In this update4
Full notes
Full Rise to Ruins update
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What changed
- Balance
- Gameplay
- Maps
- Performance
Rise to Ruins changes
It's time to hunt! The final InDev version of Rise to Ruins has been released! On October 14th the game will launch out of Early Access and the next big content update you'll see after will be called the free "Content Update 1". Exciting times are ahead! :)
This update introduces a massive amount of balance changes, a new hunting system, new mobs, and a ton more. The list is simply too long to summarize properly, so check out the change logs!
InDev 34 Change Log
Rangers and Hunting System
Renamed the barracks to ranger station.
Renamed guards to rangers.
Two new buildings added, the animal pen and the clucker coop. Both buildings house animals that the hunters capture and return to the village. When full, excess animals are then taken by the cooks and slaughtered for meat in the kitchen.
Rangers will now hunt for animals during midday, capturing them and taking them to animal pens or clucker coops.
Rangers no longer patrol the perimeter of the village during the day time.
Rangers no longer can post at outposts or barracks.
Rangers now patrol the village during a blood moon, rather than the front lines.
Rangers outside the village are no longer called when a village is in danger.
Moved rangers lodge and outpost to the food and water category.
Animals and Cooking
Four new animals have been added to the game, the clucker, entler, beefalo and rous. All four can be hunted by the rangers.
Tons of new resources have been added, including raw meat, cooked meat, eggs, boiled eggs, raw hide, and feathers.
Most non-monster mobs now drop meat and byproducts like raw hide upon death, including villagers and doggos.
Doggos now only spawn on the edges of the map.
Animals also spawn on the edges of the map.
Wild animals try to seek out safe locations with food and water to congregate.
Rebalanced all food.
Doggos and other animals now require less food and water to sustain themselves.
Doggos and other animals can no longer die of overheating or freezing.
Save System Optimizations
The entire save system for object/building data has been completely rewritten, significantly reducing memory usage and save data size.
Numerous changes and improvements to tons of modules have been done to drastically decrease save file size, save time, load time, and memory usage. (Note: The first time you load an old save it may take some additional time as it converts the data to the new format. I also strongly recommend loading and then saving and exiting at least once on every region just to decrease overall load time and memory usage on the world map.)
Balance Changes
Cooks and bottlers can now manufacture with their entire workforce again.
Doubled both the speed and damage of bows. (Resulting in 4x more DPS)
Tripled the ammo capacity of quivers.
Villagers now use hostile towers and corruption in their fight or flight mechanics.
Tools now require wood boards and iron.
Bows now require silk and wood.
Iron armor now requires raw hide and iron ingots.
Medkits now require silk and wood.
Quivers now require feathers and wood.
Heavily buffed rations.
Rations now require a raw meat and a raw vegetable.
All buildings that make the above mentioned resources now have had their storage changed to store those resources.
Elders can no longer turn into zombies when blighted.
Rebalanced zombies very slightly.
Removed intelligence from the game.
Source
Changelog.gg summarizes and formats this update. How we read updates.
