EarlyAccess0.44.3R (2023-02-17)
HOTFIX 0.44.3R
We just released a small hotfix addressing some issues that appeared after yesterday's update.
Changelog:
- Fixed an issue with Cysts removed by destroying buildings not lowering Hostility (when solving the Infected Mole event).
- Fixed a bug with incorrect consequences being applied when attacking Sahilda.
- Fixed a bug with the Stormforged version of the Improvised Tools Cornerstone not working when bought during the Storm.
- Fixed an issue with some buttons in the Training Expedition panel not being translated into languages other than English.
- Fixed multiple typos (incorrectly interpreted "\n" markings) in the Simplified Chinese version of the game.
EarlyAccess0.44.2R (2023-02-16)
CHANGELOG
Number of changes: 63
Inspired by community: 54%
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.
EarlyAccess0.43.3R (2023-02-03)
HOTFIX 0.43.3
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 at lower difficulties (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 Engine Blight Rate effect being reversed.
- Temporarily disabled Noxious Machinery from spawning (in settlements started after the hoftix). 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 lower difficulties (below P10). 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.
EarlyAccess0.43.2R (2023-02-02)
HOTFIX 0.43.2
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.
EarlyAccess0.43.1R (2023-02-02)
CHANGELOG
Number of changes: 94
Inspired by community: 61%
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 eliminate 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).
EarlyAccess0.42.2R (2023-01-20)
HOTFIX 0.42.2R
We just released a small hotfix in which we addressed the issues that popped up after yesterday's update.
- 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.
EarlyAccess0.42.1R (2023-01-19)
CHANGELOG
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.
EarlyAccess0.41.3R (2023-01-06)
Hotfix 0.41.3R
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.
EarlyAccess0.41.2R (2023-01-05)
CHANGELOG
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.
EarlyAccess0.40.2R (2022-12-23)
Hotfix 0.40.2R
- Fixed a bug that caused some glades to open on their own.
- Fixed a bug with some unassigned woodcutters still thinking they are working in the Woodcutters' Camp.
- Fixed a typo in the Trade Negotiations cornerstone.
- Fixed a bug with the Memory of the Forest modifier tooltip showing an incorrect Hostility number.
- Fixed a bug with villager death alerts from Hearth corruption showing incorrect causes of death.
EarlyAccess0.40.1R (2022-12-22)
CHANGELOG
Changes marked with ⚡ were inspired by the community.
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 Forest Mystery will no longer last for the entirety of the game. The negative effect 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.
EarlyAccess0.39.3R (2022-12-09)
Hotfix 0.39.3R
We just released a small hotfix addressing some issues that popped up after the last update (08.12.2022).
Changelog
- ⚡ 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.
EarlyAccess0.38.3R (2022-11-30)
Hotfix 0.38.3R
- Fixed a bug with paths being automatically built when selecting them in the construction menu.
- Fixed missing resource icons in the last order in the first tutorial mission.
- Fixed an incorrect description for the Reinforced Road.
EarlyAccess0.38.2R (2022-11-25)
HOTFIX 0.38.2R
- Fixed a bug with villagers refusing to build the Garden and Park decorations.
- Fixed a bug with paths sometimes being automatically built after selecting them from the construction menu.
- Fixed an issue with the Escaped Convicts event not always having new villagers as a reward.
- Fixed an issue with missing villager models in camps found in glades (Encampments, Convicts).
- Fixed an issue with housing need order objectives showing storage indicators in their tooltips.
EarlyAccess0.38.1R (2022-11-24)
CHANGELOG
Changes marked with ⚡ were inspired by the community.
New content and features
- Added 3 new Glade Events.
- Fishmen Lighthouse - Once upon a time, there must have been a coast and a harbor here. Now this place is haunted by Fishmen and the waters have withdrawn. An ominous light is coming from the top of the lighthouse.
- Escaped Convicts - Dangerous convicts from the Smoldering City are hiding in the forest. They somehow managed to free themselves during transport. You can decide their fate - welcome them and employ them in your settlement, or send them back to the Citadel where they will be punished.
- Destroyed Cage of the Warbeast - A destroyed royal guard camp. It looks as if one of their warbeasts got out and razed the entire encampment to the ground. The beast, usually obedient to its masters, must have been provoked by something.
- Added 2 new decorations.
- Garden - a 2x2 Aesthetics decoration.
- Park - a 2x2 Comfort decoration
- Added 4 new Deeds.
- Apprentice Archaeologist 1 - Win a game with a reconstructed Sealed Spider skeleton in the Scarlet Orchard.
- Apprentice Archaeologist 2 - Win a game with a reconstructed Sea Serpent skeleton in the Scarlet Orchard.
- Apprentice Archaeologist 3 - Win a game with a reconstructed Smoldering Scorpion skeleton in the Scarlet Orchard.
- Master Archaeologist - Win a game with all three skeletons reconstructed in the Scarlet Orchard.
- ⚡ Improved the decoration system.
- Previously, all decorations would count as 1 when upgrading a hub (so if a Hearth required 4 Harmony decorations, even a big 3x3 altar would only count as 1).
- From now on, every decoration adds a score to the hub's progress. The score is based on the decoration’s size, so a 1x1 decoration will add 1, a 2x2 will add 4, and so on.
- At the same time, all converted Glade Events (like the Rain Spirit Totem, Harmony Spirit Altar, etc.) are now moveable.
- The decoration changes were made because of two main reasons. To give the players who are not into decorating an easier way to progress their hubs, and to boost the overall value of converted Glade Events.
- ⚡ Added 4 new upgrades to the Archaeologist’s Office in the Scarlet Orchard.
- Ancient Strength - Stone tablets reveal the secret of the ancients' strength. All workers can carry +10 additional items for every 2 Ancient Tablets in the settlement's Warehouses.
- Forbidden Tools - All metal is permeated with malevolent magic from the forest. Every 2 Hostility levels grant +1 to Simple Tools production. Gain additional Simple Tools every yield (from gathering, farming, or production).
- Carved in Stone - Secret methods of dealing with threats are engraved in Ancient Tablets. Glade Event working time speed is increased by 10% for every 2 Ancient Tablets in the settlement's Warehouses.
- Ancient Practices - Archaeologists have learned a lot about a long-lost culture by examining ruins found in glades. All workers get a +10% higher chance of doubling their production for every 2 completed Dangerous Glade Events.
Balance
- ⚡ Rebalanced multiple aspects of the Scarlet Orchard biome (based on the feedback we’ve got after the last update).
- Every upgrade row in the Archaeologist's Office now has 3 options to choose from (instead of the previous 2).
- Removed the Worker Mobilization upgrade from the Archaeologist’s Office.
- The first upgrade in the Archaeologist’s Office can be taken for free.
- Reduced the building cost of the Archaeologist’s Office.
- Increased the impact additional scouts have on working time in archaeological discovery events.
- Archaeological discoveries will now spawn closer to the starting glade.
- Archaeological discoveries won’t repeat anymore in a single game.
- Reconstructed skeletons now have unique passive effects.
- The Scientific Grant effect (a reward for reconstructing one of the skeletons) now gives 20 Amber for every finished stage of an archaeological discovery (instead of giving Amber only for the last stage).
- Reduced the amount of time needed to complete each stage of an archaeological discovery.
- Added additional rewards for the first and second stage of archaeological discoveries.
- Rebalanced upgrade costs and event requirements.
- ⚡ Lowered the penalty from the Cloudburst Forest Mystery.
- The Resolve penalty was lowered from -10 to -6.
- The effect now lasts 2 minutes instead of 3.
- ⚡ Nerfed the negative Resolve effect caused by Haunted Ruins (Frightening Visions).
- The Resolve penalty now stacks every 60/60/45 seconds instead of 50/40/30 seconds (Pioneer/Veteran/Viceroy).
- ⚡ Deeds that require specific buildings (such as Serving Ale, Human Utopia, Beaver Utopia, etc.) now take rebuilt haunted ruins into account.
- ⚡ Rebalanced the way haunted ruins are generated on the map to avoid duplicates.
- ⚡ All converted Glade Events (like the Rain Spirit Totem, Harmony Spirit Altar, or Totem of Denial) are now moveable.
- ⚡ Rebalanced the Ruined Settlement world map modifier.
- Settlement ruins should now spawn a little more frequently.
- Some settlement remains can now spawn closer to the starting glade.
- ⚡ Lowered the Blightrot footprint of Sparkdew in the Rain Collector from 3 to 2.
- Pickled Goods can now be made with a new ingredient - Eggs.
- Crystalized Dew now takes 60 seconds to harvest in the Forester’s Hut (formerly named “Grove”).
- The Forester’s Hut (formerly named “Grove”) can now have 4 workers instead of 2.
- The Hallowed Small Farm can now produce Plant Fiber instead of Crystalized Dew.
- Rebalanced a few orders.
- Trade Connections - removed the Value Added Tax perk from rewards, added new villagers.
- Farm Life - lowered the number of goods required to finish this order from 30 to 15.
- Foragers’ Camp - lowered the number of goods required to finish this order from 30 to 15.
- Tick Tock - removed the Toolshop blueprint from rewards, added new villagers.
- Sacrificing - removed the Specialized Mining perk from rewards, added copper bars.
- Increased the maximum fuel capacity of Hearths - they now have a burning time cap of 3 minutes and will request fuel after reaching the 1-minute threshold.
- Baptism of Fire now reduces Hostility every 3 burned Blightrot Cysts (instead of every 2).
UX/UI improvements
- ⚡ Changed how settings in the Woodcutters’ Camp work to avoid confusion. From now on, every Woodcutters’ Camp can have 4 different modes.
- Default - woodcutters cut trees normally.
* Only Marked Trees - woodcutters only cut marked trees.
- Avoid Glades - woodcutters cut trees normally, but don’t open glades (even if the player marks trees leading to a glade).
- Avoid Glades (except marked) - woodcutters cut trees normally, but open glades only if the trees leading up to them are marked.
- There is now a “propagate this mode to all camps” button in the Woodcutters’ Camp UI.
- The default mode can be set in the options menu.
- ⚡ The camera can now be moved using the RMB by default.
- ⚡ Added an option to rebind mouse keys (in a somewhat limited way). You can now choose one of three options (LMB, RMB, MMD) for selecting objects in the game world, canceling actions, camera panning, and camera rotation.
- ⚡ Added a “stored” number to all tooltips tied to resources (for example in order objectives, event rewards, and so on).
- ⚡ Recipes in building tooltips are now displayed as lists, and not plain text.
- ⚡ Changed how achievements are unlocked. They now trigger right away (after a finished run), and not when claiming rewards for them in the Smoldering City.
- ⚡ Added a new name and description to the effect applied to all games on Settler difficulty.
- The effect is called Settler’s Luck and its description now correctly states that it gives a 35% chance of villagers not consuming food during a break.
- ⚡ Changed the wording in the Ancient Ways perk description. It now correctly states that the 50% bonus influences production yields.
- ⚡ Added notifications when Living Matter or Fishmen Totems appear on the map (caused by an active Glade Event or Forest Mystery).
- ⚡ Added an option to the settings menu to have “automatically claim finished trade routes” on by default.
- ⚡ Improved the readability of the Giant Stormbird’s negative effects. It should now be a lot clearer why there is a permanent Resolve penalty for failing the event.
- ⚡ Improved the readability of some systems tied to the Scarlet Orchard.
- Updated archaeological discovery descriptions.
- Added explanatory tooltips to Upgrades and Upgrade Requirements in the Archaeologist’s Office.
- ⚡ Improved wording in multiple places in the game.
- Changed the “goods sold” order objective to “value of goods sold”.
- Orders that require need fulfillment now state “fulfill the need for X” instead of just displaying the need name.
- Replaced the “soil” header with “fertile soil” in the embark window.
- Changed road descriptions for better consistency.
- Changed the name of the “Grove” building to “Forester’s Hut”, to avoid confusion.
- Updated the Vanishing effect description for ghosts in the Cursed Royal Woodlands.
- Improved the wording in the description of the Finders Keepers Forest Mystery.
- ⚡ Added a new objective in the last order in the first tutorial.
- Players are now required to change the resource used to solve the Ancient Shrine glade event.
- This change is intended as a way of teaching new players that resources in events can be changed (like in recipes).
- ⚡ Added information about the currently used GPU to the options menu.
- Some players have reported that their PC is reaching high temperatures when playing the game, and we’ve found out that some occurrences of this issue might be caused by the OS running the game on the wrong GPU.
- The game itself can’t change the active GPU, but this entry in the options menu should at least give players some information and allow them to adjust their system settings based on it.
- ⚡ Changed the welcome screen for players who bought the game after playing the demo. The message now appears in the main menu and should be a lot clearer (as opposed to the previously pop-up that appeared in the World Map screen).
- ⚡ Updated notification sounds in the game. Sound effects for different alerts should now be different based on the severity of the event that triggered them.
- ⚡ Improved the wording in the Forsaken Gods Temple’s description.
- ⚡ Improved the wording in the Cloudburst Forest Mystery to more clearly state when the effect starts.
- ⚡ Switched the names of the Aesthetics and Royal Garden orders to avoid confusion.
- Removed the movement animation for the field marker on the World Map.
Bug fixes
- ⚡ Fixed a bug with the cornerstone reroll feature breaking when a cornerstone choice was given to the player as an event reward.
- ⚡ Fixed an issue with the Leaking Cauldron event penalty-breaking farms.
- ⚡ Fixed a bug that caused old resources to appear in a tooltip when hovering over locked event requirements.
- ⚡ Fixed a bug that caused some keybinds to stop working after opening the Steam overlay in-game (like the rotate hotkey).
- ⚡ Fixed a bug with world map chests still being hidden even if they are placed on the edge of the fog.
- ⚡ Fixed a bug that caused perks like Forge Trip Hammer to be drawn even if the player didn't have the Crude Workstation available.
- ⚡ Fixed a bug with Fallen Villagers events (Fallen Beaver Traders, Fallen Harpy Scientists, etc.) only spawning Living Matter once.
- ⚡ Fixed a bug with explosion previews in Glade Events showing an incorrect radius.
- ⚡ Fixed an issue with farms not using farm fields on fertile soil spawned by the Soil Reclamation Forest Mystery.
- ⚡ Fixed an issue with farms incorrectly counting farm fields on fertile soil spawned by the Soil Reclamation Forest Mystery.
- ⚡ Fixed a bug that caused UI input to break if another device was connected to the PC (like a gamepad).
- ⚡ Fixed a bug with the Stormforged version of the Back to Nature perk not working at all.
- ⚡ Fixed an issue with the Flawless Brewery not counting towards some order objectives.
- ⚡ Fixed a bug that caused the Prayer Book effect to not disappear after a firekeeper died.
- ⚡ Fixed a bug with the Like a Machine deed being completed even if a game was lost.
- ⚡ Fixed a bug with the “alternatives” tooltip not appearing by default when hovering over even requirements.
- ⚡ Fixed a bug with the Moss Broccoli Seeds perk being given to the player before thay even unlocked it through Deeds.
- ⚡ Fixed a bug with construction progress in buildings being incorrectly rounded.
- ⚡ Added a missing working effect warning to the Frightening Visions effect.
- ⚡ Fixed a bug with insect related perks being offered in the Scarlet Orchard.
- ⚡ Fixed a bug with coal burning too fast.
- ⚡ Fixed a glitched fire effect in the Hearth (on lower graphical settings).
- ⚡ Fixed a bug with the edge scrolling setting not working in the World Map screen.
- ⚡ Fixed an incorrect label on the Good Health perk.
- ⚡ Fixed a bug with order reward tooltips staying on the screen even after completing an order.
- ⚡ Fixed an issue with the Frequent Caravans Resolve effect having a different icon than its parent perk.
- ⚡ Fixed an issue with some species attributes in the in-game encyclopedia showing incorrect values.
- ⚡ Fixed a bug with the Big Phials perks having an incorrect rarity.
- ⚡ Fixed an issue with the recipe panel resetting filters incorrectly.
- ⚡ Fixed a rare bug with missing buildings in the tutorial.
- ⚡ Fixed a broken sound effect loop in the Stonecutters’ Camp.
- ⚡ Fixed an issue with production times in the in-game encyclopedia taking modifiers into account.
- ⚡ Fixed incorrect values in the Japanese version of orders with standing level requirements.
- ⚡ Fixed multiple text issues and typos in English.
- Fixed a typo in the Crowded Houses perk description.
- Fixed grammatical errors in Faction summaries in the in-game Encyclopedia.
- Fixed a typo in the Monastery of the Holy Flame modifier description.
- Fixed a typo in the Pyromania order objective.
- Fixed a typo in the Sealed Spider’s description.Fixed a typo in the Blightstorm Cycle entry in the in-game encyclopedia.
- Fixed a typo in some ghost dialogues in the Cursed Royal Woodlands.
- And many many more.
- ⚡ Improved the overall quality of the game’s translation.
- Replaced multiple phrases in Polish, fixed a few typos, and removed some duplicates.
- Replaced multiple phrases in Korean and improved clarity in general.
- Replaced and improved multiple phrases in Japanese.
- Replaced and improved multiple phrases in Traditional Chinese.
- Fixed a few incorrect dev tags in Russian.
- Fixed a bug with the Giant Storbird’s animations resetting after loading the game.
Other
- ⚡ Updated an old screenshot in the in-game Encyclopedia.
- ⚡ Replaced sound effects for resource collection of stone, clay, and sea marrow.
- Added new sound effects.
- When closing the last dialogue box during the tutorial.
- When opening a chest in the World Map.
- When finishing a cycle.
- When selecting archaeological discoveries.
- When opening the Archaeologist’s Office.
- When selecting the Trader Cemetery glade event.
- When selecting the reconstructed
- Added an ambient sound to all reconstructed skeletons in the Scarlet Orchard.
- Changed the model and texture for Reed deposits.
- Added animated villagers to camps found in glades.
EarlyAccess0.37.3R (2022-11-11)
Hotfix 0.37.3
- Fixed a bug with the Farm Range Upgrade in the Citadel not applying correctly.
- Fixed an issue with the Cursed Royal Woodlands not spawning ghosts if the Dangerous Lands or Forbidden Lands modifier was active.
- Fixed an issue with the pause function not working after sending a report via the in-game feedback tool.
- Fixed a bug that made it possible to copy, rotate, and move buildings even with big UI windows open (like the trader panel, recipes panel, etc.).
- Fixed a glitched texture on the resin tree in the Grove.
- Fixed an issue with the Corrosive Torrent modifier giving Food Stockpiles instead of Machinery as a reward.
- Fixed a bug that caused some buttons to get stuck after opening the Steam overlay in-game.
- Fixed a bug that made it possible to open the Citadel window too soon in the tutorial (and therefore breaking the tutorial’s flow).
- Fixed a bug that caused marked trees to change color after rotating the Woodcutters’ Camp in place.
- Changed the button text in the “thanks for playing the demo” popup to not mislead players that they need to reset their progress.
- Fixed an issue with question marks on the World Map playing different sounds when clicking on them.
- Fixed a typo in the English description of the Carpenter’s Tools cornerstone.
- Fixed multiple issues with order objective text not being capitalized correctly.
EarlyAccess0.37.2R (2022-11-10)
Changes marked with ⚡ were inspired by the community.
New content and features
- Revamped the entire Scarlet Orchard biome.
- The biome is themed around archaeology and exploration. Every Scarlet Orchard map has archaeological discoveries hidden in its glades.
- Archaeological discoveries are unique, multi-stage events that require a big investment to solve. They are not dangerous and will offer a very generous reward if fully reconstructed.
- Added a new essential building - the Archaeologist’s Office. It can be upgraded to unlock special new effects (like showing the location of an archaeological discovery or boosting the settlement’s exploration capabilities).
- There are three levels of upgrades in the Archaeologist’s Office, each with 2 different effects. Only one effect can be chosen per level.
- Revamped the visuals of the Scarlet Orchard biome, as previously it was very similar to the Royal Woodlands. There are new trees, improved shrub models, refreshed ground textures, etc.
- Added 3 completely new music tracks that play only in the Scarlet Orchard.
- Added a new Citadel upgrade - More Farm Range. This upgrade can be unlocked by buying the First Dawn Company Level 6 upgrade.
Balance
- ⚡ Merged the Embarkation Range and Citadel Vision upgrades into one.
- Embarkation Range now allows players to move one field further, as well as see more of the map at the beginning of the cycle.
- ⚡ Reshuffled a few upgrades in the Citadel.
- Pioneers’ Gate Level 5 - Citadel Vision +1 > Town Vision +1
- Pioneers’ Gate Level 7 - Embarkation Range +1 > Embarkation Point +1
- Pioneers’ Gate Level 8 - Citadel Vision +1 > Embarkation Range +1
- First Dawn Company Headquarters Level 6 - Town Vision +1 > Farm Range +1
- ⚡ Rebalanced the cost of some upgrades in the Citadel.
- Removed Artifacts and Machinery requirements from the earliest upgrades (Brass Forge Level 1, Pioneers’ Gate Level 2, Dim Square Level 2)).
- Lowered the price of the Vanguard Spire Level 1 upgrade from 6 Machinery to 3.
- Moved the cost (6 Artifacts) of the Pioneers’ Gate Level 3 upgrade to Level 4.
- Removed Artifacts and Machinery from the Obsidian Archive Level 7 Upgrade, to make it easier to reach some of the most essential unlocks (like the Daily Expedition).
- Increased the Food Stockpile cost of the Pioneers’ Gate Level 2 from 12 to 24.
- Changed the cost of the First Dawn Company Headquarters Level 7 upgrade from 18 Artifacts and Machinery to only 24 Artifacts.
- ⚡ Slightly increased the rewards for some World Map modifiers.
- Ancient Battleground - added 4 Machinery to rewards.
- Corrosive Torrent - increased the number of Machinery from 3 to 4.
- ⚡ Added Infused Tools as possible payment for upgrading the Mine.
- ⚡ Increased the Hostility requirement for the Greater Threat Forest Mystery (-2 Resolve for Dangerous Glades during the storm) from Hostility level 1 to Hostility level 2.
- ⚡ The Levitating Monument modifier now makes moving builds free.
- Coppervein trees in the Scarlet Orchard now drop pigment instead of resin (as an additional resource).
- The Workshop is no longer moveable.
- Removed Simple Tools from the first upgrade level in the Mine.
- Shortened copper ore mining time by 10 seconds.
UX/UI improvements
- ⚡ Added an option to copy existing buildings. Simply press Shift when hovering over a building.
- ⚡ Added an option to rotate buildings on the spot (for free). Simply press the rotation hotkey (R by default) when hovering over a building. The building must be moveable to perform this action.
- ⚡ Added an option to move buildings without needing to select them. Simply hover over a building and press the move hotkey (M by default).
- ⚡ Added a hotkey to change the tree marking mode. Simply hold Alt when marking trees, and you will start removing the markings (and vice versa).
- ⚡ Ore deposits are now shown in the resource overlay. They are also highlighted when building a mine.
- ⚡ Added an option to change the volume of the intro voiceover in the settings menu.
- ⚡ Added a warning pop-up when a player decides to continue playing after a game has already been won. This warning occurs only once and informs the player that they won’t get additional experience points, citadel resources, or deeds.
- ⚡ Changed the wording in effects that stack Resolve modifiers (like Melancholy). It now states that “a stack of this effect is added every 60 seconds”, instead of “the Resolve bonus multiplies every 60 seconds”.
- ⚡ Changed the wording in notifications that appear when woodcutters can’t cut trees (to make it clearer that this can also be the result of settings in the woodcutters’ camp).
- ⚡ Changed the warning tooltip displayed when a blueprint is already a reward in an order the player has (it previously only read “orders” without much explanation).
- ⚡ Changed the objective text in orders that require fulfilling needs to avoid confusion. Instead of just showing the resource name, they now say “need for X fulfilled”.
- ⚡ Added information about building size to the in-game encyclopedia.
- ⚡ Added information about whether a building is movable or not to the in-game encyclopedia.
- ⚡ Enabled the “right-click to look up in encyclopedia” function for all buildings in the construction menu.
- ⚡ Disabled the warning pop-up about leftover Embarkation Points if the player has picked all Embarkation Bonuses available.
- ⚡ Added an option to the settings menu to turn off screen fog.
- ⚡ Added a biome preview button in the cornerstone selection pop-up.
- ⚡ Added a warning pop-up when starting the demo after playing the full version.
- Locked difficulty levels are now displayed in the difficulty dropdown menu.
- ⚡ Disabled the “upgrade” section in the UI panel for buildings under construction.
- ⚡ Recipe panel search filters are now cleared after closing the recipe panel. THis can be changed in the options menu.
- ⚡ Increased the limit for the manual FPS slider in the options menu to 144.
- ⚡ Alert options were moved to a separate tab in the options menu.
- ⚡ Added new tooltips to the move button in building panels. These show up when a building can’t be moved due for any reason.
- ⚡ Added a menu button to the World Map HUD.
- ⚡ Added the option to search for deeds by description.
- ⚡ Changed the warning that appears when trying to remove resource nodes and construction sites (when no resources are refunded).
- ⚡ Added a notification informing the player when they have a high Hostility level during the storm (and what they can do about it). It's only displayed in the first few games after the tutorial.
- ⚡ Added a new entry about the Blightstorm Cycle to the in-game encyclopedia.
- ⚡ Added a confirmation pop-up that appears after selecting the “move on'' option in the ESC menu (after winning a settlement and staying on the map).
- Changed the default hotkey for excluding glade edges when marking trees. It’s now Ctrl instead of Alt.
- Locked difficulty levels are now displayed in the difficulty dropdown menu.
Bug fixes
- ⚡ Improved how the game communicates in error situations.
- Added a system that catches missing files when trying to play the game, and shows the player a message about the need to verify file integrity.
- Added contact info to all other error pop-ups.
- ⚡ Fixed a bug that made it possible to open reward chests hidden in the fog on the World Map.
- ⚡ Fixed an issue with the farm UI counting fertile soil patches hidden in undiscovered glades.
- ⚡ Fixed a bug with multiple UI windows appearing on top of each other when switching between trade routes, the trader panel, the recipes panel, etc.
- ⚡ Fixed a bug that caused species specific house ruins to spawn on maps when a given species was not present or unlocked.
- ⚡ Fixed a bug that caused the Forest Offerings effect to trigger even after solving a non-dangerous event (giving the player random food items).
- ⚡ Fixed a bug with the Clay Pit blueprint being offered in maps without Fertile Soil.
- ⚡ Fixed a bug that caused the S key to not work properly when holding down Shift.
- ⚡ Fixed a bug with resource numbers on tooltips not matching the actual amount stored in a settlement’s warehouse.
- ⚡ Fixed an issue with haunted ruins not counting as ruins in orders and perks.
- ⚡ Fixed an issue with the preview button in the recipe panel being inactive for some rebuilt ruins.
- ⚡ Fixed a bug with the game automatically unpausing after closing the feedback window.
- ⚡ Fixed a bug that caused mystery box pop-ups to appear behind the trading window.
- ⚡ Fixed a bug that caused some glade events to display an incorrect prompt when applying their Impatience penalty.
- ⚡ Fixed a bug with the minecart not disappearing when destroying a mine.
- ⚡ Fixed a bug with the Flawless Rain Mill not having copper ore as an option in the Pack of Building Materials recipe.
- ⚡ Fixed an issue with text in the score summary being slightly cropped.
- ⚡ Changed the “WSAD” text to “WASD” in the tutorial.
- ⚡ Fixed a bug with the Wine Shortage daily modifier being drawn even if there are no Beavers in the game.
- ⚡ Fixed a bug with some species having incorrect attributes in the in-game encyclopedia.
- ⚡ Fixed a bug with the camera losing focus when zoomed out.
- ⚡ Fixed a missing “no worker” alert above the Small Hearth.
- ⚡ Fixed a bug that caused farmers to restart their work after loading the game.
- Fixed an issue with mouse button prompts in building tooltips not being localized.
- Fixed a rare crash that occurred when quitting the game.
- Fixed the title displayed next to the trader Dullahan Warlander. It’s supposed to be Hooded Trickster, and not Wandering Merchant.
- Fixed an issue with the Converted Harmony Spirit Altar and rebuilt haunted ruins not being present in the in-game encyclopedia.
- Reimplemented some missing UI sounds when changing building tabs.
- Fixed incorrect UI sounds in the encyclopedia.
- Fixed a rare bug that caused sound effects to play on repeat when they triggered at the very moment a game was won.
Other
- ⚡ Improved the overall quality of text in English.
- Fixed a lot of typos and errors.
- Changed word capitalization for more consistency.
- Changed “storage” to “warehouse” to avoid confusion between the structure and the internal storage in all production buildings.
- Changed “embark points” to “embarkation points” (same with bonuses and range).
- Changed “atlas” to “encyclopedia”.
- Changed “invert mouse x-axis” to “invert mouse rotation”.
- ⚡ Changed multiple lines of text, fixed typos, and improved localization quality in languages other than English (mostly based on player reports).
- Rebalanced default volume levels in multiple places in the game.
- Changed the color of the Scarlet Orchard on the World Map.
EarlyAccess0.36.14R (2022-11-03)
Hotfix 0.36.14R
Greetings, Viceroys!
We just released a small hotfix addressing a few issues that cropped up after the game’s release.
- Fixed a bug with some leveling rewards being incorrectly unlocked when earning experience points through Deeds.
- Fixed a bug with the Corsair iCUE RGB implementation not changing states correctly.
- Fixed a bug that caused empty tooltips to appear when hovering over recipe stars in building panels and the Atlas.
- Fixed an issue with search bars not accepting accent letters and special characters.
- Fixed an issue with the game reacting to keybinds when writing a report in the feedback panel.
- Fixed a bug with incorrect popup order when attacking the Hooded Trickster trader.
- Fixed a bug with the Hooded Trickster trader only having 3 Mystery Boxes on sale, even if the player has Citadel Upgrades increasing the trader merchandise amount.
- Fixed a mistranslation in Portuguese (“Colônia Concluída!”).
- Fixed a few typos in the Atlas (like in the description of the First Dawn Company).
- Improved the wording of some Glade Event effects (like Fishmen Rituals).
- Rebalanced the Gathering Tools perk. It now giver 6 Packs of Provisions per glade (instead of 3).
Please make sure your game is updated to version Early Access 0.36.14R.
We are immensely grateful for your prompt and detailed reports. We also want to thank you for such a positive reception of Against the Storm!
We read all your posts and you can expect the first batch of community-inspired changes to be added to the game on November 10. Stay tuned!
May the storm be gentle on you,
Eremite Games