Nightwatchers DLC and free content update out now on consoles!
Greetings, Viceroys!
The new DLC and a free content update are out now on Nintendo Switch, PlayStation 5, PlayStation 4, Xbox Series X|S, and Xbox One. There are a lot of new features to unpack, so let’s get right to it!
Nightwatchers DLC
The Nightwatchers DLC includes:
- New playable species: Bats
- New biome: Rocky Ravine
- New biome: Bamboo Flats
- New buildings: Manorial Court, Black Market, Bat House
- New mechanic: Fluffbeak
- 3 new Modifiers
- 3 new World Events
- 11 new Orders
- 3 new Citadel Upgrades
- 3 new Legendary Cornerstones
- 16 new Deeds
- 6 new Decorations
- 27 new music tracks
- And more!
You can find the full list of changes below.
Survival demands sacrifice!
Bats join the game as a new playable species. They are stern and fiercely devoted people with unmatched resilience and exceptional metallurgical skills. Their special building, the Manorial Court, allows them to exile sluggish villagers to boost the productivity of loyal workers.
The DLC also adds two new biomes: the mineral-rich Rocky Ravine and the leafy sanctuary of the Bamboo Flats. In the Rocky Ravine, where even the trees are made of stone, you will find yourself trading on credit at the Black Market to keep your settlement thriving. Meanwhile, in the Bamboo Flats, you must care for the Fluffbeak’s hunger, thirst, and warmth to keep it happy and earn fertilizer, a key ingredient in producing fertile soil.
With Nightwatchers DLC, you can encounter three new World Events in which you confront a tree-devouring Grazer, trigger an explosive experiment, and pay off a criminal group to escape their grasp. Succeeding in these events will allow you to benefit from an on-demand syndicate trader, engine-boosting fuel rods, a tireless mining automaton, and the woodcutting Rainpunk Shredder. You can also face three new World Map Modifiers that challenge you to settle in confined space, flourish without geysers, and strategically discard Cornerstones.
But that’s not all! With the DLC, you can unlock three new Legendary Cornerstones, six new Decorations, and new Smoldering City Upgrades. The two new biomes have been enriched with 27 new music tracks, and there are 16 new Deeds for you to achieve.
Content Update
Against the Storm also received a free update across all supported consoles that includes new content, UX and UI improvements, balance changes, and plenty of fixes.
Some of the most notable features are:
- Three new World Events
- Commons, which lets villagers fulfill service needs at the Hearth
- Prioritizing reward collection from glade events
- Town Statistics
- Mirroring buildings
- In-game summary of biome resources and conditions
- Improved glade event interaction flow
- Improved construction and demolition flow
- And more!
The full changelog is listed below.
New world events and buildings
One of the update’s key features is new world events. Great rewards await those who dare attempt these challenges. Prove the forest is safe from an impending doom prophesied by the First Elder and gain a lucky feline companion. Decide the fate of a cast-out Viceroy and see the tides turn on you as well. Finally, as you arrive in a Ghost Town devastated by famine, choose a side and either avenge fallen villagers or join the hunt for more bloody spoils.
The update also revamps existing world events and introduces three new buildings that are exclusively available during world events. The Flame Altar offers three tiers of abilities, including immediate supply drops and time-limited buffs. The Feast Hall lets villagers fulfill their need for Treatment and Brawling and provides a Resolve boost to housed villagers. The Field Engineering Station lets you produce Enriched Fuel necessary for restoring the Crashed Airship and sending it on its next voyage.
Commons
The Commons is a shared space where villagers can fulfill service needs like Leisure, Luxury, Religion, and so on. Satisfying needs here grants a smaller Resolve bonus than dedicated service buildings.
To start fulfilling needs at the Hearth, you first need to unlock the Commons in the Main Hearth. The commons are in a separate tab in the Hearth UI. Unlocking them costs 8 Planks. Once unlocked, the UI tab will list all service needs that can be fulfilled at the Hearth.
To gain access to the Commons, you must first purchase an upgrade in the Smoldering City – the Monastery of the Vigilant Flame Level 6 upgrade.
Statistics
You are now able to see various settlement data, including a summary of global bonuses and effects, production statistics, and settlement statistics, such as a Reputation breakdown.
Mirroring buildings
For those who like building in style, we’ve adding an option to flip buildings horizontally.
Which means you can finally place Harpy Houses like this:
And more
But that’s not all. The update features hundreds of other changes, including an in-game biome conditions summary, updated looks for certain buildings to match the Bats architecture, Deed completion information on the World Map, irregular building footprints, plenty of balance changes, dozens of improvements and fixes, and more.
You can find the full list of changes below.
Settlement Saves
Important: Due to numerous systemic changes, the update will close the ongoing settlements to prevent potential issues. As compensation, you’ll receive Citadel Resources equal to winning that game and a Royal Resupply.
Your Cycle progress and meta progress will remain intact.
Nightwatchers DLC – Changelog
New content and features
- 🦇 Added a new playable species – Bats.
- A stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored. Bats excel at metallurgy but find no particular comfort in any type of work.
- Bats have the following needs:
- Biscuits
- Paste
- Skewers
- Coats
- Brawling
- Education
- Basic Housing
- Bat Housing
- Bats have a proficiency specialization in metallurgy and no comfort specialization.
- Instead of a comfort specialization, bats have a passive ability called Dedication.
- Dedication – Bats take pride in surviving what breaks other species, and they do not take failure lightly. Bats gain +1 Resolve for every 2 members of other species who leave or die. One stack of Dedication is removed each time a Bat leaves or dies.
- Bat firekeepers have the ability to reduce the chance of villagers consuming food during a break.
- Steel Gut – For minds steeled by discipline and focus, food becomes a second priority. Villagers have a 15% chance of not consuming food during a break.
- Bat Houses have the same upgrade structure as most species in the game. There are three standard effects and one unique one.
- Repair Station – In ancient times, Bats lived in vast underground halls, now overrun by the spawn of the Sealed Ones. Each time newcomers are accepted into the settlement, you gain 1 Copper Bar for every villager living in a house with this upgrade.
- Bats’ starting ability is a unique essential building blueprint.
- Manorial Court – A court where villagers gather to choose the least welcome member of a given species and send them back to the Smoldering City – an act that increases the diligence of those who remain.
- In the manorial Court, you can choose a species to punish. One of its members will leave the settlement, permanently increasing the productivity of all workers.
- Every exiled villager increased the global double yield chance by 4%.
- Bats have the following attributes:
- Initial Resolve: 5
- Break interval: 1m 40s
- Resilient: high
- Demanding: 12
- Decadent: 4
- Hunger tolerance: 4
- Bats are unlocked by reaching level 11.
- The Bat starting ability can be unlocked in the Smoldering City at level 15.
- Bat House upgrades can be unlocked in the Smoldering City at level 18.
- The following buildings are now hidden from blueprint rolls when Bats are not present in the settlement: Academy (formerly known as Explorer’s Lodge), Grill.
- This change is intended to address potential blueprint bloat after the introduction of Bats.
- These buildings can still be found in glades, bought from traders, or acquired via Wildcard, even if there are no Bats in the settlement.
- Players who don’t own the DLC will still see these buildings in their blueprint rolls, as they did before Bats were introduced, to maintain the balance for non-DLC players as it was before version 1.8.
- 🦇 Added a new biome to the game – the Rocky Ravine.
- Rocky Ravine – Giant underground caverns siphon rainwater from this strange depression, uncovering lands rich in minerals and ore, yet barren of life. It’s a sought-after destination for both traders and smugglers.
- You will start your game in the Rocky Ravine with a new essential blueprint – the Black Market.
- Black Market – With resources stretched so thin in the kingdom, the penalty for contraband is death. Yet, where there’s a need, there’s a way – the Black Amber Syndicate thrives by catering to those settling in the harshest of regions.
- In the Black Market, players will find a list of timed offers with different goods for sale.
- Offers will refresh every couple of minutes.
- Black Market items have variable prices (the same resource may cost more or less when it reappears on the market).
- Black market offers can be rerolled for Wildfire Essence.
- Players can buy resources on the Black Market for Amber or on credit.
- Prices may vary depending on whether you pay direct or on credit.
- Buying on credit will result in a payment that’s due in 3 seasons.
- For every missed payment, the Black Amber Syndicate will kidnap 2 villagers (4 villagers after year 4).
- Buying goods on the Black Market does not count as trading for the purposes of Orders and Cornerstones.
- Resources in the Rocky Ravine:
- Herbs
- Grain
- Insects
- Fish
- Algae
- Reeds
- Clay
- Sea Marrow
- Coal
- Copper Ore
- Trees in the Rocky Ravine don’t yield wood, they give stone instead. They also have the following secondary resources:
- Coal (10%)
- Scales (10%)
- Reeds (5%)
- Amber (5%)
- The Rocky Ravine also has two passive effects (aside from the Black Market).
- Resource Hub – With such a wealth of resources, trade flourishes. Every time you sell goods worth 20 Amber, traders arrive 10% quicker and trade routes become 10% faster.
- Royal Patronage – To ease the challenge of settling these harsh lands, the Crown has allocated additional resources for your caravan: 40 Wood and 10 Amber.
- 🦇 Added a new biome to the game – the Bamboo Flats.
- Bamboo Flats – A lush, verdant expanse covered by an endless sea of bamboo trees. It is home to the magnificent Fluffbeaks – a species of gentle giants who love nothing more than to munch on the sweet stems and leaves of the Tearsap Bamboo.
- You will start your game in the Bamboo Flats with a unique companion at your side – the Fluffbeak.
- Fluffbeak – Fluffbeaks are gentle creatures that rarely attack unless provoked. They cannot be domesticated and freely choose which caravan to “join”. Many settlements in this region have failed simply because no Fluffbeak was willing to settle nearby.
- With the help of the Fluffbeak, players will be able to produce Fertilizer.
- Fertilizer can be used to build Fertile Fields – artificial patches of fertile land with a pre-built farm field on top.
- The Fluffbeak will create Fertilizer if it’s happy enough.
- To raise the happiness of the Fluffbeak, players will need to satisfy its three needs – hunger, thirst, and warmth.
- Each of the three needs requires different types of items. Raw food for hunger, rainwater for thirst, and fuel for warmth.
- Increasing the happiness of the Fluffbeak will also trigger beneficial passive effects.
- Village Mascot – Seeing this giant ball of fluff happy somehow makes the harsh reality surrounding the settlement a tiny bit easier to bear (+2 to Global Resolve).
- Breadwinner – Leagues from the Capital, this creature’s well-being can mean the difference between life and death for the entire village. Villagers have a 10% higher chance of producing double yields.
- Resources in the Bamboo Flats:
- Herbs
- Berries
- Grain
- vegetables
- Meat
- Scales
- Plant Fiber
- Leather
- Stone
- Salt
- Trees in the Bamboo Flats have the following secondary resources:
- Wood (40%)
- Plant Fiber (10%)
- Oil (10%)
- The Bamboo Flats also has two passive effects (aside from the Giant Fluffbeak).
- Rainwashed Soil – The unusually soft ground in this region has been heavily worn down by rain. Naturally occurring patches of Fertile Soil cannot be found here.
- Farmer’s Pride – Farms have a 5% higher chance of producing double yields for every 1 Fertilizer obtained.
- 🦇 Added 11 new Orders.
- Determined Bats (timed, 7m30s)
- Objective: maintain Bats’ Dedication effect at 1/2 stack(s) for 60s/90s
- Reward: Copper Ore Delivery Line, 5 Parts, 2 Bats
- Aid for the Bat Clan
- Objective: deliver 20/25/30 Copper Bars
- Reward: 3 Bats, Bat Clan Support, 3 Parts
- Bat Influx
- Objective: deliver 30/45/60 Copper Ore
- Reward: 5 Bats, Advanced Smelting, 25 Scrolls
- Bat Population
- Objective: have 6/8/10 Bats and reach 14/18/22 Bat Resolve
- Reward: Grill Blueprint, 30 Skewers, 5 Parts
- Bat Colony (timed, 8m)
- Objective: have 6/8 Bat Houses
- Reward: Fish Delivery Line, 40 Biscuits, 5 Bats
- Bat Relatives
- Objective: fulfill the need for Skewers 30/40/50 times and have 4/6/8 Bat Houses
- Reward: Bat Clan Support, 5 Bats, 30 Copper Bars
- Bat Villagers
- Objective: have 8/10/12 Bats and fulfill the need for Biscuits 30/40/50 times
- Reward: Advanced Smelting, 4 Bats, 30 Scrolls
- Training
- Objective: deliver 30/40/50 Training Gear and have an Academy (formerly known as the Explorer’s Lodge)
- Reward: Woodworking Tools, 30 Coal, 30 Biscuits
- Bat Majority
- Objective: have 16/18/22 Bats and deliver 20 Scrolls
- Reward: Specialized Mining, 20 Amber, Advanced Press
- Dwellings
- Objective: have 2/3 Bat Houses and 2/3 Fox Houses
- Reward: Big Phials, 15 Copper Bars, 3 villagers
- Judgement
- Objective: exile 4/5/6 villagers
- Reward: Copper Bars 20, Stamping Die, 3 Bats
- Determined Bats (timed, 7m30s)
- 🦇 Added 3 new Citadel Upgrades.
- Brass Forge Level 10 – unlocks the Bat starting ability.
- Brass Forge Level 12 – unlocks Bat House upgrades.
- Vanguard Spire Level 9 – unlocks essential Bat Houses.
- The new unlocks have been added to the middle of existing upgrade tree branches, so some upgrades above them have been moved up to make room. As a result, you might find new upgrades already unlocked in your save file, and need to repurchase an older upgrade that was shifted upward.
- 🦇 Added 3 new Legendary Cornerstones.
- Crystal Cathode – A fragile device that extracts energy from charged rainwater. Production bonuses in Rain Engines are stronger (75% production speed, 33% double yield chance), but Blightrot Cysts will appear 20% faster when using Rain Engines.
- Steel Focus – Seeing Bats excel at their craft has a motivating effect on the rest of the settlement. Gain 8% global production speed for every Bat working in a building with the Metallurgy specialization.
- Festering Wounds – Some old grudges still linger. Bats gain +2 Resolve for every 2 Frog villagers that leave or die. But when Global Resolve drops, it falls 30% faster.
- 🦇 Added a new Glade Event.
- Fallen Bat Miners – A group of fallen Bat miners, their tools left where they dropped. It seems they were scouting for a new mining site when something struck them down. The sight of these bodies causes unrest among the Bat population.
- 🦇 Added 3 new World Events.
- Black Amber Syndicate – As your caravan creaks across a crumbling ancient bridge, a hooded figure steps into your path. An insectoid mouth clicks beneath the hood. “These are dangerous lands, stranger. Perhaps we could offer you some… help?” Before you can respond, more cloaked figures emerge from the shadows, their gazes expectant. It’s clear this isn’t an offer one refuses lightly.
- Cut a deal
- Condition – Curse. Pay 40 Amber before year 6 starts, or 4 villagers will be kidnapped. Expires after 2 successful settlements in the current cycle.
- Reward – Active ability. When activated, immediately calls a Syndicate Trader to your settlement. Can be triggered from the Main Warehouse. Expires after 5 uses.
- Negotiate
- Condition – none.
- Reward – Cycle effect. All traders offer mystery boxes instead of perks and blueprints. Expires after 3 successful settlements in the current cycle.
- Cut a deal
- Catastrophic Experiment – As you travel the wide and unusually even Royal Road, scattered alchemical tools catch your eye. The further you go, the more you find – until a familiar stench taints the air: Blightrot. Minutes later, you discover the source – a wrecked wagon, its frame crawling with Cysts. It seems you’ve stumbled upon the aftermath of an experiment gone awry.
- Complete the experiment
- Condition – Objective. Win the game after constructing and detonating a Blight Bomb.
- Reward – Cycle effect. You gain access to Fuel Rods for the next 3 games. They are crafted in the Field Engineering Station and can be used to significantly boost the effectiveness of Rain Engines.
- Send a scout
- Condition – Cost. All of your starting caravans lose 1 villager for the duration of this Cycle.
- Reward – Cycle effect. A rainpunk automaton will permanently occupy one workplace in every mine in your settlement. Lasts for the entire Cycle.
- Complete the experiment
- Tree Grazer – As you push through the dense foliage, you notice movement in the distance – massive trees swaying, then crashing to the ground. With a few scouts at your side, you creep closer. And after a short, tense walk, the source of the chaos emerges from the mist – a Tree Grazer.
- Follow the beast
- Condition – Objective. Win a game with a Tree Grazer in your settlement – a giant beast that consumes one tree every 20 seconds, opening up to 10 glades.
- Reward – Active ability. When activated, adds a Rainpunk Shredder to every Woodcutters’ Camp in the settlement. This large automaton can fell multiple trees without returning to camp. Can be triggered from the Main Warehouse. Expires after 3 uses.
- Investigate the aftermath
- Condition – Objective. A giant Tree Grazer recently passed through this area. You start your settlement with 2 Dangerous Glades and 2 to 3 Small Glades already open.
- Reward – Cycle effect. You unlock the ability to upgrade Woodcutters’ Camps. Expires after 3 successful settlements in the current cycle.
- Follow the beast
- Related to these world events are several new mechanics – given to players in the form of rewards.
- Active Abilities – special effects that can be manually activated in the Main Warehouse and have a limited number of uses (like the Rainpunk Shredder, calling a Syndicate Trader, etc.).
- Woodcutters’ Camp upgrades.
- Fuel Rods – a special new resource that doubles the effectiveness of Rain Engines but also accelerates the spread of Blightrot Cysts. They are crafted in the new Field Engineering Station and inserted into buildings through a new UI in the Rainpunk tab.
- Black Amber Syndicate – As your caravan creaks across a crumbling ancient bridge, a hooded figure steps into your path. An insectoid mouth clicks beneath the hood. “These are dangerous lands, stranger. Perhaps we could offer you some… help?” Before you can respond, more cloaked figures emerge from the shadows, their gazes expectant. It’s clear this isn’t an offer one refuses lightly.
- 🦇 Added 3 new World Map Modifiers.
- Riverlands – A region crisscrossed by countless rivers, both large and small. Usable land is scarce, as most of the terrain is either flooded or split by waterways. Your settlement stands on a small, isolated island.
- Drylands – For some strange reason, even in a world of endless rain, this region holds no underground reservoirs. Not a single rainwater geyser can be found here.
- Silent Dominion – This place once held great significance for the ancients. Even now, a silent guardian still watches over it. You are not allowed to have more than 3 Cornerstones, and you must discard an old one to accept a new one.
- This modifier was also added to the Daily Expedition pool.
- 🦇 Added a few new dialogue topics to Lori (related to the new content)
- 🦇 Added the Haunted Bat House to the pool of ruins that can be found in glades.
- 🦇 Added 3 new ghost encounters to the Cursed Royal Woodlands.
- 🦇 Added 16 new Deeds.
- Bat Settlement – Win a game with at least 25 Bats.
- Bat Utopia – Win a game with 30 Bats, 15 x Bat House, 1 x Academy (formerly known as the Explorer’s Lodge)
- The Rocky Ravine – Win a game on the Rocky Ravine biome.
- Rock and Stone – Win a game in the Rocky Ravine biome, and on Viceroy difficulty (or higher).
- Exiled – Exile 50 villagers in the Manorial Court.
- The Weakest Link – Exile 15 villagers in the Manorial Court in one game.
- Shady Dealings – Complete 50 transactions on the Black Market.
- Living on Credit – Buy 500 Amber worth of goods on credit on the Black Market.
- Bankruptcy – Buy 100 Amber worth of goods on credit on the Black Market in one game.
- The Bamboo Flats – Win a game on the Bamboo Flats biome.
- Fluffbeak Paradise – Win a game in the Bamboo Flats biome, and on Viceroy difficulty (or higher).
- Green Thumb – Win a game after building at least 40 Fertile Fields in the Bamboo Flats.
- Peaceful Life – Keep the Fluffbeak’s happiness at 75% or higher for at least 20 minutes.
- Riverlands – Win a game near the Riverlands modifier.
- Drylands – Win a game near the Drylands modifier.
- Silent Dominion – Win a game near the Silent Dominion modifier.
- 🦇 Added 6 new decorations.
- Syndicate Chest – unlocked by completing the Bankruptcy Deed.
- Tearsap Bamboo Sapling – unlocked by completing the Fluffbeak Paradise Deed.
- Basalt Tree Sapling – unlocked by completing the Rock and Stone Deed.
- Mausoleum – unlocked by completing the Weakest Link Deed.
- Ornamental Fence – unlocked by completing the Bat Settlement Deed.
- Ornamental Fence Corner – unlocked by completing the Bat Utopia Deed.
- 🦇 Added 2 new menu skins.
- Rocky Ravine
- Bamboo Flats
- 🦇 Added 27 new music tracks available exclusively in the two new biomes.
Content Update – Changelog
New content and features
- Added the option to purchase an additional blueprint slot in the Reputation Rewards panel at Prestige 12 and above.
- Additional slots can be bought using Ancient Tablets.
- The extra slot applies only to the current blueprint selection. It can be bought again for the next reputation reward choice.
- Rerolling does not remove the additional slot.
- Added the option to purchase an additional cornerstone slot in the yearly cornerstone window at Prestige 13 and above.
- Additional slots can be bought using Wildfire Essence.
- The extra slot applies only to the current cornerstone selection. It can be bought again for the next cornerstone choice.
- Rerolling does not remove the additional slot.
- Added 1 new Smoldering City Upgrade.
- Monastery of the Vigilant Flame Level 6 – unlocks the Commons.
- The new unlock has been added to the middle of an existing upgrade tree branch, so some upgrades above it have been moved up to make room. As a result, you might find the new upgrade already unlocked in your save file, and need to repurchase an older upgrade that was shifted upward.
- Added an option to unlock service need fulfillment at the Hearth.
- To start fulfilling needs at the Hearth, you first need to unlock the Commons in the Main Hearth.
- The Commons – a shared space where villagers can fulfill service needs like Leisure, Luxury, Religion, etc. Satisfying needs here grants a smaller Resolve bonus than in dedicated service buildings.
- The commons are in a separate tab in the Hearth UI. Unlocking them costs 8 Planks. Once unlocked, the UI tab will list all service needs that can be fulfilled at the Hearth.
- To gain access to the Commons, you must first purchase an upgrade in the Smoldering City – the Monastery of the Vigilant Flame Level 6 upgrade (for 60 Food Stockpiles and 12 Machinery).
- Fulfilling a service need at a Hearth will grant a smaller Resolve bonus than if the same need was fulfilled in a service building.
- Passive bonuses tied to service goods will still be applied if a service need is fulfilled at a Hearth (double yield chance).
- Restricting services in the Consumption Panel applies penalties in the same way as in the case of complex food.
- Added two new Legendary Cornerstones.
- Spirit of Cooperation – High spirits can be contagious. Beavers gain +2 Resolve for every Reputation Point gained through Harpy Resolve.
- Repurposed Bait – Gain 2 Insects for every 1 piece of bait used in fishing.
- Added a Town Statistics tab to the Main Warehouse UI. There you can view some collected data about your settlement, such as:
- Highest Impatience
- Goods Sold (in Amber)
- Trees Cut
- Reputation (divided between sources)
- Nodes Depleted
- Veins Depleted
- Ponds Depleted
- Cysts Burned
- Hunger Suffered
- Events Completed
- Ingredients Used
- And much, much more.
- The stats screen mentioned above is now also present in the Game Results screen at the end of each settlement, as a new tab (next to the score and objective tabs).
- Added a Global Effects tab to the Main Warehouse UI. There you can view a summary of global bonuses and effects, such as:
- Production Speed
- Extra Production Chance
- No Production Chance
- Planting Speed
- Harvesting Speed
- Fuel Burning Speed
- Bonus Scout Work Speed
- Corruption Per Cyst
- Base Break Time
- Trader Arrival Speed
- Rainwater Per Cyst
- Bonus Housing Spots
- And much, much more.
- Please note that this tab only shows global effects/bonuses. It does not take into account individual villagers (so if only a few gatherers have increased movement speed, this information will not be displayed in this tab, etc.).
- Some of the values shown in this tab are complete ( base value + change from effects), and some show only the bonus (as the base value may depend on many factors and/or be impossible to represent universally).
- Added a Production Statistics tab to the UI panel of production buildings. There, you can see the stats of each worker assigned to the building – their production speed, their chance of producing double yields, and their chance of destroying a yield.
- Added an option to mirror (horizontally flip) buildings. The default keybind for this is N.
- 🐸 Added a new Ashen Thicket menu skin for the Keepers of the Stone DLC.
- Added three new World Map Events.
- First Elder – As your villagers clear the ground for the new settlement, an old man emerges from the forest, waving his cane at you. A peculiar cat follows close behind. “Beware, fool!” the man cries. “Doom is coming soon! It will break your people’s resolve and crush you! Prepare, or it will be the end of you!”
- Prepare for impending doom – win the game before year 7 ends, after fulfilling 200 needs from the Services category. If you succeed, all your starting caravans will gain 12 Pack of Provisions for the duration of this cycle.
- Prove the forest is safe – Win the game after discovering 2 Dangerous or Forbidden Glades in the first year. If you do, a peculiar ally will join your caravan, adding 2 to Global Resolve and increasing your workers’ chance of producing double yields by 5% (for 3 games).
- Blight-ridden Viceroy – As your caravan crosses one of the kingdom’s many nameless rivers, you encounter a hideous creature. Were it not for the tattered remains of a viceroy’s uniform, you might mistake it for another child of the forest. Afflicted with Blightrot, it must have been cast out by its own people. It shuffles slowly toward you, begging for the chance to serve its beloved Queen one last time.
- Accept its help – win a game with the Blight-ridden Viceroy effect (2 Blightrot Cysts appear every 45 raw and complex food produced). If you do, all your starting caravans will get 20 Pipes for the duration of this cycle.
- Let it rest – give away your Tarnished Necklace and you will receive a Zitan Box for the rest of this cycle: At the beginning of Clearance in year 2, a mysterious box will arrive in your settlement.
- Ghost Town – As you step out of the dense forest onto a vast, desolate plain, an eerie sight greets you – a ruined town shrouded in thick, clinging fog. In the distance, ghastly figures drift aimlessly along the horizon, as if searching for something. Suddenly, a few of them approach you. A distorted, echoing voice fills the air, recounting a grim tale of despair – a famine born of the Merchant Guild’s insatiable greed.
- Punish the Guild – Win before year 8 ends, after attacking at least 3 traders. If you succeed, the cost of calling traders to your settlement will be reduced by 0.25 for the duration of this cycle.
- Join the hunt – Win the game after catching the Spectral Treasure Stag on time. It will appear next to the Ancient Hearth and flee to the farthest Dangerous or Forbidden Glade possible (it will stay there much longer than stags normally do). If you catch the stag and complete the settlement, all your starting caravans will get 10 Fabric for the duration of this cycle.
- First Elder – As your villagers clear the ground for the new settlement, an old man emerges from the forest, waving his cane at you. A peculiar cat follows close behind. “Beware, fool!” the man cries. “Doom is coming soon! It will break your people’s resolve and crush you! Prepare, or it will be the end of you!”
- Added 3 new event-only buildings.
- Flame Altar – a support building similar to the Beacon Tower in the Sealed Forest. Given to players for completing one of the options of the Cloaked Wanderer World Map Event. It has two tiers of abilities, each with 3 effects.
- Offerings (2 uses per game)
- Gift of Fish – Gain 35 Fish.
- Gift of Salt – Gain 35 Salt.
- Gift of Gathering – All gathering camps produce +100% more goods for the duration of this season.
- Prayers (2 uses per game)
- Prayer of Protection – Hostility is decreased by 100 for the duration of this season.
- Prayer of Perseverance – The Ancient Hearth’s resistance to corruption is increased by 1000 for the duration of this season.
- Prayer of Courage – Scouts work 50% faster on Glade Events for the duration of this season.
- Offerings (2 uses per game)
- Feast Hall – a service building where villagers can fulfill the need for Treatment and Brawling. Given to players for completing one of the options of the Somber Procession World Map Event. It has one passive effect when staffed with 3 workers.
- Festive Mood – Villagers with their need for species-specific housing met will get an additional +2 to Resolve.
- Field Engineering Station – a production building used to produce Enriched Fuel for the Crashed Airship World Map Event.
- Enriched Fuel – Charged rainwater. A volatile substance essential to powering advanced machinery. Made by combining rainwater and regular fuel.
- Flame Altar – a support building similar to the Beacon Tower in the Sealed Forest. Given to players for completing one of the options of the Cloaked Wanderer World Map Event. It has two tiers of abilities, each with 3 effects.
Balance
- Reduced the time to plow a field in the Forester’s Hut from 20 to 10 seconds.
- Changed the reward for the Trading Master timed order from Deep Pockets to the Value Added Tax cornerstone.
- Changed the comfort specialization for Foxes.
- Foxes no longer gain a Resolve bonus from working in buildings infected with Blightrot.
- Instead, they now have the Cooperation specialization. They will gain a Resolve bonus if at least three Foxes are working in the same building.
- The specialization icon for Cooperation will appear in the building UI dynamically.
- Changed the order in which initial Firekeepers are assigned to the Hearth. The game will now start with a firekeepers species that is more useful in early game.
- This does not mean that the game will always choose the best firekeeper for each settlement. It’s just a simple algorithm that prioritizes effects that are generally more useful at the beginning of a settlement.
- Reputation generation from Resolve now caps at 0.75 per minute for every species.
- The Amber reward for declining Cornerstones now decreases with each subsequent decline.
- Each time you decline a Cornerstone, the reward is reduced by 2 Amber, down to a minimum of 5 Amber.
- World Events with a payment now require players to both complete the payment and win the game before year x.
- Increased the time it takes to cut down a tree from 6 to 7 seconds.
- Increased the base gathering time of Stone, Reeds, Plant Fibre, Sea Marrow, Leather, and Clay from 5s to 8s.
- Increased the price of all service goods sold by traders by around 15 – 20%.
- Increased the travel time of all trade routes by around 10%.
- Rebalanced trade route resource pools across several biomes (Ashen Thicket, Coastal Grove, Scarlet Orchard, Marshlands). Each biome now has a similar number of desired resources, providing more even coverage across all of them (thus avoiding situations where eggs would be desired by six biomes and meat by only two, for example).
- Rebalanced some yearly Cornerstones.
- Biscuit Diet – increased the double yield chance from 75% to 100%.
- Travel Rations – this perk now not only increases the time between breaks for Haulers, but also increases their carrying capacity by 5.
- Spices – this perk will now appear only in biomes with Roots or Herbs.
- Book of Water – this perk’s bonus no longer triggers every 60 Fish/Algae/Scales produced, but instead every 30 vein charges mined.
- Fish Scraps – this perk has been downgraded to rare and removed from the Cornerstone pool. It can now only be purchased from traders or acquired as a drop from reward packs.
- Worker’s Rations – reduced the chance of double consumption from 15% to 10%.
- Bone Tools – increased the number of Tools given for each dead villager from 3 to 5 (and from 6 to 10 in the Stormforged version).
- Exploration Expedition – lowered the woodcutting speed penalty from 33% to 25%.
- Farsight – the scout working speed bonus now applies to all events, not just dangerous and forbidden ones.
- Counterfeit Amber – changed the drawback of this Cornerstone. It no longer lowers the number of perks/blueprints traders have on sale, and instead increases the Resolve penalty from the Negligence effect by -3. Also lowered the required amount of rainwater used in engines to trigger the 10 Amber reward from 50 to 40.
- Queen’s Gift – this perk has been redesigned. It now spawns a Small Abandoned Cache for every finished Order.
- Mark of the Sealed Ones – this perk has been redesigned. At the start of each Storm, if you have at least 500 points of expected corruption per minute, gain a permanent 33% bonus to the burning time of resources sacrificed in the Ancient Hearth.
- Reckless Plunder – removed the drawback of this perk (newly discovered large resource nodes have fewer charges).
- Firekeeper Letters – this perk has been downgraded to rare and has a lower price when sold by traders.
- Local Taxes – this perk will no longer appear if there is no species with a Leisure need in the settlement.
- Borrowed Time – this Cornerstone will now only appear later in the game, when there’s more Impatience.
- From the Shadows – this cornerstone has been removed.
- Ancient Pact – this cornerstone has been removed.
- City of Wonders – changed the rarity of this cornerstone from legendary to Epic.
- Hidden from the Queen – nerfed the drawback of this cornerstone from 600% Impatience generation rate after year 9 to 500% after year 10.
- Improvised Tools – increased the amount of Tools given to the player from 10 to 15 (and from 15 to 24 in the Stormforged version).
- Rebalanced multiple Orders.
- Distant Journey (Timed Order) – Increased the time limit by 30s.
- Need for Timber (Timed Order) – Increased the time limit by 30s.
- Egg Collection – this Order will now appear only if Eggs are present in the biome. Removed Flour from the rewards and added Berries instead.
- Foragers’ Camp – removed the Insect Lure perk from rewards and added the Giant Vegetables perk instead.
- Herbalist – removed the Sharp Sickles reward and added the Fungal Growth perk instead.
- Lost in the Woods – changed the name of this Order to Reconnaissance to avoid duplicates. The two perk rewards (Steel Pickaxes and Steel Shovels) were merged into one, drawn at random based on the availability of Stone/Clay in the current biome. Added Bricks to rewards.
- Hurried Expedition – removed the Bigger Grill perk from rewards, added a randomized perk reward instead (perks that benefit the Apothecary – Salted Jerky, Tea Infuser, Big Phials).
- Quick Transaction – removed the Artisan blueprint from rewards, added the Clothier blueprint instead.
- Supply Thy Neighbor – removed the Ancient Sewing Technique perk from rewards, added the Full Stock perk instead.
- Rich Harvest – removed the Seed Pouch perk from rewards, added Parts instead.
- Scaling Up – added the Big Phials perk to rewards. It can now be drawn in place of the Shoe Mold perk (in case nobody in the settlement can use Boots).
- Fox Influx – this Order will now appear only if Herbs are present in the biome.
- Population Influx – added the Heavy Millstone perk to rewards. It can now be drawn in place of the Farmer’s Pack perk (in case there is no fertile soil in the current biome).
- Adventurous Viceroy – removed the Explorer’s Lodge blueprint from rewards, added the Toolshop blueprint instead.
- Forager’s Trial – increased the amount of complex food given as a reward from 30 to 40.
- Stonecutter’s Trial – removed the Steel Pickaxes perk from rewards and added the Steel Shovels perk instead. Increased the amount of complex food given as a reward from 30 to 40.
- Herbalist’s Trial – added the Advanced Filters and Crystal Growth perks to rewards. They can now be drawn in place of the Tea Infuser perk (in case there is no species that likes Tea in the player’s settlement). Increased the amount of complex food given as a reward from 30 to 40.
- Efficiency Test – removed the Forester’s Hut blueprint from rewards and added the Reinforced Saw Blades perk instead.
- Trapper’s Trial – added the Vessel of Incense and Rain-Powered Pottery Wheel perks to rewards. They can now be drawn in place of the Salted Jerky perk (in case there is no species that likes Jerky in the player’s settlement). Increased the amount of complex food given as a reward from 30 to 40.
- Charity Fair – added the Bigger Barrels, Tea Infuser, and Scout’s Pack perks to rewards. They can now be drawn in place of the Trade Logs perk.
- Basic Rights – removed the Cellar blueprint from rewards, added the Tinctury blueprint instead.
- Brotherhood – added the Advanced Press and Heavy Press perks to rewards. They can now be drawn in place of the Vessel of Incense perk (in case there is no species that likes Incense in the player’s settlement).
- Healing – removed Tea and Biscuits from rewards, added Sea Marrow and Paste instead.
- Religious Rites – removed Incense from rewards, added Ale instead.
- Arena – removed Training Gear from rewards, added Oil instead.
- Profitable Caution – removed the Artisan blueprint from rewards, added the Grill blueprint instead.
- Building Rush – removed the Bigger Barrels perk and the Brewery blueprint from rewards, added the Manufactory blueprint and a random +X to production perk reward based on the goods produced in the Manufactory.
- Foolhardy Man – removed the Monastery blueprint from rewards, added the Workshop blueprint instead.
- Coal Fever – Increased the amount of complex food given as a reward from 30 to 40.
- Copper Fever – Increased the amount of complex food given as a reward from 30 to 40.
- Salt Fever – Increased the amount of complex food given as a reward from 30 to 40.
- Peddler – removed the Forum blueprint from rewards, added the Furnace blueprint instead.
- Greedy Merchant – removed the Guild House blueprint from rewards, added the Tinkerer blueprint instead.
- Advanced Cuisine – removed the Reinforced Stoves perk from rewards, added a random +X to complex food/service good production perk (based on the species present in the settlement).
- Time of Courage – removed the Monastery blueprint from rewards, added the Workshop blueprint instead.
- Large Parcel – removed the Explorer’s Lodge blueprint from rewards, added the Heavy Press perk instead.
- Ravenous Axes – removed the Forum blueprint from rewards, added the Flour Delivery Line perk instead.
- Aesthetics – removed Amber from rewards, added 30 complex food instead.
- Aside from the above-mentioned balance changes to Orders, a lot of rewards have been further rebalanced.
- Most Orders with a complex food reward or a perk tied to these goods (X Jerky per minute, +X Pie, etc.) will now have these rewards randomized. The types of complex food will be influenced by the species present in the player’s settlement.
- Most Orders with a Coats or Boots reward or perk tied to these goods (Coats per minute, +X Boot production, etc) will now draw the clothing item type at random, based on what species are present in the player’s settlement.
- Most Orders with a service good reward or a perk tied to these resources (X Incense per minute, +X Tea, etc.) will now have these rewards randomized. The types of service good will be influenced by the species present in the player’s settlement.
- Rebalanced glade event rewards. Complex food, clothing, and service good rewards (plus perks boosting their production) will now be generated based on the species that are present in the settlement (so if nobody likes Jerky, glade events will not have rewards like “+2 Jerky” or “40 Jerky”).
- Perks that increase the production of complex food, clothing, or service goods (such as “+2 to Jerky”) will now only be sold by traders if there is a species in the settlement that can actually use the item.
- Changed the goods sold by Xiadani Stormfeather to differentiate her from Sahilda and make her more of a late-game trader. She can now sell clothing, cooked food, raw materials, fuel, ancient tablets, parts, wildfire essence, and some blueprints and perks.
- Cornerstones that remove goods on acquisition (such as Woodcutter’s Prayer or Stormwalker Tax) will no longer be generated at the start of a Forsaken Town game.
- Changed the recipes in the Rainpunk Foundry.
- Parts – removed Stone and Clay from the recipe, lowered the amount of Oil from 2 to 1, and decreased the production time from 150 to 90 seconds.
- Wildfire Essence – revamped the recipe completely. It now requires 5 pieces of fuel (or 15 Wood), 1 container (Pottery, Barrel, or Waterskin), and 10 units of rainwater (Drizzle, Clearance, or Storm Water). The production time is 90 seconds.
- Limited the influence effects such as Manned Lookout (Blight Post upgrade) can have on Blightrot Cyst generation. The new hard cap is now 90%.
- 🐸 Lowered the three-star Ancient Tablet bonus in the Cornerstone Forge from 4 to 3.
- Changed the building category of the Forester’s Hut to Industry (from Food Production).
- Buffed the amount of bait produced from one Pack of Crops. It’s now 7 instead of 5.
- Increased the production time of rainwater in Geyser Pumps from 8 to 10 seconds.
- Building a Beacon Tower in the Sealed Forest now requires a Wildfire Essence.
- Changed the way Flooded Roads Forest Mystery works. It no longer increases the cost of sending trade routes, but instead increases the time it takes by 50%.
- All World Map Events that require players to “win while having X amount of a given resource” have been redesigned. They now use the payment system.
- For example, in version 1.5, the Bankrupt Trader event would ask you to win a game with 250 Amber in your warehouse by year 8. In version 1.6, you will start the game with a pending payment of 250 Amber, to be paid before the end of year 8.
- This change should make it more obvious what the goal of the event is, and make it clearer when you have achieved it or failed.
- Rebalanced and revamped several World Map Events.
- Bankrupt Trader – both “win with Amber” options are now payments. The first option now requires 100 Amber before year 10 ends, instead of 150 Amber with no time limit.
- Brass Order Engineers – increased the time limit in the second option (upgrade 3 Hearths) from 9 years to 10. Increased the reward from 15 Crystalized Dew to 20.
- Cloaked Wanderer – removed the first option entirely (give the Wanderer 2 Wildfire Essences for 5 Seal Fragments), and replaced it with a new one:
- Convince him – Start the game here with one Blood Flower clone in your settlement. Win while having at least 3 Blood Flower clones by the end, and you’ll earn the Flame Altar blueprint – a powerful building that grants temporary blessings for your next 3 games.
- Crashed Airship – removed both options entirely (win with 300 Storm Water; give away 3 Parts) and replaced them with new ones:
- Provide fuel – Win the game after delivering 25 Enriched Fuel before the start of Drizzle in year 9. To allow you to produce Enriched Fuel, you will be given a new blueprint – the Field Engineering Station. If you succeed, all your starting caravans will gain the following goods for the duration of this cycle: 10 Bricks and 30 Flour.
- Provide a substitute – Start the game here without any fuel (fuel from Embarkation Bonuses will also be removed). Upon winning, you will be given the Guild’s Sigil perk (traders arrive 25% faster and their perks and blueprints cost 25% less) for the next 3 games.
- Fire Moths – lowered the number of Wildfire Essences given to players for picking the second option. It’s now 2 instead of 3.
- First Dawn Caravan – removed the 15 Packs of Provisions reward given to players for picking the second option. It’s now just 30 Grain.
- Forsaken Gods Followers – increased the reward given to players for choosing the first option from 4 Seal Fragments to 5.
- The Gambler – removed the first option entirely (bet 20 Food Stockpiles and win with the Irresponsible Gamble effect), and replaced it with a new one:
- Let fate decide – Win a game with the Playing with Feelings effect (each season, a random species is favored). If you succeed, all your starting caravans will gain the following goods for the duration of this cycle: 30 Pottery and 20 Boots.
- Hanged Viceroy – added a new option:
- Punish them – For your loyalty, each of your settlements will receive an additional cornerstone reroll for the duration of this cycle. However, your villagers will resent this decision, causing Resolve to drop 300% faster until you successfully complete at least 2 settlements.
- Somber Procession – removed the first option entirely (give 3 Reserve Embarkation Points), and replaced it with a new one:
- Join the funeral – Start the game with a Feast Hall blueprint. Build it, complete all three stages of the funeral feast, and win the game. If you succeed, you will receive the Feast Hall blueprint for the next 3 games (a service building where villagers can fulfill their need for Brawling and Treatment).
- Forsaken Town – added a new option that can appear randomly:
- Do it for free – Start the game here, in a settlement founded by another viceroy (with some pre-selected blueprints, a few selected cornerstones, some discovered glades, some badly handled events, and a partially built town).
- Changed how certain Cornerstones are drawn (yearly Epic and Legendary)
- More perks now take into account what resources are available in a given biome from trees, ponds, veins, or gathering nodes (+X production perks, some perks like Meat Specialization).
- More need-based perks now take into account the species present in a settlement – for example the Work Safety Guide or Firelink Ritual.
- Please note that not all cornerstones will be covered by this new system (partly because we’re still working on them, and partly because we don’t want to overdo it by limiting the RNG too much).
- In the future, we’ll be extending this to other systems – most notably trader benefits and orders – to eliminate useless draws (or make them as rare as possible without making the game too tweaky).
- Rebalanced the settlement generation in the Forsaken Town World Map Event.
- Improved the glade opening algorithm. The number of open glades should now be a bit more consistent.
- Cornerstones are now generated after glades are discovered (to avoid unnecessary condition triggers based on glades).
- The easy version of the Forsaken Town event now starts in Drizzle, the hard one in Clearance.
- Increased the chance for waiting newcomers when starting a game.
- 🐸 Changed the way effects are drawn in the Cornerstone Forge in Ashen Thicket. Bonuses for species not present in a settlement (+X to complex food/service good production, more Resolve from a specific need) should no longer be offered to players.
- Removed From the Shadows from the rewards pool for reaching level 12. Added the Obsidian Runestone perk instead.
UX/UI improvements
- Added the Biome conditions panel to the in-game menu.
- Improved the UI flow for choosing an action in Glade Events.
- Added the demolish buildings option to building controls to make it more accessible.
- Improved legibility of text in Smoldering City, the player’s Home, the Queen’s Hand Trial profile, tutorial panel description, and other places.
- Added an option to use continuous construction manually.
- Unified the Queen’s Hand Trial pop-up with other game pop-ups.
- Added the possibility to interact with the bottom panel in the Recipes window.
- Added functionality to freely switch between the Reputation Bonus rewards and the Wildcard screen.
- ⚡ Revamped decision tooltips for World Events.
- A decision now shows two separate tooltips: one for the Condition and one for the Reward.
- Each tooltip includes a color-coded label indicating its category (e.g., Objective, Resource, Cost, Curse).
- Many tooltip texts have also been updated for clarity – for example, resource changes now clearly state that they apply to the entire Cycle.
- ⚡ Added an option to prioritize reward collection from Glade Events.
- Scouts collect rewards based on their position in the UI, from left to right (leftmost rewards are collected first).
- ⚡ Added an option to prioritize goods collection from Ponds.
- This works similarly to how you prioritize reward collection in Events.
- ⚡ Changed how internal storage in buildings works.
- Each produced or gathered resource now has its own storage limit, replacing the previous global resource limit per building.
- When a resource reaches its limit, it will be transported to a warehouse.
- You can force an immediate delivery of a resource.
- You can enable automatic forced delivery, making workers transport the resource every time a unit is produced or gathered.
- If a good isn’t delivered to the Warehouse for 120 seconds, delivery will be forced.
- For most players who don’t adjust internal storage settings, this change will likely maintain or slightly improve worker efficiency. However, it helps prevent cases where secondary resources remain stuck in buildings due to priority issues, ensuring all goods are transported more evenly.
- ⚡ The trader arrival timer will now stop completely during the Storm and only continue during the Drizzle and Clearance.
- To maintain the old balance, all traders now have a slightly shorter arrival time. By default, they should appear more or less every full year.
- The main purpose of this change is to make the effects that affect the arrival time of traders more meaningful.
- ⚡ Added a tooltip to the “unlock” button in the upgrade tree in Smoldering City, explaining that an upgrade cannot be purchased if the previous one has not been acquired.
- ⚡ Reworded world event objectives based on completing payment before year X, so it’s clearer what the requirement is.
- ⚡ Reworded the description of the Aura of Peace Forest Mystery to avoid confusion.
- ⚡ Changed the description of the Paradise deed. It now clearly states that all three species must be present in the settlement.
- ⚡ The Ruined Rainpunk Foundry now shows its entrance after being selected.
- ⚡ The random town name generator now tries to avoid duplicate names within a cycle, if possible.
- However, duplicate names can still occur if the pool of names is exhausted.
- ⚡ Updated the Resolve encyclopedia entry to also mention boots as a clothing need.
- With the addition of the Commons, services in service buildings and in the Hearth now display a star rating.
- Improved readability of “in progress” trade route slots in the Trade Routes panel.
- Some entries in the Global Effects tab in the Warehouse have been renamed for clarity.
- 🐸 Receiving a random blueprint reward from the Overzealous Architects Cornerstone will now display an alert on the HUD.
- Updated the internal storage loading tip to more accurately reflect how the system now works.
- Added a new entry, called “Food Saved”, to the Town Statistics tab. It counts the number of food items players saved thanks to “no consumption” effects.
- Added a tooltip to the cornerstone icon on the HUD.
- Buildings with no specialization will now show “none” in the specialization section in the in-game Encyclopedia.
- Added Deed information to World Map Modifier tooltips. If a given modifier has already been completed, it will be noted in the tooltip.
- Added tooltips to specialization icons in building entries in the Encyclopedia.
- Added a setting to the Options menu to disable screen dimming when the game is making an auto save.
- Added a “Camera Zoom Sensitivity” setting to the Options menu.
- Updated the tooltips in the Forsaken Town World Event to clearly state that the rewards are for the entire duration of the current Cycle.
- Biomes in the Training Expedition panel are now sorted alphabetically.
- 🐸 Updated the description of the Overzealous Architects Cornerstone to clearly state that the effect is not retroactive.
- Shortened the descriptions of a few Cornerstones to make them easier to understand (From the Ashes, Royal Guard Training).
- Updated the description and the Encyclopedia entry for the Clay Pit to show which type of rainwater is used in its engines.
- Renamed “Vials of Pigment” to “Vials of Dye”.
- Workers with both a comfort and an efficiency specialization in a building will now display both effects around their portrait.
- 🐸 Added an auto pause setting for Thunderblight Shard acquisition.
- 🐸 Added an auto pause setting for completed Strider expeditions in the Coastal Grove.
- 🐸 Updated the Strider Port description to no longer call it “ancient”.
- Changed the “can use” text in production building tooltips to “rain engine”, to make it clearer what the rainwater is used for.
- Updated the description of Amber.
- Changed the “Resource Gathering” category name to “Resource Acquisition”, as it contains not only gathering camps, but also mines, rain catchers, and fishing huts.
- Changed the “base charges” text in mining vein tooltips to “max. Charges” to improve clarity.
- Changed the description of the Farsight Cornerstone for clarity.
- Changed the tooltip of the Seized Inheritance perk to also mention leaving villagers (not just dying).
- Improved the description of the second option of the Gambler World Map Event to make it clear how much players are betting and what they are getting in return.
- Improved the descriptions in multiple World Map Event tooltips and option buttons to make it clearer what the effects and win conditions are.
- Added the “(or higher)” suffix to some difficulty-based deeds that were missing it.
- 🐸 Changed the description of the “have X villagers” conditions in the Cornerstone Forge to better indicate which ones are retroactive and which are not.
- 🐸 Updated the DLC welcome screen to correctly reflect the DLC content and requirements in all languages.
- The Hostility penalty from the Fire Moths World Map Event now shows Hostility values for all difficulties.
- Changed the descriptions of all flawless production buildings for better clarity.
- Changed the descriptions of all holy service buildings for better clarity.
- Resized the World Event window to make room for more options and for slightly larger buttons.
- Resized the World Event mission tracker on the HUD to make it easier to read.
- Fixed a bug where some decorations (Bonfire, Fish Mount) were available in the in-game encyclopedia before being unlocked.
Bug fixes
- Fixed an issue where the game could freeze after placing a road.
- Fixed an issue where the game could freeze when moving on after a completed settlement.
- Fixed an issue where the game could freeze after starting a second Cycle.
- Fixed a rare issue where villager slots in houses could lock up after villagers were killed and incorrectly removed from a house.
- Fixed an issue where the Rainpunk Drill event was listed three times in the in-game encyclopedia.
- Fixed a bug that prevented trade route tooltips from appearing in the Training Expedition UI when accessed from the Smoldering City view.
- Fixed an issue where the “Beginner Engineer” order could roll the easy version even when it should have rolled the medium difficulty one.
- Fixed a bug that caused “The Source” order to never roll its easy objective version.
- Shortened the “villager saved” alert in the Escaping the Shadows effect.
- 🐸 Resolved a bug that made certain tiles inaccessible on some Coastal Grove maps.
- Corrected a description inconsistency in the Scout’s Toolbox perk.
- 🐸 Fixed an issue where the Blightfighter condition could appear in the Cornerstone Forge in games without Blightrot.
- Fixed a bug that caused some maps to include inaccessible tiles.
- Fixed a bug where Blightrot Cysts could appear in the wrong places on the Butcher building.
- Fixed a bug that prevented alerts from appearing when a Blood Flower spawned.
- Fixed a bug that caused the need orders to sometimes switch between “done” and “undone” for a split-second when need fulfillment changed at the last second.
- Fixed a bug that caused builders to misjudge the distance to local storage when deciding which building to construct.
- Fixed a rare bug that caused empty map fields to sometimes appear as inaccessible after cancelling building placement.
- Fixed a rare bug where rewards from solved glade events would sometimes teleport directly to a warehouse.
- Fixed a bug that caused the Trade Hub Cornerstone to appear in games with disabled Orders.
- Fixed a bug where the Queen’s Gift Cornerstone could appear in games with the Roaming Swarm debuff.
- Fixed a bug where some cycle effects were affecting Daily Challenge settlements.
- Fixed a bug where different versions of the Shoe Mold perk all had the same effect (+2 to production).
- Fixed a bug where the High Motivation effect had the wrong description (mentioning food instead of service goods).
- Fixed a bug where the Hurried Expedition order could be drawn with only 2 rewards.
- Fixed a bug where no production multiplier was displayed above workplaces in the farm UI.
- Fixed a bug where the villager count in the Forsaken Altar UI would not update in real time after sacrificing villagers.
- Fixed a bug where meta resource icons were displayed in different orders under different upgrade nodes.
- 🐸 Fixed an issue where the Ashen Thicket menu skin was not accessible on Queen’s Hand Trial profiles.
- Fixed a bug where the Puffed Grain Cornerstone was spawning unnecessary “Porridge +1” icons on the HUD.
- Fixed a rare bug where rainwater geysers created by the Kelpie Glade Event would appear on top of other map objects.
- Fixed a rare bug that caused the world map to break when a map tile was changed in the background during a Sealed Forest game.
- Fixed multiple incorrectly placed entrances in Flawless/Holy/Purged buildings and ruins.
- Fixed a bug that caused the flame FX in the Harmony Spirit Altar to be slightly off-centre.
- Fixed a bug where the quest given by the Ghost of a Resentful Human did not count Purged Human Houses towards completion.
- Fixed a bug that was duplicating some rewards in Abandoned Caches.
- Fixed a bug where the space key wasn’t working in the Forest Mystery search bar in Training Expeditions.
- Fixed a bug where some instances of villagers dying or leaving did not trigger an alert.
- Fixed a bug that caused some glades to unveil incorrectly in the Cursed Royal Woodlands.
- Fixed a bug that caused different maximum charge values to be displayed in vein tooltips and in the selected mining vein UI.
- Fixed a bug that caused cyst-based orders to appear with empty requirements in Training Expeditions.
- Fixed a bug that prevented the Holy Market and Holy Temple from counting toward completion of the Marketplace deed.
- Fixed an audible glitch in the sound effect of the Fishmen Lighthouse glade event.
- Fixed a bug that caused the “Max. Bonus” section of growing Resolve bonuses/penalties to display an incorrect value.
- Fixed a bug that caused the Ruins and Untamed Wilds modifiers to appear together in Daily Expeditions.
- Fixed a bug that caused the Blightrot Cyst alert to appear even when there was no more space for a new cyst in the settlement.
- Fixed a visual glitch on water textures in Frog Houses.
- Fixed a missing translation for the Specialized Workwear perk.
- Fixed an issue where Reputation from Resolve could be gained faster than the maximum value displayed on the Reputation Bar.
- Fixed a bug that caused reputation points to be rounded incorrectly on some systems.
- Fixed a rare bug where some dead villagers could be assigned to buildings.
- Fixed a bug where the “Player Home” unlock was not displayed in the Deed reward popup.
- Fixed a bug that sometimes prevented species portraits from appearing next to the mouse pointer when assigning villagers to buildings using the workplace overlay.
- Fixed a bug that caused random smoke effects to sometimes appear on the map.
- Fixed a bug that caused trade route tooltips to not appear in the Training Expedition panel.
- Fixed a rare bug that caused some Queen’s Hand Trial upgrades to appear twice in the same roll.
- Fixed a bug that caused an orange texture to grow uncontrollably when the game was paused during an explosion.
- Fixed a rare bug that caused some cycle effects to overlap on the World Map HUD.
- Fixed a rare bug that caused the game to freeze when a glade event was selected during the Seal closing animation.
- Fixed a bug where unbuilt Big Shelters were sticking out of the ground a bit.
- Fixed a bug where the game would automatically unpause after selecting one of several Cornerstone choices.
- Fixed a bug where the production multiplier text in the production building UI was cut off if it was 10 or higher.
- Species Influx orders (Harpy Influx, Beaver Influx, etc.) will no longer appear in biomes where the required resource is not available.
- Fixed a bug where No Strangers Deed would be marked as failed if players solved an Obelisk or Rainpunk Drill event.
- Fixed a bug where some perks would not stack correctly in the Villager panel.
- Fixed a bug where the Miracle of Strength effect in the Beacon Tower had an incorrect number under its icon.
- Fixed a bug where all stacks of the Creeping Shadows debuff were removed at once if the timer of one of them reached 0.
- Fixed a bug where a cloned Blood Flower could spawn on top of a Geyser Pump, destroy it, and get stuck inside the Geyser.
- Fixed a bug where the Smoldering City was labeled “Royal Woodlands” in the World Map screen and in trade routes.
- Fixed a bug where crit messages in farms would appear next to the wrong worker slot.
- Fixed a bug where the “max. charges” section of the mining vein tooltip didn’t show the highest possible value.
- Fixed a bug that caused all icons in the in-game encyclopedia to be darkened/dimmed.
- 🐸 Fixed a bug where the Overzealous Architects Cornerstone was being offered to players even if they didn’t have Frog Housing upgrades unlocked.
- Fixed a bug where the Plague of Death effect in the Sealed Forest would not be removed after the Storm and would reappear every year.
- Fixed a bug where consequence times in the event tab of the in-game encyclopedia were not updated based on the selected difficulty level.
- Fixed a bug where the Fishman Soothsayer event would not disappear after being solved.
- Fixed a bug where the Blightrot sound effect would play at the start of a Forsaken Town world event.
- Fixed a bug where Scouts would choose the incorrect Warehouse to unload resources after solving a glade event.
- Fixed a bug where season names in some world events (such as Crashed Airship) were not translated in all languages.
- 🐸 Fixed a bug where perks made in the Cornerstone Forge with the “x number of cysts spawned” condition could go negative after Blight Fighters burned the cysts.
- 🐸 Fixed a bug where perks made in the Cornerstone Forge with the “more time between breaks” bonus would show up in the villager UI with a “>Missing Key<” string as the name.
- 🐸 Fixed a bug where the “+2 Porridge and Paste” bonus in the Cornerstone Forge would not apply to Paste.
- Fixed a bug where the production overlay was not shown for Fishing Huts.
- Fixed a bug with the Happy Foxes Order that caused it to not appear as often as it should.
- Fixed a bug where the Stormforged version of the Firelink Ritual Cornerstone was appearing in settlements without a species with a Religion need.
- Fixed a bug where the “upgrade Geyser Pump” objective would still be completed if the Geyser Pump was destroyed.
- Fixed a bug that caused the initial world map layout to be generated incorrectly after the tutorial.
- Fixed a bug that caused the Commenda Contract World Map Event to spawn even if players didn’t have trade routes unlocked.
- Fixed a bug where the Open Vault Glade Event had always the same effects and requirements, regardless of the difficulty level.
- Fixed a bug where the Forbidden Lands and Dangerous Lands modifiers could not be spawned together with the Abandoned Settlement modifier.
- Fixed a bug where the Fuel Mix perk (bonus production of Purging Fire) could appear in games without the Blight Post.
- Fixed a bug where solving the Fishmen Totem Glade Event would not unlock its entry in the in-game encyclopedia.
- Fixed a bug where failing certain Sealed Forest maps would incorrectly show the end credits.
- 🐸 Fixed a bug where some Experimental Cornerstones would disappear after reloading a game in the Ashen Thicket.
- 🐸 Fixed a bug where the Overzealous Architects cornerstone tooltip was not counting progress correctly.
- 🐸 Fixed a bug where the Paste +2 effect in the Cornerstone Forge added +2 to Ale production instead of Paste.
- 🐸 Fixed a bug where Algae Ponds and Mushrooms would not spawn in the initial glade in the Ahsen Thicket.
- 🐸 Fixed a bug where the progress of the “break interval” bonus from the Cornerstone Forge was not tracked correctly.
- 🐸 Fixed a bug where Strider Port expeditions could not be started if all blueprints had already been acquired.
- 🐸 Fixed a bug where the “higher resolve penalty to unfavored species” effect in the Cornerstone Forge has the wrong debuff name.
- Fixed a bug where some locked in-game encyclopedia entries were not ordered correctly.
- Fixed a bug where sometimes fishing ponds would not spawn in some Scarlet Orchard glades.
- Fixed a bug where some rocks would be placed or rotated incorrectly.
- Fixed a bug where dead villagers were being assigned to worker slots in buildings, breaking the UI in Forsaken Town games.
- Fixed a bug where the perk price increase penalty in the Cornerstone Forge was incorrectly lowering the price.
- Fixed a bug where some small glades would be uncovered from the start when playing a game with the Abandoned Settlement modifier.
- Fixed a bug where Experimental Cornerstones created in the Cornerstone Forge with effects that increase the production of two goods at once (wine and ale, jerky and skewers, etc.) were not correctly counting progress in their tooltips.
- Fixed a bug where Experimental Cornerstones made in the Cornerstone Forge with effects that increase resolve for two needs at once (biscuits and pies, religion and treatment, etc.) were not correctly counting progress in their tooltips.
- Fixed a bug where the Greenhouse Ruin was giving the same reward twice in its “Salvage” option.
- Fixed a bug where orders with the “Discover Glades in Time” objective would automatically be completed when starting a Forsaken Town.
- Fixed a bug where some Cornerstones created in the Cornerstone Forge would disappear after reloading.
- Fixed a bug where effects that increased the resolve bonus from biscuits in the Cornerstone Forge increased the resolve bonus from paste instead.
- Fixed a bug where the “Negligence” penalty increase from the Cornerstone Forge was available in games with the Holy Flame Monastery modifier.
- Fixed a bug where hauling carts could get stuck when an unfinished Small Warehouse was deactivated.
- Fixed a bug where salt was not available in the Training Expedition window.
- Fixed a few typos and inconsistencies in the Ukrainian version of the game (Aunt Lori, Seal Contracts, Royal Resupply, population order objectives, cornerstone forge effects, trade route perks, seal contracts, Exploration Expedition, mute in background).
- Fixed a few typos and inconsistencies in the Simplified Chinese version of the game (citadel resources upgrade, Stormbird Egg world event, biome descriptions, dialogue, building descriptions, lore tablets, cycle effects, deeds, effects, perks, cornerstones, tooltips, villager status effects, resource descriptions, citadel upgrades, ghost descriptions, events, encyclopedia entries, world events, custom game UI, Trade Hub, Metallurgic Proficiency).
- Fixed a few typos and inconsistencies in the Japanese version of the game (Protected Trade, Plague of Fishmen, order objectives, Secret Techniques of the Firekeeper, Master Blueprint, Leather nodes, Hidden Mystery effect, Somber Procession world event, Marshlands biome effect, Embarkation Point bonuses, Gentle Dawn, Lori dialogue, tools condition, Temple of the Sun effect description).
- Fixed a few typos and inconsistencies in the French version of the game (species tooltips, Dedication, Book of Water, perks, service building effects, needs).
- Fixed a few typos and inconsistencies in the Brazilian Portuguese version of the game (two identical building names, fishing pond UI).
- Fixed a few typos and inconsistencies in the Russian version of the game (perks, deeds, rainwater objectives in Orders, event decisions, Insect Traps perk, Book of Water, Frog Republic, mute in background).
- Fixed a few typos and inconsistencies in the Polish version of the game (building names, cornerstone forge effects, Prayer of Courage, Bankrupt Trader, Rainpunk entry in the encyclopedia, Zehra Mossback dialogue).
- Fixed a few typos and inconsistencies in the German version of the game (Clan Hall effects, Embarkation Points, starting abilities, Greater Threat, unmarking trees, Pie, Cornerstone Forge trade route condition).
- Fixed a few typos and inconsistencies in the Hungarian version of the game (Cycle tutorial, Training Expeditions).
- Fixed a few typos and inconsistencies in the Traditional Chinese version of the game (higher consumption penalty in the Cornerstone Forge).
- Fixed a few typos and inconsistencies in the Korean version of the game (Blight-Ridden Viceroy tooltip).
Other
- Changed the name of the Bleeding Trees perk to avoid duplicates.
- The Ancient Hearth has been moved in some Coastal Grove maps so that its range does not include inaccessible water fields.
- Changed the name of the Explorer’s Lodge to the Academy.
- Changed the visual appearance of multiple buildings in the game. They now use Bat architecture.
- Grill
- Smelter
- Smithy
- Tinkerer
- Toolshop
- Academy (formerly known as the Explorer’s Lodge)
- Removed the option to ignore Cysts in the Blightrot Overlay and in the Blight Post.
- This option was designed to support a playstyle based around the old Fox specialisation, Blightrot. Now that this specialisation has changed, we have found that this option is no longer useful. Additionally, it introduced extra micromanagement that we weren’t keen on.
- Adjusted the positioning of scouts in glade event animations.
- Cleaned up the main menu.
- Updated button styles, unified fonts and animations, improved background visuals, and enhanced logo readability for a cleaner, more cohesive look.
- DLC icons were added to the main menu to show which DLCs are active.
- If only one DLC is active, DLC-specific logos will be displayed. When both are active, the main menu will show a “Complete Edition” logo and a new menu background will be unlocked (the “Complete Edition” skin).
- More buildings now have an irregular shape. This means that their footprint is not rectangular or square, and has one or more tiles where other objects can be placed.
- Brick Oven
- Cookhouse
- Leatherworker
- Monastery
- Rain Mill
- Smelter
- Smokehouse
- Workshop
- Shelter
- Blight Post
- Homestead
- Tavern
- Archaeologist’s Office
- Many of the buildings mentioned above have also slightly changed and have more detailed visuals.
- The green tile marker is no longer always rectangular, but adapts to the irregular shape of the object it’s pointing at.
- Changed the look and animation of building scaffoldings. They are now slightly smaller, appear gradually when first placed, and adapt to irregular building footprints.
- Replaced some existing icons with new custom assets.
- Salt
- Royal Mining Operation in the Ahsen Thicket
- Smuggler’s Visit Cornerstone
- Survivor Bonding Cornerstone
- Dual Carriage System Cornerstone
- Hauling Cart Cornerstone
- Burnt to a Crisp Cornerstone
- Overzealous Architects Cornerstone
- Firekeeper’s Prayer Cornerstone
- Stormwalker Tax Cornerstone
- Forge Trip Hammer Cornerstone
- Bed and Breakfast Cornerstone
- Fiery Wrath Cornerstone
- Blood Price Contract Cornerstone
- Cannibalism Cornerstone
- Improvised Tools Cornerstone
- Animations for crops on farms have been improved. Plants should now have more natural transitions into different states when loading saves.
CONTINUE READING...
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