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Steam News4 November 20232y ago

Mid-Run Save Update (And More!) - November 4th 2023 Patch

Hello everyone, and thank you all for the great response to last week's update. It's been so exciting and gratifying to hear that the lag issues have been resolved for so many players.

Full notes

Full Ravage Road update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone, and thank you all for the great response to last week's update. It's been so exciting and gratifying to hear that the lag issues have been resolved for so many players. Here's what this week's patch has for you:

What changed

2 fixes6 additions6 changes1 removal
  • Fixes
  • Performance
  • Gameplay
  • Balance
fixedHello everyone, and thank you all for the great response to last week's update. It's been so exciting and gratifying to hear that the lag issues have been resolved for so many players. Here's what this week's patch has for you:
changedThe game will also autosave at the start of each turn, in case of things like computer crashes
addedYou now have control over where the roads of a tile connect if there are multiple possibilities
addedThere's a new visual indication of which road end is currently your longest road - i.e. the one the boss will spawn from
changedIf you've got 3 potions but your health is less than 100%, you can buy a potion from the store to consume immediately and regain your HP to full
changedBalance Changes

Ravage Road changes

fixedHello everyone, and thank you all for the great response to last week's update. It's been so exciting and gratifying to hear that the lag issues have been resolved for so many players. Here's what this week's patch has for you:
changedThe game will also autosave at the start of each turn, in case of things like computer crashes
addedYou now have control over where the roads of a tile connect if there are multiple possibilities
addedThere's a new visual indication of which road end is currently your longest road - i.e. the one the boss will spawn from
changedIf you've got 3 potions but your health is less than 100%, you can buy a potion from the store to consume immediately and regain your HP to full

Feature Update

  • It is now possible to save in the middle of a run and resume it later!!

  • The game will also autosave at the start of each turn, in case of things like computer crashes

  • You now have control over where the roads of a tile connect if there are multiple possibilities

  • There's a new visual indication of which road end is currently your longest road - i.e. the one the boss will spawn from

  • If you've got 3 potions but your health is less than 100%, you can buy a potion from the store to consume immediately and regain your HP to full

Balance Changes

  • Your first hand of a game will always contain at least one Plains tile

  • If you place a Lava tile on a turn when you were expecting a merchant, instead of the merchant not appearing at all, it will show up instead the next turn that you place a non-Lava tile

Bug Fixes

  • Rolling ammo (Bugbear and Swamp Drake) now splits between all directions on a Marketplace

  • Fixed a bug where clicking and pressing Q simultaneously resulted in the spell AOE marker getting stuck on-screen

  • Pressing escape if the menu is open will now close the menu, as intended

Roadmap / Known Bugs

  • Next week's update will contain the new late-game unit, the Hydra!

  • Ongoing optimization targeted at keeping levels 200 - 300 smooth

  • Hobgoblin railgun rapidfire bug remains elusive, fixing it is still on the list

  • Looking into how to add Steam cloud save functionality so you can keep your progress across devices

  • Visual bug where sometimes enemies show the poison bubbles when no longer poisoned

  • Rolling ammo sometimes doesn't split evenly as expected, fixing this is on the to-do list

And then a big change on the roadmap that warrants more than a bulletpoint: in working on giving players control over the attachment point for placed roads, I really do feel that this shouldn't be the final version of how it works - what I'd like to do is take the time to make road building, the central mechanic of this game, function more as expected. That means that if you close a circuit by putting two road "entrances" up against each other, instead of creating a double enemy spawn point in the middle of a road (the current behaviour) it should change the way enemies route their way through that loop, and get rid of the spawns that were at the ends of those roads. This is going to be a big change but I've got some ideas for how I'll achieve it. Ultimately I think it will result in a more satisfying and empowering experience for the player.

Your Feedback Matters!

Several of the things in this update are because of feedback from players on the forums, so thank you so much for taking the time to offer balance suggestions and provide bug reports. With this new mid-run save feature, I've tested it as thoroughly as possible and I'm pretty sure I've got it working bug-free, but if you do encounter something weird please let me know!

Thank you again for all your support, from this humble solo dev to each and every one of you that reads these patch notes, plays the game, and communicates to me through reviews, posts, and screenshots what you're liking about the game and what you think could be improved. I hope you enjoy this new update - next week, the Hydra, and then the week after that I'm hoping to reveal a very cool new feature update that's on its way.

Source

Steam News / 4 November 2023

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