Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie
Against the Storm
Favoring Update is here!
Greetings, Viceroys!
Today, as we reflect on the past and look into the future of Against the Storm, please allow us to be a bit sentimental and dedicate this intro to each of you who joined us on this wondrous adventure. Thank you, Viceroys, for helping us shape this game!
And how here's what's new:
New logistics functionality
Lighter Treatment cooldown
Altar of Decay event
5 new Cornerstones
and more!
Let's delve into the changelog and the results of the 5th Species Community Vote.
But before, if you're not tired of surveys yet, please let us know what characters from the game you'd like to see turned into merchandise!
We'd love to create physical items from the world of Against the Storm one day and we're curious to know who are your favorites!
COMMUNITY VOTE - RESULTS
The time has come for the big reveal! The 5th species in Against the Storm will be...
Foxes!
With 11,197 votes (~57% of total votes), Foxes won against Frogs (~31%) and Bats (~12%). We will dedicate the upcoming weeks to working on the new species while delivering the usual (although a bit smaller) bi-weekly updates. Below, you can find the first concept art of some of the building modules.
We plan to add the 5th species to the game sometime in April this year. Keep your eyes open for sneak peeks!
DEVELOPER NOTES
In today’s update, we bring you a small yet significant change to the favoring mechanic, some improvements to logistics, a new event, new perks, the reworked Noxious Machinery event, and quite a lot of balance. Let’s get straight into it.
Favoring (Lighter Treatment)
First of all, let’s talk about favoring. We decided to take a closer look at it in this update because it started to become problematic for the balance and long-term health of the game. It was one of the first mechanics introduced to the game around 3 years ago.
https://www.youtube.com/watch?v=TUcQEgPktXA Favoring in Against the Storm's 2020 demo
At that time there weren’t really any other tools to combat Resolve drops. It was added for two main reasons:
As a way of dealing with low Resolve values near the leaving threshold (as there were no other mechanisms to help with that outside of perks and complex needs).
As a tool for boosting a given species’ Resolve in situations of bad resource/recipe RNG (when players weren’t able to support one of their species in any other way).
Favoring served these purposes for a long time, but as the game evolved and changed, it started to stick out more and more. Several problems became apparent:
Favoring had no consequences, it could be turned on and off without any implications.
There were no bad decisions when interacting with this mechanic. It could simply be turned off or redirected to another species in a split second. And there not being bad decisions meant there weren’t any good ones either.
Favoring obstructed other mechanics (clothing, complex food, rain engines, specializations, hubs) and made them less significant (because it was easier to press one button without consequences).
It allowed “juggling” (quick switching between species favoring to prevent them from leaving).
It didn’t make much sense in terms of flavor (every 10 seconds a different species could be favored).
For a long time now, we kept all these problems in mind and tried to figure out a way to fix them. At the same time, we tried to lay the groundwork for a potential favoring nerf, by gradually introducing new tools that would help players manage Resolve drops and alleviate some problems with the RNG (for example: sacrificing, resolve bonuses in rain engines, consumption control and the ability to stockpile goods, essential camps, specializations, hubs, etc.). And with this update, we finally feel confident that there are enough alternatives to make a favoring change less painful than it would otherwise be. After a long design process and multiple discussions, we arrived at a set of criteria the new favoring mechanic had to meet:
It should add a consequence to the mechanic (even if it’s a minor one).
It should remove juggling.
It should keep the mechanic simple and understandable at a glance.
It shouldn’t disrupt other systems.
Based on that, and with the help of the community, we came up with a few possible solutions, from which we then tested two on the experimental branch. One of them was a 60-second cooldown for favoring, and the other was a change to how Resolve regenerates after it dropped (basically equalizing the rate at which Resolve falls and rises). After some extensive rounds of testing and discussion (for which we are very grateful to all the players who tried this change on the experimental branch), we finally decided to go with the 60-second cooldown, because it fits all the criteria, and didn’t require a big rework and/or rebalance of core systems (as opposed to the other idea with equalizing Resolve rates).
We hope that the change to favoring will shift the meta into a more healthy place in the long run, and allow us to introduce new mechanics and challenges that won’t easily be invalidated. And of course, as always - nothing is final. We will keep an eye on the game’s balance after this change and adjust if needed.
Logistics
Logistics range
Now let's move on to the second big change coming in this update - logistics improvements. From now on, workers in production buildings will be able to get ingredients from other nearby buildings (in a limited range), instead of having to go all the way back to a warehouse. There is also a handy visualization of connections when selecting a building. The main goal of this change is to support the fantasy of placing certain types of structures next to each other because they are linked thematically and/or production-wise (like a mill next to a bakery). It should also provide a slight efficiency boost to players for constructing specialized production zones.
Other additions and the new species
Altar of Decay
Logistics and favoring aren’t the only things coming in this update. There are also multiple smaller additions in this update - a new glade event that can be converted into a decoration (Altar of Decay), 5 new Cornerstones, UX improvements to the hub system, some event and perk balance (Living Matter nerf, yay!), numerous bug fixes, and a new music track in the Scarlet Orchard. Lastly, we wanted to briefly talk a bit about the progress we’ve made on the new species. We are hard at work behind the scenes, mostly focusing on the art style and characteristics of Foxes, and how they fit into the overall structure of the game. We are happy to share that we already have a visual style for their architecture, as well as an early version of needs and buildings in place. In the coming weeks, we will focus on specializations, perks, orders, final assets, and a lot of testing.
Foxes building modules concept art
Unfortunately, this means that some of the updates in the near future will be less packed with content and focused more on quality of life, balance, optimization, and smaller features (but they will still come every two weeks!). We hope that you'll enjoy what we have in store for you, even if its scope is somewhat reduced, and that the next species will be worth the wait. 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 new logistics functionality to the game.
Workers in production buildings can now take resources directly from internal storages of other nearby buildings.
Workers will take resources only from buildings in a small radius around the workshop.
When placing or selecting a building, animated lines will appear on the screen, showing connections to buildings that are in range. Only buildings capable of producing goods used in active recipes are marked. The nearest warehouse is also marked.
Workers will still take resources from warehouses if there are no resources in nearby internal storages.
⚡ Changed the way Favoring (Lighter Treatment) works.
When you stop favoring a species, a 60-second cooldown will prevent you from favoring another species right away.
When hovering over the favoring button, the Resolve values near the species portraits will change, giving you a preview of the effect before clicking.
Added 1 new Glade Event.
Altar of Decay - A sinister stone structure created to worship the Blightrot. Cultists have engraved the inscription: "Nothing escapes death".
The Noxious Machinery Glade Event has been reworked.
It now no longer pumps rainwater into the settlement's tanks and kills villagers when the limit is reached. Instead, it now “steals” rainwater and generates a small number of Cysts every 120 seconds.
Added 5 new Cornerstones.
Alarm Bells - The Brass Order's newest invention - an intricate system of sensors that can detect Corruption before it spreads too much. Workers have a 15% higher chance of producing double yields when Hearth's Expected Corruption Rate is 200% or higher.
Royal Guard Training - The Crown sends two Royal Guards to your village. Instead of simply brawling, villagers will now train under them. Fulfilling the need for Brawling grants an additional +5 to Resolve, but attacking a trader will result in you getting 2 extra Impatience Points.
Industrialized Agriculture - +50% to the number of goods produced in the Forester's Hut.
Advanced Herbalism - +50% to the number of goods produced in the Herb Garden.
Large Baskets - +50% to the number of goods produced in the Plantation.
Balance
⚡ Rebalanced the Sacred Flame Rituals Forest Mystery and changed its description to avoid confusion. Previously, it was worded as if every villager that wasn’t paid for, would die (but in fact, only one would be killed per year). Now it clearly states that the consequence for not paying only applies once per year, and the number of victims was increased from 1 to 2.
⚡ Moved the Field Kitchen unlock from the Dim Square Level 8 upgrade to Level 7. The Packs of Provisions Embark Bonus from Level 7 was moved up to Level 8.
⚡ Rebalanced the Living Matter Glade Event. The working effect (Decaying Food) should now consume less food (around 17% less on lower difficulties, and 33% less on Viceroy).
Rebalanced the Petrified Tree Glade Event. It now has an additional working effect (fewer spots in every house), but the woodcutting speed penalty was nerfed.
Slightly increased the spawn rate of the Petrified Tree Glade Event.
Cysts can now spawn on warehouses. The Main Warehouse can have 6 cysts, and the small Warehouse can have 3.
Lowered the carrying capacity boost from the Ancient Strength upgrade in the Archaeologist’s Office from 10 to 5.
Rebalanced multiple Cornerstones.
Safe Haven - changed the rarity of this perk from Epic to Legendary.
Woodpecker Technique - no longer gives 1 Insect for every 2 trees. Now gives 2 Insects for every tree cut during the Storm.
Reinforced Axes - lowered the woodcutting speed bonus from 40% to 35%.
Worker's Rations - lowered the chance of double food consumption from 25% to 20%.
Counterfeit Amber - now requires 75 water used instead of 100.
Urban Planning - removed the downside (construction time increase).
Improvised Tools - now gives 10 Simple Tools (instead of 5) per glade and no longer decreases woodcutter Resolve. But glades must be discovered during the Storm.
Force of Nature - now gives a +1 bonus to Storm Water production every 2 woodcutters (instead of every 3).
Overexploitation - lowered the amount of Hostility given by this perk by 33%.
Overexploitation (Stormforged) - increased the bonus to newly discovered glades. It now adds 15 charges to small nodes and 50 charges to big nodes.
Removed 5 Cornerstones
Advanced Fuel - removed from yearly rewards, only available in orders/from traders.
Religious Settlement - removed completely.
Cosmetic Specialization - removed completely
Chicken or Egg? - removed completely.
Exploration Training - removed completely.
UX/UI improvements
⚡ Added all three levels (Encampment, Neighborhood, District) to the Hearth UI, to make it easier to know where the player currently is.
⚡ Changed the wording of multiple UI elements referring to hubs. Most of them now simply refer to “Hearth levels” and “upgrading the Hearth” to make it easier to understand and not feel lost when orders are asking for “advancing hubs”.
⚡ Added a “(Level X)” text to every Hearth stage, to make it easier to identify the different upgrade levels at a glance.
⚡ Updated the “Shortcuts” entry in the in-game Encyclopedia with new keybinds.
⚡ Added a tooltip trigger (“i” icon) to the UI panel of all unconstructed buildings, explaining how construction priority works.
⚡ Added information about Reputation Points lowering Impatience to all Reputation tooltips (rewards, the Reputation bar).
⚡ Added an error message with instructions on how to proceed when an autosave fails.
Changed the description of the Prestige 10 modifier (Sinister Blight) to also include information about increased Blightrot Cysts spawns from sources like glade events, etc.
Updated Prestige names in the difficulty tooltip to use Roman and Arabic numerals based on the language selected in the options menu.
Rainwater tanks are now visible on the HUD before unlocking Rainpunk Technology in the Smoldering City.
Bug fixes
⚡ Fixed a bug with the Living Matter Farmer Deed not completing after meeting its requirements.
⚡ Fixed a bug with the penalty from the Ghost of a Scared Firekeeper not applying correctly.
⚡ Fixed a bug with mines being impossible to destroy.
⚡ Fixed a bug with some glades having two dangerous events instead of one.
⚡ Fixed a bug with Favoring still being active after two species left the settlement/died.
⚡ Fixed a bug with production boosting effects (like Force of Nature) not applying to Geyser Pumps.
⚡ Fixed an issue with Wildcard search boxes not accepting special/non-latin characters.
⚡ Fixed a bug with Wildcard effect being available in the tutorial.
⚡ Fixed an issue with incorrect consequences being applied after attacking Sahilda.
⚡ Fixed a bug with resources vanishing when a worker is interrupted before starting a production cycle.
⚡ Fixed a bug with the Rainpunk Panel not refreshing when installing a Rain Engine through the Rainpunk Overlay.
⚡ Fixed an issue with the Rainpunk Overlay being active for players who haven’t unlocked Rainpunk yet.
⚡ Fixed an issue with some converted structures (from glade events) displaying construction costs in their tooltip.
⚡ Fixed an issue with tooltips of restored Haunted Ruins missing information about rainwater.
⚡ Fixed an issue with the internal storage UI in some buildings not having enough room for all produced/gathered resources (like the Woodcutters’ Camp in the Coral Forest).
⚡ Changed the layout of Blightrot Cysts on Shelters to make it easier to see them at a glance (especially when placing Shelters right next to each other).
⚡ Fixed numerous translation errors, and improved the overall quality and clarity of the Simplified Chinese localization of the game.
⚡ Fixed an issue with some Japanese characters having an incorrect typeface.
Fixed a bug with Resolve tooltips still displaying “time to leave” when hovering over a Species that is already gone from the settlement.
Fixed a bug with Prestige descriptions being scaled incorrectly on the difficulty tooltip in the Embark View
Fixed an issue with the Archaeologist’s Office sound effects not stopping when the game is paused.
Other
⚡ Added a new music track to the Scarlet Orchard (Clearance).
Added new unique sound effects for traders arriving and leaving. These should help you identify who is currently visiting your settlement.
Improved the overall performance of the game (especially when rendering a lot of complicated UI elements).
Changed the entrance icon when placing a building.
COMMUNITY CORNER
Click to unfold:
[expand type="details"]We can’t imagine beginning this Community Corner with anything other than u/oWispYo’s stunning wooden magnets. We’re impressed by the attention to detail and the exceptional quality. Simply amazing!
Wooden magnets by u/oWispYo (source: Reddit - open for more photos)
Another shoutout goes to this lovely Harpy fan art. What an awesome job! https://steamcommunity.com/sharedfiles/filedetails/?id=2922440573 We had no doubt the new species choice would be a difficult one to make… https://steamcommunity.com/sharedfiles/filedetails/?id=2927499960 … although we imagined them slightly differently than some of you.
In the new Experimental Update, we address two systems that are regularly discussed on our forums:
Species favoring
Logistics
The changes we propose, while small in their nature, may have a grand impact on the game’s balance and gameplay. We’d love to hear what you think before we roll them out to the main branch.
What did we change?
To prevent abusing the Species favoring system, we’re adding a 60-second cooldown. You will need to wait a full minute after you stop favoring one species before you’ll be able to turn on favoring for another.
We’re also making it possible for production building workers to take resources from other nearby buildings’ internal storages (within a limited range). When placing a building (or opening its Storage tab) you will be able to see connections to other buildings from which workers can get resources.
Workers will always go to the nearest Warehouse if there are no resources in nearby buildings.
The "cursed week" (as we internally call it) ends soon, but our efforts to make Against the Storm as enjoyable as possible continue. While we experienced some setbacks with the recent Rainpunk Update (Part 2), we're grateful for your support in helping us resolve these issues.
Changelog:
Fixed a bug with the Friend or Foe effect (Corrupted Caravan) staying active even after completing the event.
Fixed a bug with the Blightrot Spawn Rate and Corruption Rate being too high on difficulty levels below Prestige 10.
Fixed a bug with some Dangerous Glades being incorrectly marked as Forbidden in the Marshlands and Coral Forest.
Fixed an issue with the Engine Blight Rate effect being reversed.
Temporarily disabled Noxious Machinery from spawning (in settlements started after the hotfix). This event had several issues with the working effect and an unclear description. It will come back in the next update, after being rebalanced and polished.
Lowered the number of cysts spawned from the Blight from the Sky Forest Mystery from 2 to 1 on difficulty levels below Prestige 10.
Additionally, this mystery will now activate at a higher Hostility level.
Fixed an issue with the Advanced Rain Collector having a capacity of 50 water units instead of 100.
Fixed an issue with the Force of Nature Cornerstone not taking existing woodcutters into account (and going below 0 if said woodcutters were unassigned).
Fixed an issue with the Blightrot Cauldron spawning for players without Rainpunk unlocked.
Fixed an issue with the Friend or Foe effect spawning Blightrot Cysts when the Hostility level changed (regardless of the timer).
Fixed an issue with Blightrot spawn effects not scaling with the Prestige 10 modifier.
Fixed an issue with double-star indicators for all recipes in the Recipe Panel.
Increased the requirement for spawning Blightrot Cysts in the Growth Medium working effect (Blightrot Cauldron) from 10 units of food produced to 20.
Increased the time interval for Blightrot Cysts spawns in the Voice of the Forest effect (Withered Tree) from 90 seconds to 120 seconds.
Decreased the number of Cysts spawned by the Voice of the Forest effect from 2 to 1 on difficulties lower than Prestige 10.
We're sorry for any inconvenience and hope that with this hotfix you'll be able to properly enjoy the new features of the Rainpunk Update (Part 2).
An update without a hotfix is like a cake without icing. And we just released the icing.
Changelog:
Fixed a bug with the Noxious Machinery Glade Event killing villagers right after activation
Fixed a bug with the Corrupted Caravan Glade Event spawning an incorrect number of Blightrot Cysts.
Fixed a bug with the Corrupted Caravan spawning Blightrot Cysts right after activation.
Fixed an issue with the Noxious Machinery having a very short timer to complete the event.
Fixed a bug with the Drainage Mole Glade Event not disappearing when completed.
Fixed a bug with the Withered Tree Glade Event penalty not being removed after solving the event.
Fixed a bug with the Withered Tree Glade Event working effect not being cleared correctly.
Fixed an incorrect tooltip description for the Prestige 1 difficulty.
Thank you for your swift and detailed reports!
May the storm be gentle on you, Eremite Games
Rainpunk Update (Part 2) available!
Greetings, Viceroys!
Welcome to the world's most predictable weather forecast. Brace yourself, folks, it's going to rain again.
Fortunately, Rainpunk engineers continue to find new ways to leverage the persistent rainstorm to bring innovations. Here's what's new:
Revamped Rain Collector
New building: Advance Rain Collector
Upgradable Geyser Pumps
New Glade Events
New Forest Mysteries
New Cornerstones
5th Species Vote (time-limited!)
And more!
Now, grab your trusty umbrellas and join us as we delve into the details of the new features of Rainpunk Update (Part 2).
COMMUNITY VOTE
You have until February 9 to vote for the 5th playable Species. Once you unlock Harpies, a Community Vote button will appear in the bottom right corner of the Main Menu. From there, you can vote for one of the three Species:
Frogs,
Bats,
Foxes.
Community Vote
Important: You can only vote once and can’t change your vote after that. When making the decision, please consider not only the visual appearances (which are subject to change slightly from the concepts) but also their characteristics and different playstyles they can bring to the game.
We will announce the results of the Vote in the next Update notes on February 16 and will work on the winning species for the next several weeks.
DEVELOPER NOTES
In today’s release, we bring you the second part of the recently added Rainpunk system. After the last update, you’ve given us a lot of feedback about Geysers, Blightrot, and the overall theme of rainpunk. We also had a lot of unfinished ideas for it in our backlog (hence the name “Part 1” back then). So as usual, we took your feedback, mixed it into our own plans, and voila - Rainpunk Update Part 2 was born. This time we focused primarily on the Rain Collector, the overall balance, UX improvements, new perks, Glade Events, and Forest Mysteries.
Let's first start with the Rain Collector. Many of you have correctly pointed out that this building was in a weird place after the introduction of the three water types. Even before that, Sparkdew was a niche resource - used only for Crystalized Dew production, some Glade Events, and sometimes as an additional source of Amber. So we decided to simply get rid of it, and make the Rain Collector produce Infused Rainwater instead. The way it works is very similar to a Geyser Pump - workers produce water, which is then stored in the rainwater tank. The type of rainwater is determined by the season.
Geyser Pump upgrades
We hope that this change will not only make the rainpunk system more cohesive but also allow players to make use of Rain engines a lot sooner, even with bad Geyser RNG. At the same time, we added a new building - the Advanced Rain Collector. It works similarly to the normal Rain Collector, but is a lot faster and produces more. It’s unlocked at level 15 and is a normal, draftable blueprint (not essential).
Advanced Rain Collector and Geyser Pump
Advanced Rain Collector panel
Let’s now talk a bit more about Blightrot. The previous update made the game a bit easier overall because Blightrot was no longer something that spawned passively. You could basically never engage with this part of the game if you didn’t use Rain Engines. And while that’s still true to an extent, we also added more external sources of Blightrot - mainly in the form of Glade Events and Forest Mysteries (as well as a Prestige modifier). Now even if you don’t utilize rainpunk technology, you will have to think about the Blightrot threat from time to time.
Corrupted Caravan and Noxious Machinery
Blightrot Cauldron
Withered Tree and Infected Drainage Mole
A big part of this update was also just balance and overall improvements to the Rainpunk system. The most notable examples are:
Upgradeable Geyser Pumps - increased tank capacity and Automatons (autonomous rainpunk workers).
Big increases in the production output of Geyser Pumps.
Buffs to the production speed and double yield chance effects in Rain Engines.
Overlay improvements - Geysers visible in the Resource Overlay (B), and water type shown in the Rainpunk Overlay (Tab).
Geyser Pump UI improvements.
Removable Geysers.
And more.
Lastly - we also added 4 new cornerstones (mostly tied to the Rainpunk system), rebalanced the Greenhouse and Clay Pit, rebalanced Pipes and Wildfire Essence, changed how Blightrot footprints work, and fixed a lot of bugs.
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:
P.S. We were positively surprised to be nominated for the “Excellence in Design” award at GDC’s Independent Games Festival. As a result, Against the Storm is also nominated for the Audience Award. We’d be grateful if you decided to cast your vote for us!
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Revamped the Rain Collector.
The Rain Collector can collect Infused Rainwater and has an internal tank. It doesn’t require a geyser to do that.
Rainwater is collected based on the season you’re in. Drizzle Water in Drizzle, Clearance Water in Clearance, and Storm Water during the Storm.
⚡ Added 5 new Glade Events tied to Blightrot.
Infected Drainage Mole - One of the mythical guardians of the forest - still alive, but plagued by a mysterious disease. The Blightrot has taken over his mind, causing an unstoppable rage. The disease has progressed too far for him to be saved.
Noxious Machinery - A damaged and abandoned rainpunk contraption. The area was probably deserted because of a significant explosion risk. The machine's valves emit a distinct Blightrot odor.
Blightrot Cauldron - A Rainpunk Cauldron filled with Blightrot-contaminated liquid. A moving, living fluid spreads around.
Corrupted Caravan - A large caravan abandoned in the woods, overgrown with Blightrot Cysts. They must have fed on the transported goods... or people.
Withered Tree - The once mighty tree has been deformed by the Blightrot living in its root system. The Blightrot poisons the tree's tissues, leading to its long-lasting degradation.
⚡ Added 6 new Forest Mysteries.
Blight from the Sky (Storm) - Blightrot seems to grow uncontrollably quickly in this region. Every Storm 2 Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed).
Vanishing Water (Storm) - Infused rainwater slowly evaporates. You lose 1 unit of a random type of water for every 2 units of water used in Rain Engines.
Blightrot Infection (Storm) - Villagers report feeling sick, especially during the Storm. When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement.
Golden Dust (Drizzle) - Some raindrops seem to have a golden hue. Gain 5 Clearance Water for every 10 Drizzle Water gathered.
Saturated Air (Drizzle) - A pleasant, earthy scent is in the air. Gain +1 to Global Resolve for every 50 units of water used in Rain Engines.
Heavy Drops (Drizzle) - +3 to Drizzle Water production.
⚡ Added 4 new Cornerstones.
Cooking Steam - If you leave rainwater for a while, it will begin to release a pleasant and warm vapor. Food production speed is increased by +10% for every 50 units of Drizzle Water stored.
Counterfeit Amber - Apparently, there is a technique for extracting crystals similar to Amber from rainwater. Gain 10 Amber every time you use 100 units of water in Rain Engines. Blightrot Cysts grow 20% quicker when using Rain Engines. (unlocked after reaching level 17)
Calming Water - Rainwater seems to soothe the forest. Hostility is reduced by -10 points every time you use 150 units of water in Rain Engines. (unlocked after reaching level 17)
Force of Nature - The forest and the everlasting rain are connected somehow. Gain +1 to Storm Water production for every 3 Woodcutters in your settlement.
Added a new building - the Advanced Rain Collector.
It works in the same way as a regular Rain Collector, but has a larger rainwater tank, higher production speed, and collects more water.
The Advanced Rain Collector is unlocked as a normal blueprint after reaching level 15.
Added upgrades to Geyser Pumps.
Automaton - A rainpunk automaton will permanently occupy one workplace. It doesn't eat, and it doesn't need rest. Its sole purpose is to work. Automatons have no chance of producing double yields.
Tank Capacity Increase - Increases tank capacity for the corresponding rainwater type by 50.
Second Automaton.
Added a new Prestige modifier to the Prestige 2 difficulty.
Blight Swarms - Large swarms of Blightrot migrate across the realm. Every third Clearance, 5 Blightrot Cysts will appear in the settlement.
This modifier was added in place of the old Prestige 2 modifier that increased Blightrot spawn rates and Hearth Corruption speed.
Balance
⚡ The Blightrot footprint mechanic was removed from the game. Instead, Blightrot Cysts will now be generated for every X water used in Rain Engines.
We decided to do this because the previous system was too convoluted - you needed to keep in mind a recipe’s base footprint, then multiply it by the Blightrot Footprint Rate, and then try to figure out when a cyst might appear.
Now, the Rainpunk UI simply shows a progress bar that slowly fills up for every unit of water used. Once it’s full, a cyst will appear, and the bar will reset. Hovering over it will display a tooltip with more detailed calculations.
⚡ The Greenhouse and Clay Pit no longer allow you to install Rain Engines. Instead, they use rainwater directly to produce goods. The Greenhouse uses Drizzle Water, and the Clay Pit requires Clearance Water.
⚡ Rebalanced all Pipe recipes and changed the trading value for Pipes. It’s now a lot cheaper to make them and buy them.
The base speed at which Blightrot Cysts and Corruption are generated was increased (to a level similar to the previous Prestige 2 modifier).
Removed Sparkdew from the game.
Spardew always had a weird place in the game, and even more so after the introduction of the rainpunk system. Now that the Rain Collector produces rainwater, Sparkdew was no longer needed.
Crystalized Dew can now be made from Drizzle, Clearance, and Storm Water instead of Sparkdew.
Infused Tools can now be made with Drizzle, Clearance, and Storm Water instead of Sparkdew.
Amber can now be made with Drizzle, Clearance, and Storm Water instead of Sparkdew.
Orders that required Sparkdew and/or a Rain Collector were rebalanced and now require rainwater.
Glade Events that required Sparkdew now require a specific type of rainwater instead (rainpunk events, ghosts, haunted ruins, and archaeological sites).
Ruins that previously had Sparkdew in them now give Resin or Pipes.
The Giant Proto Fungus in the Marshlands now has Insects as a secondary resource instead of Sparkdew.
The Overheating Forest Mystery now requires Drizzle Water instead of Sparkdew.
Traders no longer buy or sell Sparkdew. Mystery Boxes sold by the Hooded Trickster will also no longer have Sparkdew in them.
Slightly lowered the Geyser spawn rate due to rainwater being accessible in Rain Collectors.
Increased the number of Pipes required for upgrades in the Archaeologist’s Office and the Mine.
Increased the number of Pipes required for solving rainpunk Glade Events.
Removed two Forest Mysteries - Fermented Rain and Crimson Rainfall - because they didn’t fit the revamped Rain Collector mechanic.
Increased the bonus from the Efficiency perk in Rain Engines from +40% production speed to +50% production speed.
Increased the bonus from the Reliability perk in Rain Engines from +20% chance for double yields to +25% chance for double yields.
The trader Xiadani Stormfeather is now unlocked after reaching level 16 instead of 15.
Added more resource options to Archaeological Discoveries in the Scarlet Orchard.
Added the option to use Pipes in the final stage of the event.
Added the option to use Drizzle Water in the first stage of the event.
Increased the cost of building Small Hearths from 1 to 2 Wildfire Essences. At the same time, the trade value of this resource was lowered by almost half, and the number of Wildfire Essences given to the player at the start of a game was doubled.
Increased the number of Wildfire Essences gained from Glade Events and Orders.
Increased the chance for Copper Ore from Clay Deposits.
Decreased the amount of rainwater required in delivery Orders.
Water Delivery - now requires 40/70/100 Drizzle Water.
Infused Rainwater - now required 50/75/100 Drizzle and Clearance Water.
Decreased the Hostility penalty from the Darkest Shadow effect from 80 to 50.
Changed the request from Ghost of a Royal Architect. It now requires having two hubs at the District level (instead of two hubs at different levels).
Changed the penalty for failing the Fishmen Lighthouse Glade Event. It now increases working time in Glade Events by 20% but is permanent.
UX/UI improvements
⚡ Added Geysers to the Resource Overlay (B).
⚡ Water icons pointing to nearby Geysers are now automatically shown on the screen when selecting a Geyser in the construction menu (similarly to how nodes are displayed when building camps).
⚡ Rainwater Geysers can now be destroyed.
⚡ Geyser Pumps now show water production times and stars.
⚡ Added water type icons to the Rainpunk Overlay (Tab). If there is no Rain Engine installed, the overlay will only show the water type and a button to install an engine.
⚡ Removed some unnecessary text from geyser tooltips (to make it easier to read and get rid of weird worldbuilding).
⚡ Changed the style of inactive and pressed buttons in the Trade Route panel to make it easier to see if you can afford a deal.
Added a new tooltip to one of the resources in the tutorial version of the Ancient Shrine. It now states that it needs to be changed to a different good.
Bug fixes
⚡ Fixed a bug with some penalties from unsolved Ghost events not being applied correctly.
⚡ Fixed a bug with 3x2 buildings incorrectly rotating (making it possible to place them partially inside other buildings).
⚡ Fixed a bug with some saves being corrupted when Blightfigters were interacting with houses at the time of saving.
⚡ Fixed a rare bug that caused the game to freeze or crash when exiting.
⚡ Fixed a bug with Orders related to Blightrot being drawn even if players didn’t have Rainpunk unlocked.
⚡ Fixed a bug with some gatherers getting a double negative Resolve effect when the Open Vault Glade Event is being worked on.
⚡ Fixed an issue that caused Trade Routes to still be available when the Trading Post was destroyed.
⚡ Fixed a bug with villagers stopping their current task when their home was destroyed.
⚡ Fixed a bug with Deed progress carrying over between settlements.
⚡ Fixed a bug that caused camps with no workers to lose their warning icon when upgraded to an advanced camp.
⚡ Fixed a bug with housing counters showing incorrect values for species-specific houses.
⚡ Fixed an issue with Living Matter and Fishmen Totem counting towards Dice With Death completion.
⚡ Fixed a bug with the Cosmetic Specialization Cornerstone displaying incorrect values in the progress footer in its tooltip.
⚡ Fixed a bug with Pipes and rainwater not being available to choose from when starting a Training Expedition.
⚡ Fixed an issue with keybinds registering incorrectly after closing and reopening the Recipe Panel.
⚡ Fixed an issue with storage capacity perks being listed in Geyser Pump UI.
⚡ Fixed a bug with the Viceroy’s Survival Guide Cornerstone being listed in Farms’ UI.
⚡ Fixed an incorrect frame around the Mesmerizing Light effect.
⚡ Fixed a bug with big numbers in the species HUD not scaling properly.
⚡ Fixed a bug with the Recipe Popup displaying the wrong key on the Reset button if keybinds were changed.
⚡ Fixed a bug with completed Deeds not being possible to untrack.
⚡ Fixed a bug with the “allow all ingredients” option not working on the Blight Post.
⚡ Fixed a bug that caused the game to automatically unpause after closing the feedback window.
⚡ Fixed a missing sound effect in the Trade Route window.
⚡ Updated two outdated Encyclopedia entries - about the Hearth and Farming.
⚡ Updated a few loading tips with incorrect and outdated information.
⚡ Fixed an issue with missing capitalization in some Order objectives.
⚡ Removed some unnecessary text indentations in a few Encyclopedia entries.
⚡ Fixed a typo in the Simplified Chinese description of the Better Packaging perk.
Fixed a bug with the wrong sound effect being played when a villager death notification appeared.
Fixed an issue with the high Resolve sound effect being too loud in some biomes.
Fixed a rare bug with the Big Shelter being offered as a blueprint choice before unlocking in by completing the corresponding Deed.
Improved multiple lines and names in the Russian, Traditional Chinese, and Japanese versions of the game.
Other
⚡ Improved the game’s overall performance in settlement mode, especially in towns with a lot of farms and crops.
⚡ Added three new music tracks to the game (Drizzle and Storm, Cursed Royal Woodlands). Additionally, some existing tracks were shuffled around to make the music in the Cursed Royal Woodlands more unique and fitting.
Added a sound effect when buying upgrades in the Mine, Geyser Pump, and Archaeologist’s Office.
Tweaked the volume levels of Glade Event sound effects.
Tweaked the volume levels of multiple UI sound effects (button clicks, HUD selections, alerts).
Tweaked the volume levels of some ambient sound effects (like rain during the Drizzle).
Tweaked the volume levels of ambient sound effects inside certain buildings (Geyser Pump, Druid’s Hut).
Added an in-game vote for the next playable species to the main menu (available after unlocking Harpies).
COMMUNITY CORNER
There’s a lot to share, so we once again folded the section for your reading convenience:
[expand type="showmore"] Let’s kick off with the amazing cooking skills of u/DontKillTheWarCrier who decided to have a three-course meal consisting of some of our favorite snacks:
Jerky, Pickled Goods, and Herb Biscuits by u/DontKillTheWarCrier (Source: Reddit)
Tune in today (February 1) at 4:00 pm UTC to our Twitch channel for the preview of the second part of the Rainpunk Update. We’ll talk you through the changes to the Rain Collector, its new Advanced version, and the updated Water balance. We’ll deal with the new Glade Events, present the Geyser Pump Upgrades, and shed some light on the upcoming Species Vote.
The Rainpunk Update (Part 2) is scheduled to be released tomorrow - February 2 - sometime between 2:00 pm UTC and 4:00 pm UTC. If this is your first Update, please make sure you’re ready for it and finish your current settlement. Otherwise, it will be force-finished but you will be reimbursed with Citadel Resources. Check our FAQ for more details.
You can now try the upcoming changes of the Rainpunk Update (Part 2) on the Experimental Branch. The Update comes with Geyser Pump Upgrades, revamped Rain Collector, and more.
Please bear in mind that this is an early version of the upcoming Update. The balance may feel off and you might experience technical issues. We will continue to iterate it but we also want to incorporate your feedback early.
What did we change?
We revamped the Rain Collector which now produces three types of rainwater (different during each season): Drizzle Water, Clearance Water, and Storm Water. We also added a new building blueprint: the Advanced Rain Harvester.
Advanced Rain Harvester
Water Pumps are now upgradeable:
Level 1 (Automaton) - A rainpunk automaton will permanently occupy one workplace. It doesn't eat, and it doesn't need rest. Its sole purpose is to work. Automatons have no chance of producing double yields.
Level 2 (Tank Capacity Increase) - Increases the global Rainwater tank capacity.
Level 3 (2nd Automaton)
Geyser Pump Upgrades
We made changes to Greenhouse and Clay Pit recipes. The Greenhouse now uses Drizzle Water to produce Mushrooms and Herbs, while the Clay Pit needs Clearance Water to produce Clay and Reeds. We removed Rain Engines from both of these buildings.
The Blightrot generation system should now be easier to understand and control. We removed the Blightrot Footprint from Recipes. Based on our observations, it was hardly ever taken into account when making decisions and therefore didn't fulfill its role.
Blightrot is now generated as a result of Water usage (and not goods production). There is a single conversion factor to calculate how many Water units are turned into Cysts: the Blightrot Progress bar. The Blightrot Progress bar in each building grows whenever a single unit of Water is used by their Rain Engine. When the Blightrot Progress bar is fully filled, it will reset and spawn a Blightrot cyst. You can track the progress of each Cyst in every workshop.
We made general changes to the Pipes and Water balance. Sparkdew was completely removed from the game. Recipes, Orders, Effects, and Events now use rainwater (or other resources) instead.
Lastly, we replaced the Prestige 2 Modifier with a new one:
Blight Swarm - Large swarms of Blightrot Cysts migrate across the realm. Every third Clearance, Blightrot Cysts will appear in the settlement.
We will share a more specific changelog next week, with the Rainpunk Update (Part 2).
How to test it?
In order to test the new mechanic, you need to:
Play on at least the Veteran difficulty level (or even better: on a higher one on which you're usually playing),
We just released a tiny hotfix that deals with two issues:
Added the missing First Dawn Headquarters Level 10 Upgrade with Farm Range +1 and Bonus Yields +1%.
Fixed an issue with the Order's reward tooltip not disappearing after hovering over the Complete checkbox on HUD.
This hotfix will not force-finish your current settlement. Have fun! ːreputation_atsː
May the storm be gentle on you, Eremite Games
Hotfix 0.42.2 (Upgrades, Looming Darkness)
Greetings, Viceroys!
Thanks to your swift and accurate reports, we were able to track down some bugs that slipped our attention in yesterday's update and just released a hotfix that deals with them:
Fixed a bug with two Citadel Upgrades giving blueprints instead of Embarkation Bonuses for the Plantation and Herb Garden.
Fixed a bug with some games lacking the Looming Darkness Storm effect.
Fixed a bug with the Clay Pit and Greenhouse not spawning Blightrot Cysts.
Fixed a bug with the Gate and Ancient Arch decorations giving incorrect decoration scores.
Fixed a bug with an incorrect reward in one of the Dim Square Citadel Upgrades (it changed the value of Amber instead of decreasing merchandise prices).
Added the water type icon to the Greenhouse and Clay Pit tooltips.
Fixed an issue with fast reassignment of workers breaking the settlement save.
Fixed an issue with the experimental branch automatically unlocking all content on new saves.
Fixed an issue with some resource icons having visual glitches at their borders.
Fixed a bug with Orders focused on delivering rainwater being offered to players who haven't yet unlocked the mechanic.
Fixed a bug with the Order reward tooltip staying on screen of the requirements are no longer met.
Players can now select 4 Trade Routes in the Training Expedition panel.
Important: Unfortunately, this time, the hotfix had to force-finish your current settlements. This does not happen usually and we're deeply sorry for it :(
A big thank you to all of you who already played the new update and shared your thoughts and impressions with us. We appreciate all that you do to support the game.
Please keep the feedback coming! The conversations about the new update are happening here:
Today’s update is an exciting one! Not because of the new content, or because we added a brand-new gameplay mechanic and revamped the entire Blightrot system. No, nothing like that! It’s because we finally let you build gates on roads!
The most anticipated feature is here!
But in all seriousness, let's first talk about the new gameplay mechanic. From the beginning of this project, we envisioned a world where the rain never stops and is both dangerous and beneficial at the same time. And while we nailed the first part of this statement, there was always something missing when it came to showing the power of the rain itself. Very early on we came up with so-called Rainpunk technology - a concept similar to steampunk but machines would be powered by the unique magical properties of the rain itself. We tried to hint at it in multiple places in the game, but it was never really something players could interact with. Well, at least until today.
The new system we’re introducing today is the aforementioned Rainpunk Technology. Thanks to it, you will be able to install advanced Rain Engines in your production buildings to make work easier for your villagers and boost their efficiency. This advanced machinery has to be powered somehow of course, and that’s where a new resource type comes in - Infused Rainwater.
Storm Water Geyser
Geyser Pump on Storm Water Geyser
Now onto the second big feature of this update - the Blightrot revamp. As you might already guessed, it is tied to the new Rainpunk mechanic. Blightrot is no longer generated passively with every production cycle and is instead spawned when using Rain Engines in production buildings. The more you boost production, the higher the Blightrot Footprint of your recipes, and the quicker cysts will start appearing. It is also important to note that from now on, Blightrot won’t stop at 3 cysts per building. If the maximum is reached, the parasite will start infecting other nearby structures (houses and service buildings included).
Smelter (uses Storm Water) with installed Rainpunk Engines
The main reason why we decided to change the Blightrot system was your feedback - in which you correctly pointed out how static, unchanging, and tax-like the Blightrot was. Boiled down to its most basic component, it was a tax on fuel and workforce charged for every good produced. There was hardly any choice or strategy involved and it stuck out compared to other systems. So we decided to make it an opt-in mechanic instead, where you can have more control over it (and where Blightrot is a consequence, not a tax). This also opens up more design opportunities for us in the future, in the form of two-way interactions between systems (for example glade events that spawn Blightrot, etc.).
At this point, we’d like to once again thank all the players on the Experimental Branch, who tried these new changes way before they were ready to be released on the main branch. Your feedback was extremely useful and eye-opening.
Now you might be asking - why is this update called “Part 1”? That’s because we still have some content we’d like to add to support the new Blightrot and Rainpunk systems, plus we anticipate some additional UI/UX work and balancing in the coming two weeks. The main things we’re looking at here are the Rain Collector, Clay Pit, and Greenhouse. We want to take some additional time to find a proper place for them in the new balance (plus, we fear Sparkdew might now be confused with Rainwater).
Last but not least - this update also brings some other less impactful changes, like improved UX in the Training Expeditions panel, a lot of bug fixes, a level cap increase to 17, and new Citadel Upgrades. 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
⚡ Introduced a brand new system into the game - Rainpunk Technology.
The Rainpunk Technology system allows you to install Rain Engines in production buildings and boost productivity using Infused Rainwater.
To install a Rain Engine, go to the Rainpunk tab in the building UI. You will need a new resource type to pay for it - Pipes. Pipes can be made from metal.
Once installed, you will see that a Rain Engine has two modules - the primary and secondary engine. The first one can increase productivity, the second one influences working conditions.
You can freely control the Rain Engines power levels using the knobs on the two modules. The primary engine has 3 levels (increasing production speed and double yield chances), and the secondary one has only 2 (both increasing worker Resolve).
To power Rain Engines, you will need a steady supply of Infused Rainwater. It can be extracted from Geysers found in glades.
To extract Infused Rainwater from geysers, you need to build a Geyser Pump on top of it.
Geysers have an unlimited supply of water, but each Geyser Pump can only hold a limited amount of water in its tank. Workers in the Geyser Pump will gradually fill it up and try to keep it at the maximum level at all times if possible.
Infused Rainwater is automatically transported to buildings with a Rain Engine installed (there’s no need for a worker to carry it). The speed at which it’s used up depends on the level of power the Rain Engine is operating at.
There are three types of water - Drizzle Water (green), Clearance Water (yellow), and Storm Water (blue). Each type is used to power different types of production buildings. One geyser has only one type of water in it.
Drizzle Water is used to boost food production buildings, Clearance Water is used to boost crafting-oriented buildings, and Storm Water is used to boost industrial buildings.
On higher difficulty levels (above Pioneer) using Rain Engines will cause Blightrot to spawn. The more water is used, the higher the footprint of all recipes.
⚡ Revamped the Blightrot system.
Blightrot will no longer generate passively with every production cycle. Its main source is now the Rainpunk Technology system. The more Rain Engines are used, the quicker Blightrot accumulates in the settlement.
Blightrot can also be present in a settlement without the use of Rainpunk. These systems are not inseparable, and Blightrot can come from other sources as well - perks, Forest Mysteries, glade events, etc. There aren’t a lot of these in the game right now, but we will add more in the future.
Passive Blightrot effects are gone - cysts no longer add any bonuses.
Workshops fully infected with Blightrot (3 cysts) will now slowly spread it to nearby buildings. Houses and service buildings can now also be infected.
Buildings infected with Blightrot can now be removed. If you remove a building with Blightrot Cysts, the cysts will simply move to another nearby host.
Added a new panel to the HUD with a global summary of Corruption levels. Clicking this UI element will open the Blight Post panel.
Blightrot can now also be generated during the Storm.
The Blightrot tab in the building panels was removed. After the changes introduced to the system, it didn’t really serve a purpose.
Other rules of the Blightrot system are unchanged - Blightrot still activates during the Storm, it corrupts the Ancient Hearth, and cysts need to be burned by Blightfighters. The way the Blight Post and Hydrants work is mostly the same.
⚡ Two gate decorations (Gate and Ancient Arch) can now be placed on roads. Their size has been changed to 3x1, and the middle part has no collider.
Increased the maximum player level to 17. Reaching level 17 requires 1200 experience points and unlocks 3 Cornerstones. The rewards will be expanded upon in the future when more content is added.
Added 7 new upgrades to the Smoldering City. Some were added to the end of the upgrade tree, and others were mixed between existing upgrade levels (so some old upgrades were pushed further up the tree, even as far as level 16 and 17).
Dim Square Level 7 - Pack of Provisions Embark Bonus and Trader Arrival Time reduction.
Brass Forge Level 2 - Guaranteed Planks on embark and global productions speed bonus.
Obsidian Archive Level 6 - Rainpunk system unlock and Impatience reduction.
Monastery of the Vigilant Flame Level 5 - Guaranteed Fabric when embarking and increased burning duration in the Ancient Hearth.
First Dawn Company Headquarters Level 1 - additional villagers as an embark bonus and more chances for bonus yields.
First Dawn Company Headquarters Level 3 - Guaranteed Bricks when embarking and more chances for bonus yields.
Vanguard Spire Level 9 - Wine Delivery and Cosmetics Delivery as embark bonuses, and an additional node charge increase.
Added 9 new Orders tied to the new Rainpunk Technology system.
Beginner Engineer - build Geyser Pumps.
Water Delivery - delivery Drizzle Water.
Rainpunk Engineer - use any type of water.
Engines of Progress - install Rain Engines.
Power of the Clearance - use Clearance Water.
Power of the Storm - use Storm Water.
Power of the Drizzle - use Drizzle Water.
Rainpunk Enthusiast - use all three types of water.
Infused Rainwater - deliver two types of water.
Added 2 new Forest Mysteries.
Hot Springs - Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve.
Natural Filtration - Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of surrounding vegetation. The Blightrot Footprint Rate in all Rain Engines is reduced by 50%.
Added 1 new Cornerstone.
Driving Water - Water is not only used to power engines. Woodcutting speed is increased by +10% for every 150 units of water used in Rain Engines.
Balance
⚡ Removed the Small Distillery Cornerstone from biomes without Resin in trees.
⚡ Removed Sinister Blight and Dire Blight modifiers from Training Expeditions. Blightrot can already be adjusted in the Training Expedition UI, so these effects are redundant.
Reshuffled some recipes in production buildings
Added the Pipes recipe (tier 0) to the Crude Workstation.
Added the Pipes recipe to the Toolshop (tier 2), removed the Waterskins recipe.
Added the Pipes recipe to the Smelter (tier 2), removed the Crystalized Dew recipe.
Rebalanced Blightrot footprints for all recipes in the game (so they can be scaled based on the Rain Engine level).
All rainpunk-themed glade events that require goods to be solved can now also be completed using Pipes.
Removed Crystalized Dew as a possible ingredient from rainpunk-themed glade events.
Increased production times across the board to compensate for the big bonus from Rain Engines and to create more space for production boosting perks.
Changed how the Forge Trip Hammer perk works. It now applies to the Smithy instead of the Crude Workstation, and has no negative Resolve effect.
Removed the Blight Extractor Cornerstone from the game.
UX/UI improvements
⚡ Improved the way the game detects long clicks on 3D objects in the game world. It should be easier to select buildings, nodes, events, etc.
⚡ Added a Trade Route tooltip to towns in the Training Expedition panel.
⚡ Updated the Training Expedition description to clearly state that Deeds can’t be completed in them.
⚡ Added a tooltip to the modifiers section in the Training Expedition UI, explaining that some contradicting effects might be discarded when starting a game.
⚡ Added an example of service building to the HUB requirements tooltip.
⚡ Changed the name of the Resolve effect coming from the Forsaken Crypt to be the same as the working effect on the event’s UI.
Added two new UI elements to the HUD - a water level indicator (next to resource categories) and a Corruption overview.
Added a Rainpunk Overlay to the game. You can hold TAB to see where Rain Engines are installed and control their power levels.
Updated the Encyclopedia entry for Blightrot and Corruption.
Added a new Encyclopedia entry about Rainpunk.
Updated the tooltip description for the Scavenging Party daily modifier.
Replaced Cornerstones in the daily modifier pool (Hidden from the Queen and Rich Glades) with proper modifiers (with the same effect, but different labels and names to avoid confusion).
Unified the overlay names in the options menu.
Bug fixes
⚡ Fixed a bug with daily modifiers not being applied in Training Expeditions when species were not randomly generated.
⚡ Fixed a bug with the Regrowth Forest Mystery not being applied in Training Expeditions and never appearing in regular games.
⚡ Fixed an issue with the stats screen in the Smoldering City incorrectly counting game time.
⚡ Fixed a bug with the Violent Dusk glade event penalty (from the Giant Stormbird) lasting longer than the storm itself.
⚡ Fixed a bug with the Pickled Goods recipe in the Flawless Brewery not having Eggs as a possible ingredient.
⚡ Fixed a bug with the Fishmen Lighthouse penalty increasing event working speed instead of decreasing it.
⚡ Fixed a bug with the Forsaken Altar not working in Training Expeditions, when the game length was below Prestige.
⚡ Fixed an inconsistent border color in the Wine Shortage effect between the Training Expedition UI and the in-game tooltip.
⚡ Fixed a bug with three-digit population numbers being incorrectly displayed on the species HUD.
⚡ Fixed a bug with the Looming Darkness Storm effect not appearing in Training Expeditions when no Forest Mysteries were chosen before the game.
⚡ Fixed an issue with the negative Bad Reputation effect from killing traders not stacking correctly.
⚡ Fixed an issue with effect names being duplicated in the Trader Panel (when trade is blocked by stacked effects).
⚡ Updated the name of the “+1 to Copper Ore” perk to avoid duplicates.
⚡ Fixed multiple typos and errors in Polish.
Cloudburst Forest Mystery description.
Work Safety Guide perk description.
Burnt to a Crisp perk description.
⚡ Fixed multiple typos and improved wording in Russian.
Oil resource name.
Manufactory and Workshop building names.
Forest Mystery general tooltip description.
⚡ Fixed a typo in the Vanguard of the Stolen Keys Encyclopedia entry.
Fixed a bug with an empty tooltip when hovering over some fields beneath the Smoldering City on the World map.
Fixed an incorrect label in the working effects tied to Haunted Ruins.
Other
⚡ Refreshed and extended all music tracks in the Smoldering City.
⚡ Added new ambient sounds to the Smoldering City and the World Map.
⚡ Added new variants of the upgrade sound in the Citadel.
Added a continuous sound cue when villagers from a given species are leaving (when the red bar round the portrait is depleting). There’s also an additional sound effect when villagers stop leaving.
Added a sound effect to the “investigate” button in all glade events.
Changed a few sounds in the Smoldering City.
Added a click sound to the Deed button in the Citadel.
Removed a slide-in sound when the Upgrade window appeared.
Changed the icon of the Gathering Technique Citadel Upgrade.
Second Storm by Vince_GEC[/expand] And with that, dear readers, we conclude this edition of our update notes. We hope you've had as much fun reading about the latest features as we've had implementing them. We'll be back in two weeks with new content to keep you entertained. Until then, have fun playing!