfinding issue that only occurs on the live build of the game. Some cave walls may sometimes not update as passable even after it gets destroyed. We'll be working on a hotfix for this as soon as we figure out the root cause.

[h2]Looking Ahead[/h2]
We'll be spending the next few days on further bug fixing and smaller tweaks with a plan to do another small update at the end of the week. Afterwards, we'll allot time for more mod support and introduce some more interesting Villager interactions as part of our first post-launch update around the middle of June.