Please make sure you’re ready for the new update and finish your current settlement before the Update goes live tomorrow (March 30 sometime between 1:00 pm and 3:00 pm UTC).
May the storm be gentle on you, Eremite Games
How to prepare for the Update
We release new content Updates every two weeks on Thursdays around 1 pm – 3 pm UTC. As we make multiple changes to the game’s systems, balance, and content, the game needs to force-finish any settlements that are in progress when you download the update. This aims to prevent various game-breaking bugs that could occur otherwise.
IMPORTANT: If you have a settlement in progress, it will have to be force-finished when you download the Update. You will be reimbursed with Citadel Resources but you will have to start a new settlement. Your meta progress (that is: Experience, Level, completed Deeds, unlocked Upgrades, Citadel Resources, etc.) will remain intact.
In the main menu, under the “Play” button, there’s a countdown to upcoming Updates. Please finish your current settlement before the update day if you don’t want it to be completed automatically.
Experimental Update (Event Choices)
Greetings, Viceroys!
In the new Experimental Update, we’re introducing the Event Choices system - a new set of choices for almost every existing event.
How it worked?
For quite some time, we saw two unresolved issues with the current implementation of glade events. On one hand, there was not enough decision-making around solving them, and on the other hand, the existing choices (the reward options) were very limited in their flavor (e.g. what does “send to the Citadel” even mean in the context of the Mole?).
On top of that, there was a range of smaller problems:
A very limited time window to start an event on high Prestige.
Over-representation of tools in all events.
The overall similarity between event requirements.
A lack of balance between different event rewards.
What did we change?
To address all of these issues, we introduce the Event Choices system. An overwhelming majority of events will now have two options to choose from, with rewards and requirements tied to each other (options can differ in terms of goods required and working effects, and choosing one will lock in the reward). Some of the decisions you will be making can now have more long-lasting consequences, influencing your perks and orders.
Let’s look at the example. You just found an Altar of Decay in a glade - a vile place, where the Sealed Ones are worshiped by those who eagerly await their return.
Altar of Decay choices
You can tear it down, for which you will be rewarded with some loot and a Loyalty point. But you can also perform an old ritual, sacrificing one of your villagers to obtain the Altar’s power. This action will earn you a Corruption point, and convert the event into a beneficial decoration in your settlement. Both choices have different requirements, so now you will have to weigh both the rewards and the costs.
The “points” awarded by the event are tied to the types of decisions you make. There are 4 types as of now, and they influence some perks and orders in the game (to be expanded in the future).
Other notable changes:
Infused Tools were removed from the game.
All events have ~30% more time until their penalty kicks in.
Goods required by events are scaled steeper with each difficulty level (up to Viceroy).
Orders requiring players to solve events in a certain way were changed.
Tools production is faster.
The Calming the Forest perk was changed.
The Forest Mitigation perk was replaced by Frequent Patrols.
If you decide to play the Experimental Update, please share your thoughts with us!
Primarily, we are interested in your answers to the following questions:
How do the new changes affect your runs?
Have you found some events overwhelming, difficult, or too easy?
Are you able to reliably open dangerous glades in year 1 or year 2? Does it change for year 3 and beyond?
Is there anything about these new mechanics that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?
We can’t wait to hear your impressions once you give the new Experimental Update a try!
May the storm be gentle on you, Eremite Games
Twitch Integration Update is out now!
Greetings, Viceroys!
We're back with yet another Against the Storm Update! This time, we're wrapping up another feature from the Roadmap: Twitch Integration.
Twitch Integration: Forest Guardians vs Council of Elders chat minigame
Twitch Integration: chat polls
Fuel prioritization
Forest Mysteries rebalance
3 new Forest Mysteries
Orders rebalance
2 new Orders
And more!
Check out the Twitch Integration Trailer presented by Kormakrtv and RonEmpire:
Big shoutout to RonEmpire who is Against the Storm's most dedicated streamer. We recommend following Ron if you want to learn more about the game and have a great time.
Now, let's dive into the update notes and the full changelog below!
P.S. If you don't own Against the Storm yet, the game will participate in the Steam Spring Sale (which starts later today) with a 20% discount.
DEVELOPER NOTES
Let us start with a reading recommendation. Recently, we had the pleasure to talk with gamedeveloper.com about Against the Storm's design pillars and how we approached the rare mixture of city builder and roguelite. Michał (telhurin) shared plenty of insights into the philosophy behind certain systems and behind-the-scene processes. We hope you’ll enjoy it!
Today’s release is a bit smaller than usual, as most of the team is still hard at work on the new playable species, but it introduces some exciting new things nevertheless. The star of this update is ― as the name suggests ― the new Twitch Integration. But there are also some other notable changes, like the option to prioritize fuel in Hearths, a rebalance of Forest Mysteries and Orders (as well as a few new ones), improved performance, and a lot of bug fixes.
First off, let’s talk about Twitch Integration. As most of our art and design resources [Or as we, non-producers, like to call them: "people" - Luke] are focused on the new species, we decided to make the most of this time and try to deliver a less asset-heavy feature from the Early Access roadmap. You probably already got to see some parts of it, as there was a small closed beta, as well as an experimental release last week, and some streamers already tested it.
When designing the Twitch Integration, we immediately went to the feature that seemed the most fun and well-suited to Against the Storm - chat polls. The game is full of choices (Cornerstones, Blueprints, Caravans, Orders, etc.), so giving the audience the opportunity to influence a run and make some tough decisions for the streamer seemed like a no-brainer. But we also wanted to create something more unique alongside the voting feature - something that would create a bit more tension and let lucky viewers have a real impact on the game. And this is how the chat minigame was born.
Guardians vs Elders Twitch chat minigame
Cornerstone Twitch poll
Once the minigame is activated, viewers can join one of two factions (the town or the forest). From each group, three users are chosen to become the factions’ representatives - Forest Guardians or Council Members. From this moment on, they can use special abilities (chat commands) to help or hinder the streamer.
Forest Guardians abilities:
!poison - passively remove food from the Warehouse
!anger - increase Hostility of the Forest
!chant - slow down events working time
Council of Elders abilities:
!tale - increase the global Resolve
!speech - slow down the Villagers' leaving rate
!prayer - extra production chance
(chat commands may differ based on the language chosen by the streamer)
Forest Guardians and the Council of Elders have physical representations in the streamer’s game. Council Members take the role of random villagers and have their Twitch usernames displayed above their heads, and Forest Guardians are assigned to nearby dangerous glade events. Faction representatives can be defeated (by killing their character in the game or solving the assigned event), and new ones are chosen after a cooldown. For a more thorough breakdown of the minigame’s rules, read the streamer guide we created, or go directly to the Encyclopedia entry in the game.
In this update, we also took a closer look at the balance of Forest Mysteries. There were quite a few effects that were too powerful (like Cloudburst or Greater Threat), resulting in some runs feeling unnecessarily frustrating. We decided to tone them down a bit, mostly by increasing the Hostility level at which they are activated, and by improving the RNG behind the entire system. All Forest Mysteries should now be more evenly spread, and even if you get a very taxing effect in your game, it should be at least partially compensated by other effects.
There are also some highly requested UX/UI improvements in this update. We added the option to prioritize fuel types in Hearths, and we added the option to forbid a need for the entire settlement with one click in the Consumption Control panel.
Fuel prioritization
Lastly, this release also includes quite a lot of bug fixes, a continuation of the Order rebalance started in the last update, as well as some performance improvements. We updated the game’s engine to combat the most notorious stability issues occurring on some newer GPUs, as well as tweaked the graphical presentation of the Scarlet Orchard to be less demanding to render (it turns out that this was our most detailed biome in terms of polycount and textures).
Thank you for providing us with feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:
We also have a little surprise for you. As mentioned earlier, in parallel with the regular updates, we’re also working on the new species and we plan to release them sometime in April. Here’s a little sneak peek of the fox villager (still a work in progress):
Fox villager
We hope you’ll enjoy everything we prepared for you and as always can’t wait to hear your feedback!
May the storm be gentle on you, Eremite Games
CHANGELOG
Number of changes: 75 Inspired by community: 73%
Changes marked with ⚡ were inspired by the community.
New content and features
Added a Twitch Integration feature - Forest Guardians vs. Council of Elders chat minigame.
The “Forest Guardians vs. Council of Elders” chat minigame is a way for viewers to directly influence a streamer’s game. Viewers can join two distinct factions: the Forest Guardians (by typing !join forest) or the Council of Elders (by typing !join town). Guardians will try to hinder the streamer, while the Council will try to help.
During a game, each faction has three slots for characters, randomly chosen from their members (who opted in to participate). Each character can enable one of the three abilities by typing commands in the chat. Only viewers currently controlling Guardians or Council Members can use abilities.
Forest Guardians can passively remove food, increase hostility, and slow down glade event progress. Council Members can increase resolve, slow down villager leaving rates, and increase the chance for double yields (the full list of abilities is visible after typing !help in chat).
Forest Guardians have their names displayed above nearby Dangerous Events, while Council Members are assigned to villagers. They can be defeated, in which case they lose control over their character and their active ability is disabled. The next faction member will be selected after a cooldown.
The audience can vote for your in-game choices via native Twitch polls. You can customize the voting mode, channel points usage, and polls' duration in the game's Options (Twitch tab).
The chat minigame can be customized in the options menu (under the “Twitch” tab). You can choose what factions are enabled, how many seconds of cooldown there are (for abilities and viewer slot filling), as well as if the chat commands should use your game’s language.
If you ever forget the rules of the chat minigame, there is now a new Encyclopedia entry explaining everything (and we also prepared a streamer guide, and you can type !help into the chat to learn more).
Please remember that chat commands are localized into the game’s language (unless a checkbox to always use English is enabled in the Options menu).
Added a Twitch Integration feature - chat polls.
The audience can vote for in-game choices via native Twitch polls.
Currently, chat polls support Cornerstones, Blueprints, Orders, Caravans, and Newcomers.
Polls can be customized - you can select the voting mode (automatic, opt-in), if channel points count towards votes, and how long the poll will last (these settings are present under the “Twitch” tab in the Options menu).
Twitch polls require Affiliate or Partner status.
Added 3 new Forest Mysteries.
Drizzle Anomaly - The rain seems to fall... slower. Gain 15 Drizzle Water per minute during the Drizzle.
Scavenging Season - The Drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of bringing back twice as many goods from Glade Events solved during the Drizzle.
Unyielding Corruption - The spreading Corruption strikes fear into the hearts of you villagers. No amount of assurances or flattery can change that. Favoring is unavailable while the Hearth is being corrupted.
Added 2 new Orders.
Restoration - convert glade events into positive decorations.
Gifts for the Queen - choose the “send to Citadel” option when solving glade events.
Balance
⚡ Rebalanced multiple Forest Mysteries.
"Charged" Rain - increased the Hostility level from 4 to 5.
Strange Lights - changed the internal spawn conditions of this Mystery, so it’s accompanied by more beneficial positive Mysteries or by less threatening negative ones.
Downpour - increased the Hostility level from 4 to 5.
Nauseous Spores - lowered the Hostility level from 5 to 4. Changed the internal spawn conditions of this Mystery, so it’s accompanied by more beneficial positive Mysteries or by less threatening negative ones.
Eerie Song - Changed the internal spawn conditions of this Mystery, so it’s accompanied by more beneficial positive Mysteries or by less threatening negative ones.
Greater Threat - increased the Hostility level from 2 to 4. Changed the internal spawn conditions of this Mystery, so it’s accompanied by more beneficial positive Mysteries or by less threatening negative ones.
Rotten Rain - increased the Hostility level from 2 to 3. Changed the internal spawn conditions of this Mystery, so it’s accompanied by more beneficial positive Mysteries or by less threatening negative ones.
Cloudburst - increased the Hostility level from 3 to 4. Changed the internal spawn conditions of this Mystery, so it’s accompanied by more beneficial positive Mysteries or by less threatening negative ones.
Acid Rain - changed the internal spawn conditions of this Mystery, so it’s accompanied by less beneficial positive Mysteries or by more threatening negative ones.
Faint Flame - decreased the Hostility level from 3 to 2.
Absorption - decreased the Hostility level from 3 to 2.
Grim Fate - changed the effects label from “Very Harsh” to “Devastating”.
Saturated Air - lowered the requirement for used Rainwater to trigger the positive Resolve bonus (from 50 to 30).
Soft Stems - this Mystery was removed entirely.
Reshuffled Forest Mystery groups in different biomes. Previously, there were a few effects that would only spawn in one or two environments - they can now spawn in most biomes.
The changes to the “internal spawn conditions” mentioned in this list are influencing the RNG of different effects, and should lead to a more fair and even distribution (so if you get a very harsh negative Forest Mystery, there is a higher chance it’s accompanied by a very beneficial positive effect).
⚡ Rebalanced multiple orders.
Clothing the People
Objectives: changed the requirement from fulfilling needs at the same time to fulfilling needs in total.
Trade Baron
Objectives: decreased the number of required trade routes from 12/14/16 to 10/12/14.
The Cult of Fire
Objectives: slightly decreased the number of required villagers with the need for Religion fulfilled (on the higher difficulty).
Call of the Ruins (timed)
Time: slightly increased the time limit.
Serving the People
Objectives: lowered the requirement for Pickled Goods, Skewers, and Jerky needs fulfilled from 50/60/70 to 40/50/60.
Venturesome Leader (timed)
Rewards: increased the number of Simple Tools.
Time of Courage (timed)
Rewards: increased the amount of Amber.
Zealous Scouts (timed)
Time: increased the time limit by 30s.
Great Expansion (timed)
Time: increased the time limit by 30s.
Sacrificial Ceremony (timed)
Rewards: removed the Secret Techniques of the Firekeeper perk, added the Smithy Blueprint.
Outerwear (timed)
Objectives: lowered the requirement for simultaneously fulfilled Clothing needs
Reward: Removed the Incense Delivery Line perk, added the Training Gear Delivery Line perk instead.
Beer Snacks (timed)
Rewards: removed Amber, added the Spiced Ale perk.
Trading Master (timed)
Rewards: removed the Tavern blueprint, added the Deep Pockets perk.
Utopia
Objectives: lowered the requirement for fulfilling the need for Jerky, Pie, and Skewers from 14/16/18 to 12/14/16.
Changed the way effects influencing metal production work (Metallurgic Proficiency, Metallurgic Experts, Acid Rain). Previously, they would affect all recipes with metal bars and/or ore in them. Now, they only influence recipes with metal ingots as ingredients, and the production of Copper Bars/Crystalized Dew itself.
UX/UI improvements
⚡ Added the option to prioritize different fuel types in Hearths.
⚡ Added a resource icon showing the currently burned fuel next to the animated flame in the Hearth panel.
⚡ Added a new checkbox to the Consumption Control panel allowing players to forbid a need for all 3 species with just one click.
Bug fixes
⚡ Fixed a bug with the Altar of Decay’s spawn rate.
⚡ Fixed a bug with stone nodes spawned by the Petrified Necropolis modifier disappearing after reloading the game.
⚡ Fixed a bug with the game not saving right after collecting Citadel Resources for a run invalidated by an update.
⚡ Fixed an issue with the Untamed Wilds and Dangerous Lands modifiers occurring together in Daily Challenges.
⚡ Fixed an issue with the “expected gain” indication in the Crown Chronicles effect showing incorrect values.
⚡ Fixed an issue with the “expected gain” indication in the Cooking Steam Cornerstone showing incorrect values.
⚡ Fixed an issue with the “expected gain” indication in the Ancient Practices effect showing incorrect values.
⚡ Fixed an issue with the Counterfeit Amber perk being shown in the Greenhouse.
⚡ Fixed an incorrect description for the Piercing Winds Forest Mystery.
⚡ Fixed a bug with recipes in the Rainpunk Foundry not using Sea Marrow.
⚡ Fixed an issue with some Forbidden Glades in the Coral Forest not having enough space for bigger ruins (like the Bath House).
⚡ Fixed an issue with the Ominous Presence modifier description missing information about the effect triggering when villagers leave.
⚡ Fixed a typo in the Japanese version of the Biscuit Recipes perk description.
⚡ Fixed a mistranslation in most yield-increasing perk descriptions in the Simplified Chinese version of the game.
⚡ Fixed a mistranslation in the Safe Haven perk description in Korean.
⚡ Fixed a bug with missing keybinds when using a Hebrew keyboard.
⚡ Fixed a bug with Blightrot Cysts closing when the building they infected was moved during the Storm.
Fixed a bug with the Converted Altar of Decay and the Converted Harmony Altar not having the “harmony” tag in front of their descriptions.
Fixed a bug with the terrain being too dark after changing graphical options mid-game.
Fixed an incorrect description for the Blueprint Reroll upgrade in the Citadel.
Fixed a graphical glitch with the Geyser Pump’s footprint.
Other
⚡ Improved the game's overall performance and stability. It should now crash less (especially on high-end GPUs, as previously there were some isolated cases of frequent crashing), and run at a higher frame rate in general.
⚡ Improved the game’s performance in the Scarlet Orchard. This biome was a bit more demanding than the rest due to more detailed assets and thick foliage. It should now run a lot smoother.
COMMUNITY CORNER
Click to unfold: [expand type="showmore"] Harpy by yeomk2 (Source: Twitter)
For more artwork and memes, visit Steam, Discord, and Reddit. [/expand] As always, we wish you an awesome weekend and hope to see you again in two weeks!
While the main highlight of the upcoming update is the Twitch Integration itself (with chat minigame and chat polls), you can also expect:
Fuel prioritization
Forest Mysteries and Orders rebalance
2 new Forest Mysteries
2 new Orders
And more!
Please make sure you’re ready for the new update and finish your current settlement before the Update goes live tomorrow (sometime between 2:00 pm and 4:00 pm UTC).
May the storm be gentle on you, Eremite Games
HOW TO PREPARE
We release new content Updates every two weeks on Thursdays around 2 pm – 4 pm UTC. As we make multiple changes to the game’s systems, balance, and content, the game needs to force-finish any settlements that are in progress when you download the update. This aims to prevent various game-breaking bugs that could occur otherwise.
IMPORTANT: If you have a settlement in progress, it will have to be force-finished when you download the Update. You will be reimbursed with Citadel Resources but you will have to start a new settlement. Your meta progress (that is: Experience, Level, completed Deeds, unlocked Upgrades, Citadel Resources, etc.) will remain intact.
In the main menu, under the “Play” button, there’s a countdown to upcoming Updates. Please finish your current settlement before the update day if you don’t want it to be completed automatically.
We’re currently working on a new Twitch Integration feature that lets you interact with your viewers in exciting new ways!
Chat polls: Cornerstone, Blueprint, Caravan, Newcomers, and Order voting (requires Affiliate or Partner status)
Chat minigame: Forest Guardians vs. Council of Elders
Blueprint chat poll
Forest Guardians vs Council of Elders
The integration lets viewers participate in your game without any external software or bots. To enable the integration, go to the game's Options (Twitch tab), log in with your Twitch account, customize your setup, and encourage the audience to play alongside you.
For more information, please check our Twitch Integration Streamer’s Guide which explains how the features work, what chat commands are available, and more!
Thank you for the warm reception of the Modifiers Update and for bringing to our attention some unwanted issues that occured after the update. We just released a hotfix that should deal with them.
Fixed a missing description for the Friend or Foe working effect in the Corrupted Caravan glade event.
Fixed a bug with the Frosts modifier not reducing the minimum allowed distance for building another Hearth.
Fixed a bug with the Trade Route panel not updating available offers in real time when the "show available" checkbox is active.
Fixed a bug with input fields not preventing shortcut activation when clicked.
Fixed a bug with the Land of Greed modifier not working after the game was reloaded.
Fixed an issue with the "no firekeeper" alert showing up when the game is paused and a new firekeeper is assigned.
Fixed a bug with the Resolve preview in the villager panel showing an incorrect value.
Also, please be aware that the new Modifiers (and the new Modifiers spawn rate) from yesterday's update will be available after you start a new Cycle.
We're extremely grateful for your support and hope that you'll enjoy the new update. Have a fantastic weekend!
May the storm be gentle on you, Eremite Games
Hotfix 0.45.2 (Order preview, translation)
Greetings, Viceroys!
We recently released a tiny hotfix addressing some of the bugs that popped up after Modifiers Update.
Fixed a bug with the Order preview on the HUD displaying incorrect objectives.
Fixed a bug with the Italian community translation of the game showing unlocalized string IDs instead of proper text.
The Italian community translation is no longer automatically applied when the game is launched on an Italian system. It has to be manually turned on via the options menu.
Replaced an incorrect link in the news panel in the main menu.
I'm your host Pervun Runebeak and in today's update notes, we're covering all the exciting new content that we added to the game in the Modifiers Update. So sit back, grab some Pickled Goods, and let's get started!
Here's what's new:
8 new Modifiers
Trade Routes interface improvements
Effect previews for retroactive Cornerstones
Stay with us for the full changelog and the developer notes, where we'll give you the inside scoop on all the design changes.
DEVELOPER NOTES
This update’s highlight, as the name suggests, are new World Map Modifiers. A few weeks back, we asked you to share your ideas for new effects in the Community Brainstorm. We were flooded with hundreds of great suggestions and had a hard time picking a handful that we'd be able to deliver in this update. We finally settled on 8 new Modifiers, and we hope they will provide you with fresh challenges and spice up your runs.
Petrified Necropolis Modifier
While not all ideas from the brainstorm made it into the game this time, don’t be discouraged - this doesn’t mean we will just toss aside the impressive list of potential new effects you came up with. Some of the proposals are already present in a different form (as perks for example), and even more of them will eventually end up being implemented in some way (as they might be more suited for something else than a modifier, or require some additional groundwork).
But modifiers are not the only thing coming in this update. We also introduce some very useful UI features that were highly requested over the last couple of months.
Improvements to the trade route panel - a “show only available” checkbox, an option to get alerts when auto collect is on, number of available trade routes on the HUD icon, and more.
A bonus preview when choosing retroactive Cornerstones or buying retroactive perks and building upgrades.
Changes to the way the destruction tool works. It will now always ask for confirmation when trying to remove a building, but holding Shift will automatically skip the confirmation popup.
And multiple other, smaller improvements.
We also took a closer look at Order balance in this update. While there are a lot of different objectives to go for in the game, some of them are a bit problematic (be it too difficult, too unrewarding, or too homogeneous), so rather than adding new ones, we decided to clean this system up a bit. Our main goals were twofold - to try and remove duplicates (Orders with very similar objectives), and to widen the pool of meaningful choices (by boosting rarely picked Orders and nerfing some of the most trivial ones). As always, the balance of this system is never really “done”, and we will return to Orders in the future, once we see the effects of today’s changes.
Lastly, some of you might be happy to hear that we added another two new music tracks to the Scarlet Orchard, and revamped a lot of ambient sounds in the game. We also fixed multiple bugs and slightly improved the game’s performance. We are planning a more thorough performance pass in the near future, but we first want to release an experimental update with some of the changes, to see if we are able to address the most prevalent issues without breaking anything else (as this is mostly an engine-level upgrade, not fully in our control).
Thank you for providing us with feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added 8 new World Map Modifiers (inspired by a recent Community Brainstorm).
Frosts - A bizarre cold rises from below and engulfs the Sacred Flame. All Hearths have a smaller radius.
Abandoned Settlement - Some other Viceroy tried to settle this area, but unfortunately failed... You start with a small destroyed settlement in your initial glade.
Untamed Wilds - Nobody settled in this region for multiple Cycles. Every Dangerous and Forbidden Glade contains two threats instead of one (except glades with Archaeological Discoveries in the Scarlet Orchard).
Land of Greed - The strange totem doesn't allow you to share your wealth with anyone... Choosing the "send to Citadel" option in Glade Events no longer awards Reputation Points.
Petrified Necropolis - Rocks in this region have a very peculiar shape… Dead villagers turn to stone. Gain Meat for every Stone and Clay produced.
Gathering Storm - A mysterious force is drawing in heavy clouds. Every year, the storm lasts longer.
Overgrown Library - A remnant of a bygone era, when Royal Archivists themselves ventured out into the wilderness in search of knowledge. One of your starting blueprint choices is replaced by a Wildcard (you can choose one blueprint from all unlocked blueprints).
Ominous Presence - Something strange is trapped beneath the ground. Gain double the amount of Hostility for each year, but every time a villager dies, Hostility is decreased.
All new modifiers were added to the Daily Expedition pool and can also be selected in Training Expeditions.
Balance
⚡ Increased the total number of modifiers spawned on the World Map. You should see a higher density of points of interest on the map, and this change should also make it a bit easier to find certain Modifiers required by Deeds.
⚡ Rebalanced Modifier spawn rates - they are now more equally distributed.
Objectives: increased the value of sold goods requirement.
Work Break (Timed Order)
Objectives: slightly increased the time requirement for not cutting down trees.
Time: lowered the time limit by 20s.
Removed two Orders from the game.
Allies
Storekeeper
UX/UI improvements
⚡ Improved the Trade Route UI.
Changed the way the list of offers works. Now all offers are displayed at once (with small dividers for town names). You no longer have to click on towns to see their offers.
Moved the buy button for new offer slots from the main offer list to the side list of towns.
Removed the biome name from the town slot to make more space for the town name. The biome name can still be seen in the town tooltip.
Added a “show only available” checkbox above the offer list. Checking it will hide offers you can’t afford.
Added a checkbox to the options menu (in the “Alerts” tab) to enable trade route completion notifications even if auto collect is on (this option is off by default).
The Trade Route button on the HUD will now show two numbers: trade routes ready to be collected (on the left), and trade routes that can be started right away (on the right). This should make it easier to make decisions at a glance without needing to open the trade route UI.
Slightly rearranged the Trade Route panel (mostly the checkboxes and the headers).
⚡ Added an effect preview in the description of retroactive perks. Now before buying or picking a retroactive perk, you will be able to see the expected bonus from it.
⚡ Changed the way removing buildings works. Now all buildings (aside from roads and decorations) will always ask for confirmation. You can skip the confirmation pop-up by holding Shift when destroying buildings.
⚡ Added an explanation to timed Resolve penalties that were started by Forest Mysteries during the Storm (such as Cloudburst and Creeping Shadows). The tooltip now reads “Timed Resolve effects expire only after the timer reaches 0, even if they were started by a Forest Mystery during the Storm.” to avoid confusion.
⚡ Changed the wording on progress previews in effects that are only active during one season (like Cricket Mating Grounds, Woodpecker Technique, and Improvised Tools).
⚡ Added a new setting in the options menu - UI scroll sensitivity. It affects all scroll bars in the game’s UI.
⚡ Updated the description of the Earthquake effect (Drainage Mole) to also include information about nearby glade events being destroyed by it.
⚡ Improved the wording in the Awakening effect’s description (Infected Drainage Mole) to make it clear that Cysts remain active even after solving the corresponding glade event.
⚡ Changed the wording in the Silent Looting perk description to make it more consistent with other text in the game.
Added information about the radius to some explosion effects (like in the Noxious Machinery glade event).
Added a new graphic setting in the options menu - shadow fade distance. You can now control the distance at which shadows are disabled (to lower the strain on your GPU or increase the graphical fidelity of the game).
Changed the name of the “Modifiers” tab in the Embark View to “Conditions”, to better describe the information that is available after clicking it.
Changed the name and description of the Ruined Settlement modifier to avoid confusion with the new Abandoned Settlement modifier. It’s now called Ruins, and the description states that there is a higher chance of finding ruined buildings in the forest.
Bug fixes
⚡ Fixed a bug with Automatons not being affected by production boosting perks.
⚡ Fixed a bug with removed perks (Religious Settlement and Cosmetic Specialization) still being given as rewards for completing Orders.
⚡ Fixed a bug with the removed Chicken or Egg Cornerstone still being given as a level up reward.
⚡ Fixed an issue with building categories not lighting up on the bottom HUD after receiving a new blueprint.
⚡ Fixed an issue with the Dangerous Lands Modifier spawning a Forbidden Glade in the forest.
⚡ Fixed an issue with failed timed orders preventing players from completing certain deeds (like Defying the Crown).
⚡ Fixed a bug with incorrect upgrade cost tooltips in the Mine, Archaeologist’s Office, and Geyser Pump.
⚡ Fixed a bug with the game setting up a low resolution when launched for the first time.
⚡ Fixed a bug with Geyser Pumps being moveable in settlements with the Levitating Monument modifier.
⚡ Fixed a bug that made it possible to place an invisible building.
⚡ Changed the description of the Friend or Foe effect to take Prestige difficulty modifiers into account.
⚡ Fixed incorrectly switched values in the Prosperous Archaeology perk description in Traditional Chinese.
⚡ Fixed multiple incorrect Korean translations for tooltips and building descriptions (for example Embark Bonuses, Essential Blueprint upgrades, and production building descriptions).
⚡ Fixed incorrect Korean translations for Embark Bonuses and Essential Blueprint upgrades in the Smoldering City.
⚡ Fixed an incorrect translation of the Into the Forest deed description.
⚡ Fixed an issue with overlays scaling incorrectly with the UI size setting in the options menu.
⚡ Fixed a display bug with resource counters on the HUD having an initial value of 99999.
⚡ Fixed an issue with steam particles not being stopped when the game is paused.
⚡ Fixed a bug with the UI being inactive after typing in a value into the limit text field and hitting Enter.
⚡ Fixed a bug with trader arrival icons covering worker slots.
⚡ Fixed a bug with locked perks being available in the Forsaken Altar.
⚡ Fixed an issue with the intro cutscene having a white frame in ultrawide resolutions.
⚡ Fixed an issue with the Rotten Rain Forest Mystery being drawn in maps without Fertile Soil.
⚡ Fixed a bug with some big UI windows not closing when clicking on the background behind them.
⚡ Fixed a bug with two Encyclopedia entries being locked even if a player has unlocked everything in the game.
⚡ Fixed a bug with the Gathering Knowledge effect (Marshlands biome modifier) affecting Woodcutters.
⚡ Fixed a bug with logistics lines being visible even after closing the building UI.
⚡ Fixed a typo in the Blightrot Cauldron working effect description in English.
⚡ Fixed a typo in the Russian translation of the Firekeeper’s Prayer perk.
⚡ Fixed a typo in the tree marking tooltip in the japanese version of the game.
⚡ Fixed a typo in the Spices perk description in English.
⚡ Removed an unnecessary plus sign from the Survivor Bonding description in French.
⚡ Removed an unnecessary minus sign from the Infamous Viceroy modifier description.
Fixed a bug with “mark trees” and “unmark trees” shortcuts being available in the tutorial even before building the first Woodcutters’ Camp.
Other
⚡ Improved the overall performance of the game.
After the last update, we received some reports about the game running slower. Most of them should be addressed now.
We will release an experimental update in the near future with more fixes and improved performance, and move it over to the main branch once it is stable.
⚡ Added two new music tracks to the Scarlet Orchard (Drizzle and Clearance).
Reworked all ambient sounds for the Cursed Royal Woodlands (all 3 seasons).
Added new ambient sound to the Scarlet Orchard (Clearance).
Added new ambient sounds to the Marshlands (Storm).
Tweaked the volume levels of all ambient sounds in the game.
COMMUNITY CORNER
Click to unfold: [expand type="showmore"] Today's Community Corner shines the spotlight on the brilliant sketches created by mcnostril. They’ll make you laugh and they’ll make you think.