Full notes
Full Ravage Road update
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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
- Fixes
- Performance
- Gameplay
- Balance
Ravage Road changes
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
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