Rise to Ruins

Rise to Ruins

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Da2in Sep 30, 2018 @ 9:43pm
~ Day 20, monsters ignore maze, always attack walls
In every game I've played since the corruption came out, around day 20, the monsters decide that the EXACT SAME MAZE that they've been going through for the previous 20 days with zero issues or blockage, anything is just not going to do it for them, and they always go for walls. In several different places. Not looking for assanine get gud crap from people who don't know what they're talking about. I've tested this, thoroughly. I understand that there is a limit to the distance they'll travel over open ground before deciding that breaking the walls is a better idea. I'm guessing that once the corruption is large enough, they're not going to walk to the other end of the corruption, or do any sort of backtracking. I've tried adding water outside the walls, doubling their thickness...trying to throw the equation toward going back to the maze that they've been using just fine the entire game. And, they still go for the wall like birds to a sliding glass door. The game is pretty unplayable once this happens, and unpredictable mechanics really make me hate this game.
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Showing 16-30 of 34 comments
Originally posted by Ytt:
Originally posted by Jost Amman:
You should be ashamed of yourself sir, the mod is always trying to help EVERYONE on this forum and AFAIK he's doing that voluntarily. He shares all the information he got from the dev the best he can... why are you behaving like :shit:? :steamfacepalm:
'ashamed' eh? lol... i'll give the rosary beads and extra rub, just to escape your damnation.

Maybe the Dev could respond rather than his cut and paste fan boi.
https://www.youtube.com/watch?v=dywouIOUm30
Rayvolution  [developer] Oct 1, 2018 @ 8:48am 
Originally posted by Ytt:
Originally posted by Jost Amman:
You should be ashamed of yourself sir, the mod is always trying to help EVERYONE on this forum and AFAIK he's doing that voluntarily. He shares all the information he got from the dev the best he can... why are you behaving like :♥♥♥♥:? :steamfacepalm:
'ashamed' eh? lol... i'll give the rosary beads and extra rub, just to escape your damnation.

Maybe the Dev could respond rather than his cut and paste fan boi.

Tiberiumkyle isn't wrong in his original reply nor is he out of line in any way. The issue is you're not understanding how they work or how to defend against them so it looks like random broken behavior.

There's multiple mechanics at play, every single tile on the map has a movement cost. (Go read up on A* pathfinding if you don't understand the concepts). The longer a path, the more expensive the movement cost. Eventually, if a path is long enough other paths start becoming more desirable (eg; walls).

Whats happening in your/the original poster's game is in addition to the movement costs, every single active path itself is compounded with every other path of every other mob en route, so if you have a long maze of monsters going through eventually the movement cost is too high, and monsters start looking for alternative routes. The reason a maze that has worked for X days without fail and suddenly breaking down is the volume of incoming monsters has finally increased beyond the threshold, and how the additional monsters are looking at your walls to tear down. It's actually not random at all.

To fix this, design your defenses better. You can either make the surrounding walls twice as thick (doubling the movement cost to pass through them), or make your maze double wide, providing more space for the monsters to move inside and thus making that math more desirable. (Or do both even).

The mechanics are not broken, and working as intended.
Last edited by Rayvolution; Oct 1, 2018 @ 12:21pm
Voyle Oct 1, 2018 @ 12:44pm 
Ive found that adding water to the maze makes the fire elementals attack walls, cause they refuse to walk through water. not sure if applicable, but I made it to day 40 without them attacking the walls. 1 maze, directly inbetween my castle and the corruption, so the maze would be the closest distance to them.
TerrorTH Oct 2, 2018 @ 11:08am 
ahhh - and i was about to report fire elementals are broken... those are the only ones attacking my walls even 5 row walls wont do it... :(

so no water will fix it or a fire ele friendly second maze ;)
John Hadley Oct 4, 2018 @ 8:28am 
I read in a guide that fire elementals will refuse to cross water. The guy said if you drop them on an island they won't ever leave it. However, when water becomes solid in the winter when it freezes then the fire elementals *will* walk across it because it doesn't hurt them anymore. When it rains there are sometimes small temporary puddles formed on the ground. I'm not sure if fire elementals avoid those, but if they do that could pose a problem if a small puddle drops blocking your maze.

Another thing that might disrupt your mazes is earthquake which can cause rock formations to spring up. If the rock formation happens to block your maze then monsters will choose alternate pathing, which might include destroying the wall to get around the blockage.

Both meteors and earthquake cause damage which can destroy a piece of fence while you are not looking. Earthquake is more likely to just damage it but meteor might take it out.
Tiberiumkyle Oct 4, 2018 @ 8:53am 
Originally posted by John Hadley:
I read in a guide that fire elementals will refuse to cross water. The guy said if you drop them on an island they won't ever leave it. However, when water becomes solid in the winter when it freezes then the fire elementals *will* walk across it because it doesn't hurt them anymore. When it rains there are sometimes small temporary puddles formed on the ground. I'm not sure if fire elementals avoid those, but if they do that could pose a problem if a small puddle drops blocking your maze.

Another thing that might disrupt your mazes is earthquake which can cause rock formations to spring up. If the rock formation happens to block your maze then monsters will choose alternate pathing, which might include destroying the wall to get around the blockage.

Both meteors and earthquake cause damage which can destroy a piece of fence while you are not looking. Earthquake is more likely to just damage it but meteor might take it out.

Those rain generated puddles are purely aesthetic, they do nothing cept add a bit of detail to the game world.

Earthquakes (and hail) haven't been able to damage walls for a good while.
千仞万渊 Oct 4, 2018 @ 9:20am 
Yes, I found this issue too, and actually this really ruins my playing way and makes it kindda boring to wait for workers to build double walls.

And what makes this worse is that corruption continously apreae over my defense and I have to dismantle and retreat a bit but thiw is not a small project.
John Hadley Oct 4, 2018 @ 9:22am 
I've also noticed that elemental bolt towers and crystal golems can damage trees in the vicinity of their target if they miss and hit the tree when they fire at something. If you are using natural trees as part of your defensive wall then be aware of this as you might punch a hole in your own defensive wall.
CoyoteTraveller Oct 4, 2018 @ 11:32am 
I'm not sure how expensive trees/rocks are to path through, but it's less than stone walls. Things punch through one square wide natural barriers all the time. Of course a wall backed up with 5 tiles wide of mountain still feels pretty nice.
darKatana Oct 4, 2018 @ 7:17pm 
Originally posted by Ytt:
Originally posted by Jost Amman:
You should be ashamed of yourself sir, the mod is always trying to help EVERYONE on this forum and AFAIK he's doing that voluntarily. He shares all the information he got from the dev the best he can... why are you behaving like :♥♥♥♥:? :steamfacepalm:
'ashamed' eh? lol... i'll give the rosary beads and extra rub, just to escape your damnation.

Maybe the Dev could respond rather than his cut and paste fan boi.
You disgust me.
Ytt (Banned) Oct 19, 2018 @ 6:43pm 
Originally posted by Rayvolution:
Originally posted by Ytt:
'ashamed' eh? lol... i'll give the rosary beads and extra rub, just to escape your damnation.

Maybe the Dev could respond rather than his cut and paste fan boi.

Tiberiumkyle isn't wrong in his original reply nor is he out of line in any way. The issue is you're not understanding how they work or how to defend against them so it looks like random broken behavior.

There's multiple mechanics at play, every single tile on the map has a movement cost. (Go read up on A* pathfinding if you don't understand the concepts). The longer a path, the more expensive the movement cost. Eventually, if a path is long enough other paths start becoming more desirable (eg; walls).

Whats happening in your/the original poster's game is in addition to the movement costs, every single active path itself is compounded with every other path of every other mob en route, so if you have a long maze of monsters going through eventually the movement cost is too high, and monsters start looking for alternative routes. The reason a maze that has worked for X days without fail and suddenly breaking down is the volume of incoming monsters has finally increased beyond the threshold, and how the additional monsters are looking at your walls to tear down. It's actually not random at all.

To fix this, design your defenses better. You can either make the surrounding walls twice as thick (doubling the movement cost to pass through them), or make your maze double wide, providing more space for the monsters to move inside and thus making that math more desirable. (Or do both even).

The mechanics are not broken, and working as intended.

tion... I understand why butthurtin' with the cultural revolution

Originally posted by Rayvolution:
Originally posted by Ytt:
'ashamed' eh? lol... i'll give the rosary beads and extra rub, just to escape your damnation.

Maybe the Dev could respond rather than his cut and paste fan boi.

Tiberiumkyle isn't wrong in his original reply nor is he out of line in any way. The issue is you're not understanding how they work or how to defend against them so it looks like random broken behavior.

There's multiple mechanics at play, every single tile on the map has a movement cost. (Go read up on A* pathfinding if you don't understand the concepts). The longer a path, the more expensive the movement cost. Eventually, if a path is long enough other paths start becoming more desirable (eg; walls).

Whats happening in your/the original poster's game is in addition to the movement costs, every single active path itself is compounded with every other path of every other mob en route, so if you have a long maze of monsters going through eventually the movement cost is too high, and monsters start looking for alternative routes. The reason a maze that has worked for X days without fail and suddenly breaking down is the volume of incoming monsters has finally increased beyond the threshold, and how the additional monsters are looking at your walls to tear down. It's actually not random at all.

To fix this, design your defenses better. You can either make the surrounding walls twice as thick (doubling the movement cost to pass through them), or make your maze double wide, providing more space for the monsters to move inside and thus making that math more desirable. (Or do both even).

The mechanics are not broken, and working as intended.

Sorry for delay in response, but i've uninstalled the game....

I understand perfectly well the mechanics, after hours of testing, I just consider it ♥♥♥♥.
You market it as a village simulator, but it is really a lame traffic simulator.

Pearl clutch all you like, that's the reality.
Ytt (Banned) Oct 19, 2018 @ 6:49pm 
Originally posted by darKatana:
Originally posted by Ytt:
'ashamed' eh? lol... i'll give the rosary beads and extra rub, just to escape your damnation.

Maybe the Dev could respond rather than his cut and paste fan boi.
You disgust me.

"You disgust me!"
Neckbeard Wisconsin... I care less for your feels than literally anything on NPC Earth.
Last edited by Ytt; Oct 19, 2018 @ 6:49pm
Ytt (Banned) Oct 19, 2018 @ 6:53pm 
I end my grudge here, I don't care about the game... I wish I could get a refund, but it ain't gonna happen.
darKatana Oct 19, 2018 @ 7:29pm 
Originally posted by Ytt:
Originally posted by darKatana:
You disgust me.

"You disgust me!"
Neckbeard Wisconsin... I care less for your feels than literally anything on NPC Earth.
Dude, you gonna hate me; keep it off my freaking profile. :steammocking:
Also, stereotyping me just because of where I live is almost lamer than your petty insults.
Last edited by darKatana; Oct 19, 2018 @ 7:36pm
Ytt (Banned) Oct 19, 2018 @ 7:38pm 
Originally posted by darKatana:
Originally posted by Ytt:

"You disgust me!"
Neckbeard Wisconsin... I care less for your feels than literally anything on NPC Earth.
Dude, you gonna hate me; keep it off my freaking profile. :steammocking: [/quodonga]

Donga Neckbeard not like personal comment...
Donga donga.
If you don't like criticism, don't butt into arguments your neckbeard can't handle.
Snowflake.
Delete. Critical. Comment .exe
Last edited by Ytt; Oct 19, 2018 @ 7:40pm
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Date Posted: Sep 30, 2018 @ 9:43pm
Posts: 34