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Ruinarch News

Update 9 is here!

Hello everyone. This update includes a bunch of small changes and additions to many aspects of the game. A good portion of the changes here came from suggestions from our Discord channel. We also spent a lot of time fixing small bugs and tweaking game issues. Next update will focus on introducing more random events and Faction ideologies so that each playthrough will be even more different.

Resonance Power

Each Villager has a Resonance Power that refers to a random player power. This is randomly determined at the start.

A new Absorb Cultist ability has been added to the Target Menu. This will add a high priority job to the Cultist that will cause it to sacrifice itself to give the player charges of its Resonance Power.

Barracks

This is a Human Empire special structure that is a counterpart of the Elven Kingdom's Magic Academy. It may be built by a Villager with at least Level 4 Martial Arts talent level. Physical combatants training at the Barracks may learn any of the following Combat Skills:
  • Battle Cry - Increase damage of all members of the party by 20% for 1 hour
  • Endure - Reduce all damage taken for the next 30 minutes.
  • Blitz - Double attack speed of entire party for 30 minutes.
  • Cleanse - Remove Poisoned, Zapped, Freezing, Burning or Frozen from all party members.
  • Pierce - All attacks for the next 30 minutes will neglect resistance.
  • Shield - Increase Physical Resistance of all party members by 25 for 30 minutes.
  • Wind Slice - Attack with 1.5x of base damage with Wind element.
  • Siege Arrows - 5x5 AOE attack that deals damage to structures and objects only.


Bandits

A wanted Murderer, Thief, Assaulter or Arsonist may eventually form a new Bandit Faction and create a Bandit Camp. Other criminals may eventually transfer over to the Bandit Camp. With the exception of having one Crafter, most Bandits will be combatants. Unlike other normal factions, they do not build or expand their Bandit Camp, but they may build another Camp if there are already too many Bandits. Bandits typically raid other Villages for resources and may kidnap other characters to recruit. This does mean that not all members of the Bandit Faction may necessarily be criminals.

Strong Retaliation

We added a new Strong option for Retaliation. This is introduced for players that want a more difficult experience. In this setting:
  • Directly killing a non-cultist Villager will always increase retaliation by 1
  • Directly destroying any village structure will always increase retaliation by 1
  • If a non-Demon Cult village discovers trespassers belonging to the player, it will always increase retaliation by 1
  • Number of retaliators is increased by 1


Message Board

We've added a Message Board to Village Centers. Players can view this to see available Quests and a list of Wanted Criminals.

The player may spend Chaotic Energy to remove Quests and Wanted Criminals.

Various Relationship Changes

We've introduced some improvements to how characters interact based on their relationships to improve AI realism a little bit.
- Most Villager relationships will be positive at the start of a game. This is so that the player has to work to ruin Villager relationships.
- Characters that have been accused of a Heinous or Serious crime will cause all Villagers to have a persistent negative relationship modifier towards them. This slowly degrades each day. This will cause more Villagers to shun or avoid criminals even after they have been imprisoned and judged.
- Party members evaluate their relationship with other members, particularly the party leader. The more they dislike other members, the more likely it is for them to leave the party. On the reverse side, if most of the party dislike one member, they may kick them out of the party.
- If the target of a rescue party is an Enemy or Rival of a party member, they will refuse to join the rescue.
- Healers may kick out a rival or enemy inside the hospice instead of curing them.
- All Migrants start with 4 stacks of Newcomer status that adds a negative relationship modifier to existing Villagers. One stack is removed at the start of each day.
- Pyromaniacs may now sometimes visit a rival's home and set it on fire while no one is inside.

Distinct Classes

We're continually trying to make each individual Villager class more distinct so that the player has to deal with different Village compositions differently. Today, we've added some new abilities for a few classes.

[h2]Shamans[/h2]
Shamans learn helpful rituals.
  • Reconciliations - Learned at Combat Magic 1. Improves two random enemy or rival Villager relationships.
  • Guardians - Learned at Combat Magic 3. Spawns 4 guardians that will patrol the Village for 24 hours. The type of Guardian that will be spawned depends on the Shaman's religion.
  • Day of the Gods - Learned at Combat Magic 5. Temporarily adds 25 to all Villagers resistances for 12 hours.

[h2]Knights[/h2]
Knights provide various buffs to other party members.
  • +20 Physical Resistance - Learned at Martial Arts 1.
  • 3HP Regen per tick - Learned at Martial Arts 2.
  • +10 Mood bonus - Learned at Martial Arts 3.
  • 30% reduced Crit Chance received - Learned at Martial Arts 4.
  • Slower Needs reduction - Learned at Martial Arts 5.

[h2]Barbarians[/h2]
Barbarians are now immune to Zap. Whenever they take combat damage, their Piercing and Crit Rate increases by gaining a new Enraged status. They can escape from being Restrained or Ensnared and can destroy the player's Prison from the inside.

[h2]Druids[/h2]
A Druid can now tame Beast-type monsters and turn them into pets. The number of pets that a Druid can have depends on the Druid's Combat and Healing Magic total talent levels:

1 - 3: 1 pet
4 - 6: 2 pets
7 - 9: 3 pets
10: 4 pets

[h2]Hunters[/h2]
Hunters may specialize in one of the four monster categories. After its first kill of a monster, a Hunter will specialize on that monster's category. This may be either beast, demonic, humanoid or undead.

When a Hunter specializes, they always deal critical damage to that category. The damage they receive from that category is also halved.

[h2]Archers[/h2]
Archers can remove traps and are immune to them. Archers have a chance to trigger Siege Arrows when attacking structures, dealing higher damage.

Quicker Share Intel

You can now simply right click on an Intel row to share it to a list of stored Villager targets.


Updated Save UI

Players can now more easily rename and delete Saved Games. A screenshot and other game details are also easily visible per save data.


Updated Snatch

In addition to snatching Villagers and monsters and incarcerating them on your Prisons and Kennels, you can now also snatch objects and order the snatching party to drop them at a target location. Even objects in a character's inventory can be a snatch target.


Tweaks

- Nameplates have been updated to show important character stats.
- Players can now drop seized objects directly to a character's Inventory.
- Factions must first be aware of your territory's location before they can launch Rescue Quests for Villagers you have imprisoned. They will be aware once one of their Villagers discover a corrupted tile and successfully returns back to their Village to report it.
- A skull icon has been added to all instances of dead character nameplates.
- A new Quest to hunt for Wanted Criminals has been introduced.
- Excalibur has now been changed from an item to an equippable Sword.
- Combatants belonging to a Party may now craft Lunch Pack that they can eat while travelling to recover Fullness.
- Cultist trait is now removed once a character dies. This should prevent Zombies from joining a Demon Cult Faction.
- Cultists will no longer drop their Cultist Kits at home to reduce chance of others discovering them.
- When changing into a combatant class, Villagers will now prioritize the best tier classes based on their Talent levels.
- When a Villager needs to use a Magic Circle or visit a Tavern, they should now exclude those that are within hostile villages.
- Characters from Factions that are friendly to the player should now attack retaliating Angels and Nature Spirits on sight.
- Resource Piles picked up for repair should not have ownership so that others can reuse them if they get dropped.
- Combat Skills unlocked from Talent level up should not replace currently Combat Skill if it is of a higher tier. If tier level is equal, there is a 50% chance that it will be replaced.
- Retaliating Angels and Nature Spirits should not get improvements from Primordial Pool upgrades. However, those that remained after retaliation will get the improvements.
- Animals and pets will no longer be "witnesses" so characters should now be able to perform stealthy actions even if there are animals nearby.
- Villagers will now try to avoid villages owned by factions that consider them a wanted criminal.
- Parties now have Party Leaders. A Party Leader takes Quests for the Party.
- When a Cannibal becomes a Faction Leader, Cannibalism will be legalized.
- There is a new monster that can only spawn through a special condition.
- Villages will no longer recruit captured Serious or Heinous criminal characters.
- Tavern owners can now also craft and sell Healing Potions.
- Viewing Demon Cult faction tab should no longer require Chaotic Energy to unlock.
- Necromancer will now be able to reanimate Zombies into skeletons but cannot absorb their life for energy.
- Villager Raid Parties may now sometimes set objects on fire.
- When you're sharing Intel to a Cultist, instead of them saying "What do you want from me?" they will instead say "I am at your service, Master."
- Golems are now Fire Resistant and Robust.
- When Intel about an imprisoned Villager is shared to a friendly faction-mate, a Rescue Quest may be posted on the Message Board.
- Night Patrol Quests have been removed. Instead, combatant Villagers may individually patrol during night times.
- Instead of putting out fires, poisoned Water Flasks will cause an explosion.
- Pyromaniac trait has been added. This will cause the character to sometimes set Fire on objects if they are on Bad or Critical Mood. Arson has also been added as a crime.
- Beast or Undead type monsters have zero chance of being Faction successor unless there are no other Villagers available.
- Cowards (Level 4) should no longer flee from passive Animals.
- Cowards will no longer take on Restrain Jobs.
- Nobles should no longer be accused of trespassing when visiting other Faction's Villages.
- Divine and Nature Worshippers will also now no longer report each other if their religion is considered a crime in their Faction.
- The following objects can no longer be Ignited: Water Flasks, Water Basins, Well, Magic Circles, Rocks, Ore, Anvils, Snow Trees, Blood Pools, Demon Circles, Sigils, Stone Piles
- Wall Spell can no longer be casted on a tile with a character on it.
- Lesser Demon stats have been updated.
- Added new icons for Coins, Int, Fullness, Energy and Entertainment.
- An Arachnophobia toggle has been added to Settings. When turned on, Small Spiders, Giant Spiders, Broodmothers and Tarantulas will be represented by green Wisp sprites instead.
- You can now also create a Prisoner Blackmail for your Blessed prisoners.
- Ents should no longer react to events around it while it is disguised as a tree.
- Cultists will no longer rescue friends imprisoned by the player.
- Plague symptoms will no longer trigger on Undead-type monsters.
- Angry and Enraged status are removed when a character dies.
- Paralyzed villagers can no longer perform Heal Self, Eat and Strangle.
- Criminals will no longer lose their Criminal status when they successfully flee their crime.
- Non-damaging player Powers should no longer be resisted by Cultists.
- Unhappy or vagrant Vampire Lord has a chance to abandon its current Faction and create a new Vampire Clan.
- Vampire Clans have unique Quests related to creating new vampires or drinking blood from other Factions.
- Vampires from a Vampire Clan can tempt Hemophiliacs from other factions to transfer to their Clan and become source of Drink Blood target.
- Ratmen Cultists should no longer attempt to abduct Cultists from other factions.
- Beast and Undead type monsters can no longer become Cultists.
- Characters can no longer extract Water Flasks from other Wet characters. They can still extract Water Flasks from Wet objects.
- Increased Trigger Flaw cooldown to 3 hours.

Bug Fixes

- [FIXED] Starving character may decide to butcher another villager even if there is an available food pile nearby.
- [FIXED] Some characters may not pick up monster-dropped equipment even if they could equip it.
- [FIXED] After character turns into necromancer in the village, restrain jobs are created for him.
- [FIXED] Demon Cult hospice has problems with pathfinding.
- [FIXED] When a character performs First Aid on self and you shared that Intel to them, they will feel grateful toward their own self.
- [FIXED] A combatant was accused of assault while carrying a villager from the raided village.
- [FIXED] Griefstricken does not disappear even though they engage in a chat with the source of grief.
- [FIXED] Cult leader can't preach because they attack hostiles on sight.
- [FIXED] Even Vampires that enjoy being one may still consider other's Vampirism a crime.
- [FIXED] Skinners don't skin dead skinnable animals if they consider Animal Killing a crime.
- [FIXED] When a Malnourished villager becomes a Necromancer, the Malnourished status stays and will eventually kill the Necromancer.
- [FIXED] Player's Raid Leader may sometimes get stuck or endlessly roam around.
- [FIXED] Villagers may log "failed to do Train Healing Magic" because target is unavailable.
- [FIXED] Enslaved cultists can join another faction.
- [FIXED] Some corrupted tiles become unbuildable.
- [FIXED] Dead Ghosts have blood when loading.
- [FIXED] Characters with 100% Electricity Resistance could still be zapped.
- [FIXED] Necromancers do not replenish their Undead ranks.
- [FIXED] Recruited zombie becomes a Vagrant after leaving its current faction.
- [FIXED] Supposed-to-be-normal Villagers may flirt with Beast and Undead type monsters.
- [FIXED] If a Villager dies and gets resurrected as a Skeleton, its equipment does not get retained.
- [FIXED] If you send out a Demon to Snatch a target, then Seize the target after the Demon attacks it, then the Demon will follow the cursor.
- [FIXED] Terrifying Howl can still spook hibernating Golems and Ents.
- [FIXED] Retaliating Angels are affected by Monster Scent.
- [FIXED] Villagers with 0% Fire Resistance still glow yellow as if resisting Heat Wave.
- [FIXED] A Villager may join a Rescue Quest for themselves.
- [FIXED] Necromancer may still pick up Mushrooms even though they don't have any use for it.
- [FIXED] Level 4 Music Haters do not kill Villagers when receiving Music related Intel.

Update #9 Status Report

Hello, everyone! We already announced this a while back on our Discord Server: Update 9 will be moved to next month to accommodate some more features and suggestions. Because Update 9 is titled Suggestions, it looks like some players think that we are nearly done with the game - why else are we already focusing on player suggestions? We'd like to clarify a few things about that.

We have a Suggestions channel on our discord page that has been going on ever since the game went live. However, we have been busy the past year finishing major game features, so we didn't really have a lot of time to implement most of them. Now that we just recently completed the important core structure and mechanics of the game, it felt like a really good time to take a breather and allot some time for player feedback - after all it's an important purpose of being in Early Access.

While the update will introduce a lot of small features and quality of life improvements suggested by players, we are also introducing some tweaks that should add challenge to the game. However, this wouldn't be significantly noticeable yet. The update after this one will flesh out our approach to game difficulty some more.

We still have some ways to go before we exit Early Access. Our current estimate is that it will likely be around middle of next year. In addition, exiting Early Access doesn't mean the complete end of development for the game - it simply means the game is already in a fully enjoyable and stable state.

Update #8.5

Warning: Save Data from previous versions will no longer work with this update!

Hello everyone! This is just a small unplanned update that we had to push to address some recently reported bugs. These were done midway through our development of our next major update so a handful of the new features that were supposed to be part of Update 9 are already included here.

Minimap

This should make map navigation much easier now.


Magic Academy

High level Magic Users may eventually build their own Magic Academy. This allows other Magic Users to train their talents faster and to learn new combat skills. I won't give too much detail about this one as it's better for players to experience it randomly in-game.


Devastation Ritual

Vengeful Mages may trigger a new interesting event if the conditions are right! That's all the hint we're going to give for now regarding this one. Like the Ankh of Anubis, this is an example of how we want to introduce more challenges to the game. On its own this wouldn't exactly make the Villagers too powerful, and you won't encounter this very often either. However, we will introduce many more player detrimental events like this to make sure that there will be interesting and varied hurdles across different sessions.

Tweaks

- Elven village assets have been updated.
- Butcher Shop is now more likely to be built over Fishery when appropriate.
- Each Food Producing Structure (Farm, Fishery, Butcher Shop) will only be claimed by one Villager. This would now mean that multiple Food Producing Structures will be built by a Village.
- Additional Workshops will only be created when a Village has over 16 residents.
- Increased Food produced from Butchering, Harvesting and Fishing. Also increased the number of crops that ripen each day.
- Tavern owners can now also craft and sell Healing Potions.
- Characters only need Level 1 Social Talent to become a Merchant. Social Talent isn't expanded yet so this is a temporary tweak to ensure Taverns will usually have workers.
- We've re-enabled weak monsters to sometimes spawn spontaneously on empty landmarks. This should give Villagers a way to get some combat experience in case the player does not use Monster Spawners.
- If a Villager intends to eat another sapient character, they will stop performing Butcher and Assault actions if there are witnesses that consider Cannibalism a crime.
- Tweaked the formula that determines how likely a target gets knocked-out by a non-lethal attack. It should no longer consider the attacker's HP in the equation.
- When a Bed is seized, Villagers already on the way to it should drop their current action.
- Vagrants should now consider Cannibalism and Demon Worship as Heinous Crimes.
- If there are no more Major Factions in the map, there will now be a huge chance that new migrants will arrive at the start of each day. The number of migrants will depend on the player's Portal Level.
- Some unnecessary Skeleton logs have been removed.
- A new Necromancer's Lair has been introduced. The mechanism for the Necromancer's Lair creation has also been tweaked to prevent it from creating multiple ones when there are already available Necromancer's Lair in the map.
- Necromancer's bonus gains from Absorb Vitality has been capped. It also goes down whenever it spends some of it to spawn Skeletons without corpses.
- Necromancer should now be able to raise dead Zombies into Skeletons.
- Monster Spawners will still take damage even if currently seized by the player.
- The damage that a Monster Spawner takes when spawning monsters now depends on the monster type. Spawning a Dragon will immediately destroy a Monster Spawner.
- Characters that are let go from the player's Prison will now be Dazed and won't be attacked by the player's Defenders.
- A Plagued Rat will transform into a Ratman if it eats anything with Abomination Germ.
- Increased Power Crystal drop rate from monsters if the character that killed it is an Elf.
- Ents killed inside a Kennel should no longer drop Wood Piles.
- Increased HP regen of Villagers from eating and sleeping.
- Slightly increased the rate that Vampires perform Vampiric Embrace on their own. Please note that Sulking is still a prerequisite for Vampiric Embrace to trigger.
- Updated various Power cooldown and costs.
- Various tweaks have been applied to the way Villagers change their Classes to make it more likely that characters stay with Classes that they have high Talent for.

Bug Fixes

- [FIXED] All characters can no longer be knocked out if Agitate has been upgraded to max level.
- [FIXED] Characters can still pass through walls even if their Flying trait has been stolen.
- [FIXED] Ball Lightning and Fire Ball direction cursor work erratically.
- [FIXED] Skinners do not do any work.
- [FIXED] Plague Reservoir trait disappears when a Ratman changes its class.
- [FIXED] Player may sometimes be unable to expand corruption on some spots when loading a game.
- [FIXED] Burnt resource piles within Mines may cause Miners to stop working.
- [FIXED] Hovering over some Villager name sometimes reveals a different character's nameplate.
- [FIXED] Player can gain Chaos Orbs by dealing damage to their own defenders.
- [FIXED] Corpses placed in Caves and other monster homes still take up one of the structure's resident capacity.
- [FIXED] Dropped equipment still disappear after 2 days even if a character already picked it up.
- [FIXED] Player's defenders may sometimes chase enemies even when they are already out of the player's territory.
- [FIXED] A Villager may still report Demon Worship even if Preach successfully converted them.
- [FIXED] Retaliating Angels may sometimes stop attacking.
- [FIXED] Flying monsters an be Sacrificed or Let Go if they fly over Kennels
- [FIXED] Sloth demons are categorized as Beast.
- [FIXED] If a Malnourished Villager becomes a Necromancer, the status is retained and cannot be removed, causing the Necromancer to eventually die.
- [FIXED] Trolls stop whatever they are doing after it becomes night.
- [FIXED] Villagers still attempt to sleep on their personal Bed even if it has been moved away by the player.
- [FIXED] Villagers may douse a burning enemy if the enemy started burning inside their Village.
- [FIXED] Human Villagers still gain experience and level up Talents even when the Talent is already maxed.
- [FIXED] Enslaved cultists may still sometimes join another Faction.
- [FIXED] Enslaved characters no longer gather Food.
- [FIXED] If a Ratman lives in a Village, it may keep carrying prisoners to its home.
- [FIXED] Demons may get stuck after getting zapped.
- [FIXED] Kleptomaniac trigger flaw actions disregard its current level.
- [FIXED] There is an exploit to Drain Spirit on Night Zombies multiple times. Note: bodies will now be removed from the game after Drain Spirit.
- [FIXED] There is an exploit that allows player to spawn infinite Eyes.
- [FIXED] Portal Upgrade to Level 8 takes too long.
- [FIXED] Some chaos orbs cannot be hovered over.
- [FIXED] Defending dragons are immune to all damage.
- [FIXED] Pathfinding issues in Cultist Hospice structure.
- [FIXED] Inconsistent Petrasol outline when moving a restrained Troll from inside a structure to outside.
- [FIXED] Basic Dagger does not provide any stat increase.
- [FIXED] In-game discord link is no longer working.
- [FIXED] Updated tooltip related to Cold Blooded to better state that it does not provide full immunity.
- [FIXED] Various issues related to characters getting stuck while moving towards their target.
- [FIXED] Various "no translation" texts.
- [FIXED] Various typo errors.

Update #8 Hotfix

Hello! We have a hotfix today addressing some reported bugs.

TWEAKS

- For a Monster Spawner's Capacity, we changed it so that it should no longer count any other residents of its current location and just count monsters it spawned. We did it that way before to prevent some exploits but it is confusing players. Please note that spawned monsters that have been recruited by other factions or captured by the player will not be counted.
- For clarity, "Active Capacity" in Monster Spawner's tooltip has been renamed to "Maximum Spawners". This refers to the number of active Monster Spawners that can be active at any one time.
- Retaliating Angels no longer gain humanoid upgrades from the Primordial Pool. Angels spawned by player should still gain the upgrades though.

BUG FIXES

- [FIXED] When mothman gifts Flying to another character, the character still can't move through walls.
- [FIXED] Various issues related to some Villagers unable to eat in some instances.
- [FIXED] Drain Spirit can produce infinite Chaos Orbs if the Villager has 100% Physical Resistance.
- [FIXED] Defending Wurms continuously blinking in place.
- [FIXED] Sometimes there are multiple entires of Plagued Rats in the Spells list.
- [FIXED] When removing flaw, sometimes the flaw is not removed from the Target's list even when the action was successful.
- [FIXED] Primordial Pool costs are not free even when the No Cost setting is turned on.
- [FIXED] Primordial Pool upgrades are sometimes applied incorrectly.
- [FIXED] There are still some instances when a Cultist will attack demonic structures.
- [FIXED] Snatch party members may get stuck pathfinding in Mage Towers.
- [FIXED] Chaotic Energy is already consumed before confirming Raid or Snatch party spawn.


Update #8: Our Anniversary Update is here!

Hello everyone. Celebrate with us on our Early Access first year anniversary with a week-long 30% discount and another update! Aside from the new features and tweaks listed below, we've also started the first steps in preparing the game for localization. We hope to make the game available to other languages soon.

New Monsters

We've added a few new monster types to the game:
- Ghoul
- Whisperer
- Broodmother
- Centaur
- Orc
- Mothman
- Tarantula

We'll just let you encounter them in the game to discover how they behave!

New Landmarks

These are the new landmarks that may spawn in the world:
- Fiery Cave
- Frozen Shrine
- Dead Grounds
- Bandit Camp
- Noxious Cave
- Jungle Rampart
- Dragon Lair
- Beast Lair

Different landmarks are home to a small and specific subset of monster types only. For example, Tarantulas may only spawn from the already existing Abandoned Mines and the newly added Noxious Cave. This will make the available monster types per playthrough dependent on what landmarks have spawned.

Monster Spawner

Aside from the monsters spawned on initial world generation, new monsters will no longer spawn randomly afterwards. Instead, we've introduced a new Monster Spawner spell that allows the player to place a spawner inside a landmark of their choice. This Monster Spawner will then periodically spawn new monsters. The type will be determined once the Monster Spawner is created based on the monster types linked to the landmark.

The Monster Spawner slowly degrades every hour until it eventually disappears after several days. Protect it as long as possible as it also occasionally produces Chaos Orbs while it has active spawned monsters defending it.

Monster Categories


Monsters are now categorized into 4 groups: Humanoid, Demonic, Undead and Beast. Humanoid, Demonic and Undead can pick up and use equipment. Humanoid and Demonic monsters can also take some Villager jobs like Farming, Crafting, etc. The categories are also important as upgrades from the newly introduced Primordial Pool are grouped by these four.

Updated Agitate


Previously, Agitate just forces a monster to go berserk and attack Villagers. It was not very interesting. The reworked Agitate ability will now affect monsters in different ways depending on their monster type. Some monsters are still just going attack Villagers when Agitated because that's still a useful tool for players but others will now instead be forced to trigger some of their unique behavior. For example, you can immediately trigger a Giant Spider's abduct behavior, or trigger a Kobold to place a Freezing Trap.

Primordial Pool

The Primordial Pool is a new structure that is available for all archetypes at Portal Level 3. In this structure, you can spend Chaotic Energy to upgrade various stats of monsters. All monsters from the wild and those you summon will be affected. The upgrades are divided per monster category.

Weapon Prefixes


Monsters will now have a small chance to drop Weapons when they die. A Weapon dropped this way may have a random unique prefix that adds a bonus effect. Some examples are:

Deadly - has a small chance to insta-kill per hit
Festering - has a small chance to apply Plagued to target
Demon Slayer - bonus damage to demonic characters
Sharp - increased crit rate
Mentor - faster talent experience

Keep an eye out on powerful weapon drops since some monster categories should now be able to equip these. Your lesser demons can also pick these up now and they will be able to retain it after despawn.

Game Alerts


This will be our replacement for our previous Tutorial Scenario that will also be available in Custom Games. These are non-intrusive tutorials that are triggered by certain game events. These Alerts will show up in the Bookmark Menu and will explain different aspects of the game as they become relevant to the player. We'll continue to add more Alerts to help beginners learn all aspects of the game.

Updated Water and Forest Visuals

Just some simple visual improvements to forests and water tiles to make the world a bit more appealing to look at:

In future updates we plan to continue tweaking and improving other graphical aspects of the game including updates for Elven Villages and introduction of roads and rivers.

Tweaks

- Prism has been removed and defenders can now simply be summoned anywhere within the player's corrupted territory. These defenders will only roam on your territory. They cannot be seized by the player to prevent exploits.
- Maximum active defenders starts at 3 and increases by 2 every Portal level up.
- Ravagers gain Chaos Orbs from spell and raid damage at a much faster rate compared to other Archetypes.
- Warmonger Factions are more likely to raid other Villages whenever their Villages run out of basic resources.
- Villagers may sometimes decide to visit other Villages on their free time.
- Added Keybind Q to open up Snatch Villager UI without having to navigate to a Prison first.
- Prison summon slot upgrades are now shared across all Prisons.
- Charges of Prison actions like Brainwash and Torture increases by 1 per active Prison.
- Added Keybind E to open up Snatch Monster UI without having to navigate to a Kennel first.
- Kennel summon slot upgrades are now shared across all Kennels.
- Added Keybind R to open up Raid UI without having to navigate to a Maraud first.
- Added Keybind C to loop through all the player's Watcher Eyes.
- Villager Needs meter reduction are significantly slowed down while they are travelling outside the Village.
- Villagers death from Malnourished has been lengthened to 3 days.
- Kleptomaniacs may now also steal Furniture.
- Spells that previously can only be cast on fixed square areas can now be more flexibly cast in any spot.
- Success rate of applying various element-related Status Effects like Burning, Poisoned, Freezing and Zapped are now affected by relevant Resistances.
- Significantly reduced cooldown of most player abilities.
- Some of the least useful abilities no longer show up in the Portal's Unleash list.
- Players can now control the direction of Fireball and Ball Lightning spells.
- Increased movement speed of Fireball and Ball Lightning.
- Fireball now explodes when it hits a structure and deals major Fire damage upon exploding.
- Ball Lightning now explodes when it hits a character and deals major Electric damage upon exploding.
- Ball Lightning has a small chance of adding Paralysis to characters it hits. The Paralysis effect is affected by the player's Paralysis affliction level.
- Equipment on grounds outside Village Structures will automatically despawn after 2 days.
- A character that cannot damage a target (often due to Resistances) should eventually stop attacking it, then flee and will disregard it for a few hours.
- Treasure Chests have been temporarily removed. They will be re-added later and connected to a future mechanic.
- A Villager will no longer visit a Village where they are considered a wanted criminal.
- Soil paths are created on Village tiles that are frequently passed by Villagers.
- Monster Info now shows their Type, and other important stats like Piercing and Resistances.
- Added Eliminate All Villagers as a Victory Condition in World Settings.
- Added short description to most objects.
- Players can now filter Notifications per Village.
- Players can now adjust Camera Pan Speed in the Settings Menu.
- Players can now view Keybinds in the Settings Menu. We didn't have time to make this editable yet but that will be available next update.
- Updated Demons and Monsters UI so that they occupy a smaller space by turning Reserves and Active column into tabs.