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Achievements Update is available now!

Sep 29, 2022

Greetings Viceroys!

In today’s One-quarter-of-a-hundredth (or 25th for short) Update we bring you:

  • Achievements
  • New Deeds
  • Recipes prioritization
  • Multiple ingredients selection
  • New orders
  • New icons improvements
  • And more!

We hope you’ll enjoy all the new additions and succeed in collecting achievements! And when you finally get them all, we encourage you to share your Completionist playtime on HowLongToBeat.com.

DEVELOPER NOTES

Earlier this week, we announced that we have to resign from the Leaderboards feature and confirmed that we will work on the Blightrot system (or rather – its expansion and new mechanics tied to it) in the near future. This is, in fact, the first confirmed entry for a new roadmap. As a consolation, we also decided to spend some additional time (which we would otherwise dedicate to working further on Leaderboards) on some of the most highly requested features on Upvoty: Multiple goods as ingredients and Recipe Prioritization.

Recipes prioritization and multiple ingredients selection.

But these are not the only new additions to the game. In today’s update, we also bring you Epic Games Store achievements (with store XP), new Deeds, new Orders (plus a lot of balance for old ones), and much-requested icon design improvements.

Let’s start with achievements and Deeds. As you might have guessed, we linked these two systems together because, in a way, a Deed is already a form of an achievement. So we selected 50 interesting and unique objectives and tied them to achievement unlocks in the Epic Games Store. Don’t worry, you will not be required to start a fresh save to complete them – your already completed Deeds will trigger automatically when you load up the game after the update. Oh, and one more thing – achievements will also be on Steam and GOG on release.

Deeds (with a green Achievement icon)

That being said, it’s time to go into the main features a lot of you have been waiting for – production prioritization and selecting multiple ingredients for recipes. From now on you will be able to assign a priority value (from 0 to 3) to goods produced in workshops. Lower priority goods will be produced only after higher priority recipes reach their limits or run out of ingredients. Goods with equal priority will be produced alternatingly.

When it comes to ingredients – we added the option to select multiple goods by clicking them in the radial menu, plus a way for you to prioritize them using Shift-click (it works similarly to recipes – first it takes the higher priority resource until it runs out). You can also tick one handy checkbox in the settings menu to always allow all ingredients to be taken for every recipe. We hope these new usability options will help you customize your production chains and make your experience a bit more comfortable.

Lastly, let’s talk about balance. With this update, we decided to take a closer look at a lot of Orders in the game. Our main goal was to make the less-picked ones more attractive, and the really hard ones a bit more manageable. Hopefully, whenever you are given an Order choice, most of them will feel meaningful and achievable. We also decided to change the farm balance – from now on, farms will produce 50% more goods from each farm field, but workers will take 50% more time to plant and harvest crops. With this change, we hope to open up the farm-specific playstyle a bit, and reward players who go into farming or take a lot of harvesting/planting perks (without punishing other playstyles, hence the yield increase).

And now that the most upvoted community-requested feature is available in the game, it’s time for a new one to take its place! Go to our Feature Request Tool and suggest specific new features or vote for ones that you care about.

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

CHANGELOG

Number of changes

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Inspired by community

Changes marked with ⚡ were inspired by community.

New content and features

  • ⚡ Added Epic Games Store achievements and XP.
    • Achievements are tied to Deeds and are unlocked when you collect the reward for a Deed.
    • There are 50 achievements to collect in the game, with more to come in the future.
    • Deeds awarding achievements are marked with a symbol and tooltip next to the reward slot.
    • Achievements award XP in the Epic Games Store (1000 XP in total).
    • Some example Deeds that now also unlock achievements are Blightrot Farmer, Human Utopia, Refinery, and Prestigious Expedition.
  • ⚡ Added 13 new Orders.
    • No Place Like Home
    • Speedy Moving In
    • Fire-Raiser
    • Workshop
    • Aesthetics
    • Charity Fair
    • Pyromania
    • Dirty Work
    • Lost Supplies
    • Royal Gardens
    • Pyromancer
    • Lost in the Woods
    • Safe Place
  • Added 14 new Deeds.
    • Export Expert (1-6) – Complete 10/30/80/150/250/400 Trade Routes.
    • Rushed Delivery (1-6) – Complete 5/15/30/50/80/120 Timed Orders.
    • Like a Machine – Complete 3 Timed Orders in one game.
    • Trade Baron – Complete 20 Trade Routes in one game.

Balance

  • ⚡ Reshuffled some Citadel upgrades. 
    • In general, we wanted to move some more helpful upgrades down the upgrade tree, so they can be used by players who haven’t yet unlocked everything. 
    • At the same time, we removed some less exciting upgrades which were interfering with the game’s balance too much (trader prices, glade event time reduction)
    • We added two new types of upgrades: trader perk price reduction and hub upgrades.
    • Pioneers’ Gate upgrades were all moved one level up (so the first one is unlocked at level 3 instead of 2).
    • Monastery of the Vigilant Flame upgrades were all moved one level down (so the first one is unlocked at level 2 instead of 3). They were also spaced out a bit more. 
    • Here are the outlined changes (aside from the Monastery and Pioneers’ Gate shift):
New Rewards
Dim Square Level 3
Trader perk prices -10%
Trader arrival time -3%
Dim Square Level 5
Trader perk prices -10%
Trader arrival time -3%
Dim Square Level 8
Trader perk prices -10%
Trader arrival time -3%
Brass Forge Level 1
Hub upgrade - Neighborhood
Production Speed +2%
Brass Forge Level 3
Hub upgrade - District
Production Speed +2%
Brass Forge Level 5
Embark Bonus: Parts
Production Speed +2%
Brass Forge Level 8
Embark Bonus: Amber
Production Speed +2%
Obsidian Archive Level 13
Embark Bonus: Foragers’ Camp
Impatience Rate -2%
Obsidian Archive Level 16
Grace Period +30s
Impatience Rate -2%
Monastery of the Vigilant Flame Level 1
Embark Bonus: Clay
Embark Bonus: Stone
Burning Duration +2%
Monastery of the Vigilant Flame Level 5
Perk reroll +1
Burning Duration +2%
Monastery of the Vigilant Flame Level 7
Sacrifice duration +10%
Burning Duration +2%
First Dawn Headquarters Level 3
Embark Bonus: Herbalists’ Camp
Bonus Yields +1%
Vanguard Spire Level 7
Embark Bonus: Ale Delivery
Embark Bonus: Training Gear Delivery
Node charges +1
Old Rewards
Dim Square Level 3
Trader prices -5%
Trader arrival time -3%
Dim Square Level 5
Trader prices -5%
Trader arrival time -3%
Dim Square Level 8
Trader prices -5%
Trader arrival time -3%
Brass Forge Level 1
Embark Bonus: Clay
Embark Bonus: Stone
Production Speed +2%
Brass Forge Level 3
Glade Event working time -10%
Production Speed +2%
Brass Forge Level 5
Embark Bonus: Parts
Embark Bonus: Amber
Production Speed +2%
Brass Forge Level 8
Glade Event working time -10%
Production Speed +2%
Obsidian Archive Level 13
Grace Period +30s
Impatience Rate -2%
Obsidian Archive Level 16
Embark Bonus: Foragers’ Camp
Impatience Rate -2%
Monastery of the Vigilant Flame Level 1
-
Monastery of the Vigilant Flame Level 5
Sacrifice duration +10%
Burning Duration +2%
Monastery of the Vigilant Flame Level 7
Embark Bonus: Ale Delivery
Embark Bonus Training Gear Delivery
Burning Duration +2%
First Dawn Headquarters Level 3
More Fertile Soil
Bonus Yields +1%
Vanguard Spire Level 7
Construction speed +10%
Node charges +1
  • ⚡ Rebalanced two Forest Mysteries:
    • Rotten Rain – the time between Living Matter spawns was increased by 20s, the effect was moved to Hostility level 2 from Hostility level 1.
    • Cloudburst – the effect was moved from Hostility level 2 to Hostility level 3.
  • ⚡ Removed the Herbalists’ Camp embark bonus from Deeds, and moved it into the upgrade tree. 
  • Changed the wording in some negative retroactive effects to no longer say “bonus”, but “penalty” instead.
  • ⚡ Rebalanced the Small Farm, Herb Garden, Plantation, and Grove. Crops are now planted and harvested in 30 seconds instead of 20 seconds, but the yield from each farm field was increased by 50% (from 4 to 6, and from 2 to 3).
  • Moved some existing perks to level up rewards. With this change, we wanted to “fill up” some of the levels with more content and hide some more advanced perks from beginning players.
    • Crowded Houses – unlocked at level 2
    • Guild’s Catalogue – unlocked at level 12
    • Bed and Breakfast – unlocked at level 13
    • Chicken or Egg – unlocked at level 14
    • Forest Mitigation – unlocked at level 15
    • Free Samples – unlocked at level 16
    • Queen’s Gift – unlocked at level 16
  • Rebalanced multiple Orders.
    • Advanced Cuisine – lowered the requirements for making Biscuits and Skewers from 60/80/100 to 50/60/70. Removed the Flavor Enhancer perk and added Reinforced Stoves as a reward. 
    • Advanced District – removed newcomers and Fabric from the rewards, added Simple Tools and the Reinforced Saw Blades perk. 
    • Advanced Trading – removed Barrels from rewards, added Bricks. Changed the objective from delivering Pack of Luxury Goods to Packs of Crops. 
    • Adventurous Viceroy – removed Infused Tools from rewards, added Simple Tools.
    • Amber Trade – removed Biscuits from rewards, added Simple Tools. 
    • Ancient Artifacts – removed Infused Tools from rewards, added the Export Specialization perk.
    • Archaeology – removed Leather from rewards, added Wildfire Essence.
    • Arena – changed the objective from building a Tinkerer to delivering Training Gear.
    • Basic Packages – removed the Rain Mill from rewards, added the Bakery blueprint instead. 
    • Bathing – changed the objective from building an Apothecary to delivering Cosmetics.
    • Beaver Influx – added Planks to rewards.
    • Beaver Majority – lowered the population requirement for Beavers from 16/20/22 to 16/18/22. Lowered the requirement for the Education need from 100 to 50.
    • Beaver Relatives – lowered the Pickled Goods requirement from 30/50/70 to 30/40/50. Lowered the Beaver House requirement from 4/6/10 to 4/6/8.
    • Beer Snacks – lowered the requirement to produce Ale in the Brewery from 60/80/100 to 30/40/50. Lowered the requirement to produce Pickled Goods in the Brewery from 30/60/80 to 30/40/50.
    • Bling-Bling – changed the objective from delivering Amber and Packs of Luxury Goods to delivering only Amber.
    • Bloody Sacrifices – increased the requirement for OIl from 15/15/20 to 15/20/25. Removed Copper Bars from rewards, added Coal.
    • Booming Economy – removed Wine from rewards, added Oil.
    • Botanist – lowered the requirement for Berries from 20/30/40 to 20/25/30. Lowered the requirement for Plant Fiber from 20/30/40 to 20/25/30.
    • Brawling – lowered the requirement for the Brawling need from 14/18/22 to 14/18/20. Increased the requirement for Training Gear from 10/30 to 20/30. 
    • Brotherhood – changed the objective from building a Smokehouse to delivering Scrolls. 
    • Building the Citadel – removed Clay from rewards, added Parts.
    • Camps – added the objectives to build a Stonecutters’ Camp and to deliver Bricks. 
    • Chest Chaser – removed Infused Tools from rewards, added Simple Tools. 
    • Cleanliness – lowered the requirement for the Cleanliness need from 80/80/120 to 50/60/75.
    • Clearing Glades – removed Meat from rewards, added Jerky.
    • Clothing the People – removed Packs of Provisions from rewards, added Simple Tools.
    • Copper Fever – removed Biscuits from rewards, added Pie.
    • Cups and Glasses – changed the objective from building a Brewery to delivering Ale. 
    • Delivery – added Grain to rewards. 
    • Disturbing the Ancients – removed the Advanced Filters perk from rewards, added the Pottery Delivery Line perk.
    • Farm Life – lowered the requirement for Vegetables from 20/30/40 to 20/25/30. Lowered the requirement for Grain from 20/30/40 to 20/25/30.
    • Fearless – removed the Spiced Ale perk from rewards, added the Reinforced Tools perk.
    • Food Provision – removed Jerky from rewards, added Incense.
    • Foragers’ Camp – lowered the requirement for Vegetables from 20/30/40 to 20/25/30. Lowered the requirement for Insects from 20/30/40 to 20/25/30.
    • Forest Fascination – removed Wildfire Essence from rewards, added the Crystal Growth perk. 
    • Garden Life – lowered the requirement for Roots from 20/30/40 to 20/25/30. Lowered the requirement for Herbs from 20/30/40 to 20/25/30.
    • Great Expansion – lowered the requirement for upgraded hubs from 3 to 2. 
    • Greedy Merchant – lowered the requirement for selling Packs of Building Materials from 30 to 25. 
    • Happy Brewing – changed the requirement for Ale from 30/30/40 to 30/35/40. 
    • Pottery and Wine – changed the objective for delivering Pigment to delivering Barrels.
    • Harpy Influx – removed Cosmetics from rewards, added Coats and the Ancient Sewing Technique perk. 
    • Harpy Majority – lowered the population requirement for Harpies from 16/20/24 to 16/18/22. Changed the objective from delivering Packs of Luxury Goods to delivering Cosmetics.
    • Harpy Relatives – lowered the requirement for Jerky from 30/50/70 to 30/40/50. Lowered the requirement for Harpy Houses from 4/6/10 to 4/6/8.
    • Herbalist – lowered the requirement for Mushrooms from 20/30/40 to 20/25/30. Lowered the requirement for Berries from 20/30/40 to 20/25/30.
    • Housing Estate – lowered the requirement for building Shelters from 10 to 5. Removed newcomers from rewards, added the Export Specialization perk.
    • Human Influx – added Bricks to the rewards. 
    • Human Majority – lowered the population requirement for Humans from 16/20/24 to 16/18/22.
    • Human Relatives – lowered the requirement for Biscuits from 30/50/70 to 30/40/50. Lowered the requirement for Human Houses from 4/6/10 to 4/6/8.
    • Hunters – lowered the requirement for Meat from 20/30/40 to 20/25/30. Lowered the requirement for Eggs from 20/30/40 to 20/25/30.
    • Hurried Expedition – removed the Cookhouse blueprint from rewards, added the Apothecary blueprint. 
    • Impetuous Explorer – removed newcomers from rewards, added Parts.
    • Into the Ruins – removed the Light Timber perk from rewards, added the Giant Vegetables perk.
    • Into the Wilds – lowered the requirement for discovering Glades from 4/5/6 to 3/4/5.
    • Knowledge – lowered the requirement for Education from 14/18/22 to 14/16/20. Increased the requirement for delivering Scrolls from 10/30 to 20/30. 
    • Leisure – increased the requirement for Ale from 10/30 to 20/30. 
    • Liquid Luck – changed the objective from building a Cellar to delivering Wine.
    • Lizard Influx – lowered the requirement for delivering Meat from 40/55/70 to 35/50/65.
    • Lizard Majority – lowered the population requirement for Lizard from 16/20/24 to 16/18/22.
    • Lizard Population – removed Simple Tools from rewards, added the Nets perk. 
    • Lizard Relatives – lowered the requirement for Skewers from 30/50/70 to 30/40/50. Lowered the requirement for Lizard Houses from 4/6/10 to 4/6/8.
    • Lost in the Woods – removed Roots from rewards, added the Steel Shovels perk. 
    • Lost Knowledge – removed newcomers from rewards, added Biscuits. 
    • Luxurious Delivery – removed Copper Bars from rewards, added the Heavy Millstone perk. 
    • Luxury – lowered the requirement for Luxury from 80/80/120 to 50/60/75. 
    • Magical Rainwater – removed the Crystal Growth perk from rewards, added Wildfire Essence. 
    • Making Connections – removed the Ways of the Forest perk from rewards, added the Export Specialization perk.
    • Master of Exploration – lowered the requirement for discovering Glades from 3/4/5 to 3/3/3. Lowered the requirement to deliver Ancient Tablets from 4 to 3. 
    • Meat Diet – lowered the requirement for Jerky from 30/60/100 to 30/40/50. Removed Amber and Oil from rewards, added Eggs and Flour. 
    • Need for Timber – removed newcomers from rewards, added Planks. 
    • Outerwear – lowered the requirement for Clothing from 15/20 to 8/10. 
    • Outpost – lowered the requirement for hubs from 2 to 1. Removed the Builder’s Pack and Scout’s Pack perk from rewards, added Wildfire Essence and Simple Tools. 
    • Pastries – lowered the requirement for Pie and Biscuits from 60/80/80 to 50/60/70.
    • Peddler – changed the requirement for selling Packs of Luxury Goods to selling Ancient Tablets.
    • Problem Solver – removed Stone and Infused Tools from rewards, added Simple Tools and Planks.
    • Quick Packaging – changed the requirements for delivering Packs of Crops and Packs of Provisions from 3/5 to 4/6.
    • Quick Transaction – removed newcomers from rewards, added the Export Specialization perk.
    • Rainproof Coats – lowered the requirement for Clothing from 50/100 to 40/50. Changed the objective to deliver Packs of Trade Goods to Coats/Oil/Leather.
    • Ranch Life – lowered the requirement for delivering Meat and Leather from 20/30/40 to 20/25/30.
    • Rations for the Citadel – removed Reeds from rewards, added Biscuits.
    • Relics – added Wildfire Essence to rewards.
    • Religion – lowered the requirement for Religion from 50/80/120 to 50/60/70.
    • Religious Rites – changed the objective from building a Brick Oven to delivering Incense. 
    • Rich Delivery – lowered the requirement for Packs of Trade Goods from 20/25/30 to 20/25/25.
    • Risky Expedition – removed Infused Tools from rewards, added Simple Tools. 
    • Sacrificing – lowered the requirement for sacrificing goods from 20/20/40 to 15/20/30. Lowered the requirement to sacrifice Wood from 80 to 50.
    • Serving Ale – lowered the requirement for Leisure from 50/50/80 to 50/60/70.
    • Serving the People – changed the objective to satisfying the needs for Pickled Goods, Skewers, and Jerky.
    • Shelters – added Planks to rewards. 
    • Starting Tools – increased the requirement for Simple Tools from 10 to 12.
    • Storekeeper – removed Jerky and Infused Tools from rewards, added Parts and the Leather Delivery Line perk.
    • The Clan – removed Simple Tools from rewards, added Parts.
    • The Forum – changed the objective from building a Scribe to delivering Scrolls and Ale. Removed Amber from rewards, added the Big Phials perk.
    • Tick Tock – removed Copper Ore from rewards, added the Steel Shovels perk.
    • Trade and Luxury – lowered the requirements for Packs of Trade Goods from 15/25/30 to 15/25/25.
    • Trading Post – removed Grain from rewards, added Biscuits.
    • Trailblazing – removed Pottery from rewards, added Crystalized Dew.
    • Utopia – lowered the requirement for Jerky, Pie, and Skewers from 15/18/22 to 14/16/18.
    • Varied Delivery – changed the objective from delivering Packs of Luxury Goods to delivering Packs of Crops. Removed newcomers and Oil from rewards, added Wine and Training Gear.
    • Wealthy Trader – removed the Pottery Delivery Line perk from rewards, added the Advanced Filters perk.
    • Woodcutters – added Resin to rewards.
    • Lumber Mill Efficiency Test – lowered the time limit to 7 minutes.
    • Also: increased goods amount in multiple Order rewards.
  • Renamed 6 existing Orders to avoid repetitions.
  • Lowered the chance of consuming double the amount of food during breaks in the daily modifier Consumerism and the Prestige modifier Parasites.

UX/UI improvements

  • ⚡ Added the option to select multiple ingredients to be used in a recipe.
    • To select multiple ingredients, simply select the ingredient slot and click on the goods you want to use. You can select multiple goods in the radial menu.
    • Selected goods are highlighted and colored, while unselected goods are grayed out.
    • You can change the priority of ingredients in a recipe by holding Shift and clicking on them. Goods with higher priority will be used first (until there’s no more in the storage).
    • There is an option in the settings window to always allow all goods in recipes to be used. It’s off by default. 
  • ⚡ Added an option to prioritize recipes in workshops. 
    • By default, all recipes have a priority of 0 and goods are produced alternatingly.
    • You can change the priority of a recipe using the up and down arrows next to it.
    • Lower priority goods will be produced only after higher priority recipes reach their limits or run out of ingredients. Goods with equal priority will be produced alternatingly.
    • Recipe slots are automatically sorted based on priority (from top to bottom).
  • ⚡ Removed background gradients from resource icons and improved the overall color balance and contrast for most icons. This should make them more readable and more easily distinguishable at a glance.
  • ⚡ Completely replaced or changed multiple icons:
    • All service icons (Leisure, Religion, Education, etc.)
    • Simple Tools
    • Infused Tools
    • Roots
    • Pickled Goods
    • Oil
    • Clay
    • Hub upgrades (Encampment, Neighborhood, District)
  • ⚡ Changed how resource, trader, and glade indicators work with the UI. Previously, they would be displayed above all panels/windows, but now they are placed next to the UI (as if the UI was the screen border).
  • ⚡ Changed the wording in the “incompatible save” popup to more clearly state the nature of the problem.
  • ⚡ Added a timer to the trader panel showing how much time is left before the trader leaves.
  • ⚡ Added a “Click RMB to dismiss” tooltip to new glade and trader indicators.
  • ⚡ Changed the description of the Converted Harmony Spirit Altar to more clearly describe what its effect is.
  • ⚡ Updated multiple perks based on glade discovery to more clearly describe the way they work.
  • Switched off recipe slots in workshops will now be darker to make it easier to read that a certain good is not produced. 
  • Added some additional text to the Feedback Window, as well as a link to Discord and an email address for support/reports. 
  • Updated all Deed icons.
  • Updated some screenshots and videos in the Atlas.

Bug fixes

  • ⚡ Fixed a bug with rotated, non-square buildings not being destroyed correctly by lightning.
  • ⚡ Fixed a bug with the Mine’s resource output not being updated correctly if the building is moved to a different ore deposit.
  • ⚡ Fixed a bug with the Forgiving Crown Cornerstone granting too many rerolls.
  • ⚡ Fixed a bug with small Mushroom nodes in the Marshlands not giving any additional resources. 
  • ⚡ Fixed a bug with the “too many trees marked” alert highlighting an incorrect button when clicked on.
  • ⚡ Fixed a bug with the Forest Mitigation perk working retroactively. 
  • ⚡ Fixed an issue with some Forbidden Glades being able to spawn multiple Dangerous Glade Events. 
  • ⚡ Fixed a bug with some visual effects (explosions, earthquake) not displaying correctly.
  • ⚡ Fixed multiple issues with incorrectly localized strings in Polish.
  • ⚡ Updated the rarities of multiple delivery perks. 
  • ⚡ Fixed an issue with some Cornerstones being offered to the player under incorrect conditions (like Corruption Cornerstones in games without Blightrot).
  • ⚡ Fixed an issue with the Soaked Clothes effect incorrectly stating that it affects Global Resolve.
  • ⚡ Fixed an issue with the predicted values of the Heart Corruption being incorrect during the Storm.
  • ⚡ Fixed an issue with the additional consumption chance (like eating more food during breaks) being capped at 200%. This value is now uncapped.
  • ⚡ Fixed an issue with additional consumption chance effects not influencing raw food.
  • Fixed a bug with resource slots in the Recipe Panel being inconsistent with the resource slots in building panels.
  • Fixed an issue with multiple buildings having incorrect notification placement above them.
  • Fixed a bug with the Crowded Houses Cornerstone still extending break time, even though it shouldn’t.
  • Fixed an issue with some sound effect volumes being too high (Hostility decrease, Glade Events).

We want to thank you for all your contributions to this update. Your translations, suggestions, and reports are extremely appreciated! You can always track the progress of reported issues on our Public Bug Tracker.

CONTINUE READING...

Devlog #1 – It’s alive!

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