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Ruinarch News

Ruinarch is now available in other languages!

Hello everyone!

Firstly, we want to remind everyone that the game is now already available in the following languages:
- Simplified Chinese
- German
- French
- Japanese
- Latin American Spanish
- Polish
- Turkish

Also, we have a small surprise update today with various small tweaks and fixes.

Tweaks

- Slightly tweaked all archetype's starting loadout to improve the game's initial pacing
- Monsters buried in the Cult Temple will no longer disappear
- Added a tooltip when hovering over Villager Classes to give players info if they have something special they can do
- Updated Repulsed opinion reduction from -35 to -25
- Reduced the chance that a Villager will go berserk when experiencing a high amount of Opinion Reduction towards another character
- Increased additional tiles for every Portal upgrade from 100 to 150
- Added a log for when a Villager arrives at a new village for a visit
- Resized villager info UI so that it doesn't cover the Spells and Buildings list while both are open
- Reduced size of Villager's Relationship UI and fixed cropping issue
- Replaced some icons and portraits
- Increased small monster portrait sizes to 54x54px
- Updated Prism UI to show all the criteria needed to trigger the events
- Updated Snatch UI
- Updated Residents list UI

Bug Fixes

- [FIXED] Instructing Grounded cultist to Preach causes player mana to be drained.
- [FIXED] Faction Exclusive to Male but has Female Members.
- [FIXED] Fixed various null reference and loading issues.

Update 13: Base Building

Hello everyone! Features added today are supposed to be part of our V1.0 launch. As it has been postponed to January, we decided to release parts of it today and another part of it on December. We've started a tiny portion of gameplay balance tweaks here but more of it will be added on the December update and the V1.0 launch.

Base Building

We made various tweaks to base building:
- Players can now mouse-drag to corrupt multiple tiles at once
- There is now a limit to the number of corrupted tiles a player can use. This increases every Portal Upgrade.
- Spreading Corrupted Tiles and Demonic Decorations cost Spirit Energy. Spirit Energy gains and Portal Upgrade costs have been adjusted in consideration to this.
- You can use a Demolish tool to delete Corrupted Tiles, Decorations and Structures.
- Added new icons and reworked Base Building UI.



Localization

The game has finally been mostly localized for the following languages:
- Simplified Chinese
- German
- French
- Turkish
- Japanese
- Latin American Spanish
- Polish

There's still a small fraction of new texts that haven't been localized. This is still a work in progress so please let us know if there are any issues that our localizers need to address.

New Icons

Added a bunch of new icons to the game. Many UI have also been updated to include new icons. There's still more UI work to be done on the next update.

We're not satisfied yet with the changes made for Raid and Snatch UI so expect further improvements on that as well.


New Portraits

Elven, Human and Monster portraits have been updated. It should now be easier to identify different Villagers due to the more varied portraits available.


Hotkeys

Players can now adjust hotkey bindings.


Tweaks

- Psychopaths are now more likely to walk to the closest edge of the Village to bury a corpse rather than pass through more parts of the Village. This will make it less likely for them to get caught.
- Reduced Landmine explosion range to 3x3.
- Added randomized structure name prefixes to make it easier to differentiate structures of the same type.
- When hovering over a character portrait, a directional arrow will be displayed to help the player quickly find that character's location in the map.
- Docile non-pet animals will now refrain from entering village structures.
- Villagers sleeping on the floor will now also get Wet when player uses Splash Water.
- Added the current number of active defenders and max number of defenders on Portal Info.
- A deposed Faction Leader will now develop a Grudge on the person that overthrew them.
- The type of monster that will spawn from a Monster Spawner placed outside will now depend on the tile's biome.
- Monster Spawner upgrades now alternately increase maximum number of Spawners as well as max monster count per Spawner.
- Preaching to a Berserked Villager will now always fail.
- Ratmen Faction will no longer build Ward Lights even if they relocate to a Village.
- Villagers will cleanse some of your Corrupted Tiles if you spread too close to their Village.
- Portal Upgrade costs have been reduced but Villagers will no longer produce a Chaos Orb when they become Starving, Exhausted or Sulking.
- Drain Spirit now takes 25% of Villager Max HP and 50% of Monster's Max HP per tick.
- A Villager will produce 1 Chaos Orb when they get Malnourished.
- Significantly increased the cooldown of all Afflictions. This is intended to make you more thoughtful of the Villagers you afflict and to also reduce the Chaos Orbs generated through Afflictions. More tweaks will be introduced for game balance on the next update.
- Dead Cultist will now be removed from the player's Cultist list once its corpse has decayed.
- Added a log when a Villager visits another town.
- Added a new Meddler Scheme to Assassinate a target.

Bug Fixes

- [FIXED] Destroy Structure goal does not count Grudge - Destroy Home actions.
- [FIXED] Werewolf pelt still in bookmark after being consumed.
- [FIXED] Villagers of Lycan Clans feel threatened by transformations of fellow Villagers.
- [FIXED] An obsessed Villager will have negative emotions if they find out their obsession is flirting with another character.
- [FIXED] Snatch Party sometimes won't move if target is being carried.
- [FIXED] Leaders without a personal home may sometimes get stuck in the Tavern.
- [FIXED] A bandit that joined the Divine Church remained at a Bandit Camp.
- [FIXED] Exterminate Quest completed even though there are still monsters inside the cave.
- [FIXED] Some behaviors related to Suicidal status and Devout traits are not triggered if the Villager does not live in a Dwelling.
- [FIXED] Remove buff was resisted and out of charge but the menu is still open and available to click.
- [FIXED] A Faction has Exclusive: Male Ideology but has Female members.
- [FIXED] Villager may sometimes not repair their home when it's damaged.
- [FIXED] Mana per hour tooltip shows wrong value.
- [FIXED] Tamed monsters from a Monster Spawner will still attack its master if the player activates the Monster Spawner's Attack Village action.

V1.0 Release Update

Hello everyone!

While a lot of our time was spent on unexpected issues related to localization, we were also able to spend some time to tweak UI and introduce some visual updates over the past few weeks.

We'll continue spending the next few weeks on UI and usability improvements to make the overall experience smoother for players. This may take more time than we initially anticipated and won't give us ample space to do other tweaks that would make the game ready for a V1.0. So, we decided to just turn the next update as Major Update #13: UX. We are targeting a release date of November 4 for this.

We'll have another smaller update on December but the actual V1.0 launch will now be the update after that - scheduled on January 26. Sorry for the move but at least this gives us more time to improve the game even further before more players are introduced to it on 1.0 Release.

Here's a quick preview of some of the upcoming changes:

Base Building

Base Building, particularly expanding corrupted tiles should now be much less tedious. Still a work in progress, but here's a short preview:


Players can also now customize their territory with demonic decorations. More decorations can be added as you level up the Portal.

Target Menu

Placeholder icons have finally been replaced.


Spells UI

Spells UI has been updated!


Portal Upgrade UI

Portal Upgrade UI has been updated with the new art.


Prism

The Prism has been re-conceptualized to instead trigger a few special events after satisfying important conditions. Previously, events like the founding of a Bandits Faction or the arrival of Ratmen are often largely RNG. With the Prism, the player will be provided specific criteria that must be satisfied. Once met, the player can then instantly trigger events such as spawning a new Lycan Clan or having Undead invade other factions.

Summons

Currently working on this. We have combined the Demons and Minions UI into one and made it much more compact and readable. There will just be two rows on the top of your screen for small icons of Reserves and Active Summons. This should make it much easier to see everything at once.

Shortcut Keys

Customizable shortcut keys are now available.


Localization

Translations for existing texts are now mostly complete and being reviewed. However, we have some new features (ex: Prism) that require translations and these will begin next week. We are not sure if that will be ready by November 4 but we will already release whatever is ready by then and just update on our December Update.

Update 12: Victory

Hi everyone! Apologies that this was delayed from our initial end of July target. With this update, the game's full structure is complete, paving the way to final gameplay balance and tweaks, and then hopefully more content after we launch 1.0 (albeit at a slower pace).

One major issue remaining is the rudimentary state of base building, which will be a focus of the last pre-1.0 update. The game isn't really a base building game at its core so we don't intend to expand on this significantly but we agree that it needs to be much more user-friendly to customize your territory if you want to.

New Victory Condition

We've introduced the new Goals tab on the top menu. The Goals tab consists of six Goal categories, each having multiple thematically-related tasks. Winning the game is now quite straightforward - the player must just complete 13 of any of these tasks. This allows for some flexibility regardless of your Archetype.

As usual with these new features, it would take a few iterations to balance - new tasks may be introduced, numbers may be tweaked, etc. The current version is probably going to be quite easy for veterans. At the same time it would give new players some ideas about what's doable in the game. PRO-TIP: Hovering over each Task will give hints on how to accomplish it.

Once this is in a much more final state, a portion of the Spirit Energy needed to upgrade the Portal will then also come from completing these tasks.

Expanded Portal Upgrades

Victory is no longer directly linked to upgrading your Portal but the tasks you can accomplish are still dependent on the Powers you unlock. So we had to tweak this a bit. As you reach Portal level 6, you will now get to choose from some of the most useful Powers from the other Archetypes. This should give players more tools overall and should allow them to accomplish more Tasks regardless of their Archetype. Portal Level 7 used to be simply the Victory Condition. Now, unlocking it will also provide new Powers from the other Archetypes as well.

In a way, this also reflects how the Ruinarch player is getting back their full potential as the Portal's connection to the world gets firmer.

Updated Powers

We've went through some of the more boring spells and introduced some ways to make them either more useful, or just more fun.

[h2]Manifest Food[/h2]

There are two new actions players can do with the Food produced by Manifest Food.

First is Lure. You can lure a Stored Target so that they will be forced to go and eat the Food. They have to be within a certain distance for this to work, though.

Second is Infuse. Use this to apply a negative effect on whoever eats it. You can choose from Bloated, Food Coma or Rabid. Infuse becomes available at Manifest Food Level 3.

[h2]Locust Swarm and Poison Cloud[/h2]

You can now control the direction of the last casted Locust Swarm or Poison Cloud. It will follow the mouse cursor if you move it close enough to them.

[h2]Brimstone[/h2]

We added more of a fun effect for Brimstone rather than something super useful. It now leaves behind Cinders on the ground it hits. These Cinders continue to spread fire to adjacent tiles but can be removed when hit by Water or Ice elements. As you upgrade Brimstone, it becomes immune to these elements as well, until at Level 4, it even explodes and deals damage when hit.

[h2]Iceteroids[/h2]

We added more of a fun effect for Iceteroids rather than something super useful. It now leaves behind Ice Blocks on the ground it hits. These Ice Blocks obstruct movement and can only be removed when hit by Fire or Lightning elements. As you upgrade Iceteroids, it becomes immune to these elements as well, until at Level 4, it even explodes and deals damage when hit.

[h2]Earthquake[/h2]
Earthquakes are now meant to be extremely powerful against structures but pretty useless against living beings. Structures will always get destroyed by Earthquakes. It doesn't deal damage to Villagers, except if they are within a structure that it destroyed. In that case, they will instantly die as the building crumbles over them.

[h2]Splash Water[/h2]
Splash Water will now wake up sleeping Villagers and make them Irate. Villagers are also now unlikely to sleep on Wet beds.

Ward Lights

This is just a small tweak on how Villagers get alerted about hostiles in their Village. Before, anyone entering could instantly trigger the alert. Now, these Ward Lights serve the role of setting off the alarm. Any hostile that enters its range will alarm the Village and wake up some combatants to defend.

Localization Progress

We have completed our localization text and it is now being translated to different languages. The following will be available in the next update:
- German
- Simplified Chinese
- French
- Japanese
- Spanish (LatAm)
- Polish
- Turkish

Tweaks

- Migrations will no longer occur within 3 hours of losing all Major Factions.
- When new migrants arrive, there is now a chance that they won't occupy abandoned Villages. This will increase the frequency of abandoned Villages getting permanently destroyed.
- Increased rate of Preach action.
- Reduced relationship decrease when Preach fails.
- When you share Intel about assault by hostile characters, the recipient will attack the hostile if it is nearby and its assault target is an Acquaintance, Friend or Close Friend of theirs.
- Unoccupied landmarks will now last up to 5 days (previously 3).
- Added description for Hallowed Ground.
- HP damage dealt to objects will now also be displayed similar to HP damage to characters.
- Added a new setting to adjust Log limit. This will adjust how many events are stored by the game. Reducing the Log limit may help performance issues.
- Placing lumberyard and mine should not take into consideration existing blueprint limit.
- Cultists will no longer destroy manifested Food.
- Criminal Cultist Leaders will no longer join the Bandits faction.
- Entering public structures will no longer be considered Trespassing.
- Because spawning them are required Victory-related Tasks, you can no longer select Lycan or Vampire Clan as starting Factions.
- Mushrooms taken from caves will now eventually respawn.
- Spooked Villagers are now much less likely to sleep.
- Adjusted volume of Migration Events.

Bug Fixes

- [FIXED] Sometimes, when a Villager leaves a party, the reason text is blank.
- [FIXED] Landon did not earn any money after bringing a wolf back from hunting quest.
- [FIXED] Blank relationship label.
- [FIXED] Divine and Nature Cults have their Faction Info unlocked by default.
- [FIXED] Sometimes, hovering over an empty tile will display tooltip related to a non-existent object.
- [FIXED] There is an empty notification related to Heatwave death.
- [FIXED] A pet Wyvern joined the Demon Cult faction but its master did not.
- [FIXED] Wrong reaction when assaulting Monster Spawner.
- [FIXED] Susan was raised as a skeleton while being carried by another skeleton.
- [FIXED] Hunters are picking up wolfs already placed in the city center instead of the freshly killed wolves in the den.
- [FIXED] Turning a faction into a demon cultist faction does not decrease the number of existing faction.
- [FIXED] Witches that increase chaotic energy cost can be killed to reduce costs again, but when reloading after killing them, the costs go back to being increased.
- [FIXED] Faction exclusive to Female but there are males in the faction.
- [FIXED] Two non-combatants are stuck due to pathing issues.
- [FIXED] Cultist keeps releasing the target of Snatch Villager.
- [FIXED] Repeated log entries called "[Village Name] has completely fallen into ruins."
- [FIXED] Whole village disappeared even though a faction resides in it.
- [FIXED] Error sometimes occurs when storing a city center as target.
- [FIXED] Various errors that causes the game to get stuck.
- [FIXED] Various loading errors.
- [FIXED] Various incomplete text replacement errors.

Update 11 Hotfix 1

Hello. We've applied a few fixed to critical issues recently reported:
  • [FIXED] Witches that increase chaotic energy cost can be killed to reduce costs again, but upon saving and loading after killing them, the costs go back to being increased.
  • [FIXED] Anytime a werewolf transforms, they lose all their equipment even after reverting back to original form.
  • [FIXED] Issues when loading due to some errors in load order of Intels.
  • [FIXED] Issues when loading due to missing Structure data.

We keep a lot of internal data to keep track of Villager and game states for our Save Files. But, we try to minimize this to reduce loading times. Due to this, when major updates occur we occasionally miss out on some data that may turn out to be needed on rare instances. This is what causes most Load issues where the player gets stuck while loading a Save File. Please if this happens to you, we request that you submit a Bug Report using our in-game tool so we can resolve them as soon as possible. The Save File and the log file would be really helpful.