Greetings Viceroys!
In the new Experimental Update, we are finally introducing the much-awaited Hapries!
What’s new:
- Harpies (placeholder assets)
- New buildings (placeholder assets)
- Caravans (programmer art)
- New orders
- New perks
- And more!
We tricked you into reading this post by adding the Harpies preview image (all apologies!), but in fact, there are only placeholder assets in the game. Primarily, we want to focus on the balance and your experience, instead of the visual aspects. And you know… to keep the cool stuff for the actual update.
It’s the last stage before we release Harpies onto the main branch on February 17 and there is still a lot of balancing and bug fixing to be done. We would greatly appreciate any feedback we can get from our awesome community.
WHAT WE CHANGED
Until now, there were three species in your settlement – Humans, Beavers, and Lizards. When designing the fourth addition to this very peculiar roster, we brainstormed how we could fit Harpies into the mix. We didn’t want the game to become bloated and unreadable due to the number of different types of villagers in one settlement (especially considering that a fifth species might very well happen in the coming months). So we decided to always limit the number of species during a given game to 3 and added a new system – so-called Caravans.
Caravans are pseudo-random sets of resources and villagers you choose before starting a new settlement. They are located on the same screen as Embark Bonuses and you must choose one Caravan before starting a run. The tricky part is – they often only contain one or two species, with very different amounts of resources – so it’s always a tough choice. Do I take a bit more food with me, but at the cost of not knowing what the other two species will be? Or do I take fewer resources but at least I’m certain that I’ll have Beavers and Lizards?
Additionally, there’s also a system in place that limits some Blueprint choices, Cornerstones, and Orders based on what species you have. Therefore, there shouldn’t be a situation where you need to complete an Order to keep Humans happy if there aren’t any in your village.
With the addition of Harpies, there’s also a massive amount of changes to the game’s already existing content. We took a look at all the recipes, goods, orders, perks, and buildings in the game and rebalanced a lot of them. The exact details of what was changed are listed below in the Changelog.
The main point here was to not only adjust the existing balance to the new species but also take into account some of the most prevalent pieces of feedback from the community. Think goods that are rarely used, service buildings that are too underwhelming and rarely picked, or workshops that are too OP (*cough* Lumbermill *cough*). So when playing on the Experimental Branch, it’s best not to rely too heavily on past habits.
We also reshuffled the Upgrade Tree a bit, so it would accommodate Harpies and the newly added buildings. However, this particular area of the game is in a weird spot right now. We’re planning a major overhaul of the entire meta progression system, so any significant changes will happen after Harpies are released (more on that in an upcoming Roadmap update, so stay tuned!).
Last but not least – please don’t be alarmed that all assets related to Harpies are placeholders. We still need a bit more time to refine the new buildings and animations, plus we want to keep at least something secret, so even if you play on the Experimental Branch, you will have something to look forward to. For now, we hope that recolored Humans and some boring flat buildings will suffice for testing purposes.
WHAT WE’RE INTERESTED IN
We want to find out if the new balance and content added together with Harpies is on par or better than the old one, and where it can be improved. The amount of changes introduced in this update is massive, so there’s a chance not everything is correctly adjusted. We’re also interested in any and all bugs you might encounter, as well as your general feedback to the new Caravan system and overall gameplay.
EXPERIMENTAL CHANGELOG
New content and features
- Added Harpies – a completely new playable species. They are noble and fragile, with a primal, aggressive side to them. They excel at alchemy and love to work with cloth.
- Harpies can be unlocked in the Citadel by buying the Obsidian Archives Level 3 Upgrade.
- Harpies have the following needs: Jerky, Biscuits, Skewers, Housing, Education, Bloodthirst and Cleanliness.
- Added a completely new need – Cleanliness. Possible to fulfill in the Bath House and Market.
- Added two new specializations – Alchemy and Cloth. Harpies will get the Proficiency bonus when working in buildings related to alchemy and the Comfortable effect when assigned to buildings with recipes using any kind of cloth.
- When assigned to a Hearth, Harpy Firekeepers give 5 more carrying capacity to all villagers.
- Added the Caravan System – an additional step the player needs to take before embarking to build a settlement.
- Caravans can be found in the Embark Window, after selecting a hex field on the World Map.
- Caravans can have one or two species with them. The remaining species are acquired during gameplay.
- Caravans have a pseudo-random assortment of resources, balanced around the amount and type of villagers in a given Caravan.
- At the beginning, the player has two choices. A third Caravan choice can be unlocked in the Citadel.
- Added 11 new buildings:
- Harpy House – species-specific housing for Harpies.
- Bath House – service building. Fulfills the need for Cleanliness.
- Monastery – service building. Fulfills the need for Leisure and Religion.
- Clan Hall – service building. Fulfills the need for Bloodthirst and Religion.
- Forum – service building. Fulfills the need for Leisure and Education.
- Explorer’s Lodge – service building. Fulfills the need for Bloodthirst and Education.
- Manufactory – workshop. Produces Pigment, Training Gear, and Packs of Provisions.
- Tinkerer – workshop. Produces Simple Tools, Training Gear, and Packs of Building Materials.
- Grill – workshop. Produces Skewers, Copper Bars and Ale.
- Leatherworks – workshop. Produces Waterskins, Fabric, and Packs of Luxury Goods.
- Press – workshop. Produces Oil, Flour, and Packs of Luxury Goods.
- Added 20 completely new Orders, each with 3 different difficulty scales. They are all based mainly around the different playable species and will be drawn based on the player’s roster in a given run.
- Added 4 new perks:
- Cosmetic Specialization – The settlement specializes in Cosmetic production. Gain +1 to Harpy Resolve for every 50 Cosmetics produced.
- Religious Settlement – The settlement specializes in Incense production. Gain +1 to Human Resolve for every 50 Incense produced.
- Training Grounds – The settlement specializes in Training Gear production. Gain +1 to Lizard Resolve for every 50 Training Gear produced.
- Harpy Clan Support – The Flock was neutral during the Great Civil War, but you’ve proven your worth to them now. (+3 to Harpy Resolve).
- Added 3 new special effects tied to service buildings:
- Good Health – Regular baths improve everyone’s well-being. Global Production Rate is 25% faster. (Bath House)
- Ancient Ways – No species can claim the forest as their own, but the Lizard Clans are the closest to the wilderness. All camp production is increased by +50%. (Clan Hall)
- Public Lectures – All are curious by nature. Villagers are quick to implement newly acquired knowledge in their daily lives. The chance for bonus production yields is increased by 15%. (Forum)
- Added 2 new goods:
- Waterskins – made out of Leather and Oil/Meat.
- Cosmetics – made out of Oil/Eggs and Herbs/Resin/Pigment.
- Added a new glade event:
- Fallen Harpy Scientists – working on it will trigger a Resolve penalty for Harpies. If not solved in time, the Fallen harpies will change into Blightrot Cysts.
- Added 2 new Embark Bonuses
- 30 Reeds Embark Bonus on level 4
- 30 Leather Embark Bonus on level 4
- Ale Delivery Line (5 Ale per minute) on level 7
- Training Gear Delivery Line (5 Training Gear per minute) on level 7
- Scroll Delivery Line (5 Scrolls per minute) on level 8
Balance
- Reshuffled almost all Blueprints in the Reputation Reward system. There are no longer homogenous groups of blueprints based on building type, but instead, they are divided into categories by the type of goods they produce and the stage of the game when they are useful. The additional Blueprint option bought in the Citadel still remains random.
- Reshuffled the Upgrades in the Citadel. The types of upgrades remain mostly the same, but the specific rewards from buying different updates and their location on the upgrade tree have changed. Here is the full list:
UPGRADE UNLOCKS Obsidian Archives 01 Deeds Obsidian Archives 02 +1 Embark Point Obsidian Archives 03 Harpies Obsidian Archives 04 +1 Blueprint Pick Obsidian Archives 05 +1 Range on World Map Obsidian Archives 06 +1 Cornerstone Pick Obsidian Archives 07 Daily Challenges Obsidian Archives 08 +1 Caravan Slot Obsidian Archives 09 Mist Piercers Cornerstone Obsidian Archives 10 Sir Renwald Redmane – Trader
Obsidian Archives 11 +1 Cornerstone Pick Obsidian Archives 12 +1 Range on World Map Dim Square 01 Harpy House Blueprint (E)
Bath House Blueprint
Dim Square 02 Artisan Blueprint
Black Market Cornerstone
Dim Square 03 Sothur – Trader
Market Blueprint
+1 Trade Route Limit
Dim Square 04 Forum Blueprint
Enriched Amber Cornerstone
+1 Embark Point
Dim Square 05 Survivor Bonding Cornerstone
Manufactory Blueprint
Prosperous Settlement Cornerstone
Brass Forge 01 Smelter Blueprint
Metal Delivery Line Cornerstone
Brass Forge 02 Old Farluf – Trader
Smithy Blueprint
Brass Forge 03 Grill Blueprint
Lost Supplies Cornerstone
Brass Forge 04 Furnace Blueprint
Rain Collector Filter Cornerstone
Brass Forge 05 Press Blueprint
Forge Trip Hammer Cornerstone
Pioneers’ Gate 01 Rain Collector Blueprint (E)
Paved Road Blueprint (E)
Forager’s Camp Blueprint
Pioneers’ Gate 02 Mine Blueprint (E)
Herbalists’ Camp Blueprint
Clay Pit Blueprint
Pioneers’ Gate 03 Clan Hall Blueprint
Lizard House Blueprint (E)
Pioneers’ Gate 04 Ranch Blueprint
Tanning Racks Cornerstone
+1 Embark Point
Pioneers’ Gate 05 Grove Blueprint
+1 Embark Point
Copper Extractor Cornerstone
Pioneers’ Gate 06 Workshop Blueprint
Improvised Tools Cornerstone
Prosperous Archaeology Cornerstone
Pioneers’ Gate 07 Supplier Blueprint
Coat Delivery Line Cornerstone
Pioneers’ Gate 08 Stamping Mill Blueprint
Back to Nature Cornerstone
Monastery of the Vigilant Flame 01 Temple Blueprint
Scribe Blueprint
Rich glades Cornerstone
Monastery of the Vigilant Flame 02 Human House Blueprint (E)
Monastery Blueprint
Monastery of the Vigilant Flame 03 Apothecary Blueprint
Sharp Sickles Cornerstone
Monastery of the Vigilant Flame 04 Brick Oven Blueprint
Incense Delivery Line Cornerstone
Monastery of the Vigilant Flame 05 Cellar Blueprint
Wine Delivery Line Cornerstone
Monastery of the Vigilant Flame 06 Druid’s Hut Blueprint
Small Press Cornerstone
Monastery of the Vigilant Flame 07 Sacrificial Rituals Cornerstone
Lumber Tax Cornerstone
First Dawn Headquarters 01 Guild House Blueprint
Beaver House Blueprint (E)
First Dawn Headquarters 02 Zhorg – Trader
Rain Mill Blueprint
First Dawn Headquarters 03 Meat Specialization Cornerstone
Butcher Blueprint
First Dawn Headquarters 04 Cooperage Blueprint
+1 Trade Route Limit
Ale Delivery Line
First Dawn Headquarters 05 Granary Blueprint
+1 Embark Point
Leftover Crops Cornerstone
First Dawn Headquarters 06 Greenhouse Blueprint
Moldy Grain Seeds Cornerstone
Vanguard Spire 01 Exoplorer’s Lodge Blueprint
Exploring Expedition Cornerstone
Rebellious Spirit Cornerstone
Vanguard Spire 02 Toolshop Blueprint
Tinkerer Blueprint
Trade Hub Cornerstone
Vanguard Spire 03 Vliss Greybone – Trader
Tinctury Blueprint
+1 Embark Point
Vanguard Spire 04 Ancient Stabilizer Cornerstone
Alchemist’s Hut Blueprint
- Glade Events that required Offerings now require Cosmetics instead.
- Changed the Cooking specialization for Humans to Brewing.
- Changed the Brotherhood need for Lizards to Bloodthirst.
- Removed 3 goods from the game: Tea, Mush Soup, and Offerings.
- Renamed 2 existing goods: Manuscripts are now Scrolls, and Ink is now Pigment.
- Removed 5 buildings from the game: Pantry, Common Hall, Mammal Habitat, Teadoctor, and Library.
- Needs can no longer be satisfied by two different goods.
- Removed the Finesmith from the player’s roster. This building can now only be found in Glades.
- Removed the Homestead from the player’s roster. This building can now only be found in Glades.
- Changed the amount of Embark Bonus slots in the Embark Window. You can now only take 5 bonuses with you before a game.
- Rewards with new villagers are now random in most cases. For example, an Order that previously gave 2 Beavers for completing it will now give 2 random villagers instead.
- Service building costs have been slightly tuned.
- All worker slots in the game are now universal and will accept any species.
- Changed the ingredients in 6 recipes:
RECIPE OLD NEW Ale Pottery
Barrels
Grain
Roots
Pottery
Barrels
Waterskins
Grain
Roots
Scrolls Ink
Coal
Reeds
Leather
Plant Fiber
Wood
Pigment
Wine
Plant Fiber
Leather
Wood
Wine Pottery
Barrels
Berries
Mushrooms
Reeds
Pottery
Barrels
Waterskins
Berries
Mushrooms
Reeds
Training Gear Leather
Plant Fiber
Reeds
Stone
Clay
Wood
Planks
Reeds
Stone
Copper Bars
Crystalized Dew
Oil Grain
Vegetables
Meat
Mushrooms
Grain
Vegetables
Meat
Plant Fiber
Pigment Berries
Insects
Herbs
Berries
Insects
Coal
- Changed the recipe layout in 30 Workshop buildings:
BUILDING OLD RECIPES NEW RECIPES Homestead Vegetables (1)
Mushrooms (1)
Grain (2)
Plant Fiber (2)
Vegetables (2)
Mushrooms (2)
Grain (2)
Plant Fiber (2)
Lumber Mill Planks (3)
Flour (1)
Simple Tools (1)
Planks (3)
Scrolls (1)
Pack of Trade Goods (1)
Brickyard Bricks (3)
Crystalized Dew (1)
Pottery (1)
Bricks (2)
Crystalized Dew (2)
Pottery (2)
Cookhouse Mush Soup (3)
Skewers (1)
Pie (2)
Pickled Goods (1)
Biscuits (2)
Skewers (2)
Pigment (2)
Clothier Coats (3)
Manuscripts (1)
Pack of Luxury Goods (1)
Coats (3)
Waterskins (1)
Scrolls (1)
Brewery Ale (3)
Wine (1)
Pickled Goods (1)
Ale (3)
Pickled Goods (1)
Pack of Crops (1)
Alchemist’s Hut Crystalized Dew (3)
Oil (2)
Barrels (1)
Crystalized Dew (2)
Wine (2)
Cosmetics (2)
Smokehouse Jerky (2)
Incense (2)
Pottery (1)
Jerky (3)
Incense (1)
Pottery (1)
Apothecary Tea (3)
Incense (2)
Biscuits (1)
Cosmetics (2)
Incense (2)
Biscuits (2)
Granary Pack of Crops (3)
Pack of Provisions (2)
Mush Soup (1)
Pack of Crops (2)
Fabric (2)
Pickled Goods (2)
Cellar Wine (3)
Pickled Goods (2)
Barrel (1)
Pack of Crops (1)
Wine (3)
Pickled Goods (1)
Jerky (1)
Toolshop Simple Tools (3)
Fabric (1)
Infused Tools (1)
Simple Tools (3)
Barrels (1)
Waterskins (1)
Tinctury Ink (3)
Tea (2)
Wine (1)
Pigment (2)
Ale (2)
Wine (2)
Rain Mill Flour (3)
Oil (1)
Manuscripts (1)
Flour (3)
Pack of Building Materials (1)
Scrolls (1)
Butcher Skewers (2)
Jerky (2)
Offerings (1)
Skewers (2)
Jerky (2)
Oil (2)
Bakery Biscuits (3)
Pie (2)
Pottery (1)
Biscuits (2)
Pie (2)
Pottery (2)
Druid’s Hut Oil (3)
Mush Soup (2)
Offerings (1)
Oil (3)
Coats (1)
Incense (1)
Rainpunk Foundry Infused Tools (2)
Parts (1)
Pack of Building Materials (1)
Infused Tools (3)
Parts (3)
Supplier Fabric (2)
Pottery (2)
Pack of Trade Goods (1)
Planks (2)
Waterskins (2)
Flour (2)
Smithy Simple Tools (2)
Barrels (2)
Pack of Luxury Goods (1)
Simple Tools (2)
Coats (2)
Pack of Trade Goods (2)
Scribe Manuscripts (3)
Offerings (2)
Ale (1)
Scrolls (3)
Simple Tools (1)
Ale (1)
Provisioner Pack of Provisions (3)
Pack of Luxury Goods (1)
Coats (1)
Pack of Provisions (2)
Barrels (2)
Flour (2)
Cooperage Barrels (3)
Planks (1)
Pack of Trade Goods (1)
Barrels (3)
Training Gear (1)
Cosmetics (1)
Smelter Copper Bars (3)
Crystalized Dew (2)
Biscuits (1)
Copper Bars (3)
Crystalized Dew (1)
Biscuits (1)
Carpenter Planks (2)
Training Gear (2)
Pack of Building Materials (2)
Planks (2)
Simple Tools (2)
Pack of Luxury Goods (2)
Furnace Bricks (2)
Copper Bars (2)
Pie (1)
Bricks (2)
Copper Bars (2)
Pie (2)
Finesmith Amber (1)
Simple Tools (1)
Training Gear (1)
Amber (3)
Infused Tools (3)
Stamping Mill Flour (2)
Copper Bar (2)
Incense (1)
Flour (1)
Copper Bar (3)
Pottery (1)
Brick Oven Pottery (3)
Coal (1)
Tea (1)
Pie (3)
Coal (1)
Incense (1)
Weaver Fabric (3)
Simple Tools (1)
Ink (1)
Fabric (3)
Training Gear (1)
Pack of Trade Goods (1)
- Changed the needs fulfillment in 2 service buildings:
BUILDING OLD NEW Tavern Leisure
Luxury
Leisure
Bloodthirst
Market Leisure
Brotherhood
Luxury
Cleanliness
- Changed the special effects in 1 service building:
BUILDING OLD NEW Temple
Higher chance for bonus production yields. Longer fuel burning time in Hearth.
Known Issues
- Some buildings are placeholders with debug names above them.
- Harpies have human models.
- Some buildings don’t have ruined versions.
- Harpies have incorrect villager names.
- The Marshlands don’t have a biome-specific effect.
- Specialization icons repeat or are placeholders.
HOW TO PLAY EXPERIMENTAL UPDATES
Experimental Updates are kept on the separate branch. In order to play it, you need to install Against the Storm - Experimental Branch.
The Experimental Updates will in many cases be in a very raw state. Changes are not localized, there can be bugs, and the balance might feel way off. It has a separate save file from the main version and your progress can’t be transferred from the Experimental Branch to the main version.
You can also use the developer console on the Experimental Branch. Discover the developer commands here: Experimental Branch.
Thank you for your constant support and may the Storm be gentle on you!
Eremite Games
Current Experimental Branch version: Early Access v0.17.1E
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