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Ruinarch News

Update #5 Fixes

[h2]Tweaks[/h2]
- Omnipotent Option added to Customization Menu. This will unlock all player abilities and skip the Loadout Menu.
- Clicking on Structure and Item portraits will center to the related object.
- Necromancers may now be able to convert Undead belonging to a different faction.
- Cultist Preach priority has been increased so it triggers more consistently.
- Scheme cooldown should now be visible on the Right Menu's second column.
- Number of living members of a Faction is now visible on the Villagers/Faction UI.
- Only malnourished Villagers will be forced to eat Human and Elven meat. Otherwise, most non-Cannibals will attempt to bury/destroy the meat.
- Tweaked Icalawa win condition.

[h2]Bug Fixes[/h2]
- [FIXED] Cultists in a Demon Cult faction still make Demon Worship assumptions when other Cultists pray.
- [FIXED] Ratmen sometimes drop prisoners to the Portal.
- [FIXED] Spirit spells sometimes do not work correctly.
- [FIXED] Harvest action says it produces 50 Food even though it only produces 30.
- [FIXED] Cultist Join Faction ability have unlimited charges.
- [FIXED] Phylacteries are invisible.
- [FIXED] Some monsters seized out of cave get stuck while roaming in place.
- [FIXED] "Demons have been disbanded" may sometimes be displayed in the Notifications.
- [FIXED] Additional performance improvements for Zenko map.
- [FIXED] Various null reference exceptions that cause characters to stop moving.

Update 5: Bigger Maps

Hi everyone! This is our first milestone update of 2021. I consider this more of a consolidation patch - it involves mostly tweaks on existing features, performance improvements and bug fixing. These changes are also partly in preparation for our next two milestones which are going to be quite big and will introduce some significant progression changes to how the game is played. Expect the first of those two milestones in late March.

[h2]Merged Regions[/h2]
Probably the most noticeable change here is that we've done away with regions separated into different maps. A world may still be composed of multiple regions of different biomes but they are all now accessible within one single map.

We had to rework some of our Villager AI to make this performant. The downside here is that the Villagers now lost some of their flexibility in decision-making. There are still some further rework needed for the Villagers to operate better but these will be introduced alongside the Villager Progression update.

This change also does further reduce the necessity of having such a detailed hex World Map so it is likely that it will be replaced by a simpler minimap in the future.

We'll slowly further increase map sizes as we continue improving performance.

[h2]Customization Options[/h2]

We've introduced some additional gameplay setting options to our Custom Games. Changes include:
- instead of selecting number of regions, choose between different Map Sizes. The Map Size dictates the maximum number of regions, starting factions and starting villages
- specify the starting faction's Faction Type, Name and VIllages
- set the Biome of the map's different regions
- modify various difficulty settings such as Cooldown Speed, Mana Costs, Ability Charges, Generated Threat and Villager Migration
- choose Sandbox mode if the player does not want the game to end when there are no more villagers

[h2]Updated and New Scenarios[/h2]

Given the new flexibility of Custom, we feel that the current scenarios require some changes to make them offer unique challenges that you can't encounter from Custom. What we've decided to do is to tweak some scenarios to use custom loadouts and/or have unique win conditions that force players to try different aspects and playstyles available in the game. These unique win conditions should also help us identify what's currently lacking in the player's repertoire - ideally we want the player to be able to accomplish these goals using different approaches. If there is a lack of options, we can introduce tweaks in upcoming updates.

[h2]More Monsters and Monster Respawn[/h2]
We've added 3 new monsters: Scorpion, Harpy and a third secret one. We have also reworked regional fauna list so that different biomes can each have their own possible sets of monster types. Monsters may now also respawn in caves and monster lairs throughout a playthrough.

[h2]New Abilities[/h2]
The following new abilities have been added:
1. Remove Buff - A new miscellaneous action that allows the player to remove any positive Trait of a character.
2. Remove Flaw - A new miscellaneous action that allows the player to remove any negative Trait of a character.
3. Expel - Can be performed on a Villager belonging to a Faction allied with the player. The target will get kicked out of the Faction.
4. Heal - A new miscellaneous action that fully heals the target character.
5. Release - A new miscellaneous action that removes Restrained, Ensnared, Frozen and Enslaved from the target character.
6. Protection - A new spell which applies the new Protection status on non-hostile targets within a small Area. Characters with Protection receive reduced damage.
7. Join Faction - Available on all Cultists. This instructs them to switch to a different valid Major Faction.

[h2]Tweaks[/h2]
- Scheme cooldown is now different depending on the Scheme that was triggered.
- Slightly reduced Night Zombie HP.
- Migrating villagers will more likely spawn away from player structures that are at the edge of the map.
- Quantity of resource piles are also now displayed in their nameplates.
- If Brainwash is successful, the target's Needs will all be fully replenished.
- Characters now very rarely flirt with their husbands or wives.
- Temporary: Monsters now do not spawn in wilderness - they only spawn inside caves and other special structures.
- Divine and Nature Worship will usually only be considered as crimes if the Faction Type is Demon Cult.
- Villagers will take back objects that they assumed was stolen from them.
- Elves no longer like to eat Rats and Ratmen.
- Slightly reduced some plague transmission rates.
- Reduced Plague spell charges to just 1 and slightly increased its Mana Cost.
- Tend Farm action is now removed. Farms can now be harvested daily.
- Villagers can now usually only obtain resources and food when the appropriate resource structure has been built. This is a pre-setup for future Villager Progression updates.
- Sharing Intel that a Wild Monster or Undead ate or butchered a Villager may now trigger Exterminate Quests.
- Cultist trait is no longer considered as a Flaw. Cleanse Flaw should no longer remove the Cultist trait.
- Added a Skip Advanced Tutorial switch in the Settings Menu to disable optional tutorial quests related to new Demonic Structures and other gameplay elements.
- Clicking on Pause button while game is paused will unpause the game.

[h2]Bug Fixes[/h2]
- [FIXED] Booby Trap Character renamed to Booby Trap as it does not fit inside the right click menu.
- [FIXED] Trolls are not eating their prisoners.
- [FIXED] Character selector is misaligned when the selected Villager is sleeping on a bed.
- [FIXED] Bone Golems attack prisoners.
- [FIXED] A Faction sometimes considers a Worship as a crime even though it is still their own Worship ideology.
- [FIXED] Monsters that turn into zombie have the wrong zombie sprites.
- [FIXED] Snatch action is still available on characters that belong to the player's Faction.
- [FIXED] Some characters get stuck when trying to attack doors or walls.
- [FIXED] Wrong crime assumptions can be used as blackmail material.
- [FIXED] Lycanthropes may target and kill their original forms.
- [FIXED] Some characters have a strange glow.
- [FIXED] Some Plagued characters are missing their Plagued particle effects.
- [FIXED] Gibberish text are sometimes seen in Successor tooltips.
- [FIXED] Some instances of failed Preach action logs it incorrectly as if it were successful.

Academia : School Simulator Version 1 Released!


Hello Scholars,

We're excited to finally release Academia : School Simulator Version 1

Check out the Steam update here!

We have an amazing 30% off sale happening right now, so this is the best time to buy the game! Thanks for all the support for the past 4 years everyone, we couldn't have done it without you!

Update #4 Hotfix

Here's a small update before we take a break. Merry Christmas, Overlords!

Tweaks

- Slightly reduced generated Threat of various abilities.
- Added Meddler Tutorial - triggered when the Structure is first built.
- Added Scroll Bar for Relationships tab.
- Villagers that willingly join or get recruited by a Demon Cult will now always become a Cultist.
- Reduced Migration Meter increase based on number of active Villages.
- Tooltip on Migration Meter for Villages that do not trigger it now explains it properly.

Bug Fixes

- [FIXED] Cultist 100% success rate for Schemes do not get added to the total unless there are others in the list.
- [FIXED] Scheme success rate tooltip is hidden behind the Scheme container.
- [FIXED] Some Intel tooltip alternately switch text values rapidly.
- [FIXED] Dead characters show up in Intel tooltip quick hints.
- [FIXED] NullReference error sometimes occur when dropping a Resource Pile.

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.