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Ruinarch News

Milestone #1 Hotfix

Hello! We discovered a lag issue on PCs if the OS is installed on an HDD. This hotfix should address it. We managed to also sneak in fixes to bugs reported since last night.

TWEAK:
- Slightly lowered migration rates
- Temporarily hid all Video Tutorials until Unity resolves related video play issue affecting some Radeon devices
- Prisoners kidnapped from a hostile faction will now sometimes be fed by their kidnappers when they are Starving

BUG FIXES:
- Fixed: Lag related to log data
- Fixed: Delayed notifications and log data
- Fixed: Sometimes game may freeze on new Migration
- Fixed: Sometimes game may freeze when a Village is roaming inside a structure
- Fixed: Faction ideologies texts sometimes do not update properly
- Fixed: Dragon on Oona turns Passive when it becomes a Zombie
- Fixed: Quest are sometimes not dropped by the Party even if there are no more active members
- Fixed: Exception when a Villager sees and attempts to stop someone who is strangling self
- Fixed: Exception related to carried corpses

Update #1: Post Launch Polish

Hello everyone! It's been a little over a month now since we've launched. Again, we want thank all the early adopters who supported the game this early in development. We know that there's still quite a road ahead before we are done but I hope our current version at least already shows the game's potential and can give players an idea where we can go from here. This update is the first of many milestones we'll be having on our way to 1.0.

Major Warning! Previous Saves will no longer work with this new update.

Village Expansion



Villages can now expand! Faction Leaders and Settlement Rulers will sometimes specify a spot where a new structure should be built and a Villager will eventually come and build it. Villages still have a maximum size so it will not continue expanding exponentially.

In the future, there will be different Village Types that determine up to what size they can expand and what sort of structures they prefer to build. This will also be eventually tied up to a more in-depth economy system where various resources will have varying importance to factions.

Persistent Party System



Before, parties are temporarily created and disbanded to undertake a single quest. Now, Villagers will create named Parties and stay as member of a Party for a long time, Quests will be "posted" on a Faction and available Parties may undertake them. Right now, there are several Quests that Parties may undertake:
  • Explore - explore nearby points of interest
  • Rescue - find and rescue a missing Villager
  • Raid - kidnap Villagers or steal Resources from a hostile Village
  • Counterattack - attack the player's Demonic Structures
  • Exterminate - clear out monsters from a nearby location

Parties are also now more synced in their movement, and they will recuperate their Needs at the same time. Some more tweaks will be applied here later make them work together better.

Updated Villagers and Factions UI



We've categorized Villagers by their Faction and introduced more tools to easily sift through the list. You can also now see each Faction's Crimes list.

Updated Logs and Notifications



You can now filter Logs and Notifications by categories!

Updated Relations UI



You can now filter the Relationship List by categories!

Highlight Relations on Share Intel



When you hover over Villagers, you can see their relationship with the characters that are relevant to the currently selected Intel.

Adjacent Region Button



You can use these new buttons visible at the edges of regions to quickly transfer to an adjacent region. You can also use R button to toggle through the regions.

Extra Loadout Options Checkbox


For those that enjoyed the flexibility of the Tutorial Loadout, you can more closely adjust one of the three existing Archetypes to be closer to that by unlocking more loadout options by ticking on this Checkbox.

Tweaks

- Villagers invited to make love will accept or reject at the moment they are carried instead of when they are dropped in the bed.
- When used, Poisoned Healing Potions will instead deal damage and apply Poison
- Poisoned food will deal damage and apply Poison when fed to somebody
- Villager Needs decrease slightly slower
- Increased Customized World minimum village size
- Increased Customized World region sizes
- Adjusted Customized World monster spawns
- Villagers that don't consider Demon Worship a crime should no longer destroy Cultist Kits
- Villagers will now react properly if they find out someone reported their crime to an authority
- Characters that trigger a booby-trap will also be rendered Unconscious.
- Added more Berry Shrubs in Grassland and Forest biomes
- Game will now auto-adjust some UI positions to reduce overlaps
- Removal of Frozen and Unconscious no longer needs a Water Flask
- Villagers will also now attempt to remove Ensnared status from other non-hostile Villagers
- Berserk combat will now only render its target Unconscious instead of killing them
- Revenants will no longer spawn from Settlements not owned by Elves or Humans
- Added visual effect and log when someone enters a Wurm Hole
- Suspicious cultists will no longer destroy objects the player interacted with
- Villagers will no longer attempt to haul resources they see from other villages
- Villagers will no longer pick up an item if they already have two of it in their inventory
- Paralyzed vampires can no longer knockout and restrain other approaching villagers
- Raids are now non-lethal and have the primary aim of kidnapping other Villagers or taking resource piles
- Sleeping characters may be awakened by nearby combat
- Wells and Fishing Spots are now immune to Frozen status

Bug Fixes

- Fixed: Divine Intervention sometimes considers a different Villager as part of the Angel party group that must be wiped out
- Fixed: Succubus sometimes does not return to its normal visual on death
- Fixed: Some missing Log text replacements
- Fixed: Corruption discovery by a Villager sometimes triggers and then immediately auto-completes
- Fixed: Villagers sometimes starve to death even when food is available
- Fixed: Sleeping Villagers can still accuse others
- Fixed: Monsters can be accused of crimes
- Fixed: Troll in the Zoo may trigger an endless loop when bringing in a victim
- Fixed: Can sometimes build 2 Eyes in one region
- Fixed: Some buttons become disabled when transferring from one region to another
- Fixed: A Wall block (Spell) can be placed on tiles with important objects and destroy them
- Fixed: Game sometimes crashes when destroying a Well
- Fixed: Characters passing through wurmhole are also damaged when the wurmhole receives damage
- Fixed: Extermine Jobs are sometimes created on locations that no longer have any hostiles
- Fixed: Non-combatants may sometimes gain Apprehend jobs
- Fixed: Dead characters should now also have visible Blood on game load
- Fixed: Dead villager's hair is in wrong position on game load
- Fixed: Duplicate mine and farm jobs on game load
- Fixed: 0 Stone produced from mining stones on game load
- Fixed: Unlimited use of Snatch in Tutorial Scenario
- Fixed: Adjust position of Confirm button overlapping other cultist buttons
- Fixed: Shortcut Keys can still be used while a Tutorial Popup is active
- Fixed: SetTargetToGoTo NullReferenceException

Updated Roadmap

Please also check out our updated Living Roadmap. We've decided to just show the few upcoming ones instead of the entire roadmap. We suspect our initial plan will undergo a lot of changes over the course of Early Access so it doesn't seem particularly useful. On the other hand, these upcoming ones will have less chance of having significant changes.

Mid-month Update

Hello everyone! We have another update today that includes some new features, tweaks and bug fixes. One of the interesting suggestions we got from Discord is about unique passive abilities per Archetype. In this hotfix, we've added our first Archetype passive abilities - primarily new means for the different Archetypes to produce more Chaos Orbs. In the future, we'll probably have more passive abilities that the player can customize so these will also be added in the Loadout Menu eventually.

The next update will be around the end of the month which will be more focused on new features and UI improvements rather than bug fixes.

[h2]NEW[/h2]
  • Ravager passive ability - All Monsters spawned by the Ravager produce 1 Chaos Orb when they die
  • Lich passive ability - Lich will initially have a friendly relationship with the Undead faction
  • Lich passive ability - All characters belonging to the Undead Faction produce 1 Chaos Orb when they die (except for Zombies that have a smaller chance of producing Chaos Orbs each time they die)
  • Puppetmaster passive ability - Villagers produce 1 Chaos Orb each time they gain a personal Enemy and produce 2 Chaos Orbs each time they gain a personal Rival
  • All archetype passive ability - Chaos Orbs that expired will still give the player 2 Mana each
  • Player request - A new Free Mouse tick box has been added to the Settings Menu to allow the mouse to exit the game's screen
  • Quick Save Button - F8 (this will be configurable in the future, alongside other hotkey buttons)


[h2]TWEAKS[/h2]
  • Necromancers will no longer spawn undead from nothing if the number of skeletons in its current region is already above 15.
  • Necromancers will no longer spawn undead from corpses if the number of skeletons in its current region is already above 25.
  • The Village in Oona has been slightly enlarged
  • Assault and Knockout will no longer produce Chaos Orbs if they are part of a Psychopathic Ritual or a Drink Blood action.
  • Passive mana gain has been further reduced to 10/hour but can reach up to 40 Mana (this will eventually be an optional Passive Ability in the future)
  • When travelling to another region, characters can transition from any edge tile rather than having to all go through a single center tile
  • Small improvement in Saving and Loading time


[h2]BUG FIXES[/h2]
  • Vigilant characters should no longer be knocked out
  • Cold-blooded characters can no longer be frozen by Freezing Traps
  • Notifications and Chaos Orbs are now included when loading Saved Games
  • Characters from pre-spawned tombstones should no longer be included in the Villagers list
  • Spawned demons will be taken off as residents of a structure once they die
  • Paralyzed villagers should no longer attempt to pick up healing potions when low HP
  • Fixed issue where sometimes a Berserked character will retain its red tint
  • Fixed missing portraits of some Zombie monsters
  • Fixed missing Trait text on Cultist befouled ritual logs
  • Fixed ArgumentNullException that causes an infinite torture loop
  • Fixed NullReferenceException sometimes triggered when items are dropped
  • Fixed NullReferenceException sometimes triggered when a character with some crime data dies
  • Fixed NullReferenceException related to taking shelter from Blizzards

Save System!

Hello everyone! With this update, you can now save your game while playing a scenario. It's a bit of a rush job so the saving takes a few more seconds than you might expect but more performance improvements will be applied soon, including a Quick Save hotkey!

With this done, next week we can continue fixing other reported bugs as well as start working on tweaks and improvements to the game! Our first significant tweak is related to the current Party system. We'll have more details about it when it's done.

Bug Fixes:
- Cultists with Blessed trait can now be instructed to do Cultist-related actions
- Cultists should no longer remove Booby Traps or Poison of other Cultists if they do not personally own the object
- Cultists should no longer accuse your Skeletons of various crimes
- Fixed issue where Villagers may sometimes stop apprehending criminals when they are not inside a Village
- Fixed issue with Kobolds getting stuck if other monsters kill their target
- Fixed issue where some Villagers may be temporarily stuck waiting until their target is no longer being carried
- Fixed missing log related to crime judgments
- Fixed NullReference error sometimes occurring when a Criminal is judged
- Fixed bug where there are multiple non-Blessed Villagers in Icalawa
- You can now Sacrifice monsters that somehow got trapped inside Prison and Defiler rooms
- VIllagers should no longer attempt to restrain an unconscious Dragon

Hotfix #2

A few more tweaks and fixes we managed to squeeze in while working on Save System:

TWEAKS:
- Blessed characters can now be Snatched
- Lich starts with one charge of Skeleton Marauder
- Skeletons from Raise Dead should now show up on your Monsters list
- Monsters at the Kennel can ba Sacrificed to produce a small amount of Mana
- Authorities now have higher likelihood of believing Crime Reports and also turning Heinous Criminal as Wanted
- Villagers informed about Crime Report actions should react more appropriately now
- Disabled Cultist trigger flaw as other existing Abilities are more appropriate for use
- Villagers should no longer be shocked when seeing tombstones or corpses of other characters they don't know

BUG FIXES:
- Cannibal trigger flaw should exclude targets it can't reach. NOTE: Trigger flaw effect will only Butcher another Villager.
- Fixed various errors sometimes occurring when characters travel from one region to another.
- Fixed issue with Abductor monsters sometimes attempting to attack themselves.
- Fixed issue with Defiler door sometimes not closing when a new Brainwash target comes in.
- Fixed issue with Brainwash targets sometimes seeing hostile characters from outside the room.
- Fixed issue with intruder Restrain jobs sometimes causing Villagers to get locked in a loop.
- Fixed issue with some Villagers attempting to carry a missing target
- Fixed issue with carried characters sometimes having no set structure
- Fixed Pangat Loo undead invaders sometimes getting stuck after combat
- Fixed NullReferenceException related to report crime logs
- Fixed NullReferenceException related to destroyed tombstones