News Liste Ratropolis

Update 1.0.7301 : Full Release
Ratropolis
22.12.20 08:55 Community Announcements

Good bye Early Access



Hello, it's CasselWolf - the development team behind Ratropolis.
Our very first game has finally entered official release.
The price of Ratropolis will slightly increase after the date.

[previewyoutube=RSr586uW39M;full][/previewyoutube]

We wanted to take our time to thank our backers, streamers, youtubers, journalists, reviewers, business partners, translators, bug reporters, testers, professors, parents, devs behind Slay ths Spire and Kingdom, and finally, our players.

Ratropolis was released in Early Access in 1st November, 2019.
Here's what we have changed since then :

  • Added Infinite gamemode (was named "Nightmare")
  • More and better Leaders, from 4 to 6
  • More and better Advisors, from 60 to 100
  • More regions, from 2 to 3.
  • More and better Cards, from 82 to 512.
  • More enemies, from 34 to 66.
  • More Events, from 66 to 96
  • More language options, from 1 to 11
  • 3,400 times of bug-fixing
  • 500 times of balance-adjustments
  • Additional 100 SFXs
  • Made each region more unique
  • Added Pollution Level
  • More VFXs for Cards, Buildings and enemies
  • Made each Leader more unique
  • Added City Hall images for each Leader
  • Added animations for all Advisors
  • Reworked all Building images
  • Reworked all UI images
  • Added Official Soundtrack
  • Added GeforceNow support


(!!!) A note if you haven't been in touch - unfortunately we have removed your savefile as of Update 1.0.7107 which introduced a gamemode (now obsolete) for the Navigator Leader.
We sincerely apologize for not announcing the reset beforehand, AND deleting them eventually; we realize that a lot of effort had been put into your previous savefiles. ːsteamsadː
Over the past eight months, we've re-worked the existing Cards, added hundreds of new Cards, removed some, and changed the Unlock system.
These significant changes have altered our savefile format, so old savefiles are no longer COMPATIBLE with the newest release. That's why it was inevitable for us to reset the player-progression.
Nevertheless, our team could have prevented this situation if we were more capable. We, again, apologize for the reset, and PROMISE that there won't be any more resets that causes frustration for everyone.


Localization


  • Fixed some text misinterpretation
  • We've improved localization for Japanese, French, Simplified Chinese, Deutsch, Russian, Polish, Portuguese and Spanish.
  • Please notify us if you find any incorrect translation, by sending an email to casselwolf@naver.com" target="_blank">casselwolf@naver.com.



Bug Fixes


  • Fixed a bug that caused [Fungal Growth]'s VFX to be displayed on top of its Card
  • Fixed a bug that caused [Plague Banerat]s to not appear in Boss Waves in Wave 30+ (they are meant to prevent stalling)
  • Fixed a bug that prevented [Fortress] Building from receiving DMG bonus effect from [Focus Fire] and [Shooting Range]
  • Fixed a bug that caused [Silver] to give less Gold than intended (60 -> 80)
  • Fixed a bug that caused [Plague Banerat]s to gain more ATK than intended (3 -> 2)
  • Fixed a bug that displayed an error code when you played a Quest Card after playing [Fusion]
  • Fixed a bug that caused highlight image for the Treasure Chest UI's Close button to be misplaced, if you had the [Appraiser] Advisor
  • Fixed a bug that allowed [The Big Picture] Event to appear even when you had no Ratron Cards.



Gameplay
  • [Experiments]: Cost decreased (12 -> 8)
  • [Lab Rats]: Max HP decreased (16 -> 18)
  • [Corn]: Ratizen Cost decreased (2 -> 1)
  • [Waste]: Duration decreased (10 -> 5)
  • [Scrap Station]: Cost decreased (63 -> 42), Production Time decreased (60 -> 30)
  • [Scout Ratron]: Cost decreased (22 -> 18)
  • [Electric Ratron]: Electron stack increased (1 -> 2)
  • [Recycle]: Cost decreased (21 -> 14)
  • [Ratron Rental]: Cost decreased (110 -> 70)
  • [Generator]: Production Time decreased (60 -> 30)
  • [Escape Device]: Cost decreased (75 -> 60)
  • [Detonator]: Duration increased (15 -> 30)
  • [Enchant]: Soul bonus increased (50% -> 100%)
  • [Spell Book]: Cost increased (45 -> 60), Soul Siphon Card draw increased (3 -> 5)
  • [Divination]: Duration increased (15 -> 30)
  • [Preach]: Duration increased (15 -> 30)
  • [Acolyte]: Cost decreased (36 -> 30)
  • [Sprout]: Card draw increased (2 -> 3)
  • [Skirmisher]: Cost decreased (30 -> 24)
  • [Rummage]: Soul Siphon Card draw increased (2 -> 3)
  • [Rummage]: Soul Siphon Card draw increased (2 -> 3)
  • [Vampirism]: Lifesteal bonus increased (30% -> 50%)
  • [Soul Flower]: Gold gain increased (30 -> 40)
  • [Pawnshop]: Gold gain increased (10 -> 20)
  • [Fishing]: Cost decreased (58 -> 34)
  • [Harpoon]: Cost decreased (80 -> 60), amount of enemies removed increased (2 -> 3)
  • [Pillage]: Gold gain increased (70 -> 80)
  • [Merge]: Cost decreased (30 -> 15)
  • [Deck Hands]: Max HP increased (26 -> 30)
  • [Embago]: Duration decreased (60 -> 40)
  • [Ship Building]: Labor Time decreased (60 -> 40)
  • [Illegal Trade]: Duration increased (15 -> 30)
  • [Expedition]: Labor Time decreased (60 -> 40)
  • [Aegis]: Max HP bonus decreased (100% -> 50%)



UI/UX


  • Credit Roll will now only appear after your very first victory
  • Changed highlight images for the exclusive Advisors of the Scientist and the Navigator Leader.
  • Changed icons for all achievements
  • Fixed some texts being cropped out in tooltips and Event UI



In January 2018, we created our proof of concept for Ratropolis in a college classroom. Since then, many have backed up our development so we could arrive here. We still remember the people who enjoyed our prototype, gave us cheer and support. Those encouraging words have been a great development motive for our entire team.




We've enjoyed the process of making Ratropolis, all thanks to our dear players' keen interest and feedback.
We, again, appreciate all players who've been with us. Now we humbly ask of you to give more attention to developers, especially behind indie games. Devs work all day and night to create an exciting experience for players.


As always, we will monitor the game and release patches whenever necessary, so our players won't have any issues. Some gameplay adjustments and polishes will be on their way.

We are also planning to release a mobile version of Ratropolis, and finally take the very first step for our new game.


Have a wonderful holiday, and stay in good health.
From CasselWolf
Logo for Ratropolis
Release:22.12.2020 Genre: Gelegenheits-Spiel Entwickler: Cassel Games Vertrieb:keine Infos Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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