Posted in: Games, Video Games | Tagged: Early Access, HRL, Phanged, Poysky Productions, Regions of Ruin, Steam, vox
Regions of Ruin Has Made an Absurd Number of Changes in Early Access
It isn't all that strange to see a game get a lot of tweaking during Early Access, but Vox's Regions of Ruin has had an insane six weeks since it launched. The game has seen 65 new areas added, 15 new mobs, eight building upgrades, two new building types, new artifacts, a bounty contract system, controller support, mini bosses, improvements to the companion system, improvements to worker management, forging, and crafting. Oh, and even implemented status effects on weapons among the more typical balance and bug fixes.
This either means the game launched too early or it took off a hell of a lot better than the developers expected, prompting them to roll out changes as quickly as they could to keep up with a rabid fan base. And considering what I've seen on the Steam community page, social media, and even their tiny subreddit, I'm inclined to believe the latter. The game may not appear to have the largest following of any Early Access game I've ever seen (it is hard to keep up with PUBG after all), but the players seem dedicated and extremely happy with the game so far.
But if you don't think the changes I mentioned were a lot, well, here's a look at the "Consolidated" patch notes from the last six weeks. To be fair, they had me at "(red slugs!)."
Week 1:
Brief:
11 new areas
4 enemies
2 building upgrades
1 item
Detailed:
added six new cave locations
added three new forest locations
added two new ruin locations
added more graphics and visuals
added campfire level 3
added trade depot level 3
added a new artefact 'Grondularis'
(blue slugs)!
(red slugs)!
(sneaky crawlers)!
(troll boss)!
large wounds are removed properly from large bandages
enemies will no longer charge power attacks when stunned
companions will no longer get stuck chasing dead targets
slightly reduced the length of stuns for several enemies (mainly orcs)
companions are slightly stronger
clicking an icon on the map will tell you immediately if it is under development or not
no longer start each scene with slightly less health
reduced the delay time for some enemies between attacks
lowered crit chance generating on sword drops
improved accuracy of mob projectiles
companions will now follow by using ladders and dropping through platforms
can no longer use cave walls to propel into the void!
new Death SFX for player
increased the speed of dashes, and reduced its cool-down (to make dash/backstab
tactic quicker and easier)
increased dash stamina cost by 10%
can no longer dodge orc attacks by standing still
made the crazy librarian a tad bit stronger
reduced the lag in large mob groups
the player can now receive burning damage over time
fixed adamantine armour animation on player jumping
many minor fixes!
Week 2:
Brief:
10 New areas
5 enemies
6 building upgrades
2 new items
Detailed:
added another artefact 'Rodenrens Plate'
added another artefact 'Rodenrens Ring'
added three new books to gather
added some new visuals
fixed the free money bug from quick saving/loading <.<
fixed the shop click/spam free money bug
fixed the increasing page tally on library menu
cleaned cave ground/edges to black space
can no longer talk to NPCs when you have a menu open
talking to a trader while upgrading depot will no longer freeze dialog
added hints to get the 'Grondularis' artefact
added level 3 trade depot
added level 3 refinery
added level 3 Library
added level 4 Tavern
added level 4 Blacksmith
added level 4 Storage
added three forest locations
added five ruins locations
added two new cave locations
added red kobolds
added purple kobolds
added rare black bunnies
added orc mage (introducing cold damage)
added sentinels (Electric damage)
added stone to more regions
implemented boosted health regeneration on special items
implemented weapon % damage boosts (throwing/overall damage)
implemented the % overall resistance boost on rare drops
boosted the stats on the orcbane (again)
companions have double base health when generating
companions have more base damage when generating
companions are – even more – cheaper to hire
forging weapons now creates the weapon you selected (not random ones)
bandages should now heal as intended (one wound at a time)
added health bars to boss-like mobs
added cooldown on critical hit slow motions
rescued workers will now stay for 12 seconds before running off
fixed the free money bug from quick saving/loading <.<
fixed the shop click/spam free money bug
Week 3:
Brief:
10 New areas
2 enemies
new Feature bounty contracts (tavern level 2 and up) – still being balanced
Detailed:
added five forest locations
added one fort location
added two town locations
added two ruins location
added a few new artefacts
added blue skin goblins
added druids (hippies!)
implemented life steal ability on special weapons
trolls no longer attack from the grave
lots of minor fixes
Week 4:
Brief:
8 new areas
1 enemy
2 new buildings
Detailed:
added new market building (levels 1 – 3)
added new runeforge building (levels 1 – 2)
added two forest locations
added four ruin locations
added two desert locations
added new mob – armoured blue goblin
added three new unique items
added a 'cleanup' button to organise inventory
implemented cold effect on special weapons
changed one of the shielding skill tree abilities
buffed the orcbane (again)
'area cleared' is now much more readable
fixed bug companions locked into walking one direction
strength now affects max stamina by half
constitution now affects stamina regeneration (instead of strength)
now move faster with shield ability for 100% block
100% block-ability movement speed doesn't get overridden with other skills
minor changes to resistances and stats
health regen (out of Combat) will only stop if hits create health loss
burn damage is slightly slower, and less damaging
you no longer get 2x critchance on stuns
you now get 2x critchance on attacks from behind
throwing axes now get crit and damage bonuses from hitting behind
slightly increased the radius of shield-bash/charge
some balancing of contract mobs and minions
some more fixes to resistances (Thanks Lorebot!)
fixed some quest items from duping
NPCs will now break down barricades
Fixed some unending quests
Week 5:
Brief:
15 new areas
1 enemy
2 new items
Detailed:
added one cave location
added one desert location
added two fort locations
added one forest location
added five ruins locations
added four snow locations (new soundtrack for snow regions)
added one town location
added new mob 'Worg'
added dwarf crossbow companions
added two new artefacts
minus stats on items can no longer exploit enchanting
fixed runeforge from being able to enchant nothing (empty slots)
runeforge is now explained in more detail, and has quest to build
fixed another unending quest (for real this time)
fixed 100% block ability from not working on harder difficulties
fixed brekar quest item drop duping
put a maximum demand cap on market buy/sell
market resource demand equalises over time
implemented push force bonus on special weapons
implemented bleed bonus on special weapons
implemented poison bonus on special weapons
increased gold coins worth from 10 to 50
reduced gold coin and silver coin drop rates
barrels can now be used as cover
Week 6:
Brief:
10 new areas
2 enemies
3 new items
Detailed:
groundwork for controller support and mouse free navigation
added two forest locations
added one ruins location
added four cave locations
added one fort location
added two desert locations
added mob 'thorn plant'
added ice slugs!
added three new artefacts
implemented 'freezing' to special items
fixed some building upgrade transition bugs
changed rune forge level 2 recipe
no more flying caravans!
fixed perpetual camera zooming
fixed the bug that blocks all interactions
fixed contract reward amount (and gold coin value)