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Update #7 Hotfix 2

Hi everyone! Here's our second small hotfix for Update 7. Next week we'll start working on our Anniversary Update!

TWEAKS

- Added some auto-combine mechanics for resource piles that are dropped in Resource Producing structures and dwellings.
- Wanted criminals will no longer socialize in the Villager Center or Tavern.
- Most Undead and Golems will no longer need to Sleep to recover HP. They will instead always regenerate 1% of their Max HP per tick while out of combat.
- Cultists will no longer try to reach very distant Magic Circles.
- Bodies of Sacrificed characters will be immediately removed from the game afterwards.
- Tweaked frequency of Cultist related actions.
- Renamed Wolf Ravager to just Wolf.

BUG FIXES

- [FIXED] Kleptomaniacs may target planted Demon Eyes from the Watcher.
- [FIXED] Giant Spiders may sometimes get stuck when trying to return to their home.
- [FIXED] HP Gain popup is still showing up even when the character is already at full HP.
- [FIXED] Lycans may transform while being carried by somebody else, causing issues with demon abduct parties.
- [FIXED] Abomination Germ does not get applied to the consumer.
- [FIXED] If the widget is open, Reveal Info button does not update automatically when Chaotic Energy increases - causing it to still be disabled even if there are already enough to spend on it.
- [FIXED] Demon Cult factions do not build Temples.
- [FIXED] Bone Golems may sometimes not be summoned successfully if the Temple is at the edge of the Village.
- [FIXED] Vampire Lords cannot build Village Centers when starting a new Village.
- [FIXED] Fixed various other NullReference errors.

Update #7 Hotfix 1

Hello! We have a few bug fixes for today. We'll have another set of bug fixes and tweaks by the end of the week.

Bug Fixes:
- [FIXED] An equipment saving issue may cause a Save File to fail, preventing the player from accessing all their Powers.
- [FIXED] Human Empire may sometimes build a new village on an area with no Mine access. Elven Kingdoms may sometimes build a new village on an area with no Lumberyard access.
- [FIXED] Villagers fail to bury residents. (NOTE: In the latest update, if a Village does not have a Graveyard, they will only bury residents)
- [FIXED] If a Villager does not have enough Coins, they may continually attempt and fail to purchase resources.
- [FIXED] A Villager already trying to apprehend a criminal may still try to attack and kill it even if somebody else already restrained.
- [FIXED] A wanted criminal can still join Parties.
- [FIXED] Flirt actions do not create Logs.
- [FIXED] A Lycanthrope's nameplate sometimes does not update properly after transformation.
- [FIXED] Hover text tooltip does not scale properly when changing resolution.

Update #7: Villager Progression

WARNING: New update will break existing save games.

Hello everyone! Our 7th update is here and it introduces significant improvements to the Villagers! The primary goal of this update is to expand the internal systems governing Villager behavior and powers so that we can introduce more interesting interactions in future updates. While there are a lot of new features in place, this wouldn't play much differently from the previous version aside from some variance in Villager survivability. It's actually the succeeding updates that will expand on each one of these in much more meaningful ways for the player.

With this update, we've finally applied all of the major systems of the game. In a perfect world where development funds weren't an issue, this should have been the state that the game launched at as an Early Access. We thank all players for putting up with the game's unrefined state and we're glad that we're nearing the end of this tough development period.

We are about to proceed to the more important (and fun) next phase of development which is to polish these systems for a smoother player experience, resolve various simulation issues and fully flesh out each Archetype's powers and progression.

We plan on slightly increasing the game's base price soon so the current Steam Sale is probably the cheapest you will get it for a while.

Talents

Talents have been added to introduce variations in Villager capabilities. One Villager may have a high Talent level in Combat Arts, unlocking higher tier combat classes and providing it with combat-related stat buffs. Another Villager may have a high Talent level in Resources, which may expand the type of Resources it can gather.

Below is an overview of the different Villager Talents:

Martial Arts - Talent related to physical combat
Combat Magic - Talent related to magical combat
Healing Magic - Allows Heal skill in combat and unlocks various cures to Injuries, Plague, etc
Crafting - Allows crafting of various Equipment
Resources - Talent related to gathering non-Food resources (some Talent level effects are not applied yet)
Food - Talent related to gathering various types of Food resources (some Talent level effects are not applied yet)
Social - Talent related to interactions. Requires further expansion in future updates.

Villagers gain experience and level up their Talents by performing relevant tasks.

Equipment



Villagers can now craft Weapons, Armors and Accessories. Each character can equip one of each type to gain various improvements to their stats. A character can only equip a limited number of type of weapon or armor based on their Class (ex: Mages can only equip Staves). Do note that once equipped, an Equipment can no longer be unequipped manually by that Villager and

For now, Villagers obtain these equipment only through the new Workshop structure. In the future, monsters will also be able to drop equipment with unique effects.

New Resources

We've expanded the number of different resources that Villagers can gather and utilize. This is another way to introduce variety to the Villages you encounter. For example, a Village with access to Orichalcum will be able to craft better Equipment compared to a Village that only has access to Stone. For now, this simply provides rare instances where Villages have unique bonuses but we're hoping to expand on this further and introduce inter-village trading and resource envy.

Racial Improvements

We've already introduced Piercing and Resistances before but Villagers did not yet have any means of improving theirs until now. To recap, Resistances reduce damage to that specific type of element. It also gives a chance of completely resisting Spell effects (ex: Seize Villager is a Physical-based Ability so a Villager with high Physical Resistance may resist it). Meanwhile, Piercing negates Resistances.

One way that Villagers may gain Piercing and Resistances are through Equipment. The other way is through Racial Improvements. To differentiate Humans and Elves further, we've made the way they naturally gain permanent Piercing and Resistances different. For Humans, the system is more individual: a Human Villager gains various Piercing and Resistance improvements each time they level up any Talent. The gains depend on their Character Class. For Elves, the system is more collective: Power Crystals are now randomly dropped by monsters and animals. An Elf may absorb a Power Crystal to gain a random Piercing or Resistance improvement. This gain will be shared by all Elves from the same Village.

In general, Humans improve much quicker, but they tend to be capped because there is a limited number of Talent levels they may gain. Humans from the same Village will also have different Piercing and Resistance values as their gains are dependent on what their Character Classes are. Elves on the other hand improve relatively slowly and heavily depends on how many Power Crystals the Village finds. Even though they gain slowly, their progression is uncapped as they may keep improving as long as they continue finding Power Crystals. Also, since the gains are shared, the entire Village will tend to have similar levels of Resistances.

Villager Schedule


Villager Schedules have been slightly simplified so that they are more likely to be in sync with each other. There are now designated times for Work, Free Time and Sleep. Nocturnal characters have inverted schedules, but if they join a Party, they will still respect the party's normal schedule. Non-combatants are now assigned to specific Work Structures, and they perform jobs dependent on where they are working. There are still a few jobs that are shared by the Village members that do not come from Work Structures such as Bury, Build Structure and Repair.

Party Quests have also been significantly reworked so that they can all be finished within the day. Quests are generated early in the day, and available Parties take what they can at the start of their Work schedule. They will end their Quests as the Work period ends, even if they haven't successfully completed it yet.

Coins and Purchasing


While building Village structures is still a communal effort and uses resources freely, most of the other personal Villager Needs require them to spend Coin. Villagers now earn Coins by performing various Village tasks.

Villagers now no longer communally share Food and other resources. They must now earn Coins and spend it to obtain various needs.

This is still in a very early state and will be iterated and polished by next update. Furthermore, new Powers will be introduced to take Coins or manipulate greedy people with Coins.

New Non-combat Professions

Previously we had 3 non-combatant classes: Peasant, Craftsman and Miner but there aren't a lot of differences in them as most tasks were shared by the Village anyway. Now, the non-combatant Classes have been further expanded: Farmer, Fisher, Butcher, Skinner, Miner, Crafter and Merchant. These new Classes also now also must claim a single Work Structure to work on. The tasks they perform there will produce them Coins. Resources and Items are now no longer communally shared so Villagers that need resources or items created on a Work Structure must spend Coins to purchase it.

Updated Hospice


Villagers with at least Level 2 Healing Magic may now start working as a Healer in a Hospice. They produce Healing Potions and Antidotes from Herbs and cure different ailments. At Level 5, they can even dispel Vampirism and Lycanthropy, but only those that actually dislike being one will visit asking to be cured.

Updated Farms and Food Buffs

There are now four different types of Farms, depending on the Biome where it was built. The different crops as well as the other Food types now provide temporary Buffs to those that eat them:

Potato - Increases Intelligence by 50%
Corn - Increases Strength by 50%
Pineapple - Increases Mental and Physical Resistances by 100%
Iceberry - Increases Elemental Resistances by 100%
Fish - Increases Secondary Resistances by 100%
Animal Meat - Increases Piercing by 50%

Class Change


Standard combat classes have now been subdivided into three Tiers. At the lowest are the Marauders, Archers and Druids. At the middle are the Barbarians, Stalkers and Shamans. At the top are the Knights, Hunters and Mages. Villagers unlock the higher Tier classes as they level up the relevant Talents. Once a higher tier Class has been unlocked, they may eventually change into it.

Villagers may also switch between combatant to non-combatant and vice-versa depending on what the village may be missing.

Villager Wants

Villagers now have internal priority lists of Wants that they will attempt to satisfy. On first priority is the House, then Food, then various Furniture, Equipment and extra Food variety. Right now, all Villagers have the same order of Wants priority with some exceptions (Vampires skip Food) but we do plan to differentiate these further based on Villager traits.

Updated World Gen


The World Generator have been slightly tweaked so that there will be more variety in terms of what types of biomes may show up. New resources have also been applied to the generation tool and the new Village structures have also been introduced to the Village generator.

Disabled Scenarios


As mentioned in a previous update, we've decided to disable the Scenarios while we are still in the development phase where mechanics are still rapidly being changed. We intend to reintroduce scenarios in the future, and the new Scenarios may be drastically different.

Tweaks

- Manifest Food may now spawn different food types at random. Upgraded versions expand possible options.
- Trigger Flaw for Vampires may now target other Villagers that they do not have any relationship with.
- Settlement Rulers may now place blueprints multiple times per day.
- Objects may get Dirty from time to time. Villagers gain a negative mood modifier whenever they enter a structure that has too many Dirty objects. Lazy Villagers are less likely to clean Dirty objects.
- Defenders spawned by Prism will now target distant hostiles that attack any demonic structures.
- A single home torch will now light up the entire dwelling at night.
- Villagers may socialize at the Village Center or Tavern during their Free Time.
- Villagers may now sometimes drink water from the Village well.
- Characters now have Crit Rate. Critical hits deal double damage.
- Character damage stats have been split into two: Strength and Intelligence. Strength is used for damage computation for Physical-based attacks, while Intelligence is used for Magical-based attacks.
- Physical and Mental Resistances reduce Knockout success rate.
- New dwellings start out empty of Furniture.
- Monsters now also have hidden Stamina values. This should allow Villagers to get away from monsters if they have more Stamina for running away.
- Map sizes have been slightly adjusted. Fewer starting Villages may now be spawned by the player, with expectations that these will grow and expand over time.
- Characters will be fully healed once they get successfully recruited by a Villager faction.
- Tank monsters and lesser demons will now also taunt enemies that are attacking demonic structures.
- Tweaked cooldown of Afflictions.
- Additional tutorial tips have been added.
- Hotkey changes. Top Menu hotkeys have been reassigned to numbers 1 to 8. F5 is now for Quick Save while F8 is for Load Screen. + and - are now used to toggle between Game Speeds.
- Improved speed of game saving.
- Allowed players to name their game saves.
- Renamed Snooper to Watcher.

Update #7 Status Report

Hi everyone! We're now midway through development of our Villager Progression update. We are trying our best to have it available before the upcoming Steam Summer Sale this June. If we are unable to finish it by then, then it will be available by last week of June.

In the meantime, we'd like to describe some of the new features you can expect on the next update.

New Villager Classes

Currently, non-combatant Villagers typically share all Village-related tasks. Practically anyone can chop wood, mine, butcher, farm, etc. We want Villagers to have more varied lives as this will eventually open the game up to having more unique stories per Villager. To enable that, we split the existing Peasant class to various different profession-based classes - Farmer, Butcher, Logger, Miner, Crafter, etc.

As implied by these new worker classes, the tasks in the Village will no longer be shared by everyone. Instead, each Villager has their own specific job that they do. In fact, Villagers claim their own work structure and they "own" the products they produce there. So a Logger works at their own Lumberyard and keeps all the Wood that they gather there. For many situations, those that may need Wood must "purchase" it from the Logger. There are some exceptions that we allow to make the Village more survivable.

There is a system that allows Villages to know which type of worker it needs to prosper so expect Villagers to be able to change Class as necessary.

Villager Talents

We are introducing Villager Talents to make Villagers more unique from each other. As they perform various actions, they gain experience on related Talents. Villagers unlock more abilities whenever they level up a Talent. For example, Level 2 Crafting allows the Villager to craft Armors.

Race Based Improvements

The primary way that Villagers progress is by improving their Piercing and Resistances. They improve these in different ways depending on their Race. Humans gain personal improvement to their Piercing and Resistances whenever they level up their Talents, but the values they gain depend on what their current Class is. This makes their Stats vary by Class. Elves on the other hand, absorb powers from Energy Crystals that will now start spawning from monsters. When an Elf absorbs an Energy Crystal, they gain specific Piercing and Resistances that the Energy Crystal provides - and all elves in their Village gain that as well. This makes Elven villagers have more similar Stats based on what Energy Crystals they manage to absorb.

We still have to test these as we finish developing all the other intertwining features but the goal here is to have Humans and Elves progress differently as this is another way to vary what the player encounters and how they must approach each game.

Coins

Currently, Villagers living on the same Village experience very similar lives. If there are a lot of food, everyone is pretty much full. If there are no food, everyone starves. We want a simple way of having situations where there are rich and poor Villagers in the same Village. By introducing Coins and giving Villagers more personal ownership towards the products they create, we hope to have a simple economy that lightly simulates social stratification. As the player does not manage these Villages themselves, we don't intend to make this too complex or realistic. The important thing for us is to have varying lifestyles as this will pave the way for more interesting player social manipulations in the future.

Equipment

Another pillar of Villager progression is Equipment. Villagers will now be able to craft and equip Weapons, Armors and Accessories. These equipment provide various stat buffs.

More Resources

We're introducing more resources that may randomly spawn in the world. This would also allow for more varied situations - because Villages that have access to different types of resources will also develop differently.


Farms will also produce different crops depending on the biome they are built on. Eating different Food types provide different buffs. Villagers will now also desire variety in the food they eat, to provide them useful Mood boost.

About the Scenarios

Scenarios were added at the start of Early Access to provide content for early adopters while the game systems that will allow Custom to be replayable and fun were still unavailable. Now that we're slowly filling in the needed mechanics, it's getting harder to keep maintaining them every update as each one has different mechanics and victory conditions and we need to test and adjust each one extensively - which we sometimes fail to do for lack of time. We're strongly considering disabling them for the next update and just re-enabling them again sometime later once more of the final features are available so that they don't eat up too much of our development time each update. This will allow us to focus our testing on Custom - which is where the bulk of the new mechanics are most relevant. For existing players, we'd like to know if this is something that is acceptable to you.

Farewell to Squeaky Wheel

Our publisher Squeaky Wheel is also a Filipino Game Development Team responsible for creating games like Political Animals and Academia. They have recently announced that they are ceasing operations. We've had a very fruitful relationship with them and we know that Ruinarch might not have had a successful launch without their help. We wish all members of their team success in their future endeavors!

We do want to emphasize that Maccima Games is a completely separate Game Studio and is not affected by this development. Progress on Ruinarch will continue as usual. Probably the actual main effect on us is that we just have to take over the existing shared discord server which will soon be primarily focused on Ruinarch.

Update 6 Hotfix #2

Hi everyone. Here's our second hotfix for the Player Progression update. Unfortunately, existing saves will no longer work because the new Snooper upgrades and other fixes introduced changes to the save data.

Tweaks
  • Villager HP has been significantly increased to improve their survivability. Spell damage has also been slightly adjusted up to compensate.
  • Beholder has now been renamed to Snooper to avoid copyright concerns. Players can also now upgrade the Snooper to increase the number of Eyes they can spawn, and increase the Eye's visual range.
  • Prism defenders will now attack Angels outside of their visual range once they start attacking a demonic structure.
  • Added hotkey P to center to the Portal.
  • Players can now Poison and Seize objects in Villager inventory.
  • Added a simple popup to notify the player when a Power has replenished a charge.
  • Added a bookmark related to incoming Villager migration events.
  • Added current Portal level on the Portal Nameplate and Victory Condition header.
  • Level 4 Remove Buff can now also remove Blessed trait.
  • Added a notification when the Player activates Expel.
  • Frozen status now removes all stacks of Wet from the character.
  • Added Right-click Abilities Tutorial.


Bug Fixes
  • [FIXED] Upgrading Agitate sometimes causes the agitated monster to deal negative damage.
  • [FIXED] Dispose Food Pile causes infinite repair loop.
  • [FIXED] Villagers can't fish on distant Fishing Shacks.
  • [FIXED] Enslaved characters sometimes starts their own Village.
  • [FIXED] Icalawa Victory Condition doesn't trigger sometimes even when all Villagers have been wiped out.
  • [FIXED] Kobolds attack frozen Angels instead of abducting them.