In this update2
Full notes
Full Rise to Ruins update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
Rise to Ruins changes
Introducing the largest update patch ever in Rise to Ruins history. Update 2, the Achievement Update.
This patch adds a massive amount of new content, bug fixes, tweaks and over 100 Steam Achievements tied into a brand new goals system.
I've also started live streaming development on Twitch, if you're interested, you can follow me there. I'll mostly be streaming Rise to Ruins, Rise to Ruins 2 (Yes you just read that) and Rayvo2D Engine development. But I may also occasionally Stream gaming and other random things.
In addition, my wife is now officially SixtyGig Games new art intern, and she will be working on all current and future projects. If you're interested in stalking her, you can do so on Formerly-Twitter. Head over there and send her a "thank you" for making all the new achievement icons, chat bubbles, terrains and several other additions this patch. :)
Finally, check out the change log for all the juicy bits, and if you find a bug, don't forget to report it on Discord or the Steam Forums. :)
Alright, let's get into this! If you have any ideas on new achievements to add, or tweaks to existing ones, let me know!
Update 2 Change Log
Goals and Achievements System
Old goal system has been removed from the game entirely.
New goals system now has 117 goals (more may be added, post your ideas!).
Each goal unlocks a corresponding Steam Achievement.
Every goal is on a huge web map, and as you unlock goals, more goals will become available.
Like the previous goals system, all goals and their progress persist through dooming the world.
Goals can now be accessed in when in the play state (Playing in a region/map).
Goals no longer award perks, but award a lot of God Experience.
Free Chest Slots can be unlocked, awarding, you guess it, a free chest!
Chests are now gained 25% faster to offset the goals no longer rewarding perks directly.
Faith and Influence 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
Source
Changelog.gg summarizes and formats this update. How we read updates.
