A roguelike game inspired by the literature of Jorge Borges, Umberto Eco & Neal Stephenson, and the games Europa Universalis and Dark Souls. URR aims to explore several philosophical and sociological issues that both arose during the sixteenth and seventeenth century (when the game is approximately set), and in the present day, whilst almost being a deep, complex and highly challenging roguelike. It explores questions of philosophical idealism, cryptography, linguistics and the writing and formation of the historical record, and will challenge players to hopefully think in ways and about themes that are rarely touched upon by games.

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Blog RSS Feed Report abuse Latest News: Ultima Ratio Regum 0.7 released!

0 comments by UltimaRatioRegum on Apr 18th, 2015

After a mere four months of development, I am proud to announce the release of Ultima Ratio Regum 0.7! This release procedurally generates the interiors of every single building in the world – from cathedrals and mansions to slum housing and shops, and everything in-between – and the graphics for a vast range of items and features within those, ranging from ordinary chairs and tables to rare altars and underground sarcophagi.

You can download it here, and read more detail about the release notes below.

This is the last worldbuilding release!
From this point onwards I’ll be pushing onto gameplay, starting with NPCs in 0.8. This release now establishes URR as one of the most detailed procedural worlds ever rendered – and one unparalleled in procedural cultural, aesthetic and religious detail – and marks the end of generating the immense world over which the player’s “quest” will play out.

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Highlights:

- Procedural generation of cathedrals and religious buildings, distinct for each religion but consist across iterations.
- Generation of religious altars, religious reliquaries, and incense holders.
- Crypts now generate beneath graveyards in monarchies, and underneath cathedrals in theocracies.
- City centers how have all interiors generated for embassies, courts, galleries, mercenary guilds and mints.
- Generation of large family mansions in upper-class housing districts, for both dominant and “ascending” noble houses.
- Generation of middle-class housing and lower-class housing, as well as slum housing outside city walls.
- Taverns, arenas, jails and slave quarters spawn in lower-class districts in nations with the appropriate policies (taverns, however, are universal).
- Military hospitals, Officers’ Quarters, Stables, Barracks and Armouries can be explored in feudal military districts.
- Shops and warehouses can be explored in market districts, although they do of course currently lack any items!
- Banks spawn in middle-class districts.
- Parliamentary buildings spawn in city centers of democratic nations.
- Farmhouses can be explored in the farms outside cities and towns.
- All buildings in hunter-gatherer nations now generate – longhouses, chieftain huts, and general houses – although they remain currently sparse.
- In fortresses, the player can now explore barracks, housing, and most importantly the oasis-like citadels at their centers.
- Altars for all religions now generate, aesthetically varied according to the archetypes and beliefs of each religion.
- Cathedrals and lesser religious buildings contain procedurally-generated reliquaries, incense holders, ornate vases, and much more, each distinct to a given religion.
- Everyday items like chairs, tables and beds also generate, with shapes and wood types distinct to each nation.
- Several buildings now contain candle stands which offer external sources of lighting that can be seen, even if the tiles between you and them cannot.
- Crypts are filled with sarcophagi, each with a unique generated image, within which is buried a figure from the world’s history.
- Save files are no longer in a single monolithic file, but now spread out so that no matter how many map grids may have been generated in a given playthrough, saving/loading speed never slows down.
- Various bug fixes, improvements, optimizations, etc, and a whole host of under-the-hood things implemented in preparation for 0.8.

Post comment Comments  (80 - 90 of 125)
AFellowStalker
AFellowStalker Jul 9 2012, 7:52pm says:

Alpha is good so far, I take it most of the skills are currently useless?

+2 votes     reply to comment
AFellowStalker
AFellowStalker Jul 9 2012, 7:56pm replied:

Just crashed after trying to press enter on an oasis, could not get the crash log.

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Jul 9 2012, 8:34pm replied:

Yes to your first question (they are going to be *seriously* reworked in the not-too-distant future), and huh - that's a new one. Give me a shout if it happens again!

+2 votes   reply to comment
knight133
knight133 Jul 8 2012, 8:26pm says:

Will we be able to build ships

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Jul 9 2012, 5:01am replied:

In the long term, yes, absolutely, and they will take up multiple squares (like large creatures do).

+3 votes   reply to comment
syntaxibles
syntaxibles Jun 14 2012, 8:48am says:

Looking very fine! i have been eagerly awaiting this game since the start of the yeah or a bit further back, looks like it's coming along great! can't wait to play the alpha, but I will be away for its release date and won't be able to play it :(. Will this compiled for linux operating system(so i can play on virtual desktop while im away) or will this be able to run on dos(avaible for my phone). cant wait to play! kepp up the good work!

+2 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Jun 15 2012, 11:17am replied:

Thanks! Yeah, I've seen you following, and thanks for all the feedback/ideas and stuff to date :). I do intend to make it playable on Linux (and Macs) as well as Windows from 0.0.1 onwards... though stay tuned for any problems in getting the thing to compile! That's a challenge for a fortnight hence...

+3 votes   reply to comment
syntaxibles
syntaxibles Jun 17 2012, 5:53am replied:

awesome, what will the control scheme be(amount of buttons etc.) and will the edge of the world loop?(e.g go far enough west and come out on the east side of the map) that would be cool. sounds like I'll have something to do on long plane trips then maybe. can't wait to see this game released!

+3 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum Jul 8 2012, 7:55pm replied:

I'm not sure how it would work on phone... can you get a virtual keyboard up for games? I know exactly 0 about releasing for a phone, as Windows/Linux/Mac is proving tricky enough! The edge of the map doesn't currently loop, but I have toyed with making it do so at some later point. Well, tomorrow's the day!

+2 votes   reply to comment
samtam99
samtam99 May 21 2012, 8:36am says:

Just wanted to let you know that I've been following this project for quite a while and I like what I've seen. I like it a lot, especially the focus on making the world as dynamic as possible. I'm rather puzzled by the total lack of built-in quests, though: wouldn't it be better, maybe in the future, to use this advanced AI and world simulation system to implement quests which actually take advantage from those features, maybe with multiple paths, choices and consequences? I've always felt that, in most RPGs (even those more focused on giving players multiple ways to proceed through the game, such as Arcanum and the two Fallouts) most actions made by the player have little to no impact on the gameworld and, most importantly, the PC is the only active entity (actually, NPC parties acting against the player *have* been implemented before in Wizardry VII, but sadly that's the only instance I know of a similar feature making its way into a finished game). So it would be quite an achievement to finally have a RPG with an advanced world simulation system which, at the same time, features complex, branching quests and multiple ways to advance through the game.

Anyway, keep up the good work, because this is really looking amazing.

+3 votes     reply to comment
UltimaRatioRegum Creator
UltimaRatioRegum May 22 2012, 8:10am replied:

Firstly, thanks a lot :). As for your specifics - I think it depends on what we mean by quests. There will be 'quests' in the sense of objectives (say, Empire X would like King Y assassinated) but they won't give you a QUEST for it; instead, the information is out there, and completing it will give you a reward, but by the same token, any NPC who does it will get the reward instead. You won't have a quest journal, but rather a kind of 'web' of alliances/allegiances you know about, and therefore allow you to consider how you might influence them. As you say, often the player character is the only entity who really does something, and I want to change that; ideally, I'd like to have the world in a condition where it can actually 'play' itself without the player doing anything. If you choose to spend the whole game, say, living in the woods and never going near a city, empires will still rise/fall etc around you as NPCs do the 'quests' instead. Cheers! First release of basic alpha is definitely looking on-track for end of June...

+2 votes   reply to comment
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Ultima Ratio Regum
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