In this update2
Full notes
Full Rise to Ruins update
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What changed
- Gameplay
Rise to Ruins changes
Click here for help on accessing the Unstable branch!
A long time coming, I am happy to introduce that Update 2 Unstable 1 has arrived! This patch adds a ton bug fixes and improvements, but most importantly, new content!
The biggest additions are the new essence generation and faith mechanics. Now, you no longer fuel your Essence Collectors with crylithium. Rather, you now build a new building called an Essence Altar and assign new workers called Occultists to them. These new Occultists will go to the altar and pray, upon completing a pray action, they will boost faith in the area and generate essence that can be delivered to an Essence Collector, effectively replacing the fueling mechanics that were removed with a method the player can more directly control by building additional altars and assigning more Occultists.
The faith itself is a new system that bleeds over into many aspects of the game. Now villagers will gain and lose faith in you based on your or the world's actions. As their faith increases, you'll gain additional max influence to your influence bar, and they will be less likely to be confused or panic when they see you do anything.
As with most of Rise to Ruins' patches, there's way too much to cover in a summary, so check out the changelogs and enjoy!
If you find a bug, you can report it on the Steam Bugs Forums or Discord !
Update 2 Unstable 1 Change Log
Faith System
Villagers now gain and lose a new need, called faith, based on your and the world's actions. Anything they deem positive, they'll gain faith, negative, they lose it.
Villagers are now less likely to panic or be confused when they have high faith and witness god doing things in the village.
All spells now influence faith stats in some way or another when cast near villagers.
New Building: The Essence Altar. Villagers can now be assigned as "Occultists", who will go to the altar and pray. Completing a pray action will increase the villager's faith and the villagers around them, as well as generate free essence that will be sent to an Essence Collector.
New perks added for praying speeds.
Lightning and Meteor (all kinds, including the spells) will now raise or lower faith depending on where it strikes, and what it hits.
Villagers will now sometimes get a boost in faith when chatting with someone with significantly higher faith than they have.
Villagers now gain 10 faith when they domesticate a wild doggo or take a mate.
Villagers now gain faith when they mate, and villagers nearby gain a very small amount.
Nearby villagers gain faith when they witness a monster killed.
Nearby villagers lose faith when they witness another villager killed.
Nearby villagers get a bonus to faith when they witness an elder die of natural causes. (Living a "full life")
Villagers now conceive Nephilim children if their combined total faith is within 90% of their maximum faith.
Lightning rods can increase faith when a lightning bolt hits them.
A mob resurrected from the Resurrect spell get maximum faith instantly upon resurrection.
Influence System
Completely rewrote how max influence is calculated, each villager now provides a minimum and maximum amount, depending on the type of villager they are. Children offer less, while elders offer more, and Nephilims offer additional bonuses.
All domesticated animals other than Doggos now provide 5 max influence each.
Doggos now provide 20 max influence each.
Doofy Doggos
Source
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