Updates

video File:Placeholder
Here you will find the updates for the current build. If you are interested in other updates they can be found here.
You can help Rise to Ruins by sending bug reports here.

# Current Build

## InDev 30d - The World Map and Player Requests Update - Released!

Rise to Ruins - Rayvolution

InDev 30d is finally here, featuring a ton of miscellaneous changes, two new buildings, and a cleanup to the world map interface to prep for some big changes in InDev 31.

A large majority of these changes were as a result of your suggestions on Twitter, these announcements and the forums. I hope you guys enjoy it all!

Some of the content in this patch was actually slated for InDev 31, but you're getting it a bit early (because why not, right?). Let me know down in the comments what you think!

InDev 30d Change Log

World Map Interface Changes

Active villages now have little buildings placed around the area of the region on the world map, the amount depends on the size of the village.

All of the region "dots" have been removed.

Region squares show up around the mouse as you move around the world map.

Clicking on a region will focus the map selection panel to it.

The entire map selection panel has been reworked and streamlined.

Now, when a region is lost, you can no longer visit it.

Arrows now bounce above active regions, so you can quickly find where you were playing.

Made minor adjustments to the region positions on the world map.

Miscellaneous Changes

Added all new Patreon's names to the village name pool and credits.

A new building has been added, the Maintenance Building. It provides Maintainers who can repair buildings, roads, dismantle things as well as clear terrain and dig holes.

The "Key Shack" building has been added, a dedicated storage space for suspicious keys.

All other buildings that could previously hold suspicious keys, can't anymore. Only the Key Shack can store Suspicious keys now.

Builders can now switch to the build AI as soon as they drop off a resource, streamlining building and cutting down on weird task assignment issues that would sometimes occur when a building is nearly completed.

Axis lock buffer setting added to settings.properties, you can now adjust how many pixels the mouse must travel before axis lock (left shift) activates.

You can no longer cast spells on the edge of the map and into the void.

Water fountains now store 4 times as much water, catch water slightly faster, but have had their range generation reduced.

Loot boxes now have a subtle lean towards moving in the direction of the village when poked.

Optimizing and Big Fixes

Fixed some AI crashes related to posted medics and guards when their host building is removed or destroyed.

Possible fix for the "ghost building" bug, that would leave the tiles for a building that was recently destroyed, has been implemented.

Fixed a bug that would cause a building that just started upgrading to be invulnerable.

Fixed a bug that could cause an endless loop if a provisioner could not leave the village.

Fixed the interaction point on the way maker shack being off by 1 during it's first upgrade.

Fixed a bug that would sometimes make way makers try to repair roads that don't exist.