Posted 15 October 2017 - 04:28 AM

Rise to Ruins now officially supports trading cards! Featuring 6 cards, 8 backgrounds, 10 emoticons and 6 badges!

Resource management controls have been added. You can now adjust resource production caps in the left tab (Same area as the workforce panel)

When you click on a building that provides a job, or a villager with a job, the left panel now snaps to a summery view of what that job or building can manufacture, as well as a workforce panel to adjust worker counts.

Most production levels are set to 0 by default, and you have the option of raising the amount you want to "Make now" or the amount you want to "Maintain".

Setting a resource to "Maintain" tells the AI to do everything it can to keep the count at what you set. For example, if you set the AI to maintain 20 boards, it will make up to 20 boards, and only make more if the total drops below 20.

Setting a resource to "Make" tells the AI to immediately make the amount set. For example, if you set the AI to make 20 boards, they will attempt to make 20 additional boards regardless of what maintain is set at, then stop once 20 are produced.

The same system can also be used to control harvesting.

Setting the values of "Make" or "Maintain" over 200 will set it to "Infinity".

The AI still obeys storage limits, so make sure you have space or production may halt.

You can increment/decrement the values by plus or minus 10 by right clicking.

The totals listing in both the resource management panel and main resource list along the top of the GUI can now be sorted by resource locations, allowing you to see what resources are equipped, on the ground, in storage, etc.

You can use left shift plus left or right click to autoset the make and maintain controls to 0 or infinity.

Speed controls have been added, you can now toggle between pause, 1x, 2x and 3x. Warning: 3x may cause performance issues on lower end machines!

The entire combat AI was rewritten from scratch, allowing the use of ranged attacks and opening up development for future weapon and mob types to utilize the new system.

Bowyers can now manufacture bows and quivers.

Added bows and quivers to the game, as well as a dedicated inventory slot for them. Villagers can equip and use them to shoot at monsters from across long distances and over walls.

Fire Elementals now can shoot fireballs.

Crystal Golems and max level Wood and Stone Golems can now shoot magic missiles.

A new, and the first animal mob has been added. The doggo! Wild doggos will very rarely spawn on the map and occasionally make their way into your village

The chance of a wild doggo on the map visiting the village will increase during the daytime, when they are hungry or thirsty and when it is raining or snowing.

When a wild doggo visits a village, they may interact with villagers and become domesticated, take an owner and take a name, becoming part of your village.

Domesticated doggos will follow their owner around, and occasionally help with minor work tasks, like harvesting wild food or taking resources on the ground back to storage buildings.

Doggos, like villagers, also need to eat, drink and have a home.

Doggos are stronger than their same level villager counterparts, but are also a lot more brave. Keep an eye on them so they don't get themselves killed in a fight.

New Building: "The Doggo House", a very small, cheap house that houses only Doggos.

All Golem Combobulators have been completely redrawn, and rebalanced. They all can now be upgraded 3 times, with the final stage allowing you to pick a magic element to apply to the golems.

Crystal Golem Combobulator has been added, this comboboulator's golem stats are similar to the stone golems, but do magic damage.

Golem Combobulators now start by only spawning 2 golems, but gain an additional slots per upgrade, up to 5 total.

The map tile loader has been completely rewritten from scratch.

Tons of code cleanup in the spells, mobs and object modules, streamlining the coding process to add new.

Fixed abandoned recombobulator image in map editor GUI.

Fixed a few minor problem panel issues.

Fixed 4k texture loading problem for some older GPUs.

Fixed a rare bug that could cause a building to be "destroyed" twice if it takes damage from two sources in the same update tick.

Fixed bug where you could still pull things out of limbo via the Cullis Gate.

Fixed crash when trying to build or destroy roads off the map.

Spawner buildings are now purple on the minimap.

Reorganized the defense tab into 3 sub categories.

Readded Ancient Radiance Pools and Cullis Gates to the map editor.

Main menu's drifting can now be disabled manually in settings.properties.

You can now hide the place camp panel in sandbox mode without placing the camp.

Resources are now white on the minimap.

Mobs can now drink from the lake and ocean when desperate, but will catch dysentery.

Added a very rare random chance of an eclipse, causing nighttime behavior during midday.

Added a purple crystal tileset to be used in future biomes.

New resource artwork for Crylithium added.

Improved the construction phase artwork for all walls.

Lowered volume of the villager birth/nomad joined and village death melodies.

Spells no longer cost influence to cast if they fail to cast.

Varied the random standing coordinates when harvesting a bit.

Corrected Cullis Gate construction outline graphics.

Adjusted the pool color in Essence Collectors.

Villagers will only try to claim a home if the homes total available slots, less the villagers already en route, is higher than 1. This prevents large groups of villagers trying to claim a home with only a few slots left in it.

Shields have been added to the game with a chance to block, when a block is successful 100% of the damage is diverted to the shield's durability instead of the mob.

Toolsmiths can manufacture iron shields.

Farms can now use dirty water for crops.

Farmers can now harvest dirty water for their farms.

Changed priority of clean water in farms to very low, preventing wasting clean water on farms unless all other sources are full.

Arrow Bundles renamed to Ballistae Bolts Bundles so they will not be confused with the new Quivers.

Rewrote the entire missile system to complement the new mob range attack AI.

Made several minor tweaks to the AI.

Critical building repair AI now kicks in at half health, rather than a third health.

Added a bunch of fan made maps to the Developer's Choice map pack.

Halved the drop rate of silk.

Harvesting AI will now bail out if it is en route to harvest something and the resource is deselected by the player.

Total resource counts now count resources that are in inventories.

Water Masters now refine water from the nearest source.

Changed the Cullis Gate tip to reflect the changes in InDev 27.

Mobs on fire can now be put out by being dropped in water.

Mobs now flee to water when on fire.

Mobs body heat will now drop slowly while in water or if it is raining.

Added proper colors for the various water phases in the minimap.

InDev 28 is finally here, with so many new and really great content I'm excited to release, I don't even know where to start! This patch introduces, a new resource management panel, doggos, more defense mechanics, new golems, ranged attacks,, and so much more!Be sure to give the change logs a good once-over, and let me know what you think about the new patch down in the comments. I'm really excited to get this patch out to you guys, and I'd love to hear your feedback on all the changes.