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
- Balance
- UI and audio
- Gameplay
- Performance
- Fixes
Rise to Ruins changes
This is a small patch addressing a few bugs, as well as a few minor balance tweaks. Enjoy! :)
If you want to read more about the enormous Update 2 patch, click here.
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. :)
Update 2d Change Log
Miscellaneous Changes
Lowered "Goal Completed" sound a few decibels.
Boosted praying actions to give 3 essence worth 3 energy rather than 2 essence worth 2 energy. (aka; now you get 9 total essence per action, instead of 4)
Changed problem panel text for no food to also mention animal farms.
Placing God Towers and God Walls no longer grants God XP for "Buildings Constructed"
Corrupted buildings now spawn with a small amount of construction already completed so they can be targeted immediately.
You can now exit the game entirely from the region/play view.
Increased Chest Cost by 10%
Increased Chest award-rate by 33%.
When the game notifies you of a completed goal you completed in a previous play session, it no longer plays all the fanfare sound/particle effects, and changes "Completed!" to "Claim on Goals Panel!"
Goals "Rise From The Grave" and "Was I a Good Boy?" now tick up even if the resurrection fails, resulting in a zombie.
Changed "Default" crystal color to blue, so it looks less like a carrot in the UI.
Wild Doofy Doggos now count for the "War Crimes" goal.
Wild Doofy Doggos can now also initiate the Cullis Gate Easter Egg.
Mend spell now puts out all fires on buildings when cast.
Fire Elementals overall stats reduced by 33%. (The effective result is they scale 33% slower)
Zombies now tend to get more STR than DEX stats.
Other zombie variants now have the same stat gains as regular Zombies.
Wood, Stone and Crystal Combobulators now generate golems 50% slower, but still require the same amount of total energy per golem resulting in less overall energy used day to day.
Bug Fixes
Fixed a rare AI crash when the AI failed to reset it's assignment during some pickup actions. (Thanks to Veldrin for the fix)
"Dude, WTH Man" no longer incorrectly needs to be completed 4 times instead of 1.
Removed the goal output debug information from logs.
"Hands off me" goal no longer counts for any mob picked up.
Fixed all tooltips, tips, and various other UI elements that suggest using crylithium for fuel, even though crylithium is no longer used that way.
Problem panel no longer reports homes with food as not having them.
"Touch Grass" goal now works when playing using a different language other than English.
Fixed goals "Build All The Things" and "Tower Defense" incrementing when a god tower was placed.
"Energy" tip no longer pops up when you build an Essence Altar.
Doofy Doggos are now always named Moon Moon, even when wild.
Fixed several perk names being incorrectly formatted.
Fixed goal "Poor Weaponry" (Yes, again!)
Corruption towers can now fire at the village again. (Note, previously constructed towers may still not fire.)
Nephilim children now count to the "OMG" goal.
Fixed a minor UI glitch on building overlays that would cause some health stats to render outside of the background bounds.
Source
Changelog.gg summarizes and formats this update. How we read updates.
