We continue to work on updating Rags to Riches, which should be the largest over the time. Now our team simultaneously works on several things at once: a caravan improvement system, a dungeon generator, updated contracts, a cooking system, improvements for finding a path for enemies, as well as concepting some mechanic for the following updates. Soon we hope to finish work on the mechanics of the caravan and cooking, and devote individual girls to them.

So far, the work on the update is far from the completion, so we decided to make another intermediate update by releasing part of the content originally planned on Rags to Riches a little ahead of time. So what awaits you in patche 0.8.2.0, which is planned to go out in the next few weeks?

New enemies

Undead for a long time did not receive any updates, so they will have 9 new varieties of enemies: high -level damned and ancient gasts, special rotting restless, as well as 6 types of new deadly.

Many of the abilities of undead will be processed and redistributed between different enemies. The general idea is to strengthen the interaction between the small layer of gasters and the warlock and the usual undead, emphasizing the role of resurrected skeletons as a kind of resource, with the help of which necromancers fight the enemy.

As an example, we will demonstrate the redesigned “curse” and “curse of weakness”, replaced by the “curse of the decomposition” and “curse of agony”, respectively:

New bosses. All this time, even in the high-level dungeons of the character, Necromancers of the 2nd Tire met. We will correct this by adding an enhanced version of the necromancers for Brinn crypts, as well as its special variety for remote dungeons – the callingman of the dead, specializing, as you could guess, in the call of the dead. In addition, in remote dungeons it will also be possible to fight with a miniboss -who has a long -dead – long -dead commander of the Order, resurrected by the forbidden magic.

High -level restless will receive the ability “dead grip” to better reveal these enemies in the later stages of the game – it will allow the character to immobilize and synergize with the curses superimposed by the spells. Rotting restless ones will also receive aura of stench, reminiscent of the harpies, but with an enhanced effect.

We will also add two new minibosses for the converted ones, since their high -level dungeons could not boast of the variability of the final fights: soon a stigator will join the cult, a versatile boss, specializing in the debuffs and obtaining bonuses for the fallen allies, as well as a destroyer with a focus on derivation enemies of system and use of extremely powerful attacks.

CARDS

Another important innovation of the next patch is a rethinking of paper cards, which many of you have probably found at the very beginning of early access. Their main goal is to facilitate the study by supplementing the system of rumors and floods received from NPC.

The principle of their work is very simple: the use of a paper card allows the character to transfer the information contained in them to his global card, opening on it the general outlines of the corresponding zone. This information includes relief, roads, dungeons, as well as some points of interest. Camps, lands, carts, altars and similar objects will not be marked on them – they will have to look for them independently or with the help of rumors.

An important detail: all paper cards were created in the past, even before the start of internecine war in Aldore. Therefore, many things depicted on them will not always meet the current state of affairs: catacombs, for example, not in the form of ruins, but as still functioning monasteries and chapels. Naturally, those points of interest that appeared after the start of the war (like a siege camp), or those about which the cartographer (for example, the witch hut) would not be known on paper cards also not to be marked.

A number of cards can be bought to achieve favors from the elders of the settlements, and one, with the surroundings of the Osbruck, will be issued at the very beginning of the game Verren. The remaining cards covering the remote areas of the Brinn brand can be found in the form of random production in high -level dungeons.

FIGHTING SPIRIT

The mechanics of the fighting spirit and flight appeared in the game for a long time – back in Way Forward. However, for a number of reasons we did not really like how she worked. We recycled it, making the following changes:

  • Firstly, the fighting spirit is now displayed when examining the enemy in the form of a separate indicator, allowing you to roughly evaluate how close your opponent is.
  • Fixed a problem due to which the escaping enemies often quickly returned back to battle in order to almost immediately retreat again.
  • The system itself has become more deterministic: the warm -up is a full -fledged scale, and not a percentage chance growing when you fulfill certain conditions. The list of situations affecting the fighting spirit was significantly expanded: in addition to obtaining damage, injuries and crites, now the allies are affected by the morale of the enemies, their flight or death, obtaining certain effects, the quality of the character’s equipment, and so on. In more detail, we will describe them already in the patched.
  • Not without conditions that will work against the player: for example, injuries, bleeding and low health reserve of your character will inspire enemies, making their retreat less likely.
  • We know that many complain about the disappearance of enemies when they flee to another location. This situation is caused by some restrictions on the game engine – GMS can process what is happening only directly in the location in which the player is located.

Initially, we also planned to solve this problem in this update by adding a system that emulates their transition. However, in the course of work, we decided to unite it with the existing system of transition of enemies after the player, as well as laying everything necessary for the future system of random meetings, for which it is also necessary to reproduce NPC movements in the open world. Alas, such processing will lead to incompatibility of existing conservations, so this improvement will appear in the game already with Rags to Riches.

STATISTICS

This is a small but pleasant function will allow you to quickly evaluate the successes of your character. Here you can find detailed information about the most important aspects of your current passage: from time to dungeons to the number of desecrated graves and money spent on drugs.