Looped Path Building & Resume Run Crash Fix (November 16th)
Today's update is a super exciting one. Having playtested and tweaked and polished and playtested some more, I'm so thrilled to invite you all to try out the latest version of the game, which now allows you to construct
Full notes
Full Ravage Road update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
1 fix3 additions1 change0 removals
Gameplay
Maps
Performance
changedToday's update is a super exciting one. Having playtested and tweaked and polished and playtested some more, I'm so thrilled to invite you all to try out the latest version of the game, which now allows you to construct loops in your road that enemies can be bamboozled by, sending them off on detours , getting them lost in vast interlocking mazes of intersections, and trimming down the spawn points that they can enter your road from.
addedThis adds a whole new layer of experimentation, strategy, challenge, and fun! There's now the nail-biting moment of waiting to see which path an enemy will take at a possible intersection, and the evil cackling inspired by watching some doltish paladin walk aimless circles in a well-constructed labyrinth of pathways.
fixedIn addition to the introduction of the loop-building functionality, which took a huge amount of experimentation to get into the game in a workable way, the crash-to-desktop bug some users were experiencing when attempting to resume a saved run should be completely fixed now.
addedThank you so much as always for your patience and I can't wait to hear all about the new road-building strategies and techniques you find yourself testing out as you play with this new functionality.
addedPlease let me know on the forums if you encounter any bugs or unexpected behaviours! Next on the development to-do list is to add the Hydra unit - if you have ideas for new content or gameplay mechanics you'd like to see in the game, please feel free to suggest them on the discussion boards!
Ravage Road changes
changedToday's update is a super exciting one. Having playtested and tweaked and polished and playtested some more, I'm so thrilled to invite you all to try out the latest version of the game, which now allows you to construct loops in your road that enemies can be bamboozled by, sending them off on detours , getting them lost in vast interlocking mazes of intersections, and trimming down the spawn points that they can enter your road from.
addedThis adds a whole new layer of experimentation, strategy, challenge, and fun! There's now the nail-biting moment of waiting to see which path an enemy will take at a possible intersection, and the evil cackling inspired by watching some doltish paladin walk aimless circles in a well-constructed labyrinth of pathways.
fixedIn addition to the introduction of the loop-building functionality, which took a huge amount of experimentation to get into the game in a workable way, the crash-to-desktop bug some users were experiencing when attempting to resume a saved run should be completely fixed now.
addedThank you so much as always for your patience and I can't wait to hear all about the new road-building strategies and techniques you find yourself testing out as you play with this new functionality.
addedPlease let me know on the forums if you encounter any bugs or unexpected behaviours! Next on the development to-do list is to add the Hydra unit - if you have ideas for new content or gameplay mechanics you'd like to see in the game, please feel free to suggest them on the discussion boards!
Today's update is a super exciting one. Having playtested and tweaked and polished and playtested some more, I'm so thrilled to invite you all to try out the latest version of the game, which now allows you to construct loops in your road that enemies can be bamboozled by, sending them off on detours, getting them lost in vast interlocking mazes of intersections, and trimming down the spawn points that they can enter your road from.
This adds a whole new layer of experimentation, strategy, challenge, and fun! There's now the nail-biting moment of waiting to see which path an enemy will take at a possible intersection, and the evil cackling inspired by watching some doltish paladin walk aimless circles in a well-constructed labyrinth of pathways.
In addition to the introduction of the loop-building functionality, which took a huge amount of experimentation to get into the game in a workable way, the crash-to-desktop bug some users were experiencing when attempting to resume a saved run should be completely fixed now.
Thank you so much as always for your patience and I can't wait to hear all about the new road-building strategies and techniques you find yourself testing out as you play with this new functionality.
Please let me know on the forums if you encounter any bugs or unexpected behaviours! Next on the development to-do list is to add the Hydra unit - if you have ideas for new content or gameplay mechanics you'd like to see in the game, please feel free to suggest them on the discussion boards!