MAIN FEATURES
This update is not compatible with old saves and will require you to start a new game. If you want to complete your old playthrough, make sure to follow this guide.
Caravan. A fully functional Caravan System that allows for fast travels over large distances using a special resource - fodder. It also comes with an option to directly purchase items into the Caravan Storage (or sell from it) when the Caravan is parked near settlements.
Caravan Upgrades. 24 upgrades that will fill your Camp with new gameplay possibilities and improve the Caravan's overall efficiency.
Caravan Followers. recruit up to three non-combat companions, each with their own unique specialization, perks, events, and lines.
Overhauled Dungeons. The Dungeon Generator was reworked from scratch - small rooms and narrow corridors have been replaced with massive halls, their visuals and structure properly reflecting each dungeon's type and tier.
Reworked contracts. Larger variety of contract types and objectives. New dialogues allowing to request additional information, ask for an advance, and haggle for larger pay. Consequences for failing contracts and the simulation of their completion by rival mercenaries. A possibility of turning in contracts to different NPCs in exchange for higher monetary reward or additional local or Brynn Reputation.
Dungeon Conditions. Unique effects that introduce new challenges to dungeon exploration and increase the reward for completing the contracts tied to them.
Enhanced Economy. Responsive supply and demand, commodity trading, as well as flexible Denbrie. The fourth and final settlement of the Grand Magistrate, devastated by the war.
Situations. 9 unique Settlement Situations, providing additional opportunities or offering new challenges.
Outskirts. 10 new locations and 60+ new NPC with their own dialogues, roles, and sold goods.
Revised Global Map. Adjusted the map generation algorithms and the placement of locations were adjusted for a smoother progression. Added contracts to the Rotten Willow Tavern.
Cooking System 40 unique recipes, each offering various advantages along with an option for adding spices to further customize their effects.
Crafting System. 15 schematics for creating useful consumables in the field.
Reworked Progression. All equipment, enemies, and dungeons have been rebalanced to challenge even high-level characters.
Reworked the Loot System.
Reworked the Spawn System.
Reworked Reputation Perks.
Reworked the Noise Mechanic.
Reworked the AI States System.
Updated and improved dialogues .
QoL improvements: faster character movement, trade hovers, an option to store small valuables in purses and caskets, and much more.
5 new bags, each with its own distinct purpose.
7 new Undead minibosses.
New items: 35+ new pieces of equipment, 15 valuables, and 10 new ingredients.
Balance changes: a complete rework of all the equipment, abilities, and enemy stats. Survival tree overhaul.
12 new Steam achievements.
Updated Prologue.
Numerous bug fixes.
IMPORTANT: Due to the extensive amount of text work carried out in Rags to Riches, many translators were unable to complete the localization in time due to an extremely tight schedule. We recommend playing in English to avoid outdated text. Unfinished localizations will be completed in upcoming hotfixes and patches.
OTHER CHANGES
Dungeons are now generated upon entry - if your character dies and enters them again, it will produce a new layout (unless the save was made after the dungeon was generated).
Traders' stocks now use a seed system, rather than being generated when a player accesses them for the first time after a reset.
Reworked the system for resetting locations. This will also affect any items dropped in settlements, removing them after some time.
The difficulty of open world encounters no longer fully relies on your characters' level. Instead, the type of enemies you will run into will depend on global map zones. Zones may become more dangerous over time but only up to zone-specific limits.
Changed the system for resetting and repopulating dungeons to a more deterministic one. Regenerated dungeons can no longer drop in tier.
All dungeons now use preset names.
Added a tanner NPC to Mannshire.
Added a new stat: Crit Avoidance, which reduces the probability of enemy crits.
Special Elemental and Magical effects no longer use a chance-based system. For example, Burning will now trigger after dealing sufficient Fire Damage to the target, scaling non-linearly with the target's maximum health.
Enemies can now use Charge skills to chase your character down, not just to initiate combat.
Animals no longer skip their threat phase when spotting the player if they were previously fighting another target
Fixed the issue causing the reduction of Max Health before actually taking damage.
Enchanted and magical items are now sold at slightly higher prices than regular items.
The chance of receiving armor fragments via “Self-Repair” has been significantly increased, now scaling with the enemy's Armor Durability upon their death
Changed the requirements for some Steam achievements.
BALANCE
Skills can now be unlocked at specific levels, reducing reliance on finding random treatises when building “non-optimal” stats. However, level requirements are significantly higher than corresponding attribute thresholds.
Counterattacks now strike twice when using dual weapons.
Experience requirements for leveling have been updated, along with a rebalance of most experience sources.
Existing bosses (Archon, Ancient Troll, ) received a new passive, “Indomitable”, which prevents the cooldowns of their abilities from being affected by outside sources.
Rebalanced every piece of equipment to align with the new tier system.
Rebalanced medical consumables.
Rebalanced ammunition stats.
Rebalanced food stats.
Rebalanced herb stats.
Rebalanced Injuries' effects and their impact on Pain accumulation.
Reduced the base coefficient of damage taken by enemy Armor, increasing the importance of Armor Penetration and Armor Damage stats.
Health regeneration now fully halts during combat instead of pausing for 10 turns after taking damage.
Critical strikes no longer deal at least 1 damage even through full blocks.
Increased the impact of active debuffs on the Rest Mode's efficiency.
Rebalanced the effects of “Drunkenness”
Reduced the impact of Fatigue on Max Energy, but increased its gain from multiple sources.
Removed the hidden Accuracy and Fumble Chance bonus from Attack skills.
Increased the impact on character actions on enemies' Will to Fight
Changed the gravedigging mechanic: digging graves will take less time, but will take a toll on your Morale even before you're finished digging them up.
Tweaked the Crime System.
The Surgeon's Toolkit now uses a non-linear formula for pain accumulation, improving its effectiveness when treating light and moderate injuries.
WHAT'S NEXT?
Let's briefly discuss our plans for the future. In the coming weeks, we plan to release several hotfixes and minor patches based on player feedback. Since the Rags to Riches update is extremely comprehensive, some features may be unstable or not work perfectly - we'll do our best to address it as quickly as possible.
This includes adding some content that was originally planned for the update but temporarily removed or unfinished for various reasons. This primarily involves:
Certain new items
Additional contract types for Bastions
Bastion Conditions
Caves and rare plants
Some Follower events
Some description, dialogues, and localizations
The rest of the announced changes are already present and can be tried out right now.
After wrapping up post-release support for Rags to Riches, we also plan to release a new development roadmap outlining upcoming changes for the game. This will happen early next year, and we're quite certain you’ll like what you see!
See you soon, mercenaries. Good luck on your journey through Aldor!