1. Ruinarch
  2. News

Ruinarch News

Update 6 Status Report

Hello everyone! This is the first month that we wouldn't have any significant milestone update. This is because our next milestone is pretty huge. We're finally introducing player progression system into the game. We're hoping to release it by end of March but there is also some chance that it may be delayed in case we need to refine it further.

As we haven't implemented a progressions system yet, the current version of the game simply allowed the players to choose an initial loadout - and this is the only ability set they will have access to all throughout that game. Aside from the Biolab progression, this makes playthroughs fairly static experiences all throughout.

With the upcoming progression system, players should now expect to start off significantly weaker - with a fewer subset of abilities, and a slower early game pace. But as the game continues on, expect to have access to multiple avenues of progression - unlocking new abilities, upgrading existing ones, expanding your minion capacities, obtaining new lesser demons and structures, and amassing various player resources. The progression system is expected to slow down the game's pace but it also makes it longer and more varied.

Below are some of the details regarding what's coming. We'll give out some more details by mid March.

Player Resources

We've split player resources into three different types: Mana, Chaotic Energy and Spirit Energy.

Mana is used to unlock new abilities, cast spells and afflictions and summon minions. The player gains Mana every hour. The amount gained can be increased by builiding more Mana Pit structures. This is a resource that you should have a steady and consistent supply of as long as you have a pretty stable base.

Chaotic Energy is gained through various interactions with the world. Cultists can produce it for you through prayers. The damage dealt by your spells and minions also generate Chaotic Energy. Certain Plague symptoms may also create more of these. Mental breaks also generate a huge amount of Chaotic Energy. The player may then use Chaotic Energy to upgrade abilities as well expand abilities provided by special structures such as the Biolab and the Meddler. This is a resource that you should be able to get by interacting with the world. We're giving you multiple options to get this so that different playstyles can be viable.

Spirit Energy is gained by draining the life essence of imprisoned monsters and villagers. This special resource will be used for lesser demons, passives and demonic structures. This is a resource that forces you to be 'evil' to obtain it.

The additional resources are necessary components that should provide some depth to the new player progression systems that we are about to add.

Unlock System

The player will now begin with a smaller starting fixed loadout based on the chosen Archetype. New abilities are instead unlocked by spending Mana at the Portal. You may unlock a new ability once every 24 hours. You will be given a set of three random choices. Some have prerequisite abilities before they show up.

This is one core of the player's progression system. It is intended to make sessions lengthier and more varied. While abilities closely linked to your Archetype are more likely to appear, you will also occasionally be given choices coming from other Archetypes. You start out significantly weaker and limited compared to current versions, but expect to have a much wider repertoire by end-game.

Piercing and Resistance

We have introduced Piercing and Resistances as both player and villager progressions. All characters have different Resistance values for all the elements. There are also Resistance values related to Mental and Physical effects. Higher Resistance reduces damage from the related element. It also reduces the success rate of various effects. For example, someone with a high Physical Resistance is now more likely to resist the player's Seize action.

Piercing is a direct counter to Resistances. To completely negate a target's Resistance, your ability must have an equal or higher Piercing value.

Upgrade System

All player abilities can now be further upgraded through the new Spire structure. Once Villager progression is introduced, expect the Villagers to continually improve their various Resistances. The player must be able to keep up by obtaining enough Chaotic Energy to be able to upgrade their abilities. Typically, the ability's Piercing value is increased, as well as some various small improvements in cooldown, charges or base damage.

Minions Rework

Perhaps this will be the most controversial game change. Currently, depending on their type, a Lesser Demon or monster has a specific fixed behavior. Players typically breed a "charge" of a monster, and then summon it anywhere in the map.

The minion behaviors we give for bred monsters are different and limited compared to the wild monster behaviors. At the same time, the way the player can currently just store many charges of monsters and then summon them nearly anywhere is quite hard to balance. We're not quite happy with this system as it's quite exploitable. The changes we intend to make are:

- Certain structures should instead provide the player varying monster type Capacity. Capacity is the amount of that monster type that can be summoned in the world at the same time. Each Crypt for example gives the player up a small amount of Skeleton capacity. Each Kennel now also provides capacity for the one monster type that the player managed to imprison there.
- Instead of summoning monsters anywhere, we're introducing new structures that the player must use to spawn these monsters in small groups or parties. The structure provides the Monsters the "instruction" on what to do. For example, monsters spawned by a Defense Point structure will defend the area around it. Another structure called the Maraud allows the player to form Raid or Snatch parties led by a Lesser Demon. The player's active minion count is limited by their Capacity as determined by their Kennel, Crypt and other capacity increasing structures.

While certain monsters will be more effective at doing certain assigned jobs, this change does mean that most monsters can be used for various roles, instead of each monster type having its own fixed behavior. In a way, expect to lose some of the variety that different bred monster types currently have.

That loss, as well as being unable to summon them anywhere immediately, may turn off existing players. To make up for that, we will instead introduce another future feature that will allow players to more strongly influence and/or spawn wild monsters (in a future monster-related milestone) - so the things you typically do using bred monsters, you should be able to do using wild monsters in a slightly limited way.

In exchange for the reduced bred monster behavior variety, we feel that this new minion mechanic makes minion roles more focused and predictable. We also prefer the concept of the evil overlord sending out parties of monsters led by a lesser demon to harass and invade villages - rather than just spawning them out of thin air.

Base Building

Demonic Structures have now been redesigned to be much smaller. They also no longer occupy an entire area. The player also must build them on or adjacent to corrupted tiles.

This means that the player typically expands outwards from their Portal instead of being able to build anywhere in the map. Also, since the player can no longer quickly someone minions anywhere, proper Defense Point placement and early summoning of defensive minions are important in case Villagers decide to attack you.

In the future, the player will also be able to further customize and decorate their base.

Thoughts?


We'd love to hear your input and concerns regarding our planned changes. Please do know that we of course intend to test everything seriously first to confirm that all elements work together soundly. Expect features to still change as we playtest the new systems.

Tune in on another status update this March for some more details regarding new Demonic Structures, changes to the Eye and other mechanic changes we have been working on!

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.