Against the Storm cover
Against the Storm screenshot
Genre: Real Time Strategy (RTS), Simulator, Strategy, Indie

Against the Storm

Update Preview (Rainpunk Part 1)



Greetings, Viceroys!


Join us today at 4:00 pm UTC on Twitch for a preview of this week’s Rainpunk Update (Part 1). We’ll discover the potential of geysers and explore the benefits and drawbacks of the Rainpunk technology.

FOLLOW US ON TWITCH

The Update is scheduled to be released tomorrow - January 19 - between 2:00 pm UTC and 4:00 pm UTC. Make sure to finish your current settlement before that happens. Otherwise, it will be force-finished but you will be reimbursed with Citadel Resources.

May the storm be gentle on you,
Eremite Games

Hotfix 0.41.3 (Training Expeditions' Cycle, Trade Routes)

Greetings, Viceroys! ːreputation_atsː


We just released a hotfix in which we take care of some issues that slipped our attention in yesterday's Training Expeditions Update. As always, we're grateful for your swift reports!

Changelog:
  • Fixed a bug with Training Expeditions progressing the Blightstorm Cycle.
  • Fixed a bug with Trade Routes not being active in Training Expeditions.
  • Fixed an issue with the biome summary in the Embark Panel and ESC Menu showing incorrect resources.
  • Fixed an issue with the Ancient Practices perk displaying incorrect progress numbers.
  • Fixed an issue with Export Expert and Rushed Delivery deeds having incorrect numbering in Japanese, Simplified Chinese, Traditional Chinese, and Korean.
  • Fixed an issue with Rich Glades having an incorrect frame color in the Encyclopedia.
  • Fixed a bug that caused frame colors to be inconsistent between tooltips and lists in the Training Expedition UI.
  • Fixed a typo in the Polish description of the Soft Stems Seasonal Effect.
  • Fixed a typo in the Faction entry in the Encyclopedia.

We wish you a great time playing the new Training Expeditions and collecting the Steam Trading Cards.

Have a great weekend and may the storm be gentle on you,
Eremite Games

Previous Updates


https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Embark on a custom Training Expedition in the new Update!



Greetings, Viceroys!


It's update time again, folks! And this time, we've got some exciting news: we're introducing Training Expeditions that allow you to tailor your custom game experience to your heart's desire.

What's new:
  • Training Expeditions (custom game mode)
  • Steam Trading Cards
  • UI/UX improvements

There’s more to unpack, so let’s dive in!

P.S. If you've already picked up Against the Storm and have been playing it, make sure to leave a Steam review. Every opinion matters!

DEVELOPER NOTES


New year, new me Against the Storm update! Today, we’re finally bringing you the long-awaited Training Expeditions - a customizable game mode, where you can freely choose your starting conditions and adjust game settings to your liking.

The Training Expedition is unlocked at level 10, after buying the Obsidian Archive Level 10 upgrade in the Smoldering City. We decided to lock it behind an upgrade for a reason - to not invalidate the game’s core gameplay and progression loops, and to avoid spoiling the fun too early. While the custom mode is an amazing feature to experiment with crazy runs and weird conditions, it’s not supposed to be the first thing a player experiences when starting the game.


Training Expedition

Now, what exactly is the custom mode and what does it allow you to do? Once you unlock it, you will get a new button on the World Map HUD. Clicking it will bring up a panel with A LOT of options. There you will be able to choose a biome, the 3 playable species, your starting resources, the difficulty level, embark bonuses, Forest Mysteries, and modifiers from all three areas of the game (Daily, World Map, and Prestige). You can freely combine modifiers, even if they are contradictory in nature (but beware, the game will simply choose one or disable both, depending on the nature of the contradicting effect).

One common request from the community was an option to adjust the game length. That’s why in Training Expeditions, you will finally be able to change the number of Reputation Points required to win a game, as well as choose the Impatience threshold. There are 4 options for Reputation (10, 14, 18, 30) and 5 options for Impatience (2, 4, 10, 14, 30). There is also an option to change the passive Impatience generation rate.

One last thing to note about Training Expeditions - they yield no rewards. That’s because balancing a fully custom mode like this would be a nightmare (both design-wise, and for the players). Training Expeditions are meant as a fun way of experimenting with the game, either by playing a more relaxed version of it or by challenging yourself beyond even the most difficult Prestige levels. Both these extremes, and everything in between, would be impossibly hard to reward fairly (and keep balanced as new features and modifiers are introduced into the game).

There are also some smaller changes coming with this update. This time we focused mostly on bugs and localization improvements, but there are a few UX/UI changes as well. Most notably - a much-requested camera speed increase when moving from building to building.

We also added Steam Trading Cards for Against the Storm. If you’re playing on Steam, you’ll now be rewarded with up to six (out of eleven) Steam Trading Cards which you can sell, trade with other Steam users, or collect to craft a Steam Badge. Crafting the badge will reward you with one (out of three) Steam Backgrounds and one (out of ten) emoticons. If you’re lucky, you can also get special foil Cards. Happy trading and collecting!


Crafting Steam Badge

Lastly - we wanted to take this opportunity and thank all of you who played the experimental branch over the last couple of weeks for testing the new Blightrot changes. With your help and feedback we finally see a clear way forward with this system, so expect a Blightrot revamp on the main branch very soon.

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 wish you a happy new year and can’t wait to see what the upcoming 12 months hold for Against the Storm!

May the storm be gentle on you,
Eremite Games

CHANGELOG


Number of changes: 95
Inspired by community: 49%

Changes marked with ⚡ were inspired by the community.

New content and features


  • ⚡ Added a new customizable game mode - Training Expeditions.
    • To put it plainly, a Training Expedition is a custom game. When starting one, you can select a biome, species, Forest Mysteries, resources, modifiers, embark bonuses, and game length (among other things).
    • All modifiers from the World Map, the Daily Expedition, and Prestige difficulties can be selected when starting a custom game.
    • Some modifiers might be contradictory (like Dangerous Lands and Forbidden Lands) and you won’t be stopped from picking them - but beware, they will not work together, so the game will probably only activate one of them (and remove the other one when starting a run).
    • You can change how much Reputation is needed to win. There are 4 settings for this:
      • 10 points (quick game)
      • 14 points (default game)
      • 18 points (prestige game)
      • 30 points (marathon)
    • You can also customize the maximum number of Impatience points. There are 5 settings for this:
      • 2 points
      • 4 Points
      • 10 Points
      • 14 Points (default)
      • 30 Points
    • You can also change the speed at which Impatience is automatically generated:
      • 0% per minute
      • 26% per minute (default)
    • You can decide to enable or disable Blightrot, and choose between 5 levels of footprints/corruption (50%, 100%, 200%, 250%, 400%).
    • You can choose towns for Trade Routes, but they need to be on the World Map first.
    • You can freely choose the Forest Mysteries that will be active in a given game (or leave them to be randomly drawn).
    • If you like how a map looks, you can copy/paste its seed into the custom game UI. Seeds only influence glade layout, resource nodes, fertile soil, ore deposits, and events. Changing a custom game’s settings will also influence the map (so a seed will only give you the same result if all the other settings are the same).
    • Custom game settings can be saved into so-called templates. Every profile has 6 template slots.
    • To unlock Training Expeditions, you will need to buy the Obsidian Archive Level 10 upgrade in the Smoldering City.
    • Training Expeditions give no rewards and don’t influence the Blightstorm Cycle.

Balance


  • ⚡ Rebalanced the Pottery and Wine order. Instead of building an Artisan and providing barrels, it now requires (drumroll, please) pottery and wine.
  • ⚡ Moved the Destroyed Cage of the Warbeast glade event from Dangerous Glades to Forbidden Glades.
  • Overheating and Vassal Tax Forest Mysteries were temporarily removed from the game. We found them to be troublesome because of several reasons - lack of proper UI, balancing issues, and potential bugs. We want to take some time and redesign them.
  • Removed the Faster Building stat from the Vanguard Spire Level 5 upgrade. Added the Additional Caravan Choice reward instead (moved from the Obsidian Archive Level 10 upgrade).
    • We decided to replace this upgrade because the +10% construction speed change was a minimal and boring stat increase. With it out of the way, we feel that every node on the upgrade tree finally has at least one interesting reward, and we can focus on adding more levels in the future (instead of replacing existing ones).
  • Removed the Additional Caravan Choice reward from the Obsidian Archive Level 10 upgrade, and added the Training Expedition unlock instead.

UX/UI improvements


  • ⚡ Improved the wording in the description of shelters and species-specific houses. Instead of saying “number of places: X”, the description now reads “can house X residents”.
  • ⚡ Increased the speed at which the camera moves to selected buildings and glade events.
  • ⚡ Camp icons in resource node panels are now ordered from advanced to small.
  • ⚡ Changed the number color for some Hostility sources in the Hostility of the Forest tooltip (from green to red when the value is 0, so it's clearly visible which sources increase Hostility).
  • Updated some Encyclopedia entries with more up-to-date screenshots and videos.
  • Changed the icon for the Wet Soil Prestige modifier to avoid duplicates.

Bug fixes


  • ⚡ Fixed a bug that caused villagers to stop working when being reassigned to the same worker slots too quickly.
  • ⚡ Fixed a bug with demo saves being incorrectly transferred to the full version.
  • ⚡ Fixed a bug that caused the Bed and Breakfast cornerstone to not give Amber on trader arrival.
  • ⚡ Fixed a bug with the starting glade having an incorrect resource layout.
  • ⚡ Fixed a bug with the delivery threshold in the internal storage exceeding the storage limit.
  • ⚡ Fixed a bug with camps displaying “no deposits” alerts when the delivery threshold is set to 0.
  • ⚡ Fixed a bug with the Like a Machine deed being possible to complete even after losing a game.
  • ⚡ Fixed a bug with the Stormforged version of the Trade Negotiations cornerstone being drawn in games with a trade block effect.
  • ⚡ Fixed a bug with the Forge Trip Hammer cornerstone applying its Resolve penalty to Workshop workers.
  • ⚡ Fixed a bug where gaining multiple Reputation points would only decrease Impatience by 1.
  • ⚡ Fixed an issue with Citadel Resource icons not being visible on modifiers right after expanding the draw distance on the World Map.
  • ⚡ Fixed a bug with the Third Party modifier not working correctly.
  • ⚡ Fixed a typo in the description of the Overexploration cornerstone.
  • ⚡ Fixed a bug with the Temple of the Forsaken Gods daily modifier having an outdated effect (Reputation from Resolve block instead of additional Timed Orders).
  • ⚡ Fixed a bug with the Hostility sound effect playing multiple times when gaining a lot of Hostility points.
  • ⚡ Fixed a bug that causes the game to automatically unpause after choosing an Ethereal Cornerstone.
  • ⚡ Fixed a bug with the Order reward tooltip staying on screen after finishing an Order.
  • ⚡ Fixed an issue with camps displaying a “no workers” alert for a split second after being upgraded.
  • ⚡ Fixed a bug that allowed players to turn off the Blighstorm Cycle animation and see the world generation process under it.
  • ⚡ Fixed an incorrect percentage value in the Hunter-Gatherers perk preview icon.
  • ⚡ Fixed an issue with the Ancient Practices perk showing too little information about its progress in its tooltip footer.
  • ⚡ Fixed an issue with two buildings being permanently locked in the Encyclopedia (even if the player has unlocked all the content in the game).
  • ⚡ Changed the name of one of the two Workstation Upgrade perks to avoid confusion (the one upgrading the Makeshift Post is now called Worker Mobilization).
  • ⚡ Fixed a few typos and grammatical errors in English:
    • Local Taxes perk description.
    • Tooltip for sacrificing oil in the Hearth.
  • ⚡ Fixed a few typos and grammatical errors in Japanese:
    • Frequent Caravans perk description.
    • Objectives for orders based on Standing levels with other towns.
  • ⚡ Fixed a few typos and grammatical errors in French:
    • Label in the difficulty tooltip in the Embark Panel.
  • ⚡ Fixed a few typos and grammatical errors in German:
    • Embark button text.
    • Score tooltip for Unity category.
  • ⚡ Fixed a few typos and grammatical errors in Russian:
    • Trade Hub perk description.
    • Species Resolve tooltip.
    • Fertile Soil section in the Embark Panel.
    • “Alerts” header in the options menu.
    • Rotting Wood Forest Mystery description.
    • Zhorg’s intro text in the trader panel.
    • “Unlocked content” header in the level-up pop-up.
  • ⚡ Fixed a missing translation in Polish for the Liquid Luck order.
  • ⚡ Changed the name of the Foragers\ Camp in Korean.
  • Fixed a bug with one of the Dangerous Glades in the Cursed Royal Woodlands having fewer resource nodes than intended.
  • Fixed an incorrect label in the Quick Deliveries perk.
  • Fixed an incorrect label in the Shattered Obelisk modifier.
  • Fixed a bug with a missing visual effect on some buildings when they are hit by lightning.
  • Fixed an issue with the lightning effect being always active in the Stormbird glade event.
  • Fixed an issue with the water effect being always active in the Lumber Mill.

Other


  • ⚡ Added one new music track to the game (The Marshlands, clearance season).
  • Added new sounds to all 8 traders in the game. Traders will now speak short phrases when opening the trader panel, making a sale, and closing the trader panel.
  • Added Steam Trading Cards. On Steam, you can now collect up to 6 (out of 11) Steam Trading Cards.
    • You can craft 5 levels of Regular Badges for Regular Cards and 1 Foil Badge for Foil Cards.
    • Crafting each level of the badge will reward you with:
      • 1 out of 10 emoticons
      • 1 out of 3 backgrounds
    • You can sell or trade your Cards.

COMMUNITY CORNER


The game’s origins


In this special section, we want to take a few paragraphs to answer a community question and delve into the origins of our game and provide some insight into how it came to be.

Sit back, relax, and let us tell you a story.

It all started back in 2019 when we were brainstorming ideas for a new game. We decided to adopt a world-building method where we would alter one element of the real world and explore how it would impact an imaginary universe. After considering various concepts, one idea stood out: what if there was a world in which it never stopped raining?

We began to consider the many ways in which this would affect the environment, culture, architecture, and other aspects of everyday life in this world. We explored the magical properties of the rain, the role of fire (including religion), the species that could inhabit the world, farming conditions, food spoilage, water drainage, rituals, urban design, technology, fashion, professions, and many other elements of a world plagued by constant rain.

As we delved deeper into this concept, Damian began sharing some concept art which further convinced us that we wanted to develop this world:


Wok Samurai concept art

However, this may or may not come to you as a surprise, we initially imagined Codename Rainpunk (as we called it at the time) as an RPG game. After all, we were a tiny indie studio working on the game after hours. Of course, it had to be an RPG! We were sane enough not to make it an MMO, though.


Rainpunk RPG concept art

After working on a prototype for a few weeks, we quickly realized that the scope of an RPG game (even a modest one like we had envisioned for Codename Rainpunk) was beyond our resources. Market research and our passion for classic strategy games led us to pivot towards a city builder enhanced by roguelite elements (one of the remains of the RPG game) set in the world of Rainpunk.


Rainpunk City Builder prototype

The new prototype (developed at the end of 2019) turned out to be very promising and thus we greenlit what later became Against the Storm. For the following months, the core team worked on numerous aspects of the game until we were finally ready to announce it to the public in May 2020, followed by the first public demo in September 2020.

And thus began our great journey with you - the players - whose feedback and support have been integral to the development and evolution of the game ever since.

Community Memes


And now, the featured community memes, folded for your reading convenience:

[expand type="showmore"]

Against the Storm in a nutshell by KITVS


Big brain by Yassine Meskhout


Familiar city screen by gegc


Presents by AngryTetris


Primadonna Chickens by Lain Vohn Dyrec


Scroll of Truth by Edward
[/expand]
Thank you for reading and have fun with the new Update!

PREVIOUS UPDATES:


https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Custom Games)

Greetings, Viceroys!


The Training Expeditions Update is scheduled to be released tomorrow - January 5 - sometime between 2 pm UTC and 4 pm UTC. The main highlight of the update is the custom game mode in which you’ll be able to play a “training” game with pre-selected conditions. It can lead to some pretty wild scenarios such as this game in which the Queen’s patience runs really thin:



For this occasion, we invite you to join us later today (January 4) at 4 pm UTC on our Twitch channel for the Update preview. We’ll present all the options you can customize and hint at some other changes coming in this week’s update.

FOLLOW US ON TWITCH

Meanwhile, please make sure you’re ready for the upcoming update, by finishing your current settlement.

See you later and 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.

PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Experimental Update 0.40.2E

Greetings Viceroys!


Early Access v0.40.2E is now live on the experimental branch. All the changes from the main version were added and we fixed a few bugs:
  • Geysers should now generate properly on the Cursed Royal Woodlands
  • Blightrot Mutation was removed from the game
  • Fixed a bug where game would start breaking in various ways after the removal of mine with fully depleted ore
  • Pump Operators should now display proper name
  • Collector & Mine recipes should no longer display any footprint as they do not generate blight anymore

Thank you for all your feedback regarding the experimental changes. We wish you a fantastic new year and can't wait to see what's ahead for Against the Storm in 2023!

May the storm be gentle on you,
Eremite Games

Camps Update (Part 2) available!

Greetings, Viceroys!


The second part of the Camps Update is out now! If we worked in Hollywood, this would be a trilogy, but unfortunately for you, we're just a bunch of gamers who happen to make games for a living. So enjoy this update, because it's all you're getting for now!

Jokes aside, here’s what’s new:
  • Visually revamped Camps
  • Starting glade layouts
  • New Cornerstones
  • Storage limits
  • And more!

Also, if you haven’t got Against the Storm yet, you might want to hold off a couple of hours until the Steam Winter Sale starts. It will save you a few bucks.



DEVELOPER NOTES


Today’s update is a bit of a smaller one, as many Eremites are slowly starting their holiday break, but worry not, there are still many cool new additions coming to the game! And to make up for the smaller update size, we want to share some exciting news - Custom Mode will be coming on January 5th!

Now back to this update. The most important changes are the new camp models we teased two weeks ago. When redesigning how the system works, we wanted to also improve the visual side of it, mainly because the old camps were too similar (especially their colors/rooftops). We took this opportunity to not only recolor them but also add a lot of unique new assets and improve some existing props. We also gave camps a more “carriage-inspired” look, to signify that they are moveable (and to give the impression that they were brought to the settlement from the faraway Citadel).


From left: Trappers' Camp, Herbalists' Camp, and Foragers' Camp.


New camps on a new semi-randomized starting glade layout.

For those of you who are not too much into visuals, we also prepared some new content and system changes. Most significant of them - a change to how newcomers arrive. Until now, it was possible to just not invite new villagers and leave them waiting until the settlement could support them. At the same time, subsequent newcomer groups would still come to the town and stack in the background, so there was never any consequence to not welcoming new arrivals. From now on, newcomers will come every 10 minutes (you can see the timer when hovering over the newcomer icon on the HUD), and not welcoming them will postpone the arrival of the next group. This way players can still wait for better conditions before accepting new villagers, but it will come at a cost.

At the same time, we added four new cornerstones - three of which are tied to the new newcomers' system (creating some basic synergies). In the future, we will likely add more, but for now we just want to see if this creates any interesting new gameplay decisions.

Now onto UX/UI changes. Many of you will be happy to hear that from now on, you can change the limits in your buildings’ internal storages, and therefore decide when workers carry goods to the Main Warehouse. This can be done using a slider in the storage tab in every production building. Additionally, we also introduce a “default fuel” setting in the Options menu - so now you can decide which resources are burned in the Ancient Hearth (without the need to manually change it every run).


Storage limit.

There are also multiple other UX and UI improvements and of course a ton of bug fixes. If you’d like to share your ideas for upcoming updates, here are some useful links:

Have fun and may the storm be gentle on you,
Eremite Games

P.S. This is the last update this year so our whole team wants to wish you joyful holidays and a Ha(r)ppy New Year! Thank you for being with us this year and for supporting us along the way. We can’t wait to see what the new year brings!





CHANGELOG


  • Number of changes: 56
  • Inspired by community: 88%

Changes marked with ⚡ were inspired by the community.


Starting glade layouts.

New content and features


  • ⚡ Added multiple layouts to the starting glade.
    • The Main Warehouse and the Ancient Hearth will now be positioned differently between games (layouts might somewhat repeat).
    • This semi-randomness was added to change up the gameplay a bit in the starting phases of the game, and lead to more interesting town layouts further down the line.
  • Added 4 new Cornerstones to the game.
    • Zhorg's Secret Ingredient - A mysterious ingredient discovered by the famous chef and businessman Zhorg. Gain 10 Skewers for every 10 Pickled Goods produced.
    • Secure Trail - Royal Stormwalkers secured the trail to your settlement. Newcomers will arrive 25% quicker.
    • Stormwalker Tax - A joint venture with the Stormwalker Guild can be very profitable in the future. You gain 15 Amber every time a new group of villagers arrives, but you will lose all stored Amber upon choosing this cornerstone.
    • Economic Migration - Rumor has it that your settlement is one of the wealthiest in the realm. Newcomers will arrive 15% quicker for every 2 levels of standing you have with other settlements in trade routes.

Balance


  • ⚡ Changed the way newcomers arrive at the settlement.
    • From now on, newcomers will arrive every 10 minutes (though some effects might influence that).
    • The newcomer button will stay on the HUD for good (after the first arrival). You can hover over it to find out when the next group will arrive.
    • Newcomer arrivals no longer stack. A new group won't be sent until you accept the previous one.
    • Previously, it was possible to simply wait and then accept multiple groups at once with no consequence. We felt that this was not an interesting gameplay decision and it allowed players to postpone problems at no cost.
  • ⚡ The Vassal Tax and Overheating Forest Mysteries will no longer last for the entirety of the game. Their negative effects will be removed at the start of the next Storm. You still need to prepare the payment for the next Storm in order not to get a penalty for the next year.
    • Because the Vassal Tax penalty now no longer stacks, its effect was increased from 20% to 33%.

UX/UI improvements


  • ⚡ Added an option to manually set the internal storage in a production building.
    • In the storage tab, there is now a slider on the capacity bar.
    • Using the slider, you can modify the storage limit - in other words at which the number of stored goods your workers will transport to the Main Warehouse.
    • There’s also a new setting in the Options menu - “Save Internal Storage Limits”. Enabling this option will save the internal building storage limits you set and then apply them to any newly constructed building of the same type.
  • ⚡ Orders with the objective to build a specific hub level now display the name of the hub level on the HUD overview.
  • ⚡ Updated tooltips for all effects that kill villagers (Forest Mysteries, glade events).
    • Previously, when hovering over a death notification, it would only give a vague description of what happened (“villager X died of a curse”).
    • From now on, when hovering over a death notification, the tooltip will state where the effect came from (for example: “villager X died of a curse (glade event - Ancient Shrine”).
  • ⚡ Added a setting to the options menu to set the default fuel types that are supposed to be burned in the Ancient Hearth.

Bug fixes


  • ⚡ Fixed a bug with the Cursed Royal Woodlands not spawning Copper Ore deposits.
  • ⚡ Fixed a bug with some particles on the World Map not being turned off on slower PCs.
  • ⚡ Fixed a bug with multiple visual effects (smoke, fire, particles) not being turned off when the “disable complex effects” option was checked.
  • ⚡ Fixed a bug that made it impossible to destroy a mine during its construction (and broke the save at the same time).
  • ⚡ Fixed a bug with camps upgraded during construction being blocked.
  • ⚡ Fixed a bug that made it possible to trade for Amber the player didn’t have (and therefore taking the Amber amount to the negative).
  • ⚡ Fixed an issue with the first step of the tutorial breaking when camera movement keys were pressed during the loading screen.
  • ⚡ Fixed a bug with some glades opening by themselves.
  • ⚡ Fixed a bug with the Finders Keepers Forest Mystery incorrectly stating that trade routes must be started during Drizzle.
  • ⚡ Fixed a bug with the Blight Extractor perk showing incorrect progress values in its tooltip.
  • ⚡ Fixed a bug with the Trader Panel always displaying “Bandit Camp” as the reason for trade being blocked.
  • ⚡ Fixed an issue with the Stormforged version of the Back to Nature perk not showing up on the HUD.
  • ⚡ Fixed a bug with the Hunter-Gatherers perk decreasing yields in the Herb Garden by 100%.
  • ⚡ Fixed an issue with the Sunken Bones perk being incorrectly marked as retroactive.
  • ⚡ Fixed an issue with the Inspiring Pressure biome effect not taking the Ancient Battleground modifier into account.
  • ⚡ Fixed an issue with Flax nodes having incorrect bonus resources.
  • ⚡ Fixed an issue with incorrect resource nodes spawning in some biomes.
  • ⚡ Fixed a bug with season change sounds not being played when auto-pause is active.
  • ⚡ Fixed a bug with rain being rendered behind some buildings in the Smoldering City.
  • ⚡ Fixed a bug with the farm UI counting fertile soil fields hidden under fog.
  • ⚡ Fixed an issue with mouse keybinds for camera movement not working in the World Map screen.
  • ⚡ Fixed a bug with an unlocalized {0} parameter being visible on the HUD in destruction mode.
  • ⚡ Fixed a bug with the Altar and Trading Post being moveable when under the effect of the Levitating Monument modifier.
  • ⚡ Changed the name of the negative effect that is applied when the fire in the Ancient Hearth goes down. It was previously named Looming Darkness (same as a generic effect during the storm), and now it’s called No Hope.
  • ⚡ Added information about Forbidden Glade Events to the Ancient Practices perk.
  • ⚡ Fixed an issue with the Workshop and Tinkerer being translated to the same name in Russian.
  • ⚡ Fixed a typo in the Polish localization of the Clear Sky effect.
  • ⚡ Fixed an issue with the Japanese translation of the Strange Lights Forest Mystery.
  • ⚡ Fixed an incorrect translation of HUB upgrades in the upgrade tree in the Smoldering City.
  • Fixed a bug with the Mole and Lightning Catcher working effects not being displayed on the HUD.
  • Fixed a bug with the unconstructed Grill sticking out of the ground.
  • Fixed a bug with the “replay tutorial” function breaking on the World Map if a faction occupied a tutorial town field.

Other


  • ⚡ Changed the visuals of all camps in the game.
    • All camps have been revamped graphically with new models and textures.
    • Camps should now be easier to distinguish and more clearly convey what their function is.
  • ⚡ Added new music to the settlement mode (3 tracks).
  • Added a new sound effect when calling a trader.



COMMUNITY CORNER


This Against the Storm fan art by Wilburough's kid was hands down the best thing that happened to us in the last two weeks:



The memes section is getting pretty extensive lately, so we’re hiding it by default for your reading convenience.

[expand type="showmore"]
Let’s start with the real motivation behind Camps’ visual revamp:


Red Roof by Edward

And now some of our favorite picks:


Fantasy races by Fwopfwops


Clown by Andreas


Trader Arrives by Party Magician
[/expand]
See you next year!



Previous Updates


https://store.steampowered.com/news/app/1336490/view/3602347155577687516
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Camps, Layouts)

Greetings, Viceroys!


The Camps Update (Part 2) is coming tomorrow sometime between 2:00 pm and 4:00 pm UTC. Normally, we’d show you some of the upcoming changes during the livestream but - as expected this time of year - the majority of the team is either on sick leave or started their holidays.

We did, however, secure some previews for you!

Here’s a fresh new look at some of the Camps:



The rest of the Camps will come in a similar carriage-like design to emphasize their mobility.

There are more than just the Camp’s updated visuals that will take some adjusting to. We’re also introducing randomized starting glade’s Hearth and Warehouse layouts.



There’s plenty more coming your way tomorrow. Keep an eye out for the full update notes and make sure you’re ready for the update!

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.

May the storm be gentle on you,
Eremite Games

Previous Updates:


https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Experimental Update - Blightrot Revamp

Greetings, Viceroys!


We're back with another Experimental Branch Update. Before you start playing...

HOLD UP!

Make sure you know what you're signing up for. This update is different. Think rough programmer art and very basic UX. Consider skipping it, if you don't enjoy beta testing.

With this experimental update, we want to invite you to the development process in its very early stages. Earlier than we ever did before. Heck, you'll be playing it earlier than our graphic designer!

Yes, this means there's no art other than Telhurin's programmer art. You can say a lot of good things about Telhurin, but being a talented artist is not one of them. Important UX features are missing and you can find placeholder texts.

So, a final word of caution: this is an early version of the Blightrot Revamp. We want to try releasing experimental changes sooner and iterate them more rapidly based on your feedback. If it doesn't sound fun to you, better skip it. Consider yourself warned!

Now, with all the legal warnings done, let's get to the juicy part.

What's all the fuss about?


The initial reason for looking at Blightrot 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. After a long back-and-forth, we decided to divide this problem into 3 smaller chunks:
  1. Lack of choice and passive nature of blight forming.
  2. The static and limited way in which the Blightrot spreads.
  3. Lack of choices or progress when it comes to fighting the blight.

This iteration is aimed at dealing with the first and second problems.

In addition to the Blight, we had another persistent challenge that needed to be overcome for a looong time.

One of the key aspects of the world of Against the Storm are machines powered by the infused rain. It was hinted at in many places in the game but never fully realized. Working on Blightrot, we decided to kill two birds with one stone here (not you, Harpies!) and connect those two mechanics.

Experimental Update changes



Pure Rainwater Geyser (programmer art, not final quality)


Geyser Pump (programmer art, not final quality)

The overall schema is: from now on, you can find geysers of infused rainwater on glades. Geyser Pumps can harness this rainwater, which in turn can be used in production buildings to boost production output or working conditions. Using rainwater this way will increase the Blightrot footprint of produced goods, spreading Blight on nearby buildings.


Click the Left Mouse Button and the Right Mouse Button on the knobs to control the Engine (programmer art, not final quality)

In essence:
  • We introduce a new building material: Pipe.
  • Pipes can be produced in the Crude Workstation (T0), Toolshop (T2), Smelter (T2), and Artisan (T2).
  • Pipes are used to:
    • unlock Rainpunk Engines inside buildings,
    • build Geyser Pumps,
    • upgrade other buildings (eg. as a substitute for Tools in Mine).
  • Each workshop (a building that takes X and makes Y out of it) has 2 Rainpunk Engines: the main and secondary.
  • You can find geysers on glades.
  • There are 3 types of Infused Rainwater:
    • Life (Green) - used in food-oriented buildings,
    • Energy (Blue) - used in crafting-oriented buildings,
    • Volatile (Red) - used in industry-oriented buildings.
  • You can put Geyser Pumps on top of geysers and assign workers to increase the global pressure of water of a given type.
  • Each workshop can use only a predefined type of rainwater.
  • You can manually control the amount of pressure used by each engine.
  • Using rainwater to boost production increases the Blightrot footprint rate linearly.
  • The Blight only spreads when the Rain Engines are working.
  • The old, static Blightrot bonuses are gone.
  • Blightrot spawns during the Storm as well.
  • Previously, up to 3 cysts of Blight could only spawn on a single building. Now, they will also spread to the nearby buildings (even houses) without any distance limits. Cysts start spreading after 3 of them spawn on a particular building.


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),
  • Fully unlock meta (with meta.addAll command),
  • Play on the Experimental Branch.


Click here to read more about Experimental Branch and discover the full list of console commands:
Learn more about Experimental Branch

What we're interested in?


If you decide to play the Experimental Update, please share your thoughts with us!

Primarily, we are interested in answers to the following questions:
  • Do you feel more in control of the Blight generation?
  • How does this mechanic affect your playstyle after a few runs?
  • How does manually boosting production feel in its current "raw" state (without any graphical effects, additional animations, sounds, etc.)?"
  • Is there anything new that makes the mechanic feel worse (especially more repetitive) or better (especially more diverse)?

Thanks! We wish you fun and can't wait to hear your impressions.

May the storm be gentle on you,
Eremite Games

Previous Updates


https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Hotfix 0.39.3 (Rebalanced Yields, Fixes)

Greetings, Viceroys!


In case you were wondering what we’ve been doing since yesterday’s Camps Update, we’ll give you a hint: it involves some caffeine, heavy reading of your feedback, and watching the Game Awards. Oh and also some actual work on Against the Storm.

Thank you for your prompt reports and spot-on suggestions. Here’s what we changed in today’s hotfix:
  • ⚡ Rebalanced the bonus yields in multiple nodes.

    • Flax Field (Small) - Decreased the chances of getting Clay from 40% to 25%
    • Flax Field (Large) - Increased the chances of getting Clay from 20% to 50%, increased the chances of getting Insects from 20% to 30%.
    • Stone Deposit (Large) - increased the chances of getting Roots from 20% to 30%, increased the chances of getting Insects from 20 to 30%.
    • Sea Marrow Deposit (Small) - decreased the chances of getting additional Sea Marrow from 100% to 80%.
    • Sea Marrow Deposit (Large) - increased the chances of getting Stone from 40% to 50%.
    • Reed Field (Large) - Increased the chances of getting Roots from 20% to 40%, increased the chance of getting Clay from 20% to 40%.
    • Moss Broccoli Patch (Large) - Increased the chances of getting Insects from 30% to 40%.
    • Root Deposit (Large) - increased the chances of getting Herbs from 20% to 30%, added Resin as a possible side product (30%).
    • Bleeding Tooth Mushroom (Large) - Increased the chances of getting Insects from 30% to 40%.
    • Herb Node (Large) - Increased the chances of getting Berries from 20% to 40%.
    • Snake Nest (Large) - Increased the chances of getting Leather from 20% to 40%, added Meat as a possible side product (20%).
    • Grasscap Mushrooms (Small) - Decreased the chances of getting Insects from 30% to 20%.
    • Grasscap Mushrooms (Large) - Increased the chances of getting Insects from 30% to 40%.

  • ⚡ Fixed an issue with some glades not correctly spawning events and Archaeological Discoveries.
  • ⚡ Fixed a bug that caused the Woodcutters’ Camp panel to break and not respond to input.
  • ⚡ Fixed a bug with the category dropdown in the report panel not working correctly.
  • ⚡ Fixed an issue with the Ancient Ways perk not displaying the correct bonus amount under its icon.
  • ⚡ Fixed a bug with the Forbidden Tools perk (Archaeologist's Office upgrade) not being localized into Japanese correctly.
  • ⚡ Fixed a typo in the Polish translation of the Finders Keepers Forest Mystery.
  • ⚡ Fixed an issue with the fog visual effect not disappearing when the game is paused at the moment a new glade is discovered.
  • Fixed a bug with button tooltips displaying behind the Feedback Panel.
  • Fixed an issue with incorrect text formatting in the Encyclopedia entry about useful keybinds.

All the improvements from today’s hotfix and yesterday’s Camps Update were also added to the demo.

We’re always looking for ways to improve the game, so please don’t stop providing us with your awesome feedback. In the meantime, happy updating!

May the storm be gentle on you,
Eremite Games

Camps Update (Part 1) released!

Greetings, Viceroys!


Happy Update day! Starting today, you will be able to gather all the small food nodes with a new set of essential Small Camps.

But that’s not all! Here’s what’s new:
  • New buildings: Small Camps
  • Camps rebalance
  • Glade resources rebalance
  • Rewards rebalance
  • Woodcutters’ Camp modes list (+new mode)
  • New hotkeys
  • Auto-pause
  • And more!

We hope you are enjoying the game and all its features. If you haven't already, please consider leaving a review on Steam to let us know what you think. Thank you for your support!

Now, keep reading for all the details on the latest update.


DEVELOPER NOTES


Hello there, Viceroys! It’s Thursday again, so we bring you another juicy update. This time we focused mostly on balance - in the form of camps, rewards, biomes, and resources. There’s also a fair bit of new UI and UX improvements, so let’s get right into it.

First off - the camp changes. Many of you have already seen a sneak peek of this on the Experimental Branch. And while the first version of this change was not very well received, the second iteration turned out very promising. That’s why we decided to improve it a bit, adjust the balance accordingly, and release it to the main version of the game. To put it simply, from now on you will have access to additional essential camps at the start of the game - the Small Trappers’ Camp, the Small Foragers’ Camp, and the Small Herbalists’ Camp. These are called Small Camps because they work similarly to normal camps but are slower and can only collect small resource nodes. To gather big or gigantic nodes, you’ll need a regular camp (which can be acquired as before - from Reputation rewards, bought from a trader, or found in glades).


Small Camps

With this change, we also adjusted the balance around camps. As players can now collect all small nodes on the map from the start, the glade layout had to change. That’s why we increased the number of large nodes in Dangerous and Forbidden Glades but reduced the number of small nodes at the same time. Our goal here was to broaden the options a player has in a settlement, but also incentivize choosing camp blueprints for a more specialized playstyle. Additionally, you might be pleased to hear that a lot of the rougher edges of the experimental branch have been smoothed out for his release. For example, getting a camp blueprint now automatically upgrades existing small camps on the map and removes the old blueprint from the construction menu.

Thank you all again for testing the experimental changes and providing your feedback. There were a lot of cool ideas floating around, and while not everything can make it into the game (due to scope constraints or different design decisions), they all sparked our imagination and provided inspiration for future improvements.

Meanwhile, we’re also working on new Camp models. We aim to make them more unique and easily distinguishable and to add some personality to them. You can expect them - along with other features - in Camps Update (Part 2).

Back to today’s update, the next big item on the list is balance. We took a thorough look at node layout on Dangerous and Forbidden Glades, resource distribution in different biomes, and the reward structure as a whole. The highlights here are:
  • There are now more large nodes in Dangerous and Forbidden Galdes, but less small deposits
  • Large nodes now have 70 charges instead of 60.
  • A lot of perks have been reshuffled in terms of rarity and price.
  • A lot of “+1 to X production” perks have been buffed to now give a +2 bonus.
  • The Cursed Royal Woodlands now has a completely different resource makeup.
  • And much, much more (detail in the changelog below).

These changes were mainly done to adjust the existing balance to the new camp system, but we also wanted to refresh some problematic areas of the game (like rewards and biomes). For example, the Cursed Royal Woodlands were almost a 1 to 1 copy of the Royal Woodlands resource-wise, and some Cornerstones were just too underwhelming when compared to others (like +1 to Ale, when there’s already 10 Ale being produced every cycle).

Last but not least - UI improvements and bugfixes. As always, we took as much of your feedback as we could fit into our schedule and started fixing. We think you’ll be happy to hear that we revisited the Woodcutters’ Camp options panel, added new hotkeys, added an auto pause option, fixed decoration orders, and much, much more.


Woodcutters’ Camp modes (hold Shift when clicking to propagate to all)


Auto Pause

We hope you’ll enjoy the new changes! And if you’d like to share your ideas for upcoming updates, here are some useful links:

Have fun and may the storm be gentle on you,
Eremite Games

P.S. Thank you for participating in the latest Community Brainstorm! It will take a while before we start working on our picks, but we already have too many great ideas to choose from.


CHANGELOG


Number of changes: 156
Inspired by community: 51%

Changes marked with ⚡ were inspired by the community.

New content and features


  • ⚡ Revamped the camp system - introduced essential small food camps.
    • There are now 3 new camps in the game: the Small Trappers’ Camp, Small Foragers’ Camp, and Small Herbalists’ Camp.
    • The new camps are essential buildings - meaning they are always available and don't need to be chosen as blueprints.
    • Small camps can only gather small resource nodes. They’re also slower than normal camps.
    • To gather large and gigantic nodes, players need normal camps. These can be chosen as blueprint rewards for Reputation, bought from traders, or found in glades. Normal camps are also faster.
    • Choosing or buying a normal camp’s blueprint will upgrade its already built small counterpart automatically (and replace the small camp in the construction menu).
    • Changed the resource layout in camps to avoid overlapping.
      • Trappers’ Camp - meat, eggs, insects
      • Foragers’ Camp - vegetables, grain, roots
      • Herbalists’ Camp - herbs, berries, mushrooms
    • Players still have access to the normal essential camps specialized in building materials: the Stonecutters’ Camp, Woodcutters’ Camp, and Harvesters' Camp.
    • The Scavengers’ Camp was removed from the game.
    • This change was implemented mainly for two reasons: to allow players to go wider with their production chains and to make small glades a bit more rewarding. At the same time, a very substantial balance overhaul was introduced to glades and resource nodes (more on that in the Balance section below).

Balance



  • ⚡ Fully depleted ore will now disappear from the map.
  • ⚡ Updated the recipes in the Homestead. They were out-of-date since the last balance changes to farms. The Homestead now produces:
    • Grain (3 stars) - 9 Grain, 30 seconds planting and harvesting
    • Plant Fiber (3 stars) - 9 Plant Fiber, 30 seconds planting and harvesting
    • Vegetables (2 stars) - 6 Vegetables, 30 seconds planting and harvesting
    • Mushrooms (2 stars) - 6 Mushrooms, 30 seconds planting and harvesting
  • ⚡ Forbidding services in the Consumption Control panel will no longer apply a Resolve penalty if there is no corresponding service building in the settlement.
  • ⚡ The Archaeologist’s Office is now moveable.
  • ⚡ Decreased the rewards for solving the Living Matter glade event.
  • ⚡ Increased the rewards for the Destroyed Cage of the Warbeast glade event.
  • ⚡ The Monastery of the Holy Flame World Map modifier will no longer spawn near Cursed Royal Woodlands.
  • Rebalanced the rewards in multiple orders:
    • Zealous Scouts - removed the Bigger Barrels perk from rewards, added Coal.
    • Impetuous Explorer - removed the Reinforced Tools perk from rewards, added the Pickle Jars perk (increased Pickled Goods production).
    • Distant Journey - removed the Thrill of Exploration perk from rewards, added Copper Bars.
    • Meat Diet - removed Sahilda’s Secret Cookbook from rewards, added the Egg Containers perk (increased Egg production).
    • Seller - removed the Reinforced Needles perk from rewards, added the Advanced Leatherworking perk (increased Leather production).
    • Sacrificing - removed the Advanced Fuel perk from rewards, added the Bleeding Trees perk (increased Resin production).
    • Work Break - removed Planks from rewards, added the Specialized Boots perk.
    • Herbalist's Trial - Removed the Clay Pit blueprint from rewards, added Pickled Goods.
    • Scavenger's Trial - removed the Bigger Pans perk and the Greenhouse blueprint from rewards, added the Egg Containers perk and Skewers.
    • Trapper's Trial - removed the Plantation blueprint from rewards, added Biscuits.
    • Mushrooming - removed the Kiln blueprint from rewards, added Jerky.
    • Stonecutter's Trial - Removed Wildfire Essence and the Forester’s Hut blueprint from rewards, added the Plantation blueprint and Pies.
    • Forager's Trial - removed the Herb Garden blueprint from rewards, added Jerky.
    • Lumber Mill Efficiency Test - removed the Reinforced Tool perk from rewards, added the Light Timber perk.
    • The Forum - removed the Big Phials perk from rewards, added Pigment.
    • Trailblazing - removed the Ancient Artifact perk from rewards, added the Pickle Jars perk.
    • Lost Supplies - removed the Reinforced Saw Blades perk from rewards, added Planks.
    • Religion - removed the Ancient Artifact perk from rewards, added Coal.
    • Religious Rites - removed the Bigger Ovens perk from rewards, added Pies.
    • Devilish Curiosity - removed the Thrill of Exploration perk from rewards, added Pickled Goods.
    • Forest Fascination - removed the Crystal Growth perk from rewards, added the Advanced Smelting perk.
    • Wealthy Trader - removed the Vegetable Delivery Line and Advanced Filters perks from rewards, added the Biscuit Delivery Line and Advanced Leatherworking perks instead.
    • Into the Ruins - removed the Giant Vegetables perk from rewards, added the Egg Containers perk instead.
    • Thirsty Trader - removed the Protected Trade perk from rewards, added the Advanced Leatherworking perk.
    • Liquid Luck - removed the Salted Jerky perk from rewards, added Wine.
    • The Cult of Fire - removed the Survivor Bonding perk from rewards, added the Specialized Mining perk instead.
    • Ultimate Challenge - removed the Drizzle Totem and Clearance Totem perks from rewards, added the Rain-Powered Pottery Wheel and Scout’s Pack perks.
    • Greedy Merchant - removed the Respected Business Partner perk from rewards, added the Pickled Goods Delivery Line perk instead.
    • Focus on Farming - removed the City Renown perk from rewards, added the Farmer’s Pack perk instead.
    • Great Expansion - removed Simple Tools from rewards, added the Smithy blueprint.
    • Advanced Cuisine - removed Simple Tools from rewards, added the Rain Mill blueprint.
    • Time of Courage - removed Barrels from rewards, added the Monastery Blueprint instead.
    • Large Parcel - removed the Bath House blueprint from rewards, added Simple Tools.
    • Storekeeper - removed the City Renown and Leather Delivery Line perks from rewards, added Incense and Wine.
    • Beaver Majority - removed the Bigger Ovens and Working Hard and Smart perks from rewards, added the Pickle Jars perk and Pickled Goods instead.
    • Knowledge - removed the Ancient Artifact perk from rewards, added Incense.
    • Expensive Delivery - removed the Thrill of Exploration perk from rewards, added the Rich in Fiber perk.
    • Beer Snacks - removed the Bigger Barrels perk from rewards, added the Advanced Coopering perk instead.
    • Food Provision - removed Incense from rewards, added Oil.
    • Advanced Logistics - removed the Crystal Growth perk from rewards, added the Advanced Smithing perk.
    • Beaver Resolve - removed Berries from rewards, added Beavers.
    • Harpy Resolve - removed Plant Fiber and Simple Tools from rewards, added Incense and Berries.
    • Human Resolve - removed Flour from rewards, added the Egg Containers perk.
    • Brotherhood - removed Incense from rewards, added the Working Hard and Smart perk.
    • Bathing - removed the Bigger Pans perk from rewards, added Biscuits.
    • Arena - removed the Advanced Training and Woodworking Tools perks from rewards, added Training Gear and Jerky.
    • Serving Ale - removed Pottery from rewards, added the Bigger Barrels perk.
    • Profitable Caution - removed the Lost in the Wilds perk from rewards, added the Giant Vegetables perk.
    • Allies - removed the Specialized Mining perk from rewards, added the Fossil Leaching perk.
    • Master of Exploration - removed the Pottery Delivery Line perk from rewards, added the Crystal Growth perk.
    • Rainproof Coats - removed the Light Timber perk, added the Ancient Sewing Technique perk.
  • Changed some order objectives.
    • Herbalist - removed the objective to deliver Berries, increased the number of required Mushrooms
    • Forager - removed the objective to deliver Insects, increased the number of required Vegetables
    • Hunter - removed the objective to deliver Eggs, increased the number of required Meat
    • All orders requiring the construction of a camp or resource gathering in a camp can now be completed with either a small or a regular camp.
  • Rebalanced multiple perks and Cornerstones. While the exact changes are too numerous and detailed to list, here are the highlights:
    • Perks increasing production of goods that yield multiple items per recipe (like Jerky, Coats, Flour, etc.) have been buffed from giving a flat +1 bonus to +2.
    • Rebalanced prices and rarities on a lot of perks in the game. There were multiple instances of weak Cornerstones labeled as Epic, of really powerful perks being earned too easily. We cleaned this up and reshuffled a lot of rewards in different areas of the game.
  • Increased the number of charges in large nodes from 60 to 70.
  • Changed how perks increasing node charges work.
    • Previously, perks like this would increase the number of charges evenly across the board.
    • From now on, node charges are increased separately for small and large nodes.
    • For example, the perk Rich Glades adds 5 charges to small nodes and 20 charges to large nodes.
  • Rebalanced the node layout of almost all glades in the game.
    • Reduced the number of small nodes in Dangerous and Forbidden Glades.
    • Increased the number of large nodes in Dangerous and Forbidden Glades.
    • Added a few more nodes to some underwhelming small glades.
    • Reduced the number of resource nodes in glades with ruined settlements (as these glades are already very rewarding).
  • Rebalanced the resources available on glades in almost all biomes in the game.
    • Royal Woodlands - berries, mushrooms, roots, vegetables, meat, eggs, plant fiber, clay, sea marrow
    • Scarlet Orchard - herbs, berries, grain, roots, eggs, reeds, stone, copper ore
    • Coral Forest - herbs, vegetables, meat, insects, reeds, stone, coal
    • Marshlands - mushrooms, grain, meat, eggs, stone, coal, copper ore
    • Cursed Royal Woodlands - herbs, mushrooms, grain, vegetables, insects, plant fiber, clay, sea marrow, copper ore
    • This change was introduced to make biomes more diverse and to adjust their balance due to changes in the camp system. The biggest change here is the Cursed Royal Woodlands - previously, this biome was a copy of the Royal Woodlands node-wise. Now, it has a unique mix of available resources.
  • Trees in the Cursed Royal Woodlands now give insects instead of resin.
  • Slightly decreased the number of ruins in Forbidden Glades with ruined settlements in them.
  • Adjusted the first two tutorial maps to reflect the changes introduced to the camp system. Glade resources were reshuffled, and players now get small camps in the tutorial.
  • Removed the Rain Collector Filter perk from the game (it allowed players to collect Crystalized Dew in the Rain Collector).
    • Due to this change, this perk is no longer given as a level-up reward for reaching level 15, and was replaced by Burnt to a Crisp (coal for burning Blightrot Cysts).

UX/UI improvements


  • ⚡ Changed the options panel in the Woodcutters’ Camp.
    • Removed the dropdown menu.
    • Modes are now listed right away, with a checkbox next to them.
    • Only one mode can be selected at a time.
    • To propagate a mode to all Woodcutters’ Camps in the settlement, hold Shift when clicking on a checkbox.
    • Added a new option: Only Marked Trees & Avoid Glades.
  • ⚡ Added a new tab to the options menu - gameplay. Moved all gameplay settings to the gameplay tab.
  • ⚡ Added an auto pause section to the options menu (in the gameplay tab). You can now customize when the game pauses automatically during gameplay:
    • Start of Drizzle
    • Start of Clearance
    • Start of Storm
    • Discovering a Normal Glade
    • Discovering a Dangerous Glade
    • Discovering a Forbidden Glade
    • Trader Arrival
  • ⚡ Added an option to the settings menu to disable recipe reordering based on priority.
  • ⚡ Added an option to the settings menu to switch to clockwise building rotation.
  • ⚡ Added information about specific effects blocking sacrifice to the sacrifice panel in the Ancient Hearth.
  • ⚡ Tutorial games are no longer counted towards player statistics in the Smoldering City (so skipping no longer counts as a loss).
  • ⚡ Added a tooltip to the “sell” button when a trade route can’t be started. The tooltip will state the exact reason (limit reached, not enough provisions, etc.).
  • ⚡ Opening the recipe panel will now automatically set the focus on the search bar.
  • ⚡ Added an option to assign “none” as a mouse keybind for selecting, canceling, panning, and rotating.
  • ⚡ Effects blocking consumption control now no longer disable the consumption control panel. You can still open it and look at the needs of your villagers.
    • There is now also additional information in the panel about which effect blocks consumption control.
  • ⚡ Changed the wording in the descriptions of the Paradise and Feeding the People deeds to more clearly state that all three species must be present in the settlement to complete the objective.
  • ⚡ Renamed the “settings” button in the main menu to “options” (for the sake of consistency).
  • ⚡ Added an option to automatically assign workers of one species to all empty slots in a building.
    • Holding Shift while assigning a worker to a slot will fill all empty slots with available villagers of the selected species.
    • Holding Shift while unassigning villagers will remove all workers from a building.
  • ⚡ Updated the in-game error message when a save was corrupted. It now links to the official support site with contact info and a short guide on how to solve issues with saves.
  • ⚡ Improved the wording in the Regular Baths perk description.
  • ⚡ Added new hotkeys to the game.
    • Mark Trees - F
    • Clear Tree markings - G
    • Building Destruction Mode - V
  • Changed some of the existing default hotkeys to make room for new ones.
    • Order Panel - T
    • Trade Routes - Y
    • Recipe Panel - U
    • Screenshot Mode - O
  • Cleaned up some perks and Cornerstones on the HUD.
    • Some perks will no longer “spawn” minor versions of themselves to keep track of their progress, but instead indicate the effect gained directly on their tooltip (in the footer).
    • Some negative effects and perks giving more universal rewards (like the Wealth effect or +X to production) will still spawn additional icons on the HUD.

Bug fixes


  • ⚡Fixed a bug with the Giant Stormbird penalty effect being active in seasons other than the Storm.
  • ⚡Fixed an issue with decoration orders and ghost requests not counting decoration scores correctly.
  • ⚡Fixed an issue with villagers making decisions even when the game was paused (resulting in them sometimes reserving items that were just bought from a trader, etc.).
  • ⚡ Fixed an issue with traders sometimes not having Amber in stock.
  • ⚡ Fixed an issue with the ruined Carpenter building costing more to rebuild than to construct from scratch.
  • ⚡ Fixed a bug with the Barrel Schematics perk adding the Barrel recipe to a building which already had it (the Toolshop). This perk now adds the recipe to the Smithy instead.
  • ⚡ Fixed an issue with the Recipe Panel search bar not blocking inputs for camera movement.
  • ⚡ Fixed a bug with converted glade events showing incorrect resource amounts in tooltips when removing them with the building destruction tool.
  • ⚡ Fixed a bug with pause not being locked when writing reports in the in-game reporting tool.
  • ⚡ Fixed a bug with minecarts refusing to deliver resources when the Mine’s internal storage was full.
  • ⚡ Fixed a bug with text boxes being positioned incorrectly when scaling the UI during the tutorial.
  • ⚡ Fixed a bug with tooltips being positioned off-screen after an external resolution change.
  • ⚡ Fixed a bug with some Archaeological Discoveries not spawning.
  • ⚡ Fixed a bug with the pathing tool breaking when trying to construct a road over a blocking object.
  • ⚡ Fixed a bug with the Ancient Strength perk only working on some professions.
  • ⚡ Fixed an issue with effects changing farming speed not influencing ongoing production.
  • ⚡ Fixed a bug with Citadel Resource icons staying on the UI after buying an upgrade.
  • ⚡ Fixed a bug with ruins destroyed by lighting being counted as solved events for perks, orders, and deeds.
  • ⚡ Fixed a bug that allowed players to favor species with no members.
  • ⚡ Fixed a bug with the ruined Ranch giving Parts when salvaged.
  • ⚡ Fixed an incorrect label on the Farm Range upgrade in the Citadel.
  • ⚡ Fixed an issue with the label and storage icons overlapping in some tooltips.
  • ⚡ Fixed an issue with internal building storage being marked as empty, even if there are still goods inside.
  • ⚡ Fixed a bug with the World Map fog being too thin in some places.
  • ⚡ Fixed a bug that allowed players to travel through fogged fields on the World map.
  • ⚡ Fixed a bug with World Map tooltips being shown while the game is out of focus.
  • ⚡ Fixed a bug with the “no builders” icon being displayed above fully constructed buildings.
  • ⚡ Fixed an issue with a mesh incorrectly placed inside the terrain in the construction site for the Signpost decoration.
  • ⚡ Fixed a bug with the Cursed Battlefield biome effect having an incorrect border color.
  • ⚡ Fixed an issue with the Reinforced Road description stating that it is built using stone.
  • ⚡ Fixed a bug with building range indicators glitching on farm fields.
  • ⚡ Fixed a bug with World Map fog being shifted close to the map edge.
  • ⚡ Fixed a bug with “other” effect tooltips in the species menu going out of bounds.
  • ⚡ Fixed a bug with the Settler’s Luck effect having an incorrect border color.
  • ⚡ Fixed multiple mistranslations and typos.
    • German - the HUB description, the Ruined Settlement Tooltip, building sized in the Encyclopedia.
    • Portuguese - the Field Kitchen translation.
    • French - faction leader genders.
    • Spanish - faction leader genders, Resolve notifications.
    • Japanese - building movement tooltip, wood resource name, Disgrace effect description.
    • Russian - Fallen Villagers event description, coats resource name.
    • Traditional Chinese - Vineyard Town description.
    • Korean - mute in background option.
    • Polish - “last level reached” notification.

Other


  • ⚡ Extended the fog size of undiscovered glades (to cover more of the edges and hide potentially visible fertile soil).



OTHER CITY BUILDERS


We find it important to support other great indie projects, so in this one-time special section, we want to give a shout-out to two of our friends who solo-develop city builder games and have some big news to share.

Kainga: Seeds of Civilizations


Erik released the 1.0 version of his solo-developed roguelite village-builder Kainga: Seeds of Civilization on Steam. In Kainga, you discover the lands full of wonder and beauty, where strange beasts roam, and other tribes fight for resources.

https://store.steampowered.com/app/1269710/Kainga_Seeds_of_Civilization

Earth of Oryn


Edouard is currently running a Kickstarter campaign to fund his city builder set in a medieval world filled with story and heart. If you're a fan of city builder games and want to support a cool new project, be sure to check out the Earth of Oryn Kickstarter page.

https://store.steampowered.com/app/1972450/Earth_of_Oryn/


COMMUNITY CORNER


And now, the real highlight of this update: new community memes. Let’s go!


Harpies vs Humans by Lain Vohn Dyrec


The Glade by carrotdefender


Fishmen by Lain Vohn Dyrec



Getting away with murder by godskook

If you reached it here, you rock. For more memes come to our Discord and Reddit. Have a fantastic weekend!


PREVIOUS UPDATES


https://store.steampowered.com/news/app/1336490/view/3489755739078154769
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632