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Survivors of Ragnarök is a city-building-management-survival game inspired by Dwarf Fortress. Manage, create, and survive through dynamic and deadly worlds. Losing is a fundamental core aspect of design.

Report RSS Survivors of Ragnarök - Killing Bugs (Alpha 26)

Zap! Zap! Zap! Zap! Zap! Zap! Zap! Zap! Zap! Zap! Zapping away! Now replace the Z's with F's....

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Desura Digital Distribution

Zap! Zap! Zap! Here at French Rice Games one of our many jobs is to bring you bug fixes for unfinished games that need a lot of work in a relatively late manner. We could give you some boring details about life and only being being developed by two individuals who both are full-time students and have part time jobs... but we won’t bore you with all those boring bits. We’ll simply just copy and paste some wonderful patch notes you guys might find entertaining and continue on with development.

  • Added New tree that is part of the plant system.
  • Fixed Plants growth better managed.
  • Fixed Aggressive mob pathfinding.
  • Fixed Aggressive mob graphical glitches.

Alongside some minor bug fixes we are gearing up our combat system for use with equipment. Here’s what we have in mind.


SoR Stat System


Base Stats:

  • Vitality (health, ammount of food and sleep needed)
  • Strength (damage, and a few jobs.)
  • Endurance(base armor, length of time a dwarf can be starving or tired)
  • Willpower(Magical skill and defence)
  • Agility (Critical Hits, Acuracy and speed, some jobs)
  • Luck

These start out randomly between 10 and 15.
50% of the Exp given for every other task(skill usage) will be given to the Dwarfs main level.
The Dwarfs main level take 3x to 5x as much Exp to level up.
Base Stats increase with the dwarfs level, NOT by usage.
Base Stat Level Calculation: level = ((maxLevel + geneBonus + personalityBonus) /maxLevel)*dwarfLevel)
Static Values:
maxLevel = 1000
geneBonus = (0<->10)*20
personalityBonus = (100 if it is the dwarfs personality)

Personalities:

  • Energetic - Vitality
  • Hotheaded- Strength
  • Stubborn- Endurance
  • Reserved- Willpower
  • Lively- Agility
  • Perky- Luck

Each personality will increase a base stat improvement rate by about 10%.


Genetics:

Genes effect base stats by 0 to 10%.
A random value will be determined that will create a number between 0 and 5.
That value is the dwarfs gene for that particular stat.
The gene multiplied by 20 equals the bonus.


Skills:

  • Gatherer
  • Hunter
  • Woodsman
  • Miner
  • Carpenter
  • Smith
  • StoneCutter
  • Cook
  • BrewMaster
  • Tanner
  • (Comming soon, skills for each weapon class and type)

Skills level with usage following the function: (4*(x^3))/5Genes that control this function may be added later.


Equiptment Slots:

  • Head
  • Neck
  • Chest
  • Ring (left hand)
  • Ring (right hand)
  • Right Hand
  • Left Hand


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The Kitchen

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MrCowThing
MrCowThing

There's a distinct lack of bottoms for the equipment slots. I guess some Dwarves certainly enjoy freedom of movement! The genetics look pretty cool, we could breed a fortress of super Dwarves.

Also I finally got a chance to play this again since around alpha 12. I finally got to lose for the first time! The game has certainly been getting better, can't wait to see the next update.

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ZombieJ
ZombieJ

Good work guys, keep it up!

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Iunio
Iunio

YAY!

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VitaminK
VitaminK

glad to see some work done, are yall no longer updating the free demo? its at alpha 21

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Nesreka
Nesreka

I can't download alpha 26 on Ubuntu... Is this intended?

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