Updates and Devlog

Updates Changelogs
Changelogs

Early Access version: 0.43.1 - Rainpunk Part 2
Changes marked with ⚡ were inspired by the community.

New content and features Water production for every 3 Woodcutters in your settlement.
 * ⚡ Revamped the Rain Collector.
 * The Rain Collector can collect Infused Rainwater and has an internal tank. It doesn’t require a geyser to do that.
 * Rainwater is collected based on the season you’re in. Drizzle Water in Drizzle, Clearance Water in Clearance, and Storm Water during the Storm.
 * Added 5 new Glade Events tied to Blightrot.
 * Infected Drainage Mole - One of the mythical guardians of the forest - still alive, but plagued by a mysterious disease. The Blightrot has taken over his mind, causing an unstoppable rage. The disease has progressed too far for him to be saved.
 * Noxious Machinery - A damaged and abandoned rainpunk contraption. The area was probably deserted because of a significant explosion risk. The machine's valves emit a distinct Blightrot odor.
 * Blightrot Cauldron - A Rainpunk Cauldron filled with Blightrot-contaminated liquid. A moving, living fluid spreads around.
 * Corrupted Caravan - A large caravan abandoned in the woods, overgrown with Blightrot Cysts. They must have fed on the transported goods... or people.
 * Withered Tree - The once mighty tree has been deformed by the Blightrot living in its root system. The Blightrot poisons the tree's tissues, leading to its long-lasting degradation.
 * Added 6 new Forest Mysteries.
 * Blight from the Sky (Storm) - Blightrot seems to grow uncontrollably quickly in this region. Every Storm 2 Blightrot Cysts appear in the settlement (multiplied by the number of years that have passed).
 * Vanishing Water (Storm) - Infused rainwater slowly evaporates. You lose 1 unit of a random type of water for every 2 units of water used in Rain Engines.
 * Blightrot Infection (Storm) - Villagers report feeling sick, especially during the Storm. When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement.
 * Golden Dust (Drizzle) - Some raindrops seem to have a golden hue. Gain 5 Clearance Water for every 10 Drizzle Water gathered.
 * Saturated Air (Drizzle) - A pleasant, earthy scent is in the air. Gain +1 to Global Resolve for every 50 units of water used in Rain Engines.
 * Heavy Drops (Drizzle) - +3 to Drizzle Water production.
 * Added 4 new Cornerstones.
 * Cooking Steam - If you leave rainwater for a while, it will begin to release a pleasant and warm vapor. Food production speed is increased by +10% for every 50 units of Drizzle Water stored.
 * Counterfeit Amber - Apparently, there is a technique for extracting crystals similar to Amber from rainwater. Gain 10 Amber every time you use 100 units of water in Rain Engines. Blightrot Cysts grow 20% quicker when using Rain Engines. (unlocked after reaching level 17)
 * Calming Water - Rainwater seems to soothe the forest. Hostility is reduced by -10 points every time you use 150 units of water in Rain Engines. (unlocked after reaching level 17)
 * Force of Nature - The forest and the everlasting rain are connected somehow. Gain +1 to Storm
 * Added a new building - the Advanced Rain Collector.
 * It works in the same way as a regular Rain Collector, but has a larger rainwater tank, higher production speed, and collects more water.
 * The Advanced Rain Collector is unlocked as a normal blueprint after reaching level 15.
 * Added upgrades to Geyser Pumps.
 * Automaton - A rainpunk automaton will permanently occupy one workplace. It doesn't eat, and it doesn't need rest. Its sole purpose is to work. Automatons have no chance of producing double yields.
 * Tank Capacity Increase - Increases tank capacity for the corresponding rainwater type by 50.
 * Second Automaton.
 * Added a new Prestige modifier to the Prestige 2 difficulty.
 * Blight Swarms - Large swarms of Blightrot migrate across the realm. Every third Clearance, 5 Blightrot Cysts will appear in the settlement.
 * This modifier was added in place of the old Prestige 2 modifier that increased Blightrot spawn rates and Hearth Corruption speed.

Balance
 * ⚡ The Blightrot footprint mechanic was removed from the game. Instead, Blightrot Cysts will now be generated for every X water used in Rain Engines.
 * We decided to do this because the previous system was too convoluted - you needed to keep in mind a recipe’s base footprint, then multiply it by the Blightrot Footprint Rate, and then try to figure out when a cyst might appear.
 * Now, the Rainpunk UI simply shows a progress bar that slowly fills up for every unit of water used. Once it’s full, a cyst will appear, and the bar will reset. Hovering over it will display a tooltip with more detailed calculations.
 * ⚡ The Greenhouse and Clay Pit no longer allow you to install Rain Engines. Instead, they use rainwater directly to produce goods. The Greenhouse uses Drizzle Water, and the Clay Pit requires Clearance Water.
 * ⚡ Rebalanced all Pipe recipes and changed the trading value for Pipes. It’s now a lot cheaper to make them and buy them.
 * The base speed at which Blightrot Cysts and Corruption are generated was increased (to a level similar to the previous Prestige 2 modifier).
 * Removed Sparkdew from the game.
 * Spardew always had a weird place in the game, and even more so after the introduction of the rainpunk system. Now that the Rain Collector produces rainwater, Sparkdew was no longer needed.
 * Crystalized Dew can now be made from Drizzle, Clearance, and Storm Water instead of Sparkdew.
 * Infused Tools can now be made with Drizzle, Clearance, and Storm Water instead of Sparkdew.
 * Amber can now be made with Drizzle, Clearance, and Storm Water instead of Sparkdew.
 * Orders that required Sparkdew and/or a Rain Collector were rebalanced and now require rainwater.
 * Glade Events that required Sparkdew now require a specific type of rainwater instead (rainpunk events, ghosts, haunted ruins, and archaeological sites).
 * Ruins that previously had Sparkdew in them now give Resin or Pipes.
 * The Giant Proto Fungus in the Marshlands now has Insects as a secondary resource instead of Sparkdew.
 * The Overheating Forest Mystery now requires Drizzle Water instead of Sparkdew.
 * Traders no longer buy or sell Sparkdew. Mystery Boxes sold by the Hooded Trickster will also no longer have Sparkdew in them.
 * Slightly lowered the Geyser spawn rate due to rainwater being accessible in Rain Collectors.
 * Increased the number of Pipes required for upgrades in the Archaeologist’s Office and the Mine.
 * Increased the number of Pipes required for solving rainpunk Glade Events.
 * Removed two Forest Mysteries - Fermented Rain and Crimson Rainfall - because they didn’t fit the revamped Rain Collector mechanic.
 * Increased the bonus from the Efficiency perk in Rain Engines from +40% production speed to +50% production speed.
 * Increased the bonus from the Reliability perk in Rain Engines from +20% chance for double yields to +25% chance for double yields.
 * The trader Xiadani Stormfeather is now unlocked after reaching level 16 instead of 15.
 * Added more resource options to Archaeological Discoveries in the Scarlet Orchard.
 * Added the option to use Pipes in the final stage of the event.
 * Added the option to use Drizzle Water in the first stage of the event.
 * Increased the cost of building Small Hearths from 1 to 2 Wildfire Essences. At the same time, the trade value of this resource was lowered by almost half, and the number of Wildfire Essences given to the player at the start of a game was doubled.
 * Increased the number of Wildfire Essences gained from Glade Events and Orders.
 * Increased the chance for Copper Ore from Clay Deposits.
 * Decreased the amount of rainwater required in delivery Orders.
 * Water Delivery - now requires 40/70/100 Drizzle Water.
 * Infused Rainwater - now required 50/75/100 Drizzle and Clearance Water.
 * Decreased the Hostility penalty from the Darkest Shadow effect from 80 to 50.
 * Changed the request from Ghost of a Royal Architect. It now requires having two hubs at the District level (instead of two hubs at different levels).
 * Changed the penalty for failing the Fishmen Lighthouse Glade Event. It now increases working time in Glade Events by 20% but is permanent.

UX/UI improvements
 * ⚡ Added Geysers to the Resource Overlay (B).
 * ⚡ Water icons pointing to nearby Geysers are now automatically shown on the screen when selecting a Geyser in the construction menu (similarly to how nodes are displayed when building camps).
 * ⚡ Rainwater Geysers can now be destroyed.
 * ⚡ Geyser Pumps now show water production times and stars.
 * ⚡ Added water type icons to the Rainpunk Overlay (Tab). If there is no Rain Engine installed, the overlay will only show the water type and a button to install an engine.
 * ⚡ Removed some unnecessary text from geyser tooltips (to make it easier to read and get rid of weird worldbuilding).
 * ⚡ Changed the style of inactive and pressed buttons in the Trade Route panel to make it easier to see if you can afford a deal.
 * Added a new tooltip to one of the resources in the tutorial version of the Ancient Shrine. It now states that it needs to be changed to a different good.

Bug fixes
 * ⚡ Fixed a bug with some penalties from unsolved Ghost events not being applied correctly.
 * ⚡ Fixed a bug with 3x2 buildings incorrectly rotating (making it possible to place them partially inside other buildings).
 * ⚡ Fixed a bug with some saves being corrupted when Blightfigters were interacting with houses at the time of saving.
 * ⚡ Fixed a rare bug that caused the game to freeze or crash when exiting.
 * ⚡ Fixed a bug with Orders related to Blightrot being drawn even if players didn’t have Rainpunk unlocked.
 * ⚡ Fixed a bug with some gatherers getting a double negative Resolve effect when the Open Vault Glade Event is being worked on.
 * ⚡ Fixed an issue that caused Trade Routes to still be available when the Trading Post was destroyed.
 * ⚡ Fixed a bug with villagers stopping their current task when their home was destroyed.
 * ⚡ Fixed a bug with Deed progress carrying over between settlements.
 * ⚡ Fixed a bug that caused camps with no workers to lose their warning icon when upgraded to an advanced camp.
 * ⚡ Fixed a bug with housing counters showing incorrect values for species-specific houses.
 * ⚡ Fixed an issue with Living Matter and Fishmen Totem counting towards Dice With Death completion.
 * ⚡ Fixed a bug with the Cosmetic Specialization Cornerstone displaying incorrect values in the progress footer in its tooltip.
 * ⚡ Fixed a bug with Pipes and rainwater not being available to choose from when starting a Training Expedition.
 * ⚡ Fixed an issue with keybinds registering incorrectly after closing and reopening the Recipe Panel.
 * ⚡ Fixed an issue with storage capacity perks being listed in Geyser Pump UI.
 * ⚡ Fixed a bug with the Viceroy’s Survival Guide Cornerstone being listed in Farms’ UI.
 * ⚡ Fixed an incorrect frame around the Mesmerizing Light effect.
 * ⚡ Fixed a bug with big numbers in the species HUD not scaling properly.
 * ⚡ Fixed a bug with the Recipe Popup displaying the wrong key on the Reset button if keybinds were changed.
 * ⚡ Fixed a bug with completed Deeds not being possible to untrack.
 * ⚡ Fixed a bug with the “allow all ingredients” option not working on the Blight Post.
 * ⚡ Fixed a bug that caused the game to automatically unpause after closing the feedback window.
 * ⚡ Fixed a missing sound effect in the Trade Route window.
 * ⚡ Updated two outdated Encyclopedia entries - about the Hearth and Farming.
 * ⚡ Updated a few loading tips with incorrect and outdated information.
 * ⚡ Fixed an issue with missing capitalization in some Order objectives.
 * ⚡ Removed some unnecessary text indentations in a few Encyclopedia entries.
 * ⚡ Fixed a typo in the Simplified Chinese description of the Better Packaging perk.
 * Fixed a bug with the wrong sound effect being played when a villager death notification appeared.
 * Fixed an issue with the high Resolve sound effect being too loud in some biomes.
 * Fixed a rare bug with the Big Shelter being offered as a blueprint choice before unlocking in by completing the corresponding Deed.
 * Improved multiple lines and names in the Russian, Traditional Chinese, and Japanese versions of the game.

Other
 * ⚡ Improved the game’s overall performance in settlement mode, especially in towns with a lot of farms and crops.
 * ⚡ Added three new music tracks to the game (Drizzle and Storm, Cursed Royal Woodlands). Additionally, some existing tracks were shuffled around to make the music in the Cursed Royal Woodlands more unique and fitting.
 * Added a sound effect when buying upgrades in the Mine, Geyser Pump, and Archaeologist’s Office.
 * Tweaked the volume levels of Glade Event sound effects.
 * Tweaked the volume levels of multiple UI sound effects (button clicks, HUD selections, alerts).
 * Tweaked the volume levels of some ambient sound effects (like rain during the Drizzle).
 * Tweaked the volume levels of ambient sound effects inside certain buildings (Geyser Pump, Druid’s Hut).
 * Added an in-game vote for the next playable species to the main menu (available after unlocking Harpies).

Early Access version: 0.42.3 - Orders Rewards, Farm Range

 * Added the missing First Dawn Headquarters Level 10 Upgrade with Farm Range +1 and Bonus Yields +1%.
 * Fixed an issue with the Order's reward tooltip not disappearing after hovering over the Complete checkbox on HUD.

Early Access version: 0.42.2 - Upgrades, Looming Darkness

 * Fixed a bug with two Citadel Upgrades giving blueprints instead of Embarkation Bonuses for the Plantation and Herb Garden.
 * Fixed a bug with some games lacking the Looming Darkness Storm effect.
 * Fixed a bug with the Clay Pit and Greenhouse not spawning Blightrot Cysts.
 * Fixed a bug with the Gate and Ancient Arch decorations giving incorrect decoration scores.
 * Fixed a bug with an incorrect reward in one of the Dim Square Citadel Upgrades (it changed the value of Amber instead of decreasing merchandise prices).
 * Added the water type icon to the Greenhouse and Clay Pit tooltips.
 * Fixed an issue with fast reassignment of workers breaking the settlement save.
 * Fixed an issue with the experimental branch automatically unlocking all content on new saves.
 * Fixed an issue with some resource icons having visual glitches at their borders.
 * Fixed a bug with Orders focused on delivering rainwater being offered to players who haven't yet unlocked the mechanic.
 * Fixed a bug with the Order reward tooltip staying on screen of the requirements are no longer met.
 * Players can now select 4 Trade Routes in the Training Expedition panel.

Early Access version: 0.42.1 - Rainpunk Part 1
Number of changes: 84 Inspired by community: 51

Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ Introduced a brand new system into the game - Rainpunk Technology.
 * The Rainpunk Technology system allows you to install Rain Engines in production buildings and boost productivity using Infused Rainwater.
 * To install a Rain Engine, go to the Rainpunk tab in the building UI. You will need a new resource type to pay for it - Pipes. Pipes can be made from metal.
 * Once installed, you will see that a Rain Engine has two modules - the primary and secondary engine. The first one can increase productivity, the second one influences working conditions.
 * You can freely control the Rain Engines power levels using the knobs on the two modules. The primary engine has 3 levels (increasing production speed and double yield chances), and the secondary one has only 2 (both increasing worker Resolve).
 * To power Rain Engines, you will need a steady supply of Infused Rainwater. It can be extracted from Geysers found in glades.
 * To extract Infused Rainwater from geysers, you need to build a Geyser Pump on top of it.
 * Geysers have an unlimited supply of water, but each Geyser Pump can only hold a limited amount of water in its tank. Workers in the Geyser Pump will gradually fill it up and try to keep it at the maximum level at all times if possible.
 * Infused Rainwater is automatically transported to buildings with a Rain Engine installed (there’s no need for a worker to carry it). The speed at which it’s used up depends on the level of power the Rain Engine is operating at.
 * There are three types of water - Drizzle Water (green), Clearance Water (yellow), and Storm Water (blue). Each type is used to power different types of production buildings. One geyser has only one type of water in it.
 * Drizzle Water is used to boost food production buildings, Clearance Water is used to boost crafting-oriented buildings, and Storm Water is used to boost industrial buildings.
 * On higher difficulty levels (above Pioneer) using Rain Engines will cause Blightrot to spawn. The more water is used, the higher the footprint of all recipes.
 * Revamped the Blightrot system.
 * Blightrot will no longer generate passively with every production cycle. Its main source is now the Rainpunk Technology system. The more Rain Engines are used, the quicker Blightrot accumulates in the settlement.
 * Blightrot can also be present in a settlement without the use of Rainpunk. These systems are not inseparable, and Blightrot can come from other sources as well - perks, Forest Mysteries, glade events, etc. There aren’t a lot of these in the game right now, but we will add more in the future.
 * Passive Blightrot effects are gone - cysts no longer add any bonuses.
 * Workshops fully infected with Blightrot (3 cysts) will now slowly spread it to nearby buildings. Houses and service buildings can now also be infected.
 * Buildings infected with Blightrot can now be removed. If you remove a building with Blightrot Cysts, the cysts will simply move to another nearby host.
 * Added a new panel to the HUD with a global summary of Corruption levels. Clicking this UI element will open the Blight Post panel.
 * Blightrot can now also be generated during the Storm.
 * The Blightrot tab in the building panels was removed. After the changes introduced to the system, it didn’t really serve a purpose.
 * Other rules of the Blightrot system are unchanged - Blightrot still activates during the Storm, it corrupts the Ancient Hearth, and cysts need to be burned by Blightfighters. The way the Blight Post and Hydrants work is mostly the same.
 * ⚡ Two gate decorations (Gate and Ancient Arch) can now be placed on roads. Their size has been changed to 3x1, and the middle part has no collider.
 * Increased the maximum player level to 17. Reaching level 17 requires 1200 experience points and unlocks 3 Cornerstones. The rewards will be expanded upon in the future when more content is added.
 * Added 7 new upgrades to the Smoldering City. Some were added to the end of the upgrade tree, and others were mixed between existing upgrade levels (so some old upgrades were pushed further up the tree, even as far as level 16 and 17).
 * Dim Square Level 7 - Pack of Provisions Embark Bonus and Trader Arrival Time reduction.
 * Brass Forge Level 2 - Guaranteed Planks on embark and global productions speed bonus.
 * Obsidian Archive Level 6 - Rainpunk system unlock and Impatience reduction.
 * Monastery of the Vigilant Flame Level 5 - Guaranteed Fabric when embarking and increased burning duration in the Ancient Hearth.
 * First Dawn Company Headquarters Level 1 - additional villagers as an embark bonus and more chances for bonus yields.
 * First Dawn Company Headquarters Level 3 - Guaranteed Bricks when embarking and more chances for bonus yields.
 * Vanguard Spire Level 9 - Wine Delivery and Cosmetics Delivery as embark bonuses, and an additional node charge increase.
 * Added 9 new Orders tied to the new Rainpunk Technology system.
 * Beginner Engineer - build Geyser Pumps.
 * Water Delivery - delivery Drizzle Water.
 * Rainpunk Engineer - use any type of water.
 * Engines of Progress - install Rain Engines.
 * Power of the Clearance - use Clearance Water.
 * Power of the Storm - use Storm Water.
 * Power of the Drizzle - use Drizzle Water.
 * Rainpunk Enthusiast - use all three types of water.
 * Infused Rainwater - deliver two types of water.
 * Added 2 new Forest Mysteries.
 * Hot Springs - Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to Resolve.
 * Natural Filtration - Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of surrounding vegetation. The Blightrot Footprint Rate in all Rain Engines is reduced by 50%.
 * Added 1 new Cornerstone.
 * Driving Water - Water is not only used to power engines. Woodcutting speed is increased by +10% for every 150 units of water used in Rain Engines.

Balance
 * ⚡ Removed the Small Distillery Cornerstone from biomes without Resin in trees.
 * ⚡ Removed Sinister Blight and Dire Blight modifiers from Training Expeditions. Blightrot can already be adjusted in the Training Expedition UI, so these effects are redundant.
 * Reshuffled some recipes in production buildings
 * Added the Pipes recipe (tier 0) to the Crude Workstation.
 * Added the Pipes recipe to the Toolshop (tier 2), removed the Waterskins recipe.
 * Added the Pipes recipe to the Smelter (tier 2), removed the Crystalized Dew recipe.
 * Rebalanced Blightrot footprints for all recipes in the game (so they can be scaled based on the Rain Engine level).
 * All rainpunk-themed glade events that require goods to be solved can now also be completed using Pipes.
 * Removed Crystalized Dew as a possible ingredient from rainpunk-themed glade events.
 * Increased production times across the board to compensate for the big bonus from Rain Engines and to create more space for production boosting perks.
 * Changed how the Forge Trip Hammer perk works. It now applies to the Smithy instead of the Crude Workstation, and has no negative Resolve effect.
 * Removed the Blight Extractor Cornerstone from the game.

UX/UI improvements
 * ⚡ Improved the way the game detects long clicks on 3D objects in the game world. It should be easier to select buildings, nodes, events, etc.
 * ⚡ Added a Trade Route tooltip to towns in the Training Expedition panel.
 * ⚡ Updated the Training Expedition description to clearly state that Deeds can’t be completed in them.
 * ⚡ Added a tooltip to the modifiers section in the Training Expedition UI, explaining that some contradicting effects might be discarded when starting a game.
 * ⚡ Added an example of service building to the HUB requirements tooltip.
 * ⚡ Changed the name of the Resolve effect coming from the Forsaken Crypt to be the same as the working effect on the event’s UI.
 * Added two new UI elements to the HUD - a water level indicator (next to resource categories) and a Corruption overview.
 * Added a Rainpunk Overlay to the game. You can hold TAB to see where Rain Engines are installed and control their power levels.
 * Updated the Encyclopedia entry for Blightrot and Corruption.
 * Added a new Encyclopedia entry about Rainpunk.
 * Updated the tooltip description for the Scavenging Party daily modifier.
 * Replaced Cornerstones in the daily modifier pool (Hidden from the Queen and Rich Glades) with proper modifiers (with the same effect, but different labels and names to avoid confusion).
 * Unified the overlay names in the options menu.

Bug fixes
 * ⚡ Fixed a bug with daily modifiers not being applied in Training Expeditions when species were not randomly generated.
 * ⚡ Fixed a bug with the Regrowth Forest Mystery not being applied in Training Expeditions and never appearing in regular games.
 * ⚡ Fixed an issue with the stats screen in the Smoldering City incorrectly counting game time.
 * ⚡ Fixed a bug with the Violent Dusk glade event penalty (from the Giant Stormbird) lasting longer than the storm itself.
 * ⚡ Fixed a bug with the Pickled Goods recipe in the Flawless Brewery not having Eggs as a possible ingredient.
 * ⚡ Fixed a bug with the Fishmen Lighthouse penalty increasing event working speed instead of decreasing it.
 * ⚡ Fixed a bug with the Forsaken Altar not working in Training Expeditions, when the game length was below Prestige.
 * ⚡ Fixed an inconsistent border color in the Wine Shortage effect between the Training Expedition UI and the in-game tooltip.
 * ⚡ Fixed a bug with three-digit population numbers being incorrectly displayed on the species HUD.
 * ⚡ Fixed a bug with the Looming Darkness Storm effect not appearing in Training Expeditions when no Forest Mysteries were chosen before the game.
 * ⚡ Fixed an issue with the negative Bad Reputation effect from killing traders not stacking correctly.
 * ⚡ Fixed an issue with effect names being duplicated in the Trader Panel (when trade is blocked by stacked effects).
 * ⚡ Updated the name of the “+1 to Copper Ore” perk to avoid duplicates.
 * ⚡ Fixed multiple typos and errors in Polish.
 * Cloudburst Forest Mystery description.
 * Work Safety Guide perk description.
 * Burnt to a Crisp perk description.
 * ⚡ Fixed multiple typos and improved wording in Russian.
 * Oil resource name.
 * Manufactory and Workshop building names.
 * Forest Mystery general tooltip description.
 * ⚡ Fixed a typo in the Vanguard of the Stolen Keys Encyclopedia entry.
 * Fixed a bug with an empty tooltip when hovering over some fields beneath the Smoldering City on the World map.
 * Fixed an incorrect label in the working effects tied to Haunted Ruins.

Other
 * ⚡ Refreshed and extended all music tracks in the Smoldering City.
 * ⚡ Added new ambient sounds to the Smoldering City and the World Map.
 * ⚡ Added new variants of the upgrade sound in the Citadel.
 * Added a continuous sound cue when villagers from a given species are leaving (when the red bar round the portrait is depleting). There’s also an additional sound effect when villagers stop leaving.
 * Added a sound effect to the “investigate” button in all glade events.
 * Changed a few sounds in the Smoldering City.
 * Added a click sound to the Deed button in the Citadel.
 * Removed a slide-in sound when the Upgrade window appeared.
 * Changed the icon of the Gathering Technique Citadel Upgrade.

Early Access version: 0.41.3

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

Early Access version: 0.40.2 - Training Expeditions
Number of changes: 95 Inspired by community: 49%

Changes marked with ⚡ were inspired by the community.

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

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

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

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

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

Early Access version: 0.40.2

 * Fixed a bug that caused some glades to open on their own.
 * Fixed a bug with some unassigned woodcutters still thinking they are working in the Woodcutters' Camp.
 * Fixed a typo in the Trade Negotiations cornerstone.
 * Fixed a bug with the Memory of the Forest modifier tooltip showing an incorrect Hostility number.
 * Fixed a bug with villager death alerts from Hearth corruption showing incorrect causes of death.

Early Access version: 0.40.1 - Camps Part 2
New content and features
 * ⚡ Added multiple layouts to the starting glade.
 * The Main Warehouse and the Ancient Hearth will now be positioned differently between games (layouts might somewhat repeat).
 * This semi-randomness was added to change up the gameplay a bit in the starting phases of the game, and lead to more interesting town layouts further down the line.
 * Added 4 new Cornerstones to the game.
 * Zhorg's Secret Ingredient - A mysterious ingredient discovered by the famous chef and businessman Zhorg. Gain 10 Skewers for every 10 Pickled Goods produced.
 * Secure Trail - Royal Stormwalkers secured the trail to your settlement. Newcomers will arrive 25% quicker.
 * Stormwalker Tax - A joint venture with the Stormwalker Guild can be very profitable in the future. You gain 15 Amber every time a new group of villagers arrives, but you will lose all stored Amber upon choosing this cornerstone.
 * Economic Migration - Rumor has it that your settlement is one of the wealthiest in the realm. Newcomers will arrive 15% quicker for every 2 levels of standing you have with other settlements in trade routes.

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

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

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

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

Early Access version: 0.39.3 - Rebalanced Yields, Fixes

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


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

Early Access version: 0.39.2 - Camps Part 1
New content and features
 * ⚡ Revamped the camp system - introduced essential small food camps.
 * There are now 3 new camps in the game: the Small Trappers’ Camp, Small Foragers’ Camp, and Small Herbalists’ Camp.
 * The new camps are essential buildings - meaning they are always available and don't need to be chosen as blueprints.
 * Small camps can only gather small resource nodes. They’re also slower than normal camps.
 * To gather large and gigantic nodes, players need normal camps. These can be chosen as blueprint rewards for Reputation, bought from traders, or found in glades. Normal camps are also faster.
 * Choosing or buying a normal camp’s blueprint will upgrade its already built small counterpart automatically (and replace the small camp in the construction menu).
 * Changed the resource layout in camps to avoid overlapping.
 * Trappers’ Camp - meat, eggs, insects
 * Foragers’ Camp - vegetables, grain, roots
 * Herbalists’ Camp - herbs, berries, mushrooms
 * Players still have access to the normal essential camps specialized in building materials: the Stonecutters’ Camp, Woodcutters’ Camp, and Harvesters' Camp.
 * The Scavengers’ Camp was removed from the game.
 * This change was implemented mainly for two reasons: to allow players to go wider with their production chains and to make small glades a bit more rewarding. At the same time, a very substantial balance overhaul was introduced to glades and resource nodes (more on that in the Balance section below).

Early Access version: 0.38.33 - Paths

 * Fixed a bug with paths automatically built when selecting them in the construction menu.
 * Fixed missing resource icons in the last order in the first tutorial mission.
 * Fixed an incorrect description of the Reinforced Road.

Early Access version: 0.38.32

 * Fixed a bug with villagers refusing to build the Garden and Park decorations.
 * Fixed a bug with paths sometimes being automatically built after selecting them from the construction menu.
 * Fixed an issue with the Escaped Convicts event not always having new villagers as a reward.
 * Fixed an issue with missing villager models in camps found in glades (Encampments, Convicts).
 * Fixed an issue with housing need order objectives showing storage indicators in their tooltips.

Early Access version: 0.38.31 - Lighthouse
Changes marked with ⚡ were inspired by the community.

New content and features
 * Added 3 new Glade Events.
 * * Fishmen Lighthouse - Once upon a time, there must have been a coast and a harbor here. Now this place is haunted by Fishmen and the waters have withdrawn. An ominous light is coming from the top of the lighthouse.
 * * Escaped Convicts - Dangerous convicts from the Smoldering City are hiding in the forest. They somehow managed to free themselves during transport. You can decide their fate - welcome them and employ them in your settlement, or send them back to the Citadel where they will be punished.
 * * Destroyed Cage of the Warbeast - A destroyed royal guard camp. It looks as if one of their warbeasts got out and razed the entire encampment to the ground. The beast, usually obedient to its masters, must have been provoked by something.
 * Added 2 new decorations.
 * * Garden - a 2x2 Aesthetics decoration.
 * * Park - a 2x2 Comfort decoration
 * Added 4 new Deeds.
 * * Apprentice Archaeologist 1 - Win a game with a reconstructed Sealed Spider skeleton in the Scarlet Orchard.
 * * Apprentice Archaeologist 2 - Win a game with a reconstructed Sea Serpent skeleton in the Scarlet Orchard.
 * * Apprentice Archaeologist 3 - Win a game with a reconstructed Smoldering Scorpion skeleton in the Scarlet Orchard.
 * * Master Archaeologist - Win a game with all three skeletons reconstructed in the Scarlet Orchard.
 * ⚡ Improved the decoration system.
 * * Previously, all decorations would count as 1 when upgrading a hub (so if a Hearth required 4 Harmony decorations, even a big 3x3 altar would only count as 1).
 * * From now on, every decoration adds a score to the hub's progress. The score is based on the decoration’s size, so a 1x1 decoration will add 1, a 2x2 will add 4, and so on.
 * * At the same time, all converted Glade Events (like the Rain Spirit Totem, Harmony Spirit Altar, etc.) are now moveable.
 * * The decoration changes were made because of two main reasons. To give the players who are not into decorating an easier way to progress their hubs, and to boost the overall value of converted Glade Events.
 * ⚡ Added 4 new upgrades to the Archaeologist’s Office in the Scarlet Orchard.
 * * Ancient Strength - Stone tablets reveal the secret of the ancients' strength. All workers can carry +10 additional items for every 2 Ancient Tablets in the settlement's Warehouses.
 * * Forbidden Tools - All metal is permeated with malevolent magic from the forest. Every 2 Hostility levels grant +1 to Simple Tools production. Gain additional Simple Tools every yield (from gathering, farming, or production).
 * * Carved in Stone - Secret methods of dealing with threats are engraved in Ancient Tablets. Glade Event working time speed is increased by 10% for every 2 Ancient Tablets in the settlement's Warehouses.
 * * Ancient Practices - Archaeologists have learned a lot about a long-lost culture by examining ruins found in glades. All workers get a +10% higher chance of doubling their production for every 2 completed Dangerous Glade Events.

Balance
 * ⚡ Rebalanced multiple aspects of the Scarlet Orchard biome (based on the feedback we’ve got after the last update).
 * Every upgrade row in the Archaeologist's Office now has 3 options to choose from (instead of the previous 2).
 * Removed the Worker Mobilization upgrade from the Archaeologist’s Office.
 * The first upgrade in the Archaeologist’s Office can be taken for free.
 * Reduced the building cost of the Archaeologist’s Office.
 * Increased the impact additional scouts have on working time in archaeological discovery events.
 * Archaeological discoveries will now spawn closer to the starting glade.
 * Archaeological discoveries won’t repeat anymore in a single game.
 * Reconstructed skeletons now have unique passive effects.
 * The Scientific Grant effect (a reward for reconstructing one of the skeletons) now gives 20 Amber for every finished stage of an archaeological discovery (instead of giving Amber only for the last stage).
 * Reduced the amount of time needed to complete each stage of an archaeological discovery.
 * Added additional rewards for the first and second stage of archaeological discoveries.
 * Rebalanced upgrade costs and event requirements.
 * ⚡ Lowered the penalty from the Cloudburst Forest Mystery.
 * The Resolve penalty was lowered from -10 to -6.
 * The effect now lasts 2 minutes instead of 3.
 * ⚡ Nerfed the negative Resolve effect caused by Haunted Ruins (Frightening Visions).
 * The Resolve penalty now stacks every 60/60/45 seconds instead of 50/40/30 seconds (Pioneer/Veteran/Viceroy).
 * ⚡ Deeds that require specific buildings (such as Serving Ale, Human Utopia, Beaver Utopia, etc.) now take rebuilt haunted ruins into account.
 * ⚡ Rebalanced the way haunted ruins are generated on the map to avoid duplicates.
 * ⚡ All converted Glade Events (like the Rain Spirit Totem, Harmony Spirit Altar, or Totem of Denial) are now moveable.
 * ⚡ Rebalanced the Ruined Settlement world map modifier.
 * Settlement ruins should now spawn a little more frequently.
 * Some settlement remains can now spawn closer to the starting glade.
 * ⚡ Lowered the Blightrot footprint of Sparkdew in the Rain Collector from 3 to 2.
 * * Pickled Goods can now be made with a new ingredient - Eggs.
 * * Crystalized Dew now takes 60 seconds to harvest in the Forester’s Hut (formerly named “Grove”).
 * * The Forester’s Hut (formerly named “Grove”) can now have 4 workers instead of 2.
 * * The Hallowed Small Farm can now produce Plant Fiber instead of Crystalized Dew.
 * * Rebalanced a few orders.
 * * Trade Connections - removed the Value Added Tax perk from rewards, added new villagers.
 * * Farm Life - lowered the number of goods required to finish this order from 30 to 15.
 * * Foragers’ Camp - lowered the number of goods required to finish this order from 30 to 15.
 * * Tick Tock - removed the Toolshop blueprint from rewards, added new villagers.
 * * Sacrificing - removed the Specialized Mining perk from rewards, added copper bars.
 * Increased the maximum fuel capacity of Hearths - they now have a burning time cap of 3 minutes and will request fuel after reaching the 1-minute threshold.
 * Baptism of Fire now reduces Hostility every 3 burned Blightrot Cysts (instead of every 2).

UX/UI improvements
 * ⚡ Changed how settings in the Woodcutters’ Camp work to avoid confusion. From now on, every Woodcutters’ Camp can have 4 different modes.
 * Default - woodcutters cut trees normally.
 * Only Marked Trees - woodcutters only cut marked trees.
 * Avoid Glades - woodcutters cut trees normally, but don’t open glades (even if the player marks trees leading to a glade).
 * Avoid Glades (except marked) - woodcutters cut trees normally, but open glades only if the trees leading up to them are marked.
 * There is now a “propagate this mode to all camps” button in the Woodcutters’ Camp UI.
 * The default mode can be set in the options menu.
 * ⚡ The camera can now be moved using the RMB by default.
 * ⚡ Added an option to rebind mouse keys (in a somewhat limited way). You can now choose one of three options (LMB, RMB, MMD) for selecting objects in the game world, canceling actions, camera panning, and camera rotation.
 * ⚡ Added a “stored” number to all tooltips tied to resources (for example in order objectives, event rewards, and so on).
 * ⚡ Recipes in building tooltips are now displayed as lists, and not plain text.
 * ⚡ Changed how achievements are unlocked. They now trigger right away (after a finished run), and not when claiming rewards for them in the Smoldering City.
 * ⚡ Added a new name and description to the effect applied to all games on Settler difficulty.
 * The effect is called Settler’s Luck and its description now correctly states that it gives a 35% chance of villagers not consuming food during a break.
 * ⚡ Changed the wording in the Ancient Ways perk description. It now correctly states that the 50% bonus influences production yields.
 * ⚡ Added notifications when Living Matter or Fishmen Totems appear on the map (caused by an active Glade Event or Forest Mystery).
 * ⚡ Added an option to the settings menu to have “automatically claim finished trade routes” on by default.
 * ⚡ Improved the readability of the Giant Stormbird’s negative effects. It should now be a lot clearer why there is a permanent Resolve penalty for failing the event.
 * ⚡ Improved the readability of some systems tied to the Scarlet Orchard.
 * Updated archaeological discovery descriptions.
 * Added explanatory tooltips to Upgrades and Upgrade Requirements in the Archaeologist’s Office.
 * ⚡ Improved wording in multiple places in the game.
 * Changed the “goods sold” order objective to “value of goods sold”.
 * Orders that require need fulfillment now state “fulfill the need for X” instead of just displaying the need name.
 * Replaced the “soil” header with “fertile soil” in the embark window.
 * Changed road descriptions for better consistency.
 * Changed the name of the “Grove” building to “Forester’s Hut”, to avoid confusion.
 * Updated the Vanishing effect description for ghosts in the Cursed Royal Woodlands.
 * Improved the wording in the description of the Finders Keepers Forest Mystery.
 * ⚡ Added a new objective in the last order in the first tutorial.
 * Players are now required to change the resource used to solve the Ancient Shrine glade event.
 * This change is intended as a way of teaching new players that resources in events can be changed (like in recipes).
 * ⚡ Added information about the currently used GPU to the options menu.
 * Some players have reported that their PC is reaching high temperatures when playing the game, and we’ve found out that some occurrences of this issue might be caused by the OS running the game on the wrong GPU.
 * The game itself can’t change the active GPU, but this entry in the options menu should at least give players some information and allow them to adjust their system settings based on it.
 * ⚡ Changed the welcome screen for players who bought the game after playing the demo. The message now appears in the main menu and should be a lot clearer (as opposed to the previously pop-up that appeared in the World Map screen).
 * ⚡ Updated notification sounds in the game. Sound effects for different alerts should now be different based on the severity of the event that triggered them.
 * ⚡ Improved the wording in the Forsaken Gods Temple’s description.
 * ⚡ Improved the wording in the Cloudburst Forest Mystery to more clearly state when the effect starts.
 * ⚡ Switched the names of the Aesthetics and Royal Garden orders to avoid confusion.
 * Removed the movement animation for the field marker on the World Map.

Bug fixes
 * ⚡ Fixed a bug with the cornerstone reroll feature breaking when a cornerstone choice was given to the player as an event reward.
 * ⚡ Fixed an issue with the Leaking Cauldron event penalty-breaking farms.
 * ⚡ Fixed a bug that caused old resources to appear in a tooltip when hovering over locked event requirements.
 * ⚡ Fixed a bug that caused some keybinds to stop working after opening the Steam overlay in-game (like the rotate hotkey).
 * ⚡ Fixed a bug with world map chests still being hidden even if they are placed on the edge of the fog.
 * ⚡ Fixed a bug that caused perks like Forge Trip Hammer to be drawn even if the player didn't have the Crude Workstation available.
 * ⚡ Fixed a bug with Fallen Villagers events (Fallen Beaver Traders, Fallen Harpy Scientists, etc.) only spawning Living Matter once.
 * ⚡ Fixed a bug with explosion previews in Glade Events showing an incorrect radius.
 * ⚡ Fixed an issue with farms not using farm fields on fertile soil spawned by the Soil Reclamation Forest Mystery.
 * ⚡ Fixed an issue with farms incorrectly counting farm fields on fertile soil spawned by the Soil Reclamation Forest Mystery.
 * ⚡ Fixed a bug that caused UI input to break if another device was connected to the PC (like a gamepad).
 * ⚡ Fixed a bug with the Stormforged version of the Back to Nature perk not working at all.
 * ⚡ Fixed an issue with the Flawless Brewery not counting towards some order objectives.
 * ⚡ Fixed a bug that caused the Prayer Book effect to not disappear after a firekeeper died.
 * ⚡ Fixed a bug with the Like a Machine deed being completed even if a game was lost.
 * ⚡ Fixed a bug with the “alternatives” tooltip not appearing by default when hovering over even requirements.
 * ⚡ Fixed a bug with the Moss Broccoli Seeds perk being given to the player before thay even unlocked it through Deeds.
 * ⚡ Fixed a bug with construction progress in buildings being incorrectly rounded.
 * ⚡ Added a missing working effect warning to the Frightening Visions effect.
 * ⚡ Fixed a bug with insect related perks being offered in the Scarlet Orchard.
 * ⚡ Fixed a bug with coal burning too fast.
 * ⚡ Fixed a glitched fire effect in the Hearth (on lower graphical settings).
 * ⚡ Fixed a bug with the edge scrolling setting not working in the World Map screen.
 * ⚡ Fixed an incorrect label on the Good Health perk.
 * ⚡ Fixed a bug with order reward tooltips staying on the screen even after completing an order.
 * ⚡ Fixed an issue with the Frequent Caravans Resolve effect having a different icon than its parent perk.
 * ⚡ Fixed an issue with some species attributes in the in-game encyclopedia showing incorrect values.
 * ⚡ Fixed a bug with the Big Phials perks having an incorrect rarity.
 * ⚡ Fixed an issue with the recipe panel resetting filters incorrectly.
 * ⚡ Fixed a rare bug with missing buildings in the tutorial.
 * ⚡ Fixed a broken sound effect loop in the Stonecutters’ Camp.
 * ⚡ Fixed an issue with production times in the in-game encyclopedia taking modifiers into account.
 * ⚡ Fixed incorrect values in the Japanese version of orders with standing level requirements.
 * ⚡ Fixed multiple text issues and typos in English.
 * Fixed a typo in the Crowded Houses perk description.
 * Fixed grammatical errors in Faction summaries in the in-game Encyclopedia.
 * Fixed a typo in the Monastery of the Holy Flame modifier description.
 * Fixed a typo in the Pyromania order objective.
 * Fixed a typo in the Sealed Spider’s description.
 * Fixed a typo in the Blightstorm Cycle entry in the in-game encyclopedia.
 * Fixed a typo in some ghost dialogues in the Cursed Royal Woodlands.
 * And many many more.
 * ⚡ Improved the overall quality of the game’s translation.
 * Replaced multiple phrases in Polish, fixed a few typos, and removed some duplicates.
 * Replaced multiple phrases in Korean and improved clarity in general.
 * Replaced and improved multiple phrases in Japanese.
 * Replaced and improved multiple phrases in Traditional Chinese.
 * Fixed a few incorrect dev tags in Russian.
 * Fixed a bug with the Giant Storbird’s animations resetting after loading the game.

Other
 * ⚡ Updated an old screenshot in the in-game Encyclopedia.
 * ⚡ Replaced sound effects for resource collection of stone, clay, and sea marrow.
 * Added new sound effects.
 * When closing the last dialogue box during the tutorial.
 * When opening a chest in the World Map.
 * When finishing a cycle.
 * When selecting archaeological discoveries.
 * When opening the Archaeologist’s Office.
 * When selecting the Trader Cemetery glade event.
 * When selecting the reconstructed
 * Added an ambient sound to all reconstructed skeletons in the Scarlet Orchard.
 * Changed the model and texture for Reed deposits.

Early Access version: 0.37.3R

 * Fixed a bug with the Farm Range Upgrade in the Citadel not applying correctly.
 * Fixed an issue with the Cursed Royal Woodlands not spawning ghosts if the Dangerous Lands or Forbidden Lands modifier was active.
 * Fixed an issue with the pause function not working after sending a report via the in-game feedback tool.
 * Fixed a bug that made it possible to copy, rotate, and move buildings even with big UI windows open (like the trader panel, recipes panel, etc.).
 * Fixed a glitched texture on the resin tree in the Grove.
 * Fixed an issue with the Corrosive Torrent modifier giving Food Stockpiles instead of Machinery as a reward.
 * Fixed a bug that caused some buttons to get stuck after opening the Steam overlay in-game.
 * Fixed a bug that made it possible to open the Citadel window too soon in the tutorial (and therefore breaking the tutorial’s flow).
 * Fixed a bug that caused marked trees to change color after rotating the Woodcutters’ Camp in place.
 * Changed the button text in the “thanks for playing the demo” popup to not mislead players that they need to reset their progress.
 * Fixed an issue with question marks on the World Map playing different sounds when clicking on them.
 * Fixed a typo in the English description of the Carpenter’s Tools cornerstone.
 * Fixed multiple issues with order objective text not being capitalized correctly.

Early Access version: 0.37.2R - Royal Archeologist
New content and features
 * Revamped the entire Scarlet Orchard biome.
 * The biome is themed around archaeology and exploration. Every Scarlet Orchard map has archaeological discoveries hidden in its glades.
 * Archaeological discoveries are unique, multi-stage events that require a big investment to solve. They are not dangerous and will offer a very generous reward if fully reconstructed.
 * Added a new essential building - the Archaeologist’s Office. It can be upgraded to unlock special new effects (like showing the location of an archaeological discovery or boosting the settlement’s exploration capabilities).
 * There are three levels of upgrades in the Archaeologist’s Office, each with 2 different effects. Only one effect can be chosen per level.
 * Revamped the visuals of the Scarlet Orchard biome, as previously it was very similar to the Royal Woodlands. There are new trees, improved shrub models, refreshed ground textures, etc.
 * Added 3 completely new music tracks that play only in the Scarlet Orchard.
 * Added a new Citadel upgrade - More Farm Range. This upgrade can be unlocked by buying the First Dawn Company Level 6 upgrade.

Balance
 * ⚡ Merged the Embarkation Range and Citadel Vision upgrades into one.
 * Embarkation Range now allows players to move one field further, as well as see more of the map at the beginning of the cycle.
 * ⚡ Rebalanced the cost of some upgrades in the Citadel.
 * Removed Artifacts and Machinery requirements from the earliest upgrades (Brass Forge Level 1, Pioneers’ Gate Level 2, Dim Square Level 2)).
 * Lowered the price of the Vanguard Spire Level 1 upgrade from 6 Machinery to 3.
 * Moved the cost (6 Artifacts) of the Pioneers’ Gate Level 3 upgrade to Level 4.
 * Removed Artifacts and Machinery from the Obsidian Archive Level 7 Upgrade, to make it easier to reach some of the most essential unlocks (like the Daily Expedition).
 * Increased the Food Stockpile cost of the Pioneers’ Gate Level 2 from 12 to 24.
 * Changed the cost of the First Dawn Company Headquarters Level 7 upgrade from 18 Artifacts and Machinery to only 24 Artifacts.
 * ⚡ Slightly increased the rewards for some World Map modifiers.
 * Ancient Battleground - added 4 Machinery to rewards.
 * Corrosive Torrent - increased the number of Machinery from 3 to 4.
 * ⚡ Added Infused Tools as possible payment for upgrading the Mine.
 * ⚡ Increased the Hostility requirement for the Greater Threat Forest Mystery (-2 Resolve for Dangerous Glades during the storm) from Hostility level 1 to Hostility level 2.
 * ⚡ The Levitating Monument modifier now makes moving builds free.
 * Coppervein trees in the Scarlet Orchard now drop pigment instead of resin (as an additional resource).
 * The Workshop is no longer moveable.
 * Removed Simple Tools from the first upgrade level in the Mine.
 * Shortened copper ore mining time by 10 seconds.
 * ⚡ Reshuffled a few upgrades in the Citadel.

UX/UI improvements
 * ⚡ Added an option to copy existing buildings. Simply press Shift when hovering over a building.
 * ⚡ Added an option to rotate buildings on the spot (for free). Simply press the rotation hotkey (R by default) when hovering over a building. The building must be moveable to perform this action.
 * ⚡ Added an option to move buildings without needing to select them. Simply hover over a building and press the move hotkey (M by default).
 * ⚡ Added a hotkey to change the tree marking mode. Simply hold Alt when marking trees, and you will start removing the markings (and vice versa).
 * ⚡ Ore deposits are now shown in the resource overlay. They are also highlighted when building a mine.
 * ⚡ Added an option to change the volume of the intro voiceover in the settings menu.
 * ⚡ Added a warning pop-up when a player decides to continue playing after a game has already been won. This warning occurs only once and informs the player that they won’t get additional experience points, citadel resources, or deeds.
 * ⚡ Changed the wording in effects that stack Resolve modifiers (like Melancholy). It now states that “a stack of this effect is added every 60 seconds”, instead of “the Resolve bonus multiplies every 60 seconds”.
 * ⚡ Changed the wording in notifications that appear when woodcutters can’t cut trees (to make it clearer that this can also be the result of settings in the woodcutters’ camp).
 * ⚡ Changed the warning tooltip displayed when a blueprint is already a reward in an Order the player has (it previously only read “orders” without much explanation).
 * ⚡ Changed the objective text in orders that require fulfilling needs to avoid confusion. Instead of just showing the resource name, they now say “need for X fulfilled”.
 * ⚡ Added information about building size to the in-game encyclopedia.
 * ⚡ Added information about whether a building is movable or not to the in-game encyclopedia.
 * ⚡ Enabled the “right-click to look up in encyclopedia” function for all buildings in the construction menu.
 * ⚡ Disabled the warning pop-up about leftover Embarkation Points if the player has picked all Embarkation Bonuses available.
 * ⚡ Added an option to the settings menu to turn off screen fog.
 * ⚡ Added a biome preview button in the cornerstone selection pop-up.
 * ⚡ Added a warning pop-up when starting the demo after playing the full version.
 * Locked difficulty levels are now displayed in the difficulty dropdown menu.
 * ⚡ Disabled the “upgrade” section in the UI panel for buildings under construction.
 * ⚡ Recipe panel search filters are now cleared after closing the recipe panel. This can be changed in the options menu.
 * ⚡ Increased the limit for the manual FPS slider in the options menu to 144.
 * ⚡ Alert options were moved to a separate tab in the options menu.
 * ⚡ Added new tooltips to the move button in building panels. These show up when a building can’t be moved due to any reason.
 * ⚡ Added a menu button to the World Map HUD.
 * ⚡ Added the option to search for deeds by description.
 * ⚡ Changed the warning that appears when trying to remove resource nodes and construction sites (when no resources are refunded).
 * ⚡ Added a notification informing the player when they have a high Hostility level during the storm (and what they can do about it). It's only displayed in the first few games after the tutorial.
 * ⚡ Added a new entry about the Blightstorm Cycle to the in-game encyclopedia.
 * ⚡ Added a confirmation pop-up that appears after selecting the “move on'' option in the ESC menu (after winning a settlement and staying on the map).
 * Changed the default hotkey for excluding glade edges when marking trees. It’s now Ctrl instead of Alt.
 * Locked difficulty levels are now displayed in the difficulty dropdown menu.

Bug fixes
 * ⚡ Improved how the game communicates in error situations.
 * Added a system that catches missing files when trying to play the game, and shows the player a message about the need to verify file integrity.
 * Added contact info to all other error pop-ups.
 * ⚡ Fixed a bug that made it possible to open reward chests hidden in the fog on the World Map.
 * ⚡ Fixed an issue with the farm UI counting fertile soil patches hidden in undiscovered glades.
 * ⚡ Fixed a bug with multiple UI windows appearing on top of each other when switching between trade routes, the trader panel, the recipes panel, etc.
 * ⚡ Fixed a bug that caused species-specific house ruins to spawn on maps when a given species was not present or unlocked.
 * ⚡ Fixed a bug that caused the Forest Offerings effect to trigger even after solving a non-dangerous event (giving the player random food items).
 * ⚡ Fixed a bug with the Clay Pit blueprint being offered in maps without Fertile Soil.
 * ⚡ Fixed a bug that caused the S key to not work properly when holding down Shift.
 * ⚡ Fixed a bug with resource numbers on tooltips not matching the actual amount stored in a settlement’s warehouse.
 * ⚡ Fixed an issue with haunted ruins not counting as ruins in orders and perks.
 * ⚡ Fixed an issue with the preview button in the recipe panel being inactive for some rebuilt ruins.
 * ⚡ Fixed a bug with the game automatically unpausing after closing the feedback window.
 * ⚡ Fixed a bug that caused mystery box pop-ups to appear behind the trading window.
 * ⚡ Fixed a bug that caused some glade events to display an incorrect prompt when applying their Impatience penalty.
 * ⚡ Fixed a bug with the minecart not disappearing when destroying a mine.
 * ⚡ Fixed a bug with the Flawless Rain Mill not having copper ore as an option in the Pack of Building Materials recipe.
 * ⚡ Fixed an issue with text in the score summary being slightly cropped.
 * ⚡ Changed the “WSAD” text to “WASD” in the tutorial.
 * ⚡ Fixed a bug with the Wine Shortage daily modifier being drawn even if there are no Beavers in the game.
 * ⚡ Fixed a bug with some species having incorrect attributes in the in-game encyclopedia.
 * ⚡ Fixed a bug with the camera losing focus when zoomed out.
 * ⚡ Fixed a missing “no worker” alert above the Small Hearth.
 * ⚡ Fixed a bug that caused farmers to restart their work after loading the game.
 * Fixed an issue with mouse button prompts in building tooltips not being localized.
 * Fixed a rare crash that occurred when quitting the game.
 * Fixed the title displayed next to the trader Dullahan Warlander. It’s supposed to be Hooded Trickster and not Wandering Merchant.
 * Fixed an issue with the Converted Harmony Spirit Altar and rebuilt haunted ruins not being present in the in-game encyclopedia.
 * Reimplemented some missing UI sounds when changing building tabs.
 * Fixed incorrect UI sounds in the encyclopedia.
 * Fixed a rare bug that caused sound effects to play on repeat when they triggered at the very moment a game was won.

Other
 * ⚡ Improved the overall quality of text in English.
 * Fixed a lot of typos and errors.
 * Changed word capitalization for more consistency.
 * Changed “storage” to “warehouse” to avoid confusion between the structure and the internal storage in all production buildings.
 * Changed “embark points” to “embarkation points” (same with bonuses and range).
 * Changed “atlas” to “encyclopedia”.
 * Changed “invert mouse x-axis” to “invert mouse rotation”.
 * ⚡ Changed multiple lines of text, fixed typos, and improved localization quality in languages other than English (mostly based on player reports).
 * ⚡ The game is now available on GeForce NOW.
 * Rebalanced default volume levels in multiple places in the game.
 * Changed the color of the Scarlet Orchard on the World Map.

Early Access version: 0.36.14R

 * Fixed a bug with some leveling rewards being incorrectly unlocked when earning experience points through Deeds.
 * Fixed a bug with the Corsair iCUE RGB implementation not changing states correctly.
 * Fixed a bug that caused empty tooltips to appear when hovering over recipe stars in building panels and the Atlas.
 * Fixed an issue with search bars not accepting accent letters and special characters.
 * Fixed an issue with the game reacting to keybinds when writing a report in the feedback panel.
 * Fixed a bug with incorrect popup order when attacking the Hooded Trickster trader.
 * Fixed a bug with the Hooded Trickster trader only having 3 Mystery Boxes on sale, even if the player has Citadel Upgrades increasing the trader merchandise amount.
 * Fixed a mistranslation in Portuguese (“Colônia Concluída!”).
 * Fixed a few typos in the Atlas (like in the description of the First Dawn Company).
 * Improved the wording of some Glade Event effects (like Fishmen Rituals).
 * Fixed an issue with some files being corrupted for some players after updating the game on Steam.

Early Access version: 0.36.13R

 * Fixed an issue with the "avoid opening glades by default" settings being active in the tutorial and blocking player progress.
 * Fixed a bug with the Stormbird's Growing Darkness working effect not being applied correctly.
 * Fixed a bug that enabled players to start multiple instances of the game on the same machine.
 * Fixed a bug with the Daily Expedition on the Experimental branch not working correctly.

Early Access version: 0.36.12R

 * Fixed an issue with a missing translation in the keybindings menu.
 * Fixed a bug with the Spreading Contamination Forest Mystery spawning an effect with missing localization.
 * Fixed a typo in the Carpenter's Tools Cornerstone.
 * Fixed incorrect icons in text in perks that give Artifacts.
 * Fixed a bug with the Pioneer difficulty showing the Prestigious Expedition modifier when starting a game.

Early Access version: 0.36.9R

 * Fixed a bug with global production speed bosts showing up in farm UI panels.
 * Fixed a bug with the Plantation having a one-star recipe for Berries instead of two-start recipe.
 * Fixed a bug that caused the Early Access welcome popup to appear after finishing the tutorial and going back to the main menu.

Early Access version: 0.36.7R

 * We just released a small hotfix marking existing saves obsolete. As with every large update, your meta and world saves are intact. Only the current run needs to be restarted.

Early Access version: 0.36.6R - Mines
New content and features
 * ⚡ Revamped the mining system in the game.
 * * All ore deposits are now finite and can be depleted.
 * * The number of ore deposits a Mine is placed on no longer increases the production output, but determines how many ore charges there are.
 * * Mines can now be upgraded.
 * * There are 2 levels, each with 3 possible upgrades.
 * * Players can only buy one upgrade per level.
 * * Upgrading costs resources (such as building materials and tools).
 * * Some notable upgrades are: automated minecarts transporting resources to the Storage, more ore deposit charges, or faster production.
 * ⚡ Added a new road type – the Reinforced Road.
 * * Reinforced Roads are unlocked at level 6 and are an essential blueprint.
 * * Reinforced Roads are built using Copper Ore.
 * * This new type of road increases villager speed by 25%.

Balance
 * ⚡ Settler difficulty now requires 12 Reputation Points instead of 14.
 * ⚡ The Rain Mill blueprint is now available from level 1 instead of level 6. This change was mainly implemented to help with Flour availability in the early stages of the game.
 * ⚡ Changed the Living Matter Farmer Deed requirement. The objective is now to win a game with 3 cloned Living Matters active.
 * ⚡ Orders requiring the player to have a specific building or to produce goods in it now also take restored haunted ruins into account.
 * ⚡ Added fertile soil to some starting Glades.
 * ⚡ Removed the Aura of Despair Forest Mystery.
 * The working effect of the Forsaken Crypt Glade Event is now scaling according to game difficulty.
 * Added Copper Ore as a possible ingredient in two recipes: Pigment and Pack of Building Materials.
 * Copper Ore deposits have a 30% chance of dropping Clay instead of Crystalized Dew.
 * Slightly increased the trade value of Copper Bars.
 * Lowered the speed increase of Paved Roads from 20% to 15%.
 * Increased the variety of starting Glades.
 * Lowered the price of the Monastery of the Vigilant Flame Level 1 upgrade from 12 to 10 Food Stockpiles.


 * UX/UI improvements
 * ⚡ Improved how trade value is shown in the Trading Panel.
 * * Goods offered by traders now show their full value, including the trader’s margin.
 * * Resource tooltips in the Trading Panel now also display the price of the entire stack.
 * * Improved the rounding of trading values and fixed numerous issues.
 * ⚡ Added short descriptions in the Embark View for Settler and Pioneer difficulty levels.
 * ⚡ Added advice messages to all difficulty tooltips. These additional descriptions are meant to help players in deciding which difficulty levels are best suited for them.
 * ⚡ Added a “show all” checkbox in the Recipes Panel. Selecting it will show all recipes in the game, not just the ones the player has access to in a given run.
 * ⚡ Added a reset button to the Recipes Panel.
 * ⚡ Clicking on a produced good in a building now opens the Recipe Panel in “product mode”, instead of “ingredient mode”.
 * ⚡ Improved some aspects of the tutorial experience.
 * * Changed the wording in the “complete orders” alert.
 * * Improved objective text in Orders requiring the player to change ingredients in recipes.
 * * Reshuffled some Cornerstone choices in the tutorial.
 * * Disabled settings in Woodcutters’ Camps for the duration of the tutorial.
 * ⚡ Improved the wording in the description for the Looming Darkness effect.
 * ⚡ Added an option to change the settings in all Woodcutters’ Camp at once by holding Shift when clicking a checkbox in the building’s UI.
 * ⚡ Rearranged need icons in the species panel. The order is now: basic housing > advanced housing > food > clothing > services.
 * ⚡ Improved the look and readability of some icons.
 * * Resource Category – trade
 * * Need – shelter
 * * Resource – Artifacts
 * Completed deeds can no longer be claimed during a run. Rewards can only be acquired in the Citadel.
 * A tooltip with ingredient alternatives is now always shown in the tutorial when hovering over an ingredient slot in a recipe. This tooltip can be enabled in post-tutorial games in the settings menu.
 * Improved the “i” icon’s shape and readability in numerous places in the UI (to make it clearer that hovering over it gives the player more information).
 * The resolution dropdown menu will now automatically scroll down to the selected setting instead of starting from the top.

Bug fixes
 * ⚡ Fixed a bug with level up rewards being shifted by one (players unlocked new content one level before it was shown to them).
 * ⚡ Fixed a bug with camp workers gathering high-priority nodes outside of their camp’s radius.
 * ⚡ Fixed a bug with the Blightrot prognosis being incorrect in the Hearth UI panel.
 * ⚡ Fixed an issue with the Trade Baron Deed being completed even when losing a game.
 * ⚡ Fixed a bug with % symbols in certain localizations (predominantly French).
 * ⚡ Fixed an issue with the difficulty selection resetting after selecting the “locked” option in the demo.
 * ⚡ Fixed a bug with workers in the Harvesters’ Camp being called Scavengers.
 * ⚡ Fixed an issue with Citadel Resources found in chests having incorrect labels.
 * ⚡ Fixed an issue with some villagers missing hammers in their hands when constructing new buildings.
 * ⚡ Fixed an issue with the hunger penalty showing an incorrect max. impact value (the max. Impact for this effect is infinite).
 * ⚡ Fixed an issue with missing texts in ruined houses found in Glades.
 * ⚡ Fixed an issue with the Guild of Traders or Thieves prestige modifier incorrectly stating that trader prices are higher. It now says that the player’s goods are worth less.
 * ⚡ Fixed an issue with Wildcards not working correctly if the player obtained them by attacking a trader.
 * ⚡ Fixed an issue with the additional blueprint choice from the Queen’s Support modifier disappearing after reloading the game.
 * ⚡ Fixed a bug with the Consumerism modifier affecting food consumption instead of luxury goods (due to this villagers always ate double two food items on Prestige difficulties).
 * ⚡ Fixed a bug with the Firelink Ritual effect displaying Hostility as a percentage in its tooltip.
 * ⚡ Fixed a bug with the Tit for Tat effect increasing trade value instead of decreasing it.
 * ⚡ Fixed a bug with the Lightning Forest Mystery appearing in the Coral Forest biome.
 * ⚡ Fixed a rare bug that allowed players to assign two workers into one worker slot.
 * ⚡ Fixed a bug with woodcutters not delivering goods to the Storage when idle.
 * ⚡ Fixed a bug with traders offering mining perks in biomes where there is no ore.
 * ⚡ Fixed some issues with the French localization.
 * ⚡ Fixed some grammatical errors in tooltip descriptions of species attributes.
 * ⚡ Fixed a bug that allowed players to write letters into a limit text field.
 * ⚡ Fixed an issue with the “salvage ruins found in glades” text being incorrectly localized into Russian.
 * Fixed an issue with the Trader Assault Popup being too small to fit all looted goods.
 * Fixed a bug with Forest Mysteries being incorrectly displayed in the biome preview for Settler difficulty.
 * Fixed a bug with the visual effect around the Hearth (from sacrificing) disappearing after reloading a save.
 * Fixed some issues with the timing of farming animations.
 * Fixed a bug that caused Harpies to do a 360-degree spin when dying.
 * Fixed a bug that caused some Trade Routes to be too generous.
 * Fixed multiple issues with incorrect perk rarity.
 * Fixed an issue with the scaling of the construction cost panel in the Atlas.
 * Fixed a bug that made it possible to move the camera during the Blightstorm animation in the World Map.
 * Fixed an issue with the Plantation producing too many Berries.
 * Fixed a bug with Hearth attachments being visible on lower hub levels after reloading a save.

Other
 * ⚡ Replaced multiple crop models and textures in multiple farms. Planted crops should now be easier to distinguish.
 * ⚡ Added an in-game roadmap. It can be accessed in the main menu.
 * ⚡ Lowered the volume of the “scribbling” sound effect in tutorial text boxes.
 * Improved the textures of the Dewberry Bush resource node.
 * Improved the game’s overall performance and stability, especially when playing in highly developed settlements with a lot of particle effects.
 * Improved the sound effect of Blight Fighters shouting just before burning down a Blightrot Cyst.
 * Tuned down the volume of some sounds that play when a popup appears.
 * Added new languages to the game: Traditional Chinese and Korean.
 * Improved the Simplified Chinese and Japanese localizations.

Early Access version: 0.35.4R

 * Added node charges and resource information to the Node Panel.
 * Fixed an issue with the Rainpunk Foundry Event spawning Fishmen Totems instead of Living Matter.
 * Fixed a bug with the Haunted Brewery ruin being misplaced.
 * Fixed a bug with the Royal Tax modifier not applying its penalty.
 * Fixed an issue with the newcomers icon covering the Cornerstone icon in the HUD.
 * Fixed an issue with some Forbidden Glades not spawning Glade Events.
 * Fixed a bug with resource nodes being clickable though the fog in undiscovered Glades.

Early Access version: 0.35.3R

 * We've released a small hotfix for the tiny tiny wheat models.

Early Access version: 0.35.1R - Haunted Ruins
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added 3 new dangerous Glade Events.
 * * Fishmen Cave
 * * Forsaken Crypt
 * * Hidden Trader Cemetery.
 * ⚡ Added a new type of Glade Event – haunted ruins.
 * * Right now there are 8 Haunted Ruins in the game, and they can be found in place of normal ruins in Glades.
 * * Haunted Ruins can’t be simply rebuilt. They have a working effect tied to them, but no consequence if not taken care of.
 * * If rebuilt, Haunted Ruins turn into a more powerful version of the building they once were (for example they produce more, or have more housing slots).
 * Added a new trader – Dullahan Warlander, the Hooded Trickster.
 * * This new trader sells metal, fabrics, crafting materials, and Packs of Goods.
 * * Dullahan doesn’t have perks or blueprints like other traders. Instead, he sells Mystery Boxes, which contain hidden surprises (unknown perks and goods).
 * * The Hooded Trickster can be unlocked by finishing the Against All Odds Deed.
 * Added 5 new perks that can be found in Mystery Boxes sold by the Hooded Trickster.
 * * … but they are a mystery.

Balance
 * ⚡ Lowered the base food consumption rate on the lowest difficulty level – Settler. Villagers will now have a chance of eating less when on a break. This change was implemented to make the game easier and more manageable for players who are just starting out or want to have a more relaxed experience.
 * ⚡ Removed two Forest Mystery slots (one negative and one positive) from the Settler difficulty. This change was implemented not only to smooth out the difficulty curve, but also to limit the amount of things players have to keep track of on the lowest difficulty level.
 * ⚡ Improved map generation in the first two tutorial games to make the experience more manageable and to remove unnecessary distractors.
 * Slightly extended the list of goods desired by traders. Some of them would buy a very small pool of resources.
 * Added house ruins (species-specific housing, Big Shelter) to Glades.

UX/UI improvements
 * ⚡ Added the option to prioritize recipes in Camps. It works exactly the same as in workshops (higher priority goods are collected first, equal priority goods are collected alternatingly).
 * ⚡ Added the option to assign priority to resource nodes on the map.
 * Resource nodes can now be selected. Selecting a node opens up a UI panel on the side.
 * * In the node UI panel, you can assign priorities and quickly select a camp to build (the UI automatically shows blueprints compatible with the selected node).
 * * Nodes with higher priority are gathered first. After they are depleted, workers move on to lower priority nodes. Nodes with the same priority are gathered alternatingly
 * * Recipe priority in camps takes precedence over node priority.
 * ⚡ Cleaned up some UI elements in regards to priorities.
 * * Recipes can be assigned priorities from 0 to 3.
 * * Nodes and construction sites can be assigned priorities from -5 to 5.
 * * All buttons used to assign priority are now pointing up or down (to make it clearer that a higher number is always a higher priority).
 * ⚡ Added a trade value indicator to all goods in the game. Trade value is now also displayed in the Trade window.
 * ⚡ Replaced multiple icons with new, more readable designs (multiple resource category icons, Plant Fiber, Parts, Bricks).
 * ⚡ Updated the Atlas window.
 * * Changed the layout of the window to be consistent with other popups.
 * * Added the Break Interval attribute to the species section. You can now see how often each species takes breaks.
 * * Added tooltips to all species attributes in the Atlas. You can now hover over attributes (like “decadent” or “demanding”), and see what they mean.
 * ⚡ Added a highlight to the species panel when a given species is favored.
 * ⚡ Added a special marker to ingredient slots where more than one resource is selected.
 * ⚡ Added a tooltip for ingredient slots with multiple resources selected. The tooltip shows which goods are used in the slot. This tooltip can be turned on in the options menu (it’s off by default).
 * ⚡ Added an option to remove workers from a worker slot though the species select radial menu. You can now click a crossed-out sign in the middle of the menu to un-assign a worker.
 * ⚡ Added a “menu” button to the game’s HUD. The ESC Menu can now be accessed without using a keyboard.
 * ⚡ Added a message about unlocking new hub levels in the Citadel to the Hearth UI.
 * ⚡ Improved the objective text for Orders requiring the player to loot caches and invite new villagers.
 * ⚡ Added an option to invert camera zoom in the settings menu.
 * ⚡ Updated the Living Matter Farmer Deed description to clearly state that it does not take clones into account.
 * ⚡ Changed the wording in the Game Result window. It now states that you won’t get any Citadel Resources, experience points, or Deeds if you decide to continue a settlement you won.
 * ⚡ Improved the alert system in the game’s tutorial.
 * * The “mark trees for harvest” alert will now appear later.
 * * The “too many trees marked” alert will now appear less often.
 * * The “complete orders” alert will now appear after a longer time of not completing orders.
 * * Removed the delay on alert tooltips.
 * Added a “click to expand category” footer to the resource category tooltip.
 * Perks sold by traders are now sorted by price.
 * Added an “achievements” filter to the Deed panel. Using it will place Deeds tied to platform achievements on top of the list.

Bug fixes
 * ⚡ Fixed a bug with Cornerstones centered around upgrading hubs being offered to players without the correct upgrade level unlocked.
 * ⚡ Fixed a bug with Orders centered around upgrading hubs being offered to players without the correct upgrade level unlocked.
 * ⚡ Fixed a bug that made it possible to cancel Ghost Requests and make them impossible to complete by doing so.
 * ⚡ Fixed a bug with some Glade Events not counting towards Ghost Requests in the Cursed Royal Woodlands.
 * ⚡ Fixed a bug with the Parasites modifier showing an incorrect value in the tooltip.
 * ⚡ Fixed an issue with camera panning not working correctly when holding the B key.
 * ⚡ Fixed an issue with the navigation arrows in the building panel working in the opposite direction.
 * ⚡ Fixed an issue with the Export Specialization perk showing an incorrect value below its icon.
 * ⚡ Fixed a bug with the filters in the Recipe Window not clearing after clicking on a resource in a recipe in a workshop panel.
 * ⚡ Fixed an issue with the “dangerous glades” entry on the scoreboard having an incorrect tooltip text.
 * ⚡ Fixed an incorrect profession name for the Brick Oven worker.
 * ⚡ Fixed multiple localization issues in Polish (a duplicated building name and incorrectly translated resource nodes).
 * Fixed a bug with World Map chests not displaying a tooltip when hovered over.
 * Fixed an issue with some Glade Event ground assets z-fighting with UI overlays (range indicators).
 * Fixed an issue with the solved Glade Event sound being too loud.
 * Fixed a bug with the World Map terrain disappearing under towns near the Smoldering City.
 * Fixed a bug with some tooltips being obstructed by other tooltips or the mouse cursor.

Other
 * Updated models and textures for multiple resources and environmental assets in the game.
 * * Roots
 * * Grain
 * * Clay
 * * Stone
 * * Copper
 * * Coal
 * * Vegetables
 * * Fertile Soil
 * Updated farming animations for plants – idle, planting, and harvesting.
 * Updated the models and textures for multiple decorations.
 * * Lamp
 * * Road Sign
 * * Signboard
 * * Fence
 * * Fence Corner
 * Added additional visual effects to workshops – a new smoke effect and sparks.
 * The Japanese localization is no longer considered a community translation and is now fully supported.

Early Access version: 0.34.11R

 * In this small patch we've added few additional Command Line Arguments for players experiencing with Epic Launcher overlay.

Early Access version: 0.34.10R

 * We've released a hotfix allowing players experiencing performance issues or crashes with Epic Launcher overlay, to deactivate it via Additional Command Line Arguments.

Early Access version: 0.34.8R

 * Fixed an issue with Epic SDK crashing during game initialization
 * Fixed an issue with Forager's Camp Embark Bonus not being applied in the Upgrade Tree
 * Fixed an issue with Orders and Perks connected with Hubs being generated without required Hub level unlocked in the Upgrade Tree
 * Fixed an issue with orders requiring to solve events in certain way not showing progress on HUD properly

Early Access version: 0.34.6R

 * Fixed an issue with a missing translation in the Lost Supplies Order.
 * Fixed an issue with a missing translation in the Lost in the Woods Order.
 * Fixed an issue with the Like a Machine Deed not giving any reward.
 * Fixed an issue with some new Deeds having unlocalized names.
 * Fixed an issue with the Workshop Order having too many objectives.
 * Fixed an issue with the perk price reduction upgrade in the Smoldering City increasing prices instead of decreasing them.
 * Fixed an issue with a missing value in the Crowded Houses perk description.
 * Fixed an issue with the Trade Baron Deed being impossible to complete.
 * Fixed an issue with Purging Fire being offered to players playing on maps without Blightrot.

Early Access version: 0.34.2R - Achievements
Changes marked with ⚡ were inspired by community.

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

Balance UX/UI improvements
 * ⚡ Reshuffled some Citadel upgrades.
 * In general, we wanted to move some more helpful upgrades down the upgrade tree, so they can be used by players who haven’t yet unlocked everything.
 * At the same time, we removed some less exciting upgrades which were interfering with the game’s balance too much (trader prices, glade event time reduction)
 * We added two new types of upgrades: trader perk price reduction and hub upgrades.
 * Pioneers’ Gate upgrades were all moved one level up (so the first one is unlocked at level 3 instead of 2).
 * Monastery of the Vigilant Flame upgrades were all moved one level down (so the first one is unlocked at level 2 instead of 3). They were also spaced out a bit more.
 * ⚡ Rebalanced two Forest Mysteries:
 * Rotten Rain – the time between Living Matter spawns was increased by 20s, the effect was moved to Hostility level 2 from Hostility level 1.
 * Cloudburst – the effect was moved from Hostility level 2 to Hostility level 3.
 * * Here are the outlined changes (aside from the Monastery and Pioneers’ Gate shift) - see website.
 * ⚡ Rebalanced two Forest Mysteries:
 * * Rotten Rain – the time between Living Matter spawns was increased by 20s, the effect was moved to Hostility level 2 from Hostility level 1.
 * * Cloudburst – the effect was moved from Hostility level 2 to Hostility level 3.
 * ⚡ Removed the Herbalists’ Camp embark bonus from Deeds, and moved it into the upgrade tree.
 * Changed the wording in some negative retroactive effects to no longer say “bonus”, but “penalty” instead.
 * ⚡ Rebalanced the Small Farm, Herb Garden, Plantation, and Grove. Crops are now planted and harvested in 30 seconds instead of 20 seconds, but the yield from each farm field was increased by 50% (from 4 to 6, and from 2 to 3).
 * Moved some existing perks to level up rewards. With this change, we wanted to “fill up” some of the levels with more content and hide some more advanced perks from beginning players.
 * * Crowded Houses – unlocked at level 2
 * * Guild’s Catalogue – unlocked at level 12
 * * Bed and Breakfast – unlocked at level 13
 * * Chicken or Egg – unlocked at level 14
 * * Forest Mitigation – unlocked at level 15
 * * Free Samples – unlocked at level 16
 * * Queen’s Gift – unlocked at level 16
 * Rebalanced multiple Orders.
 * * Advanced Cuisine – lowered the requirements for making Biscuits and Skewers from 60/80/100 to 50/60/70. Removed the Flavor Enhancer perk and added Reinforced Stoves as a reward.
 * * Advanced District – removed newcomers and Fabric from the rewards, added Simple Tools and the Reinforced Saw Blades perk.
 * * Advanced Trading – removed Barrels from rewards, added Bricks. Changed the objective from delivering Pack of Luxury Goods to Packs of Crops.
 * * Adventurous Viceroy – removed Infused Tools from rewards, added Simple Tools.
 * * Amber Trade – removed Biscuits from rewards, added Simple Tools.
 * * Ancient Artifacts – removed Infused Tools from rewards, added the Export Specialization perk.
 * * Archaeology – removed Leather from rewards, added Wildfire Essence.
 * * Arena – changed the objective from building a Tinkerer to delivering Training Gear.
 * * Basic Packages – removed the Rain Mill from rewards, added the Bakery blueprint instead.
 * * Bathing – changed the objective from building an Apothecary to delivering Cosmetics.
 * * Beaver Influx – added Planks to rewards.
 * * Beaver Majority – lowered the population requirement for Beavers from 16/20/22 to 16/18/22. Lowered the requirement for the Education need from 100 to 50.
 * * Beaver Relatives – lowered the Pickled Goods requirement from 30/50/70 to 30/40/50. Lowered the Beaver House requirement from 4/6/10 to 4/6/8.
 * * Beer Snacks – lowered the requirement to produce Ale in the Brewery from 60/80/100 to 30/40/50. Lowered the requirement to produce Pickled Goods in the Brewery from 30/60/80 to 30/40/50.
 * * Bling-Bling – changed the objective from delivering Amber and Packs of Luxury Goods to delivering only Amber.
 * * Bloody Sacrifices – increased the requirement for OIl from 15/15/20 to 15/20/25. Removed Copper Bars from rewards, added Coal.
 * * Booming Economy – removed Wine from rewards, added Oil.
 * * Botanist – lowered the requirement for Berries from 20/30/40 to 20/25/30. Lowered the requirement for Plant Fiber from 20/30/40 to 20/25/30.
 * * Brawling – lowered the requirement for the Brawling need from 14/18/22 to 14/18/20. Increased the requirement for Training Gear from 10/30 to 20/30.
 * * Brotherhood – changed the objective from building a Smokehouse to delivering Scrolls.
 * * Building the Citadel – removed Clay from rewards, added Parts.
 * * Camps – added the objectives to build a Stonecutters’ Camp and to deliver Bricks.
 * * Chest Chaser – removed Infused Tools from rewards, added Simple Tools.
 * * Cleanliness – lowered the requirement for the Cleanliness need from 80/80/120 to 50/60/75.
 * * Clearing Glades – removed Meat from rewards, added Jerky.
 * * Clothing the People – removed Packs of Provisions from rewards, added Simple Tools.
 * * Copper Fever – removed Biscuits from rewards, added Pie.
 * * Cups and Glasses – changed the objective from building a Brewery to delivering Ale.
 * * Delivery – added Grain to rewards.
 * * Disturbing the Ancients – removed the Advanced Filters perk from rewards, added the Pottery Delivery Line perk.
 * * Farm Life – lowered the requirement for Vegetables from 20/30/40 to 20/25/30. Lowered the requirement for Grain from 20/30/40 to 20/25/30.
 * * Fearless – removed the Spiced Ale perk from rewards, added the Reinforced Tools perk.
 * * Food Provision – removed Jerky from rewards, added Incense.
 * * Foragers’ Camp – lowered the requirement for Vegetables from 20/30/40 to 20/25/30. Lowered the requirement for Insects from 20/30/40 to 20/25/30.
 * * Forest Fascination – removed Wildfire Essence from rewards, added the Crystal Growth perk.
 * * Garden Life – lowered the requirement for Roots from 20/30/40 to 20/25/30. Lowered the requirement for Herbs from 20/30/40 to 20/25/30.
 * * Great Expansion – lowered the requirement for upgraded hubs from 3 to 2.
 * * Greedy Merchant – lowered the requirement for selling Packs of Building Materials from 30 to 25.
 * * Happy Brewing – changed the requirement for Ale from 30/30/40 to 30/35/40.
 * * Pottery and Wine – changed the objective for delivering Pigment to delivering Barrels.
 * * Harpy Influx – removed Cosmetics from rewards, added Coats and the Ancient Sewing Technique perk.
 * * Harpy Majority – lowered the population requirement for Harpies from 16/20/24 to 16/18/22. Changed the objective from delivering Packs of Luxury Goods to delivering Cosmetics.
 * * Harpy Relatives – lowered the requirement for Jerky from 30/50/70 to 30/40/50. Lowered the requirement for Harpy Houses from 4/6/10 to 4/6/8.
 * * Herbalist – lowered the requirement for Mushrooms from 20/30/40 to 20/25/30. Lowered the requirement for Berries from 20/30/40 to 20/25/30.
 * * Housing Estate – lowered the requirement for building Shelters from 10 to 5. Removed newcomers from rewards, added the Export Specialization perk.
 * * Human Influx – added Bricks to the rewards.
 * * Human Majority – lowered the population requirement for Humans from 16/20/24 to 16/18/22.
 * * Human Relatives – lowered the requirement for Biscuits from 30/50/70 to 30/40/50. Lowered the requirement for Human Houses from 4/6/10 to 4/6/8.
 * * Hunters – lowered the requirement for Meat from 20/30/40 to 20/25/30. Lowered the requirement for Eggs from 20/30/40 to 20/25/30.
 * * Hurried Expedition – removed the Cookhouse blueprint from rewards, added the Apothecary blueprint.
 * * Impetuous Explorer – removed newcomers from rewards, added Parts.
 * * Into the Ruins – removed the Light Timber perk from rewards, added the Giant Vegetables perk.
 * * Into the Wilds – lowered the requirement for discovering Glades from 4/5/6 to 3/4/5.
 * * Knowledge – lowered the requirement for Education from 14/18/22 to 14/16/20. Increased the requirement for delivering Scrolls from 10/30 to 20/30.
 * * Leisure – increased the requirement for Ale from 10/30 to 20/30.
 * * Liquid Luck – changed the objective from building a Cellar to delivering Wine.
 * * Lizard Influx – lowered the requirement for delivering Meat from 40/55/70 to 35/50/65.
 * * Lizard Majority – lowered the population requirement for Lizard from 16/20/24 to 16/18/22.
 * * Lizard Population – removed Simple Tools from rewards, added the Nets perk.
 * * Lizard Relatives – lowered the requirement for Skewers from 30/50/70 to 30/40/50. Lowered the requirement for Lizard Houses from 4/6/10 to 4/6/8.
 * * Lost in the Woods – removed Roots from rewards, added the Steel Shovels perk.
 * * Lost Knowledge – removed newcomers from rewards, added Biscuits.
 * * Luxurious Delivery – removed Copper Bars from rewards, added the Heavy Millstone perk.
 * * Luxury – lowered the requirement for Luxury from 80/80/120 to 50/60/75.
 * * Magical Rainwater – removed the Crystal Growth perk from rewards, added Wildfire Essence.
 * * Making Connections – removed the Ways of the Forest perk from rewards, added the Export Specialization perk.
 * * Master of Exploration – lowered the requirement for discovering Glades from 3/4/5 to 3/3/3. Lowered the requirement to deliver Ancient Tablets from 4 to 3.
 * * Meat Diet – lowered the requirement for Jerky from 30/60/100 to 30/40/50. Removed Amber and Oil from rewards, added Eggs and Flour.
 * * Need for Timber – removed newcomers from rewards, added Planks.
 * * Outerwear – lowered the requirement for Clothing from 15/20 to 8/10.
 * * Outpost – lowered the requirement for hubs from 2 to 1. Removed the Builder’s Pack and Scout’s Pack perk from rewards, added Wildfire Essence and Simple Tools.
 * * Pastries – lowered the requirement for Pie and Biscuits from 60/80/80 to 50/60/70.
 * * Peddler – changed the requirement for selling Packs of Luxury Goods to selling Ancient Tablets.
 * * Problem Solver – removed Stone and Infused Tools from rewards, added Simple Tools and Planks.
 * * Quick Packaging – changed the requirements for delivering Packs of Crops and Packs of Provisions from 3/5 to 4/6.
 * * Quick Transaction – removed newcomers from rewards, added the Export Specialization perk.
 * * Rainproof Coats – lowered the requirement for Clothing from 50/100 to 40/50. Changed the objective to deliver Packs of Trade Goods to Coats/Oil/Leather.
 * * Ranch Life – lowered the requirement for delivering Meat and Leather from 20/30/40 to 20/25/30.
 * * Rations for the Citadel – removed Reeds from rewards, added Biscuits.
 * * Relics – added Wildfire Essence to rewards.
 * * Religion – lowered the requirement for Religion from 50/80/120 to 50/60/70.
 * * Religious Rites – changed the objective from building a Brick Oven to delivering Incense.
 * * Rich Delivery – lowered the requirement for Packs of Trade Goods from 20/25/30 to 20/25/25.
 * * Risky Expedition – removed Infused Tools from rewards, added Simple Tools.
 * * Sacrificing – lowered the requirement for sacrificing goods from 20/20/40 to 15/20/30. Lowered the requirement to sacrifice Wood from 80 to 50.
 * * Serving Ale – lowered the requirement for Leisure from 50/50/80 to 50/60/70.
 * * Serving the People – changed the objective to satisfying the needs for Pickled Goods, Skewers, and Jerky.
 * * Shelters – added Planks to rewards.
 * * Starting Tools – increased the requirement for Simple Tools from 10 to 12.
 * * Storekeeper – removed Jerky and Infused Tools from rewards, added Parts and the Leather Delivery Line perk.
 * * The Clan – removed Simple Tools from rewards, added Parts.
 * * The Forum – changed the objective from building a Scribe to delivering Scrolls and Ale. Removed Amber from rewards, added the Big Phials perk.
 * * Tick Tock – removed Copper Ore from rewards, added the Steel Shovels perk.
 * * Trade and Luxury – lowered the requirements for Packs of Trade Goods from 15/25/30 to 15/25/25.
 * * Trading Post – removed Grain from rewards, added Biscuits.
 * * Trailblazing – removed Pottery from rewards, added Crystalized Dew.
 * * Utopia – lowered the requirement for Jerky, Pie, and Skewers from 15/18/22 to 14/16/18.
 * * Varied Delivery – changed the objective from delivering Packs of Luxury Goods to delivering Packs of Crops. Removed newcomers and Oil from rewards, added Wine and Training Gear.
 * * Wealthy Trader – removed the Pottery Delivery Line perk from rewards, added the Advanced Filters perk.
 * * Woodcutters – added Resin to rewards.
 * * Lumber Mill Efficiency Test – lowered the time limit to 7 minutes.
 * * Also: increased goods amount in multiple Order rewards
 * Renamed 6 existing Orders to avoid repetitions.
 * Lowered the chance of consuming double the amount of food during breaks in the daily modifier Consumerism and the Prestige modifier Parasites.
 * ⚡ Added the option to select multiple ingredients to be used in a recipe.
 * To select multiple ingredients, simply select the ingredient slot and click on the goods you want to use. You can select multiple goods in the radial menu.
 * Selected goods are highlighted and colored, while unselected goods are grayed out.
 * You can change the priority of ingredients in a recipe by holding Shift and clicking on them. Goods with higher priority will be used first (until there’s no more in the storage).
 * There is an option in the settings window to always allow all goods in recipes to be used. It’s off by default.
 * ⚡ Added an option to prioritize recipes in workshops.
 * By default, all recipes have a priority of 0 and goods are produced alternatingly.
 * You can change the priority of a recipe using the up and down arrows next to it.
 * Lower priority goods will be produced only after higher priority recipes reach their limits or run out of ingredients. Goods with equal priority will be produced alternatingly.
 * Recipe slots are automatically sorted based on priority (from top to bottom).
 * ⚡ Removed background gradients from resource icons and improved the overall color balance and contrast for most icons. This should make them more readable and more easily distinguishable at a glance.
 * ⚡ Completely replaced or changed multiple icons:
 * * All service icons (Leisure, Religion, Education, etc.)
 * * Simple Tools
 * * Infused Tools
 * * Roots
 * * Pickled Goods
 * * Oil
 * * Clay
 * * Hub upgrades (Encampment, Neighborhood, District)
 * ⚡ Changed how resource, trader, and glade indicators work with the UI. Previously, they would be displayed above all panels/windows, but now they are placed next to the UI (as if the UI was the screen border).
 * ⚡ Changed the wording in the “incompatible save” popup to more clearly state the nature of the problem.
 * ⚡ Added a timer to the trader panel showing how much time is left before the trader leaves.
 * ⚡ Added a “Click RMB to dismiss” tooltip to new glade and trader indicators.
 * ⚡ Changed the description of the Converted Harmony Spirit Altar to more clearly describe what its effect is.
 * ⚡ Updated multiple perks based on glade discovery to more clearly describe the way they work.
 * Switched off recipe slots in workshops will now be darker to make it easier to read that a certain good is not produced.
 * Added some additional text to the Feedback Window, as well as a link to Discord and an email address for support/reports.
 * Updated all Deed icons.
 * Updated some screenshots and videos in the Atlas.

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

Early Access version: 0.33.5R

 * Fixed bug with missing VFXs on explosions and other complex effects.
 * Fixed a bug with some perks would be drawn in incorrect conditions.

Early Access version: 0.33.3R

 * We just released a small patch fixing missing product labels in all workshops.

Early Access version: 0.32.4R

 * We just released a small patch reverting the unintentional Embark Range change introduced in yesterday's hotfix. We might decide to expand the range eventually in a future update, but we'd rather do it properly instead of leaving a bug in the game.

Early Access version: 0.32.3R

 * Fixed a bug that caused multiple Orders to be incompletable, completable too early, or infinitely looped.
 * Fixed a bug with the Cursed Royal Woodlands not loading when trying to start a new game.
 * Fixed a bug with some Stormforged Cornerstones in the Forsaken Altar not working.

Early Access version: 0.32.1R - Cursed Battlefield
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Reworked the Cursed Royal Woodlands biome.
 * All glades in the Cursed Royal Woodlands are now the same size. Dangerous and Forbidden Glades are not marked.
 * Added a new mechanic to the Cursed Royal Woodlands – Restless Spirits.
 * Restless Spirits are similar to Glade Events but can appear alongside them and are not limited to only Dangerous and Forbidden Glades. They will ask the player for small favors (so-called Requests) or specific goods.
 * There are calm and angry spirits. The calm ones will simply disappear if their wish isn’t granted. The angry ones will take vengeance.
 * After fulfilling a spirit’s request, it will leave a reward chest behind.
 * Restless Spirits’ requests can range from harmless busy work (like rebuilding a ruin) to morally ambiguous tasks (like starving villagers or growing Blightrot).
 * There are 30 unique Restless Spirits in the game, each with unique animations and a little bit of lore. Here are a few examples:
 * * Ghost of a Blight Fighter Captain
 * * Ghost of a Suppressed Rebel
 * * Ghost of a Hooded Knight
 * * Ghost of a Lizard General
 * The Cursed Royal Woodlands biome will now appear more frequently on the World Map and may even spawn more than just one tile in a given place (although it’s still rarer than other biomes).
 * ⚡ Added a new Glade Event.
 * * Harmony Spirit Altar – An old altar found in the wilds. The ancient language carved in the stone proclaims: “Light a fire at the altar to gain the blessing of the Spirit of Harmony”.
 * Added 5 new Cornerstones:
 * * Exploration Training – Rigorous training makes scouts exceptionally efficient. Every 5 villagers with the need for Bloodthirst fulfilled increase the chance of bringing back double the number of goods from Events by +20%.
 * * Families Gratitude – Relatives of your villagers send gifts for treating their family members well. Get 40 Waterskins for every full Reputation Point obtained through high resolve.
 * * Old Fedora Hat – An old inscription on the bottom of the hat says: “Fortune and glory”. Increases the chance of bringing back double the number of goods from Glade Events by 50%.
 * * Firelink Ritual – There is nothing the Forest hates more than fire. Every 5 villagers with the need for Religion fulfilled decreases Hostility by -25.
 * * Woodcutter’s Prayer – If you want to take, you must first give. +1 to Wood production. Lose all stored fuel upon picking this Cornerstone.

Balance
 * ⚡ Rebalanced numerous Cornerstones. There were quite a few perks that were too overpowered and game-defining, and there were also some that were very underwhelming. We tried to even them out a bit and allow for more valid choices when picking Cornerstones. And this time we didn’t limit ourselves to just number adjustments (some perks have undergone bigger changes, like the removal of a drawback or a mechanical change).
 * ⚡ Lowered the goods required to make Flour for all recipe grades:
 * * Flour (⭐) – 8 Grain/Roots/Mushrooms instead of 10.
 * * Flour (⭐⭐) – 7 Grain/Roots/Mushrooms instead of 8.
 * * Flour (⭐⭐⭐) – 5 Grain/Roots/Mushrooms instead of 6.
 * ⚡ Lowered the number of goods required to make Pickled Goods for all recipe grades:
 * * Pickled Goods (⭕) – 7 Vegetables/Roots/Mushrooms/Berries instead of 8.
 * * Pickled Goods (⭐) – 6 Vegetables/Roots/Mushrooms/Berries instead of 7.
 * * Pickled Goods (⭐⭐) – 5 Vegetables/Roots/Mushrooms/Berries instead of 6.
 * * Pickled Goods (⭐⭐⭐) – 4 Vegetables/Roots/Mushrooms/Berries instead of 5.
 * Increased the Resolve bonus from Pickled Goods from +6 Resolve to +8.
 * Lowered the Resolve bonus from Skewers from +6 to +5.
 * Slightly decreased the trade value of Flour.
 * Lowered the Resolve penalty for prohibiting the consumption of Skewers.
 * If the good is available in the Storage: -2 > -1
 * If the good is available in the Storage and another species is eating it: -4 > -3
 * The Resisting Flora Forest Mystery (Meat from Trees during the Storm) has been removed. It was too powerful and wasn’t really a negative effect. We might bring it back in the future as a positive modifier though (once we get into properly balancing all the Mysteries).
 * Removed 5 Cornerstones from the game:
 * * Equality – Cost of rerolling blueprints is lower by 10, but Favoring is disabled.
 * * Blessed Flames – Blight Fighters use the Hearth’s Holy Flame to ignite their flamethrowers. Burning a Blightrot Cyst takes 5 seconds less, but the Hearth’s Corruption grows 30% faster.
 * * Meat Delivery Line – 5 Meat per minute.
 * * Influential Friends – Gain 1 Cornerstone Reroll Charge for every 1 level of Standing with other settlements in Trade Routes. (the bonus is added retroactively)
 * * Shorter Torment – The Storm’s duration is reduced by 33% in exchange for 33% more fuel consumption in the Hearth. (also removed as a level up reward, replaced by Firelink Ritual)
 * * The Ancient Ways effect in the Clan Hall service building (boosting camp production) no longer affects Woodcutters’ Camps. The tooltip now also mentions that exception.
 * Living Matter clone no longer counts as a Glade Event

UX/UI improvements
 * ⚡ Added a storaged goods counter to sacrifice tooltips in the Hearth.
 * ⚡ Added an option to forbid the consumption of food outside of a species’ preferences. You can now prevent starving villagers from eating other species’ favorite dishes.
 * ⚡ Improved the texture of the Cursed Royal Woodlands biome in the World Map. The map tile should now be more easily visible.

Bug fixes
 * ⚡ Fixed a bug with Blightrot Cornerstones being offered in games without the mechanic enabled (Normal and Hard difficulties).
 * ⚡ Fixed a bug with the Forbidden Lands Modifier spawning near the Marshlands.
 * ⚡ Fixed a bug with Blight Fighters getting stuck on the map’s edge.
 * ⚡ Fixed a bug with the Ruined Settlement Modifier spawning near the Marshlands.
 * ⚡ Fixed a bug with the Brightstorm animation in the World Map playing on a zoomed-out screen.
 * ⚡ Fixed a typo in the Firekeeper’s Prayer Cornerstone. The description said fuel would burn faster, but in reality, it burned slower.
 * ⚡ Fixed the progress indicator in the Stormforged version of the Urban Planning Cornerstone.
 * ⚡ Fixed a bug with some Orders giving perks to Homestead production.
 * ⚡ Fixed a bug with the Open Vault’s Working Effect not affecting the Harvesters’ Camp.
 * Fixed a rare bug with some clicks registering even when dragging the mouse.
 * Fixed bug with Stormforged Cornerstones being offered as Event rewards in some cases.
 * Fixed a bug with the Queen’s Advisor name not being translated to languages other than English.
 * Fixed a bug with the Combustion effect (triggered by the Wildfire Event) not destroying Sea Marrow.
 * Fixed a bug with incorrectly aligned effect icons in the villager panel.
 * Fixed a bug with Converted Glade Events displaying building materials in Atlas entries.

Other
 * Changed the names and descriptions for the effects of the Tamed Stormbird. They are no longer generic rewards but are instead more in line with the theme of the Converted Glade Event.

Early Access version: 0.31.5R

 * Fixed a bug with difficulty settings not being remembered between settlements.
 * Fixed a bug that displayed incorrect difficulty descriptions in the Embark Screen.
 * Fixed a bug with Blightrot Cornerstones being available in Normal and Hard games.
 * Fixed a bug that allowed players to build roads on undiscovered Glades.
 * Removed an old loading tip about sacrificing goods for Resolve.

Early Access version: 0.31.3R - Stormbird
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added the World Map Tutorial to the game.
 * The World Map tutorial will start automatically after beating the second tutorial game.
 * The tutorial is a sequence of dialogue boxes guiding the player through the most important elements of the meta progress layer of the game – the World Map, Citadel Resources, Upgrades, Cycles, Embark mechanics, etc.
 * With the tutorial, we also introduced a lot of UX and UI changes to make the entire meta layer of the game less confusing for new players. The exact details are listed in the UX/UI improvements section of this changelog.
 * ⚡ Added 1 new Glade Event.
 * Giant Stormbird – A never-before encountered Stormbird subspecies. She is fiercely guarding her nest. The clouds around the settlement begin to darken.
 * ⚡ Added 4 new pages to the Atlas. The first two appear as “learn more” notifications once the feature tied to them has been unlocked in the Smoldering City. The rest appears right after the tutorial.
 * * Factions and Influence
 * * Consumption Control
 * * Modifiers and Treasure
 * * Useful Shortcuts
 * Added 5 starter Deeds, dedicated to new players.
 * * First Real Expedition – win a Normal game on the Royal Woodlands.
 * * Taking Action – solve 5 Glade Events in one game.
 * * Discovery 1 – discover 10 Glades.
 * * Orders from the Queen 1 – complete 10 Orders.
 * * Rolling in Wealth 1 – sell goods worth 50 Amber.
 * Added a new type of upgrade in the Smoldering City – unlocking Factions.
 * * Factions are now unlocked after buying the Pioneers’ Gate Level 4 upgrade.
 * * With the Faction unlock, you also get access to the Influence Ranking and rewards at the end of each Cycle.
 * * After unlocking Factions, a “read more” alert appears on the World Map. Clicking on it will open the Atlas on the entry explaining the mechanic.

Balance
 * ⚡ Reworked the Sacrifice mechanic in the Ancient Hearth.
 * Sacrificing was originally intended to be a way of combating the threats you encounter when building a settlement. And although in the beginning it worked well (it’s one of the oldest mechanics in the game), we weren’t really happy with it – mainly because it was a one-and-done solution to a variety of problems, and was easily exploited to speedrun the game. We understand that some players really like this feature in its current form, but we feel that it’s necessary to change it for the long-term health of the game (and we will keep improving it with your feedback).
 * Sacrificing goods in the Ancient Hearth no longer increases Resolve. Instead, each fuel type now provides a different bonus to the settlement.
 * All sacrifices now stack up to 3 times. For example, you can sacrifice wood at a rate of 120 units per minute for a total of -150 Hostility.
 * Because of this change, all Orders and Glade Events tied to Resolve have been rebalanced (the exact details are listed below, in separate subsections of this changelog).
 * ⚡ The Blightrot mechanic has been removed from Normal and Hard. Blightrot will now be present only in higher difficulties, from Very Hard upwards.
 * ⚡ The Bandit Camp Modifier now also removed the Trading Post from the building roster (in addition to blocking trade).
 * ⚡ Removed the Unfavorable Weather Prestige Modifier (no positive Forest Mysteries) from Prestige 16, and replaced it with Famine Outbreaks (stronger hunger penalty).
 * ⚡ All recipes in the Field Kitchen have been buffed.
 * * Production times for all recipes have been decreased from 120 seconds to 90 seconds.
 * * Jerky now requires 8 Meat (or equivalent) instead of 10.
 * * Pickled Goods now require 8 Vegetables (or equivalent) instead of 10.
 * ⚡ Moving unconstructed movable buildings is now free.
 * ⚡ Changed the way the Urban Planning Cornerstone works. Previously, it would add housing spots based on hub levels. Now, it adds 1 housing spot for every 10 completed Trade Routes.
 * ⚡ Temporarily disabled the Ancient Stabilizer Cornerstone (and its Stormforge version). It will be back once we redesign it.
 * Adjusted some orders in the first and second tutorial maps (Woodcutters’ Camps, Brewing Ale, Smokehouse, First Yield). They now require the player to make goods instead of delivering them.
 * Extended the time limit for all Resolve-based Timed Orders. It’s now 7 minutes instead of 4.
 * Rebalanced some Resolve-based effects in Glade Events to better reflect the recent changes to the sacrifice mechanic.
 * * Fallen Brethren (Fallen Villagers Glade Events) – decreased the Resolve penalty from 8/10/12/14 to 6/8/10/12.
 * * Gate Presence (Dark Gate) – decreased the Resolve penalty from 8/10/12/14 to 4/6/8/10.
 * * Stonetooth Swarm (Stonetooth Termite Burrow) – decreased the Resolve penalty from 7/8/9/10 to 5/6/7/8.
 * * Fear of the Wilds (Small Destroyed Caravan) – decreased the Resolve penalty from 5/6/7/8 to 3/4/5/6.
 * * Fear of the Wilds (Large Destroyed Caravan) – decreased the Resolve penalty from 7/8/9/10 to 5/6/7/8.
 * Rebalanced multiple Orders tied to Resolve. We decided to lower their requirements across the board (with a few exceptions) and adjust the values to the sacrifice mechanic changes.
 * * The Guild – lowered the Resolve requirement from 15/19/23 to 16/18/20.
 * * The Flock – lowered the Resolve requirement from 10/14/18 to 10/13/15.
 * * The Clan – lowered the Resolve requirement from 10/14/18 to 10/13/15.
 * * People’s Resolve – lowered the Resolve requirement from 20/24/28 to 20/22/25.
 * * Joyful Beavers – changed the Resolve requirement from 15/19/23 to 18/20/22.
 * * Joyful Harpies – changed the Resolve requirement from 10/14/18 to 13/15/17.
 * * Joyful Humans – changed the Resolve requirement from 20/24/28 to 23/25/27.
 * * Joyful Lizards – changed the Resolve requirement from 10/14/18 to 13/15/17.
 * * Happy Beavers – lowered the Resolve requirement from 20/24/28 to 20/22/24.
 * * Happy Harpies – lowered the Resolve requirement from 14/18/22 to 14/16/18.
 * * Happy Humans – lowered the Resolve requirement from 24/28/32 to 24/26/28.
 * * Happy Lizards – lowered the Resolve requirement from 14/18/22 to 14/16/18.
 * * Beaver Resolve – lowered the Resolve requirement from 24/28/32 to 22/26/30.
 * * Harpy Resolve – lowered the Resolve requirement from 18/22/26 to 16/20/24.
 * * Human Resolve – lowered the Resolve requirement from 28/32/36 to 26/30/34.
 * * Lizard Resolve – lowered the Resolve requirement from 18/22/26 to 16/20/24.
 * The Prestige Modifier Hearth Defect sacrifice rate penalty has been decreased from 50% to 35%.
 * Crystalized Dew recipe now requires an additional type of good: Oil or Pigment. Oil has been replaced by Vegetables in the main ingredient slot.
 * Reshuffled some upgrades in the Smoldering City.
 * * Pioneers’ Gate Level 1 – removed the Clay and Stone Embark Bonuses, added +1 Embark Points instead.
 * * Pioneers’ Gate Level 4 – removed +1 Embark Point, added Factions Unlock instead.
 * * Brass Forge Level 1 – removed Carrying Capacity +1, added Clay and Stone Embark Bonuses instead.
 * Rebalanced all effects and perks influencing working time in Glade Events.
 * * All effects of this type now work differently. Previously, they simply increased or decreased an Event’s working time, but now they change the speed at which Scouts are working.
 * * This change might be confusing and probably seems like just a wording issue, so here’s the math (on a hypothetical effect with a 20% reduction to a 240 seconds-long working time):
 * * Previously: 240 * 0,8 = 192 seconds
 * * Now: 240 * (1/1,2) = 200 seconds
 * As you can see, the difference isn’t that big, but the crucial part is how we apply the percentage to the working time. Thanks to the new approach, we can allow for 200% or even 300% changes to working time, without having to worry about ever hitting 0 seconds. Of course, the higher the value, the more diminishing returns you’ll get, but it’s still better than clamping at 10% after getting just three or four perks.
 * * Experienced Scout – Scouts now work 40% faster instead of 30% faster.
 * * Procrastination – Scouts now work 33% slower instead of 50% slower.
 * * Profitable Caution – Scouts now work 33% slower instead of 50% slower.
 * * Firekeeper’s Prayer – Scouts now work 30% faster instead of 25% faster.
 * Increased the requirements for some early Deeds.
 * Orders from the Queen 2 – now requires finishing 30 Orders instead of 20.
 * Discovery 2 – now requires discovering 30 Glades instead of 20.

UX/UI improvements
 * ⚡ Added the option to change the camera zoom in the World Map.
 * ⚡ Added a way to open the Deeds window when building a settlement. Simply press ESC and click on the “deed” button in the pause menu.
 * ⚡ Improved the accuracy of the tree marking brush.
 * ⚡ Added two new modes to the tree marking brush:
 * Holding ALT will ignore trees at the edges of undiscovered Glades.
 * Holding SHIFT will shrink the brush considerably.
 * ⚡ Added time indicators to recipes in Gathering Camps.
 * ⚡ Extended the Resolve tooltip’s hitbox to the entire Resolve bar next to a species’ portrait.
 * ⚡ Added a button “navigate to building” button in the Recipes Panel. Clicking it moves the camera to the selected building and opens up its UI panel.
 * ⚡ Added a “Conditions” tooltip to the Reputation Bonus window. Now when choosing a new Blueprint, you will be able to see what resources are normally available on your map.
 * ⚡ Added a range indicator to exploding Glade Events (for example: Open Vault, Rainpunk Foundry). To see the range, simply hover over the explosion effect icon in the Event’s UI panel.
 * ⚡ Added grayed-out HUD icons for features the player hasn’t yet unlocked (Consumption Control, Trade Routes). When hovering over them, a tooltip will inform you about the exact upgrade you need to buy in order to unlock the feature.
 * ⚡ Added a suffix to all service building effects to avoid confusion: “(Same service building effects do not stack)”.
 * ⚡ Trying to remove a building will now display a confirmation popup first. The building will only be destroyed if you select “yes”. Removing Gathering Camps, Shelters, Decorations, and Roads won’t display the popup.
 * ⚡ Added removal confirmation popup to resource nodes.
 * ⚡ Added an “Avoid opening Glades” option to the Woodcutters’ Camp. Toggling it on will prevent Woodcutters from discovering Glades on their own. There is also a checkbox in the options menu to keep this toggle on by default.
 * ⚡ Added a “storage” panel to Glade Events. It is now possible to see how many items are left to be collected by Scouts after finishing an Event.
 * ⚡ Added tooltips to the Embark Screen. One informs about Embark Points, and the other about Embark Bonuses.
 * ⚡ Timed Orders will now be automatically completed if the requirement is met when the time runs out. This can be turned off in the options menu.
 * ⚡ Added indicators for off-screen resource nodes when selecting, placing, or moving Gathering Camps.
 * ⚡ Updated and improved Forest Mystery tooltips.
 * * There is now a clearer division of information on the tooltip.
 * * Added a separate section describing when an effect triggers (in regards to Hostility and season).
 * * After clicking on a Forest Mystery, the player will be taken to the Atlas (to an entry about Forest Mysteries). There’s also a “click to learn more” hint at the bottom of the tooltip.
 * ⚡ Added a “click to learn more” footnote to the Hostility of the Forest tooltip. Clicking the Hostility icon will now open up the Atlas on the entry explaining the mechanic.
 * ⚡ Added a tooltip to Treasure Chests found on the World Map, explaining what chests are and how to collect them.
 * ⚡ Increased the speed at which tutorial texts appear.
 * ⚡ Added a difficulty preview to the Embark Screen, in the form of a magnifying glass icon next to the difficulty dropdown menu. Hovering over this icon will display a tooltip detailing the selected difficulty level.
 * ⚡ Added a tooltip to the Deed tracking checkbox.
 * ⚡ Changed the icon symbolizing builders on the species HUD.
 * Changed the wording in the tooltip displayed when hovering over the builder icon on the species panel – from “free workers” to “builders (free workers)”.
 * Added an explanatory tooltip to the hub section in the Hearth’s UI panel.
 * * Alerts and notifications displayed on the HUD have been updated.
 * * All alerts are now smaller.
 * * Most texts have been shortened. To get more details, simply hover over the alert and read the tooltip.
 * * Alerts now have different background colors and icons attached to them to make it possible to differentiate them at a glance.
 * All descriptions for buffs and debuffs triggered by conditional Forest Mysteries (like Fading, Energized, Distracted, etc.) have been updated to better reflect their effects.
 * Added a new filter to the Deed panel – Recommended. This filter tries to sort Deeds in a more curated order, trying to guide the player. It’s the default sorting order when opening the Deeds window and is mostly dedicated to newer players.
 * Any mention of Trade Routes in World Map has been hidden for players who haven’t yet unlocked the feature in the Smoldering City.

Bug fixes
 * ⚡ Fixed a bug that made it impossible to buy Stormforged Cornerstones in the Forsaken Altar if all species were deselected (in the “pay with blood” section).
 * ⚡ Fixed a bug with the Stormforged version of the Generous Gift Cornerstone not working correctly.
 * ⚡ Fixed a bug with the Rainpunk Drills Cornerstone not working at all.
 * ⚡ Fixed a bug that made it possible for two Makeshift Hearths radiuses to overlap if one of them was still under construction.
 * ⚡ Fixed a bug with Trade Route Orders being generated even if there are no towns nearby with which the player can trade.
 * ⚡ Fixed a bug with repaired destroyed buildings counting as completed Glade Events in Orders and perks.
 * ⚡ Fixed a bug with the Wildcard building tooltip staying on screen after using ESC to close the window.
 * ⚡ Fixed a bug with the Forbidden Lands Modifier being generated near the Marshlands on the World Map.
 * ⚡ Fixed a bug with the Rebellious Spirit Cornerstone stacking incorrectly.
 * ⚡ Fixed numerous incorrect texts in the Italian translation.
 * ⚡ Fixed an issue with the Recipe Highlight showing all possible recipes in the Mine (even if it is placed on top of just one type of ore).
 * ⚡ Fixed a bug with the initial conditions popup not having enough slots for more than 20 effects and modifiers.
 * ⚡ Improved the wording on the “need consumption on by default” setting in the options menu.
 * ⚡ Fixed a bug with the Villager UI panel not scaling with the number of perks assigned to a unit.
 * ⚡ Fixed a bug with the Metallurgic Proficiency Cornerstone not affecting Parts creation.
 * Fixed a bug with the missing Atlas entry about the Blightrot mechanic.
 * Fixed an issue with Faction borders not being hidden when the Blighstorm animation is playing.
 * Fixed a bug with the Voice of the Sealed Ones projectile animation stopping right before hitting a villager.
 * Fixed an issue with the Forsaken Altar offering duplicates.
 * Fixed incorrect labels in some Cornerstone tooltips.
 * Fixed a visual glitch with the Fertile Grounds Modifier’s 3d model.

Other
 * Removed the Camera Sprint function – for us, this was just a dead feature not many players knew about, and the function was by itself not very useful.
 * Improved map generation in the first and second tutorial games.
 * Updated icons in the Equality and Profitable Caution Cornerstones.

Early Access version: 0.30.4R
Fixed a bug with "missing key" instead of value in Metallurgy Proficiency (this time for real)

Early Access version: 0.30.3R

 * Fixed a bug where it was sometimes impossible to start a new game after finishing the second tutorial
 * - Sahilda's Secret Cookbook price was lowered by ~65%
 * - Fixed a bug with "missing key" instead of value in Metallurgy Proficiency
 * - Weather Anomaly model should no longer be skewed
 * - Fixed a bug where "Additional Effects" would overlap with the "Trees" category on Conditions HUD under ESC
 * - The Forgotten Sun Temple no longer destroys crystalized dew
 * - Equality Cornerstones cornerstone (and similar) should not be presented as options on maps with Monastery modifier

Early Access version: 0.30.2R - Quality of Life
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added a new type of Cornerstone – the Wildcard. Upon pickup, this perk will allow the player to choose any blueprint they want (from all unlocked blueprints).
 * For now, there are three instances of this perk: Smuggler’s Visit (yearly Cornerstone), Contraband (rare perk sold by some traders), and Summoned Smuggler (Stormforged perk sold by the Forsaken Priestess in the Altar).
 * Upon pickup, the player is given a Wildcard charge. This looks just like a normal blueprint pick on the HUD and is activated by clicking the crown icon next to the Reputation Bar.
 * Wildcard blueprints are brought to the settlement by a special new NPC – the Smuggler. Can you guess who this character is based on?
 * Added 2 new Cornerstones.
 * * Precious Antiques – You signed a special agreement with the Guild. Traders will have 1 more Cornerstone for sale, but Travel Cost in Trade Routes is increased by 1.
 * * Queen’s Gift – A mysterious Amber orb with a magical flame trapped in it. Gain +50 to the Ancient Hearth’s resistance for every Impatience Point you have.

Balance
 * ⚡ Increased the game’s duration (both on lower difficulties and in Prestige runs).
 * Games from Normal to Impossible now require 14 Reputation Points.
 * Games from Prestige 1 to 20 now require 18 Reputation Points.
 * All games (regardless of difficulty) now have an Impatience limit of 14 points.
 * The speed at which high Resolve generates Reputation is ~35% slower.
 * Adjusted building choices based on the new Reputation thresholds. The blueprint from the 6th point was moved to the 7th, and the subsequent choices were spaced out by more evenly.
 * Due to this change, every game will now award ~16% more experience points.
 * ⚡ Rebalanced all effects and perks influencing resource sacrifice in the Hearth.
 * All effects of this type now work differently. Previously, they lowered the sacrifice cost, and now they prolong the burning time of sacrificed goods.
 * This change was done to prevent exploits and balance issues (as it was easy to get very close to almost 0 sacrifice cost).
 * Sacrament of the Flame – There could be nothing more sacred than a flame in a world soaked in rain. Goods sacrificed in the Ancient Hearth burn 25% longer.
 * * Hearth Defect – The Ancient Hearth seems to have a defect. No matter how hard the Firekeeper tries, sacrificed resources burn 50% shorter.
 * * Fiery Wrath – Resources you sacrifice in the Ancient Hearth burn 3% longer for every Impatience Point you have.
 * * Firekeeper’s Secret Techniques (Stormforged) – An old manuscript detailing forgotten burning rites. Fuel burns 33% longer in Hearths. Resources you sacrifice in the Ancient Hearth burn 25% longer.
 * * Firekeeper’s Prayer – Time spent working on Glade Events is decreased by 25%, but resources you sacrifice in the Ancient Hearth burn 25% shorter.
 * ⚡ Rebalanced Upgrade prices in the Citadel. Some of you correctly noted that there was a certain imbalance in how many Artifacts are available, and how much they are needed to progress through the game. We decided to correct that. The overall sum of resources needed has not changed (+/- 3%), but the types of resources needed are now spread more evenly and fairly.
 * ⚡ Rebalanced some World Map Modifiers – how often they spawn, how many resources they give, and how far from the Citadel they can appear.
 * Ruined Settlement – increased rewards from 2 to 3 Machinery.
 * Haunted Forest – increased the spawn chance.
 * Statue of the Forefathers – increased rewards from 3 Machinery and 3 Artifacts to 4 Machinery and 4 Artifacts.
 * Ruined Armory – increased rewards from 2 to 3 Machinery.
 * Forsaken Gods Temple – increased rewards from 2 to 4 Artifacts. Also increased the spawn chance, and lowered the minimum distance from the Smoldering City.
 * ⚡ The Consumption Control Upgrade was moved from Obsidian Archive Level 6 to Obsidian Archive Level 3.
 * ⚡ Rebalanced the objectives and rewards for numerous Orders.
 * * Utopia – lowered the amount of required simultaneous Skewer needs to 14/18/22.
 * * Cleanliness – lowered the amount of required Cleanliness needs to 80/80/120.
 * * Luxury – lowered the amount of required Luxury needs to 80/80/120.
 * * Serving the People – lowered the amount of required needs (Pie, Jerky, Skewers) to 70/70/80.
 * * Folks gotta eat! – lowered the amount of required simultaneous needs (PIe, Biscuits, Jerky) to 12/16/20.
 * * Trade Baron – lowered the amount of required Trade Routes to 12/14/16.
 * * Religion – lowered the amount of required Religion needs to 80/80/120.
 * * Pastries  – lowered the amount of required needs (Pie, Biscuits, Jerky) to 60/80/80.
 * * Serving Ale – lowered the amount of required Leisure needs to 50/50/80.
 * * Distant Journey – increased the time limit from 2 minutes to 3 minutes.
 * * Housing Estate – increased the time limit from 2 minutes to 2 minutes 30 seconds.
 * * Reckless Viceroy – decreased the time limit from 20 minutes to 18 minutes.
 * * Quick Packaging – increased the amount of Amber rewarded for this Order to 15.
 * * Outpost – removed the Light Timber Cornerstone from the Order rewards and added 10 Parts instead.
 * * Great Expansion – changed the Order’s objective to “have 3 hubs at level: Neighborhood” (previously: “have 5 Makeshift Hearths and 5 Storages”).
 * * Wealthy Trader – removed the Tavern Blueprint from the Order rewards and adde the Vegetable Delivery Line Cornerstone.
 * * Thirsty Trader – removed Trade Pack Instructions Cornerstone from the Order rewards and added the Protected Trade Cornerstone. Also increased the amount of Crystalized Dew from 25 to 30.
 * * Urgent Shipment – increased the time limit from 5 minutes to 5 minutes 30 seconds. Increased the amount of Pickled Goods rewarder for this Order from 40 to 60.
 * * Bling-Bling – increased the amount of Parts rewarded for this Order from 10 to 12. Also changed the +2 production perks (Jerky, Pie) to +3 bonuses.
 * ⚡ Added the option to pay extra Citadel Resources instead of villagers’ lives in the Forsaken Altar.
 * ⚡ Removed the moving block from the Blight Infection effect. Buildings with one Blightrot Cyst will now be movable (but still can’t be destroyed).
 * ⚡ Hearts are no longer movable with the Levitating Monument modifier.
 * ⚡ The remaining time after picking a Timed Order will now be added to the time limit of the Timed Order’s objective.
 * ⚡ Slightly increased the trading value of all Packs in the game. Now even the lowest tier recipe will result in a value increase when making packs.
 * ⚡ Makeshift Hearths can no longer be destroyed by lightning during the Storm.
 * The Sacrificial Flames Upgrades in the Smoldering City now give a 5% bonus to the burning time of resources sacrificed in the Ancient Hearth (instead of the previous 10%).
 * Changed the Ale recipe tier in the Scribe from 1 star to 2 stars.
 * The Cheap Construction Cornerstone now reduces construction cost by 40% instead of 33% (and the Stormforged version reduces cost by 50%).

UX/UI improvements Bug fixes
 * ⚡ Changed the World Map cursor.
 * It’s no longer a big red cross, but a less distracting flame effect instead. The trail behind the cursor is now also in 2D.
 * The field highlight around the cursor is no also a bit less pronounced.
 * ⚡ Added the option to turn on/off the World Map grid in Settings.
 * ⚡ Improved the way stockpiles fuel is displayed in Hydrants and Blight Posts.
 * This section of the UI is no longer called “stockpile”, but “fuel reserves” instead.
 * There is now an “i” icon next to the UI. Hovering over it will display a tooltip describing the purpose of the fuel reserves panel.
 * There is now a “fuel / cysts” text underneath the fuel bar to better illustrate the meaning of this UI element.
 * ⚡ Added additional information to the Atlas about how burned Cysts remove Corruption.
 * ⚡ Improved the way resources are displayed for each biome (in the Embark Window and under the ESC menu).
 * The resource summary is now divided into “natural resources” and “trees”.
 * The arrow icons on the resources were removed, as they were causing more confusion than helping.
 * ⚡ Rebuilt ruins are now taken into account by the recipe comparison tooltip when selecting new blueprints.
 * ⚡ Added an alert that appears when a Timed Order is ready to be completed.
 * ⚡ Added an alert to flooding events – for example when a Rain Spirit Totem triggers and removes all roads in the settlement.
 * ⚡ Added the option to prioritize construction for roads and farm fields (they can now be selected like all other construction sites).
 * ⚡ Added the option to set a construction priority to all buildings of a given type (e.g. all paths) by holding Shift when pressing the +/- arrow buttons in the building’s UI.
 * ⚡ Improved the wording in the Looming Darkness effect (the default Storm penalty). Replaced the phrase “stacks with Hostility” with “multiplies with Hostility level”.
 * ⚡ The Metalurgic Proficiency Cornerstone (and its Stormforged version) now influences Coal mining times.
 * Refreshed some loading tips to better reflect the current state of the game.
 * Added frames around Citadel Resources visible above tiles on the World Map.
 * Temporarily disabled the Urban Planning Cornerstone. We have to redesign it to avoid exploits/unwanted effect loops.
 * Changed the magnifying glass icon on the News Panel in the main menu.
 * ⚡ Fixed a bug with effects influencing Glade Event working times overflowing and halting the process completely.
 * ⚡ Fixed a bug with negative Amber numbers in the Trading Post (after buying a perk when Amber was selected for barter).
 * ⚡ Fixed a bug that caused the player to be able to open reward chests belonging to other Factions. It’s now only possible to open a chest that is in the Embark Range of a player town.
 * ⚡ Fixed a bug with roads being possible to build outside of the playable space in a map.
 * ⚡ Fixed a bug with the Forge Trip Hammer Cornerstone appearing in games where the Crude Workstation is disabled (in Daily Expeditions).
 * ⚡ Fixed a bug with all hub effects being named “Encampment”.
 * ⚡ Fixed a bug with camp effects and perks not influencing the Harvesters’ Camp production speed.
 * ⚡ Fixed a bug with Orders requiring a certain Standing not taking already gained levels into account.
 * ⚡ Fixed a bug with the Monastery of the Holy Flame modifier forbidding the consumption of complex food and services by default.
 * ⚡ Updated descriptions for some Cornerstones describing the Great Civil War (like Beaver Clan Support) to better reflect the state of the game’s lore (taking into account more species than just three.
 * ⚡ Fixed a bug with repeating random village names on the World Map.
 * ⚡ Improved the wording in alerts informing about buildings destroyed by lightning during a Storm.
 * ⚡ Fixed a bug with the Bed and Breakfast Cornerstone appearing in games with a Trade Block modifier.
 * ⚡ Fixed an incorrect name in the Rainpunk Foundry Glade Event (Decaying Matter instead of Living Matter).
 * ⚡ Fixed a bug with Orders requiring Dangerous Glade discovery being drawn in maps with only Forbidden Glades (and vice versa).
 * ⚡ Fixed a bug with small Clay deposits not dropping Copper Ore.
 * ⚡ Fixed a bug that caused the Equality Cornerstone to appear in games with modifiers disabling Consumption Control.
 * ⚡ Fixed a bug that caused Cornerstones influencing rerolls being offered to the player even if they haven’t yet unlocked this feature.
 * ⚡ Fixed a bug that prevented empty housing slots to be visible in the “available” section in the species resolve panel.
 * ⚡ Fixed a bug with both the Scavengers’ Camp and Harvesters’ Camp being called the same in German.
 * ⚡ Fixed a bug that caused Cyst sounds to be played without any Blightrot Cysts present.
 * Fixed a bug that caused the Corruption sound effect to be played randomly (without any Corruption going on in the Hearth).
 * Fixed some missing UI frames around certain Cornerstones/modifier effects.

Other
 * ⚡ Graphically updated and improved the World Map.
 * Added the Blightstorm. Now, after finishing a Cycle, you will be able to see how the devastating power of the Storm consumes the world.
 * All World Map tiles are now blended. There is no longer a gap between them, and biome terrains/colors are smoothly connected (you can also turn the World Map grid on or off).
 * Updated textures for all modifiers on the World Map. They should now be of a higher quality and look a lot more natural.
 * Updated the models for some modifiers on the World Map: Levitating Monument, Corrosive Torrent, Fertile Grounds.
 * Changed the model and texture for all towns on the World Map.
 * Updated textures for reward chests found on the World Map.
 * Added visual effects highlighting reward chests and modifiers on the World Map.
 * Updated all cloud and fog effects on the World Map.
 * Graphically improved the “?” symbols on the map.
 * Changed the look of faction borders on the World Map.
 * Changed the look of faction markers on the World Map.
 * Removed some social media icons from the main menu.

Early Access version: 0.29.2R - Blight Fighter
Changes marked with ⚡ were inspired by community.

New content and features
 * Added a new Blight mechanic to all production buildings.
 * Production buildings in Against the Storm use Rainpunk technology to help them produce goods. Rainpunk makes use of the everlasting rain’s extraordinary properties, but it also comes with a caveat – it spawns Blightrot.
 * Every recipe in production buildings has something called a Blightrot Footprint. This parameter indicates how much pollution is emitted when creating a product. The Blightrot Footprint grade is visible in the recipes panel, next to the star rating.
 * Each completed production cycle increases the Blightrot level of a building (based on the Blightrot Footprint).
 * When the Blightrot level reaches certain thresholds, Blightrot Cysts will spawn on the building.
 * At first, Blightrot Cysts are harmless. They even give some beneficial effects to the workers assigned to a building (more production, additional goods). But once the Storm starts, they open up and corrupt the Ancient Hearth.
 * The Ancient Hearth now has something called resistance (basically HP). Once the Corruption process begins, a progress bar will appear on the Hearth and grow based on how many Cysts are open (each Cyst gives +X to Corruption per minute).
 * If the Corruption amount exceeds the Hearth’s resistance (1000 by default), a negative effect will trigger, killing 3 villagers. The process then repeats until the Storm ends.
 * To combat the threat of the Blightrot, you have to build Blight Posts. There, you can produce Purging Fire – a special resource dedicated to burning Blightrot Cysts.
 * Blightrot is only vulnerable during the Storm, so this is when Blight Fighters working in the Blight Post take the Purging Fire they made earlier and walk around the settlement, burning down Cysts.
 * Each burned Cyst stops corrupting the Ancient Hearth and subtracts 50 points of Corruption once it’s removed.
 * Blightrot Cysts that were not burned during the Storm become dormant at the beginning of Drizzle. They will open up again during the next Storm.
 * Blight Fighters will go back to the Blight Post to restock on Purging Fire, but you can also build Hydrants to shorten the travel distance. Hydrants share storage with Blight Posts.
 * The Hearth’s resistance can be increased by leveling up hubs in the settlement.
 * The Hearth and all production buildings now have an additional tab dedicated to Blightrot. There you can see a summary of the effects, the rate of corruption, and additional explanations.
 * The Blight doesn’t influence gathering camps, houses, service buildings, the trading post, decorations, farms, greenhouses, and clay pits.
 * Added two new types of resources
 * * Sea Marrow – serves as a fuel type in both the Hearth and production recipes. Its deposits can be found in the Royal Woodlands and Scarlet Orchard.
 * * Purging Fire – a specialized good used for burning Blightrot Cysts.
 * Added 6 new perks related to the Blight system:
 * * Blessed Flames – Blight Fighters use the Hearth’s Holy Flame to ignite their flamethrowers. Burning a Blightrot Cyst takes 5 seconds less, but the Hearth’s Corruption grows 30% faster.
 * * Burnt to a Crisp – Gain 20 Coal for every 3 burned Blightrot Cysts.
 * * Baptism of Fire – Every 2 burnt Blightrot Cysts lower Hostility by -10. Sacrificing resources in the Hearth is blocked while it’s being corrupted.
 * * Golden Marrow – Some fossils contain valuable surprises. Gain 2 Amber for every 20 Sea Marrow produced.
 * * Blight Extractor – A curious invention used for extracting Amber from Blightrot Cysts. Every completely infected building (100% Blightrot) generates 3 Amber per minute, but also adds +5 Hostility.
 * * Firekeeper’s Armor – Allows Firekeepers to combat Corruption more efficiently. The Ancient Hearth’s Corruption progresses 10% slower.
 * Added a new type of gathering camp – the Harvesters’ Camp. It collects Plant Fiber and Reeds (previously collected by the Scavengers’ Camp).
 * Added two new essential buildings tied to the Blight system
 * * Blight Post – a building producing Purging Fire (the resource used to fight Blightrot) and stationing Blight Fighters who burn Cysts during the Storm.
 * * Hydrant – a small (1×1) fuel stockpile connected to the Blight Post. Blight Fighters will use this to restock their supply of Purging Fire.
 * Added 2 new Prestige levels. There is now a grand total of 20 levels to progress through. The new Prestige difficulty effects are:
 * * Sinister Blight (Prestige 2) – The Blightrot’s impact is stronger. Cyst generation rate is increased by +100% and Hearth Corruption rate is +50% higher than normal.
 * * Direful Blight (Prestige 10) – The Blightrot’s impact is significantly stronger. Cyst generation rate is increased by +150% and Hearth Corruption rate is +100% higher than normal.
 * Added 2 new Deeds tied to the new Prestige levels.

Balance
 * ⚡ Increased the amount of Parts at the start of each settlement.
 * ⚡ Training Gear recipes will now be influenced by all metal production effects (like Corrosive Rainfall).
 * ⚡ Pack of Trade Goods recipes will no longer be influenced by metal production effects.
 * ⚡ The Dangerous Lands and Forbidden Lands modifiers will no longer spawn near the Marshlands due to them conflicting with the unique mechanic of this biome.
 * Changed the unique biome effect for the Royal Woodlands. Instead of speeding up farming, Gift of the Woodlands now causes trees to yield more Wood with each production cycle.
 * Scavengers’ Camp now collects Eggs and Roots (instead of Plant Fiber and Reeds).
 * Removed Roots from the Stonecutters’ Camp. It now collects Sea Marrow instead.
 * Renamed the Blightrot Cyst Glade Event to Living Matter. The effects are unchanged (aside from names and some descriptions).
 * Added the new resource, Sea Marrow, to multiple events, orders, and to all recipes using some type of fuel. Also added Purging Fire to some order and event rewards.
 * Added the option to sacrifice Sea Marrow in the Ancient Hearth.
 * Replaced Planks with Sea Marrow in the Hearth’s Allowed Fuel.
 * Increased the construction time of the Forsaken Altar.
 * Added a chance to bring Parts to the settlement by two traders: Old Farluf and Xiadani Stormfeather.
 * Reshuffled some Prestige modifiers due to the addition of the two new Blightrot effects. All effects were basically moved up by 1 or 2 slots to account for Sinister Blight and Direful Blight on Prestige 2 and Prestige 10.
 * The Leviathan in the Marshlands (the almost infinite Meat deposit found in Forbidden Glades) now has a chance of dropping Sea Marrow instead of Coal.

UX/UI improvements
 * ⚡ Changed the “Constrain Cursor” option in the settings menu to “Constrain cursor to window”.
 * ⚡ Added a warning to blueprint choices when a building is given as a reward from an Order the player picked.
 * Added a new entry to the Atlas describing how Blightrot works.
 * Added a new overlay showing a global summary of Corruption levels in the settlement. You can activate it by pressing the [Z] key by default.
 * Added a Blight Footprint marker to recipes in the Atlas.
 * Added an alert that warns the player about a very high Blightrot level. It appears when there is enough Corruption to trigger the Hearth’s negative effect at least once during the next Storm (there’s also a dedicated checkbox for this in the settings window, as with every alert in the game).
 * Added a “allow burning cysts” checkbox to building panels. It’s on by default, but if you want a certain building to stay infected, you can toggle it off.
 * Added the option to re-open the “updates” popup in the main menu by clicking on the magnifying glass icon on the news panel.

Bug fixes
 * ⚡ Fixed an issue with some newly created profiles not being saved correctly.
 * ⚡ Fixed an issue with Impatience not being added when calling a trader after winning a game.
 * ⚡ Fixed a bug that required you to restart the game for FPS options to properly be applied.
 * ⚡ Fixed a bug with the Exploring Expedition Cornerstone description stating that the effect lasts 3 minutes instead of 5.
 * ⚡ Fixed a bug with the Dangerous Glades Daily Modifier not working correctly.
 * ⚡ Fixed a bug with the Bed and Breakfast Cornerstone causing an unnamed effect to appear on the game’s HUD.
 * ⚡ Fixed an issue with the Bed and Breakfast Cornerstone displaying its progress as a normal number instead of a percentage.
 * ⚡ Fixed an issue with the Disturbing the Dead effect not removing Hostility after the Glade Event related to it has been cleared.
 * ⚡ Fixed a bug with the Influential Friends Cornerstone not displaying progress correctly.
 * ⚡ Fixed an issue that caused Trade Route Orders to be drawn even if the feature itself wasn’t yet unlocked in the Citadel.
 * ⚡ Fixed an issue that caused Trade Route Cornerstones to be drawn even if the feature itself wasn’t yet unlocked in the Citadel.
 * ⚡ Fixed a bug with the Prayer Book Cornerstone not displaying its progress correctly (same goes for the Stormforged variant).
 * ⚡ Fixed a bug that caused workers in the Rain Collector to not transport resources when the Sparkdew recipe was turned off.
 * ⚡ Improved the hitboxes for the up and down arrows in the Hearth’s sacrifice panel.
 * ⚡ Fixed a typo in the Trade Route entry in the Atlas.
 * ⚡ Fixed a typo in the Polish description of the Devil’s Bargain Deed.
 * ⚡ Fixed a bug with the Altar panel displaying 4-digit resource numbers incorrectly.
 * ⚡ Fixed a bug that caused the “no farm fields nearby: alert to appear twice.
 * ⚡ Fixed a bug that caused removed buildings’ UI panels to appear on screen after clicking on a worker death alert.
 * ⚡ Fixed a bug with the game breaking after canceling building construction in screenshot mode.
 * Fixed a bug with locked decorations being visible in the Atlas.
 * Fixed a bug with the “unlocked at level X” text in the atlas displaying a wrong number.
 * Fixed a bug that caused Makeshift Hearth ruins to spawn in some Glades.
 * Fixed a bug with some prestige stats effects not being adjusted to the higher difficulty,
 * Fixed an issue with the Forsaken Altar’s scaffolding being placed too low.
 * Fixed a bug with fire particle effects in the Makeshift Hearth being visible while the building is under construction.
 * Fixed a bug with roads overlapping incorrectly with range indicators.
 * Fixed a bug with some overlays being positioned incorrectly.
 * Fixed an issue with texture seams being visible on rainpunk assets.

Other
 * We updated the game’s rendering pipeline. There shouldn’t be a very stark difference when it comes to the visual fidelity, but we finally added more real-time lighting to the scene and readjusted post processes in all seasons in all biomes (and we even added some bloom in one or two places). Overall, lights and shadows should now look more natural. This change will allow us to make more visually pleasing environments in the future (glowing lamp decorations finally someday, maybe?).
 * Updated the flame effect in the Hearth.
 * Updated the ground textures for the Scarlet Orchard.

Early Access version: 0.28.6R

 * Fixed a bug that caused the Trader Panel to not appear when Old Farluf visited the settlement.
 * Fixed a bug that caused difficulty tooltip to not appear in the Embark UI.
 * Fixed a bug with some hub based Cornerstones not showing progress correctly.
 * Fixed a bug whitch caused housing slots to scale incorrectly when using the Urban Planning Cornerstone.
 * Fixed a bug with the missing description for the Converted Totem of Denial.

Early Access version: 0.28.5R

 * Fixed a bug with the trader panel not appearing after clicking on it when Vliss Greybone was in town.
 * Fixed a missing description in the Frequent Caravans Cornerstone (in all languages other than English).
 * Fixed a bug with Trade Route Orders appearing even if the player doesn't have Trade Routes unlocked.
 * Fixed a bug with the Bed and Breakfast Cornerstone not showing progress correctly.
 * Lowered the requirements for all Orders based on upgrading hubs (especially the Order requiring having 3 hubs on level 3).
 * Updated descriptions for decorations found in Glades. They now show a tag (Harmony) and state their effect.

Early Access version: 0.28.4R - Hubs
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added a new hub system to the game.
 * Every Hearth now has a radius around it and a new section in its UI, called “HUB”.
 * Hearth radiuses can’t overlap. You won’t be able to build Makeshift Hearths too close to other Hearths.
 * Houses now need to be built within a Hearth’s radius. If a house is placed too far away from a Hearth, no villagers will move in. If the fire in a Hearth goes out, homes in its radius will be deserted.
 * Hubs can be upgraded by meeting requirements described in the “HUB” section of a Hearth. These requirements are all based on constructing specific types of buildings within a Heart’s radius (homes, decorations, service buildings).
 * There are 3 different hub levels, and each one gives unique bonuses.
 * Each hub level changes the visual representation of the Main Hearth and Makeshift Hearths. At level 0, they start off with almost no additional elements, and with each gained level, new assets are added to the building (fences, crates, barrels, pipes, etc.).
 * Decorations are now divided into three categories: Comfort, Aesthetic, and Harmony. Different amounts of each tier of decorations are needed to progress hubs.
 * Decoration tiers are indicated by a colored frame in the construction menu and a keyword (Comfort, Aesthetics, Harmony) in a decoration’s tooltip.
 * Some events found in Glades (like lore tablets and converted totems) count as decorations and will also influence a hub’s level.
 * Villagers once again fulfill their needs at the closest Hearth (even if their home is in another hub).
 * ⚡ Added 8 new decorations.
 * * Wall Corner – unlocked by completing the Lost Colonies Deed
 * * Anvil – unlocked by completing the Ruined Armory Deed
 * * Pipe – unlocked by completing the Overcoming Difficulty Deed
 * * Valve – unlocked by completing the Flooded Mines Deed
 * * Pipe Elbow – unlocked by completing the Prestigious Expedition III Deed
 * * Pipe T-connector – unlocked by completing the Beaver Utopia Deed
 * Pipe Cross – unlocked by completing the Sparkdew Crystals Deed
 * * Pipe Ending – unlocked by completing the Ruined Armory Deed
 * Added 10 new Cornerstones.
 * * Urban Planning – All houses have 1 more housing spot for every hub at the level: District, but construction is 25% slower.
 * * Generous Gifts – Wealthy settlements attract wealthy settlers. Newcomers bring 20% more goods for every gained hub level.
 * * Safe Haven – -50 to Hostility for every hub upgraded to level: Neighborhood (or higher).
 * * Trade Negotiations – Trade Routes give 1 more Amber. Doesn’t apply to Routes already in progress. This effect scales with quantity.
 * * Cheap Construction – All buildings cost 33% less, but every discovered resource node has 5 fewer charges.
 * * Specialized Boots – Woodcutters move +20% faster.
 * * Frequent Caravans – The constant flow of goods keeps villagers distracted. Gain 3 to Global Resolve for 60 seconds every time you finish a Trade Route (stacks duration).
 * * Influential Friends – Gain 1 Cornerstone Reroll Charge for every 1 level of Standing with other settlements in Trade Routes.
 * * Prayer Book – Scouts work 10% faster on Glade Events for every Firekeeper assigned to a Hearth.
 * * Bed and breakfast – Traders like staying in your settlement. Prices are +5% lower for every gained hub level.
 * Added 8 new Stormforged Cornerstone variants.
 * * Tightened Belt (Stormforged) – Travel Cost in Trade Routes is reduced by -3. Doesn’t apply to Routes already in progress. This effect scales with quantity.
 * * Deep Pocket (Stormforged) – Receive 15 Amber for every 3 completed Trade Routes.
 * * Urban Planning (Stormforged) – All houses have 1 more housing spot for every hub at the level: Neighborhood.
 * * Generous Gifts (Stormforged) – Wealthy settlements attract wealthy settlers. Newcomers bring 40% more goods for every gained hub level.
 * * Trade Negotiations (Stormforged) – Trade Routes give 3 more Amber. Doesn’t apply to Routes already in progress. This effect scales with quantity.
 * * Cheap Construction (Stormforged) – All buildings cost 40% less.
 * * Prayer Book (Stormforged) – Scouts work 20% faster on Glade Events for every Firekeeper assigned to a Hearth.
 * * Crowded Houses (Stormforged) – All houses have 1 more place and break time for all villagers is 50% shorter.
 * Added 8 new Orders.
 * Seller
 * * Objective: complete 4/5/6 Trade Routes, deliver 10/15/20 Amber
 * * Rewards: 15 Amber, 10 Bricks, Reinforced Needles
 * Making Connections
 * * Objective: have a standing level of 1 with 1/2/3 settlements
 * * Reward: Ways of the Forest, 30 Oil, 5 Parts
 * Advanced District
 * * Objective: have 1/2/3 hubs at level 2
 * * Reward: 4 villagers, 15 Fabric, 15 Bricks
 * Income Tax
 * * Objective: complete 6/8/10 Trade Routes, deliver 10/15/20 Amber
 * * Reward: Specialized Boots, Beneficial Agreement, 8 Parts
 * Export
 * * Objective: complete 8/10/12 Trade Routes
 * * Reward: Export Specialization, 4 villagers, 8 Parts
 * Good Friends
 * * Objective: have a standing level of 2 with 1/2/3 settlements
 * * Reward: 12 Simple Tools, 30 Amber, 40 Waterskins
 * Trade Baron
 * * Objective: complete 14/16/18 Trade Routes, deliver 30/35/40 Amber
 * * Reward: Stormwalker Training, Gathering Tools, 12 Parts
 * Allies
 * * Objective: have a standing level of 3 with 1/2/3 settlements
 * * Reward: Specialized Mining, 5 villagers, 40 Wine

Balance
 * ⚡ Removed 4 Cornerstones that were very rarely picked and didn’t create interesting gameplay (they were also removed from level up rewards).
 * Infused rainfall – The rain is getting heavier. Vegetable production is increased by +3, but Global Resolve is decreased by -2.
 * Sacrificial Rituals – An ancient ritual. Ruthless but effective. The Storm is 33% shorter, but 1 villager is killed after each Clearance.
 * Overtime – Results matter more than villager health. +30% to global production speed, but villagers have a +1% chance of dying every 60 seconds.
 * Black Market – Gain 2 additional Trade Route slots, but Impatience grows 15% faster.
 * ⚡ Increased the variety of goods traders can bring each visit. On average, most traders should now have around 2 or 3 more types of items with them.
 * ⚡ Added building materials to all traders’ item pools. They all now have a chance of bringing Planks, Bricks, and Fabric when they come to visit your settlement.
 * ⚡ Adjusted the glade generation for the Forbidden Lands and Dangerous Lands modifiers. There should now be less forest and more Glades.
 * ⚡ Removed the Cursed Rain Forest Mystery.
 * ⚡ Lowered the requirements in some high-tier Orders based on fulfilling needs. All of these required the player to have 16/20/24 instances of the same need fulfilled at the same time. They were lowered to 14/18/22.
 * * Bloodthirst
 * * Knowledge
 * * The Cult of Fire
 * * Folks gotta eat!
 * * Utopia
 * * Leisure
 * Changed the cost of all decorations in the game. It’s now based on their categories: Comfort, Aesthetics, and Harmony.
 * * Comfort – 2 Wood
 * * Aesthetics – 1 Plank
 * * Harmony – 1 Plank, 1 Brick, 1 Fabric
 * Changed the objectives in the Advanced Outposts and Outpost Orders to now require having a hub at a given level instead of just building a Storage and Makeshift Hearth.
 * Changed the objective in the Outposts Timed Order to require having 2 hubs at level 2 instead of building multiple Storages and Makeshift Hearths (also, the time limit has been adjusted).
 * Moved some of the newly added Cornerstones to level up rewards.
 * * Level 4 – Safe Haven
 * * Level 5 – Generous Gifts
 * * Level 6 – Frequent Caravans
 * * Level 7 – Prayer Book
 * * Level 10 – Cheap Construction
 * * Level 15 – Trade Negotiations
 * * Level 16 – Influential Friends

UX/UI improvements
 * ⚡ Increased the number of item slots in the Trader Panel. There should no longer be issues with goods overflowing the UI.
 * ⚡ Added a “What’s new” popup when starting the game for the first time after an update. This popup briefly describes what was added and links to our website for more info. You can also use the arrow buttons next to the patch name to learn more about previous updates.
 * ⚡ Added an option in the settings panel to turn on an FPS counter.
 * ⚡ Added an option to turn VSync on or off in the settings panel.
 * Updated the “Hubs” page in the Atlas to more accurately describe how hubs work in the current version of the game.
 * Updated house description to inform about the need to place them near Hearths.
 * Updated the Makeshift Hearth’s description to inform about Hearth placement rules.
 * Updated a few translations in French for better consistency.
 * Updated a few translations in German for better consistency.

Bug fixes
 * ⚡ Fixed a bug with the Forbidden Lands modifier not working in Daily Expeditions.
 * ⚡ Fixed a bug with Glade Events ending too soon (and losing a portion of their items) when unassigning a scout while they were carrying the last part of an Event’s reward.
 * ⚡ Fixed a bug with the camera rotations speed not being saved between sessions.
 * ⚡ Fixed a bug which caused chests belonging to other factions to be opened by the player on the World Map.
 * ⚡ Fixed a bug with the Viceroy’s Survival Guide Cornerstone not affecting Greenhouses.
 * ⚡ Fixed an issue with the Storage showing stored goods even before its construction has been finished.
 * ⚡ Fixed a few missing translations in the Russian language.
 * ⚡ Fixed an issue with the Press and Stamping Mill being translated into the same word in German.
 * Fixed an issue with building radius indicators and roads overlapping incorrectly.
 * Fixed a bug with the “Effects & Upgrades” panel in workshops not scaling correctly.
 * Fixed a bug with some alerts overlapping on the HUD.
 * Fixed a bug which caused the production indicator around worker portraits to sometimes freeze in place.
 * Fixed a bug with some decorations sticking out of the ground when unconstructed.

Other
 * Lowered the saturation and brightness of all textures used in Beaver architecture. From now on they should better fit in with the rest of the assets in the game.

Early Access version: 0.27.4R

 * Fixed a bug that made it impossible to start a new game after finishing a Cycle.

Early Access version: 0.27.3R
* Fixed an issue with Glade Event working times being incorrectly calculated.

Early Access version: 0.27.2R

 * Fixed a bug with Reputation and Resolve rounding being incorrect in some instances.
 * Removed 3 goods per trader (Sahilda, Zhorg, Xiadani) from the "Desired Goods" category.
 * Fixed a bug that caused the Prestige 7 modifier (+ 50% working time in Events) to not work correctly.
 * Fixed an issue with Resolve values not being shown correctly after all members of a species leave or die.
 * Fixed an issue with perks on the HUD being placed too close to the screen border.

Early Access version: 0.27.1R - Homecoming
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Changed the way villager routines work. Villagers will now fulfill their needs in their homes.
 * During a break, villagers will return to their homes to rest, eat, get clothing, and fulfill their needs.
 * Villagers are now assigned to houses based on two main factors: proximity to their workplace and preference. They will prioritize the closest home, but choose a more distant species-specific house over a closer Shelter.
 * Housing spots are automatically rearranged if a building is moved or workers are switched around in a workshop. The game automatically tries to find the best housing spots for villagers.
 * Housing spots are not rearranged for builders and scouts each time they are assigned to a new event/construction site, as this would introduce a lot of noise to the mechanic (plus, scouts don’t really rest when working on an event).
 * All houses are now movable, and moving a house now costs 5 Wood. We decided on this because our initial tests showed that there was some sort of decision paralysis when placing houses and workshops in the early stages of the game. It’s impossible to predict how the late-game layout and blueprint roster will look like, so forcing players to commit to a permanent house placement early on felt wrong.
 * The House UI now displays an inhabitant’s workplace beneath their portrait. Hovering over it will show a tooltip with the exact distance. Clicking on it will move the camera to the building the inhabitant works at.
 * If a house is placed too far away from a workplace, a warning icon will appear above it (and next to the icon of the inhabitant in the Building Panel). The exact distance for this warning can be tuned in the Settings Window (the alert can also be disabled altogether).
 * Homeless villagers will still go to the Hearth and fulfill their needs there. Builders (workers not assigned to any building) will also gather around the Hearth.
 * We are aware that this change might reduce the Makeshift Heart’s role a bit, but rest assured – we will improve this mechanic in the future. For starters, we have plans to somehow tie Hearth to houses mechanically (more details will come soon).
 * ⚡ Added two new types of Citadel Upgrades – Town Vision Range and Embark Range. The already existing Embark Range was renamed to Citadel Vision Range, as it only influenced the amount of fields unveiled by the Smoldering City at the start of a Cycle.
 * * More Town Vision Range – Your towns unveil more of the World Map.
 * * Embark Range – You can venture one field further on the World Map.
 * * Added 19 new Cornerstones:
 * * Hidden Reward – Gain 1 Ancient Tablet for every 2 Glade Events Solved.
 * * Calming the Forest – Every 2 solved dangerous Events lower Hostility by 50.
 * * Forest Mitigation – Each solved Glade Event lowers Hostility by 10.
 * * Deserted Caravans – Global production is 30% faster but trading is unavailable.
 * * Without Restrictions – Villagers have a 10% chance for bonus yields from production, but Consumption Control is disabled.
 * * Orderly Storage – All buildings have their storage capacity increased by 10.
 * * Tightened Belt – Travel Cost in Trade Routes is reduced by 1. Doesn’t apply to Routes already in progress. This effect scales with quantity.
 * * Experienced Scout – Scouts can open chests 30% faster.
 * * Friendly Relations – Gain +1 to Global Resolve for every 3 levels of Standing with other settlements in Trade Routes.
 * * Well-rested Workers – Just. The. Right. Amount. Villagers with the Leisure need fulfilled have a +10% chance for double yields.
 * * Enhanced Blueprints – Builders construct buildings 50% faster.
 * * Surprise Child – Gain 1 Lizard for every 25 Eggs produced.
 * * Chicken or Egg? – Gain 1 Harpy for every 25 Eggs produced.
 * * Shorter Torment – The Storm’s duration is reduced by 33% in exchange for 33% more fuel consumption in the Hearth.
 * * Crowded Houses – All houses have 1 more place, but break time for all villagers is increased by 25%.
 * * Peasant Supplies – Receive 10 Packs of Provisions for every 10 villagers in town.
 * * Deep Pocket – Receive 10 Amber for every 5 completed Trade Routes.
 * * Equality – Cost of rerolling blueprints is lower by 10, but Favoring is disabled.
 * * Profitable Caution – Scouts work 50% longer on Dangerous Glade Events but have a 50% chance of bringing back double the amount of goods.
 * Added 15 new Deeds, all tied to the new World Map Modifiers added in the last update.
 * Added a new World Map modifier – the Ruined Armory. Playing next to it will prevent villagers from dying when attacking a Trader.

Balance
 * ⚡ Reshufled some of the Upgrades in the Smoldering City.
 * We want to slowly move away from stat increases and focus more on interesting gameplay tools. That’s why we removed one Farming Speed Increase and added more embark range on the map.
 * At the same time, we removed one of two Citadel Vision Increase Upgrades, as it made the whole map seem too “small”. Instead, we decided to introduce an upgrade that unveils more of the map when building a town.
 * ⚡ Changed the way the Embark Range is calculated when starting from the Smoldering City. Previously, we counted the first circle of hexes around the Citadel as traversed distance, but this was wrong (this space is not playable, as it’s occupied by the mountain). From now on we count the Embark Range from the edge of the Smoldering City.
 * ⚡ Rebalanced a few starting Orders (from the first 3 slots in each game):
 * * Botanist – added the objective for building a Plantation, adjusted the RNG of the Order to appear only if the building was chosen in a given game.
 * * Farm Life – added the objective for building a Small Farm, adjusted the RNG of the Order to appear only if the building was chosen in a given game.
 * * Foragers’ Camp – added the objective for collecting Insects, adjusted the RNG of the Order to appear only if the building was chosen in a given game.
 * * Garden Life – added the objective for building a Herb Garden, adjusted the RNG of the Order to appear only if the building was chosen in a given game.
 * * Herbalist – added the objective for collecting Mushrooms, adjusted the RNG of the Order to appear only if the building was chosen in a given game.
 * * Hunters – added the objective for collecting Eggs, adjusted the RNG of the Order to appear only if the building was chosen in a given game.
 * ⚡ Extended the duration of the Need for Timber Timed Order from 2 minutes to 4 minutes.
 * Added 3 existing perks to level up rewards:
 * * Profitable Caution – level 14
 * * Tightened Belt – level 15
 * * Deep Pocket – level 16
 * Moving farms (Small Farm, Plantation, Herb Garden, Grove) now costs 1 Plank. Moving the Homestead costs 5 Planks.
 * Increased the cost of building a Shelter from 5 to 10 Wood.
 * Shortened the time requirement for repairing buildings destroyed by lightning.
 * Added 8 World Map modifiers to the Daily Expedition pool.
 * * Forbidden lands
 * * Dangerous Lands
 * * Monastery of the Holy Flame
 * * Ruined Armory
 * * Forsaken Gods Temple
 * * Corrosive Torrent
 * * Levitating Monument
 * * Flooded Mines
 * Changed the effect of the Forsaken Gods Temple modifier. It now greatly increases the number of Timed Orders in a game, instead of preventing villagers from leaving the settlement.
 * Increased the size of the World Map by ~38%. We also increased the overall amount of modifiers and rewards to be found on it. This change was motivated mainly by the fact that we added more movement options and reaching the edge of the map became too easy.

UX/UI improvements
 * ⚡ Added a “Working Effect” label to all penalties active during the time Scouts work on Dangerous Glade Events.
 * ⚡ Added more information to Working Effect descriptions. They all now clearly state that the penalty is only active when a Scout is working on a corresponding Glade Event.
 * ⚡ Updated the description for the Biscuit Diet Cornerstone to better reflect its actual effect.
 * ⚡ Changed the “New upgrades available in the Citadel” text in the level-up screen to be shorter.
 * ⚡ Changed the description of the Levitating Monument Modifier. It now reflects the effect more precisely – most, but not all buildings can be moved.
 * Added a new Gameplay section in the Settings Window, dedicated solely to gameplay elements (tracking orders, housing warning distance settings, etc).
 * Changed the descriptions for houses and Hearths to better outline their role in the settlement.
 * Updated some tooltip texts and Atlas description to better reflect the change to villager routines.

Bug fixes
 * ⚡ Fixed a bug that caused Citadel Resources found in Glade Events to not be added correctly to the player’s Storage.
 * ⚡ Fixed a bug that caused the terrain beneath towns on the World Map to always be green (instead of having the correct biome color).
 * ⚡ Fixed a bug with the Thrill of Exploration Cornerstone reward in the Devilish Curiosity Order not giving Resolve for every discovered Glade.
 * ⚡ Fixed an issue with builders hammering empty air after moving a building’s construction site.
 * ⚡ Fixed an issue with resource icons being displayed outside of the Storage Panel’s bounds in the Trade Route Window.
 * ⚡ Fixed a typo in the Stormforged version of the Forge Trip Hammer Cornerstone.
 * ⚡ Fixed a typo in the Beaver Colony Order name.
 * ⚡ Fixed an issue with Factions having the same random town names as the player.
 * ⚡ Fixed two missing Deed descriptions in the Polish and Russian translations.
 * ⚡ Fixed a rare bug that caused some World Map tiles to display the “this biome is not available in the demo” tooltip text.
 * Fixed a bug that caused the Cursed Royal Woodlands to not be included in the claimed territory after playing near them.

Other
 * Improved the game’s overall performance.
 * Updated a few 3D models for resources. Previously, most goods were represented by crates (on construction sites and when carried by villagers). After this change, these objects should be more varied (planks, bricks, sacks of food, barrels).

Early Access version: 0.26.4R

 * Fixed a bug that caused Citadel Resources found in Glade Events to not scale correctly at the end of the game.
 * Moved two Deeds to the Legacy category: Weather Anomaly and Stonewood Infestation.
 * Citadel Resources found during a run are now displayed in the Trade Goods category on the HUD.
 * Citadel Resources found during a settlement run can be sold to Traders.

Early Access version: 0.26.3R

 * Fixed an issue with the Order generation. From now on, Order choices should be more fair and varied.
 * Fixed a bug with the Resolve Threshold value in the Resolve tooltip always displaying " - ".
 * Changed the reward in the Adventurous Viceroy Order from Barrel Schematics to the Explorers' Lodge blueprint.
 * Rebalanced the requirements in the Trade Connections and Advanced Trading Orders to make them more distinct.
 * Restricted the drop rates of 5 stacking Cornerstones (e.g.: Vineyard Town, Training Grounds) in the Forsaken Altar. You can still buy the Stormforged versions of these perks there, but if you already have the base version, there won't be an option to upgrade them.
 * Changed the way building descriptions are displayed in the Reputation Reward popup. Recipes are now listed in separate lines.

Early Access version: 0.26.1R - New World
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Revamped the World Map:
 * The World Map is now fully 3D – terrain, modifiers, treasures, towns, the Smoldering City. We also updated the fog and UI indicators on the map.
 * Modifiers and points of interest are no longer visible beneath the fog on the World Map. They are instead marked with a question mark and need to be discovered first.
 * Added 14 new Modifiers. We won’t spoil the fun and describe them all, but here’s a list just to tease you:
 * * Royal Outpost
 * * Watchtower
 * * Ancient Battleground
 * * Sparkdew Crystals
 * * Haunted Forest
 * * Fishmen Ritual Site
 * * Monastery of the Flame
 * * Forbidden Lands
 * * Dangerous Lands
 * * Statue of the Forefathers
 * * Flooded Mines
 * * Levitating Monument
 * * Corrosive Torrent
 * * Forsaken Gods Temple
 * Added a new type of object that can be found on the World Map – treasure chests. They can be interacted with by simply clicking on them (if you are in range). They contain Citadel Resources.
 * Changed the way settling on the World Map works. From now on, you can only select a field in range of one of your previous towns or the Citadel. You can’t jump around from one side of the map to the other at will.
 * Changed the World Map’s HUD. There’s now a horizontal bar on top of the screen showing owned Citadel Resources and Faction Influence.
 * Added a Factions rivalry system. You are now competing against Factions for Influence on the World Map. The winner is decided at the end of a Cycle, and given additional Citadel Resources for their effort. Things that generate Influence: settlement scores, amount of land claimed, games won near modifiers, and expedition distance.
 * Successfully establishing a town now claims the land around it. Claimed land can’t be played on. This also goes for Factions (they can’t settle on your land, and you can’t start a settlement on theirs).
 * Completed Modifiers now disappear from the map to avoid confusion and visual clutter.
 * ⚡ Added a Factions category to the in-game Atlas. There you can find more information about all three factions’ backstories, motivations, goals, and leaders.

Balance
 * ⚡ Glade Event rewards have been rebalanced.
 * Cornerstone rewards were moved. They are no longer present under the “send to Citadel” choice, and can instead appear under the “keep” section.
 * Increased the number of Cornerstones available as Glade Event rewards.
 * The chance of getting a Cornerstone from Glade Events has been increased across the board.
 * The “send to Citadel” reward section will now only have Amber and Reputation.
 * The amounts of Citadel Resources found in Glade Events (artifacts, Food Stockpiles, Machinery) are now scaling based on difficulty.
 * Citadel Resources were moved from the “send to Citadel” reward choice to the “keep” section.
 * ⚡ Orders will now be generated based on the settlement’s biome.
 * ⚡ Changed the recipe grades in the Stamping Mill. It now produces Pottery (3 stars), Flour (2 stars), and Copper Bars (1 star).
 * ⚡ Moved the Guild of Traders of Thieves? Modifier to Prestige 8 from Prestige 2.
 * ⚡ Moved the Expensive Lottery Modifier to Prestige 2 from Prestige 8.
 * ⚡ Removed Flour as a possible reward for salvaging the Lumber Mill ruin.
 * ⚡ Increased the Amber requirement in the Prosperous Settlement Cornerstone from 20 to 35.
 * Increased the length of the Cycle by 10 years.
 * Increased all Upgrade prices in the Smoldering City by 20%.

UX/UI improvements
 * ⚡ Added a keybind for the Trade Route Panel ([Y] by default).
 * ⚡ Changed the color of all “decline” buttons in the game.
 * ⚡ Added the option to scale up the UI above the limit.
 * * Warning: this option is meant as a type of “last resort” in case you really need to have a bigger UI, not as a fully supported UI scale increase. There may be glitches and overflowing text. If you have trouble reading certain sections of the UI, please report them to us, and we will try and fix them.
 * ⚡ Score is now displayed after winning any run, regardless of the difficulty (it was previously only displayed for Daily runs and Prestige difficulties).
 * Changed the description of the Under the Queen’s Eye Daily Modifier. It now states that you are only given one non-timed Order choice (as you still can get Timed Orders).
 * Goods in caravans in the Embark Panel are now sorted based on their types.

Bug fixes
 * ⚡ Fixed a bug that caused Ruined Plantations to spawn in maps without fertile soil.
 * ⚡ Fixed an issue with hungry villagers not prioritizing raw food over complex food they are not allowed to eat or don’t like.
 * ⚡ Fixed a bug that caused Reputation and Impatience values to be rounded incorrectly.
 * ⚡ Fixed a bug that caused Timed Orders to be completable by reloading the game.
 * ⚡ Fixed a bug with the Woodpecker Technique Cornerstone still giving 2 Insects for each tree (instead of 1).
 * ⚡ Fixed a bug with the Daily Expedition having both the Sabotage and Under the Queen’s Eye effects at once.
 * ⚡ Fixed an issue with Reputation from Resolve Deeds not sorting correctly in the Deeds Panel.
 * ⚡ Fixed an issue with Gatherers and Woodcutters incorrectly calculating the distance to their respective workplaces.
 * ⚡ Fixed a bug that caused the Fearless Order to start with the current amount of discovered Dangerous Glades instead of Forbidden ones.
 * ⚡ Fixed an issue with the scroll bar overlapping perk icons in the “effects & upgrades” section of the building panel.
 * ⚡ Fixed a bug that made it impossible to turn off sacrificing in the exact moment when the last piece of fuel was being burned.
 * ⚡ Fixed the incorrect tooltip text for the “Call Immediately” button in the Trader Panel after a game was won.
 * ⚡ Fixed a bug that caused the Stonecutter’s Trial Order to appear in the Royal Woodlands.

Other
 * Renamed the Trade Block Modifier to Bandit Camp.
 * Added lights around the Hearth on higher graphics settings. More to come in the future!

Early Access version: 0.26.1R - New World
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Revamped the World Map:
 * The World Map is now fully 3D – terrain, modifiers, treasures, towns, the Smoldering City. We also updated the fog and UI indicators on the map.
 * Modifiers and points of interest are no longer visible beneath the fog on the World Map. They are instead marked with a question mark and need to be discovered first.
 * * Added 14 new Modifiers. We won’t spoil the fun and describe them all, but here’s a list just to tease you:
 * * Royal Outpost
 * * Watchtower
 * * Ancient Battleground
 * * Sparkdew Crystals
 * * Haunted Forest
 * * Fishmen Ritual Site
 * * Monastery of the Flame
 * * Forbidden Lands
 * * Dangerous Lands
 * * Statue of the Forefathers
 * * Flooded Mines
 * * Levitating Monument
 * * Corrosive Torrent
 * * Forsaken Gods Temple
 * Added a new type of object that can be found on the World Map – treasure chests. They can be interacted with by simply clicking on them (if you are in range). They contain Citadel Resources.
 * Changed the way settling on the World Map works. From now on, you can only select a field in range of one of your previous towns or the Citadel. You can’t jump around from one side of the map to the other at will.
 * Changed the World Map’s HUD. There’s now a horizontal bar on top of the screen showing owned Citadel Resources and Faction Influence.
 * Added a Factions rivalry system. You are now competing against Factions for Influence on the World Map. The winner is decided at the end of a Cycle, and given additional Citadel Resources for their effort. Things that generate Influence: settlement scores, amount of land claimed, games won near modifiers, and expedition distance.
 * Successfully establishing a town now claims the land around it. Claimed land can’t be played on. This also goes for Factions (they can’t settle on your land, and you can’t start a settlement on theirs).
 * Completed Modifiers now disappear from the map to avoid confusion and visual clutter.
 * ⚡ Added a Factions category to the in-game Atlas. There you can find more information about all three factions’ backstories, motivations, goals, and leaders.

Balance
 * ⚡ Glade Event rewards have been rebalanced.
 * Cornerstone rewards were moved. They are no longer present under the “send to Citadel” choice, and can instead appear under the “keep” section.
 * Increased the number of Cornerstones available as Glade Event rewards.
 * The chance of getting a Cornerstone from Glade Events has been increased across the board.
 * The “send to Citadel” reward section will now only have Amber and Reputation.
 * The amounts of Citadel Resources found in Glade Events (artifacts, Food Stockpiles, Machinery) are now scaling based on difficulty.
 * Citadel Resources were moved from the “send to Citadel” reward choice to the “keep” section.
 * ⚡ Orders will now be generated based on the settlement’s biome.
 * ⚡ Changed the recipe grades in the Stamping Mill. It now produces Pottery (3 stars), Flour (2 stars), and Copper Bars (1 star).
 * ⚡ Moved the Guild of Traders of Thieves? Modifier to Prestige 8 from Prestige 2.
 * ⚡ Moved the Expensive Lottery Modifier to Prestige 2 from Prestige 8.
 * ⚡ Removed Flour as a possible reward for salvaging the Lumber Mill ruin.
 * ⚡ Increased the Amber requirement in the Prosperous Settlement Cornerstone from 20 to 35.
 * Increased the length of the Cycle by 10 years.
 * Increased all Upgrade prices in the Smoldering City by 20%.

UX/UI improvements
 * ⚡ Added a keybind for the Trade Route Panel ([Y] by default).
 * ⚡ Changed the color of all “decline” buttons in the game.
 * ⚡ Added the option to scale up the UI above the limit.
 * Warning: this option is meant as a type of “last resort” in case you really need to have a bigger UI, not as a fully supported UI scale increase. There may be glitches and overflowing text. If you have trouble reading certain sections of the UI, please report them to us, and we will try and fix them.
 * ⚡ Score is now displayed after winning any run, regardless of the difficulty (it was previously only displayed for Daily runs and Prestige difficulties).
 * Changed the description of the Under the Queen’s Eye Daily Modifier. It now states that you are only given one non-timed Order choice (as you still can get Timed Orders).
 * Goods in caravans in the Embark Panel are now sorted based on their types.

Bug fixes
 * ⚡ Fixed a bug that caused Ruined Plantations to spawn in maps without fertile soil.
 * ⚡ Fixed an issue with hungry villagers not prioritizing raw food over complex food they are not allowed to eat or don’t like.
 * ⚡ Fixed a bug that caused Reputation and Impatience values to be rounded incorrectly.
 * ⚡ Fixed a bug that caused Timed Orders to be completable by reloading the game.
 * ⚡ Fixed a bug with the Woodpecker Technique Cornerstone still giving 2 Insects for each tree (instead of 1).
 * ⚡ Fixed a bug with the Daily Expedition having both the Sabotage and Under the Queen’s Eye effects at once.
 * ⚡ Fixed an issue with Reputation from Resolve Deeds not sorting correctly in the Deeds Panel.
 * ⚡ Fixed an issue with Gatherers and Woodcutters incorrectly calculating the distance to their respective workplaces.
 * ⚡ Fixed a bug that caused the Fearless Order to start with the current amount of discovered Dangerous Glades instead of Forbidden ones.
 * ⚡ Fixed an issue with the scroll bar overlapping perk icons in the “effects & upgrades” section of the building panel.
 * ⚡ Fixed a bug that made it impossible to turn off sacrificing in the exact moment when the last piece of fuel was being burned.
 * ⚡ Fixed the incorrect tooltip text for the “Call Immediately” button in the Trader Panel after a game was won.
 * ⚡ Fixed a bug that caused the Stonecutter’s Trial Order to appear in the Royal Woodlands.

Other
 * Renamed the Trade Block Modifier to Bandit Camp.
 * Added lights around the Hearth on higher graphics settings. More to come in the future!

Early Access version: 0.25.3R

 * Added some missing Italian comunnity translations.
 * Fixed a bug that caused the Woodpecker Technique Cornerstone to still give 2 Insects instead of 1.
 * Improved the value counting of goods sold in Cornerstones and Orders. They now should register the exact amount of Amber gained from Trade Routes.

Early Access version: 0.25.2R - Time is Money
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added a new and improved Trade Route system.
 * Trade Routes are no longer passive, constant streams of goods from other settlements. Instead, they now take the form of Offers.
 * Offers are one-time buy orders from nearby settlements. Your neighbors will inform you about their needs, and you can send them goods in exchange for amber.
 * Offers are procedurally generated based on the settlement’s biome and your relation with the said settlement. They can range from not very profitable to extremely lucrative.
 * Each offer has four main parameters: desired goods (what a settlement needs), payment (how much Amber the settlement is willing to pay), travel cost (what will it cost to travel to said settlement), and travel time (how long the Trade Route will take).
 * Each Offer has multiple levels of size – you can decide how many of the desired goods you are willing to send by using the arrow buttons in the Offer Slot.
 * After you accept an offer, the goods will be sent to the settlement. Once your caravan returns, you will be able to collect the earned Amber (you can also set a checkbox to auto-collect Amber).
 * Offers reset every season.
 * You start with 2 Offers in each settlement and can buy more Offer Slots for Amber (up to 5).
 * Each successfully finished Trade Route will progress your Standing with a given settlement. There are 5 standing levels: neutral, known, friendly, honored, and allied.
 * Each Standing level increases the base amount of goods a settlement wants and how much it’s willing to pay. The travel time also decreased slightly.
 * You can see the full list of goods a settlement might want to buy from you by hovering over it on the World Map.
 * Added a new type of mission from the Queen – Timed Orders. These are very difficult, time-sensitive objectives that can be failed, but completing them gives great rewards.
 * Timed Orders can be unlocked in the Citadel, after buying the Obsidian Archive Level 9 Upgrade.
 * Once unlocked, Timed Orders will appear randomly in some Order Packs.
 * Timed Orders are given as a third choice in the Order Pick Popup (or: as a fourth choice if you are playing the Daily Expedition with a modifier).
 * Timed Orders are harder and more rewarding than normal Orders. They can fail if the timer runs out.
 * You have a limited time to pick the Timed Order in the Order Pick Popup.
 * Once you pick the Order, the timer will start and you will have to finish it before the time runs out.
 * Timed Orders are based on the game’s difficulty. Some are present in games on Normal difficulty, but most of them activate on Impossible or higher.
 * Added 60 new Timed Orders. We will let you discover their requirements and rewards on your own, and only share their names here in the changelog:
 * * Joyful Beavers
 * * Zealous Scouts
 * * Starting tools
 * * Joyful Harpies
 * * Joyful Humans
 * * Joyful Lizards
 * * Outerwear
 * * Hurried Expedition
 * * Ruins Call
 * * Quick Transaction
 * * Impetuous Explorer
 * * Housing Estate
 * * Distant Journey
 * * Quick Packaging
 * * Work Break
 * * Wood Thirst
 * * Adventurous Viceroy
 * * Herbalists Trial
 * * Scavengers Trial
 * * Trappers Trial
 * * Mushrooming
 * * Stonecutters Trial
 * * Foragers Trial
 * * Venturesome Leader
 * * Beavers Colony
 * * Harpies Colony
 * * Humans Colony
 * * Lizards Colony
 * * Outpost
 * * LumberMill Efficiency Test
 * * The Ceremony of Sacrifice
 * * Basic Packages
 * * Building Rush
 * * Chests Chaser
 * * Foolhardy Man
 * * Coal Fever
 * * Copper Fever
 * * Disturb the Ancients
 * * Devilish Curiosity
 * * Forest Fascination
 * * Magical Rainwater
 * * Wealthy Trader
 * * Into the Ruins
 * * Bling-Bling
 * * Thirsty Trader
 * * Fearless
 * * Ultimate Challenge
 * * Greedy Merchant
 * * Trading Master
 * * Reckless Viceroy
 * * Great Expansion
 * * Advanced Cuisine
 * * Time of Courage
 * * Large Parcel
 * * Storekeeper
 * * Ravenous Axes
 * * Beer Snacks
 * * Construction Work
 * * Urgent Shipment
 * * Food Provision
 * Added a new essential building – the Field Kitchen.
 * * The Field Kitchen can be unlocked by buying the Dim Square Level 7 Upgrade.
 * * This building is a workshop, has 2 worker slots, and can produce Jerky, Biscuits, and Pickled Goods at a 0-star level (slowly and with more required ingredients than a one-star recipe).
 * * The building was added mainly as a way to give the players more tools in difficult games, such as Prestige or Impossible runs (especially when combined with the Consumption Control system).
 * Added one more player level – 16.
 * * Reaching level 16 will unlock the followig Cornerstones: Hidden from the Queen, Overtime, Ritual of prosperity.
 * Added one additional Upgrade for the Obsidian Archive line in the Citadel to buy on level 16.
 * * Please note – there isn’t much content to unlock at level 15 and 16, but we will slowly add new things to fill in the gaps.
 * Added a new Cornerstone:
 * * Stormwalker Training – Villagers learn how to travel in the wilderness from the best – the Royal Stormwalkers. Trade Route travel time is reduced by 25%.
 * Stormwalker Training (Stormforged) – Villagers learn how to travel in the wilderness from the best – the Royal Stormwalkers. Trade Route travel time is reduced by 33%. Traders will arrive 33% quicker.

Balance
 * ⚡ Changed the production time of Sparkdew in the Rain Collector from 60 seconds to 30 seconds.
 * ⚡ Buffed recipes for Mushrooms and Herbs in the Greenhouse. They now require 4 Sparkdew instead of 5 and take 30 seconds instead of 60 seconds.
 * ⚡ Buffed recipes for Clay and Reeds in the Clay Pit. They now require 4 Sparkdew instead of 5 and take 30 seconds instead of 60 seconds.
 * ⚡ Rebalanced multiple Cornerstones:
 * * Woodpecker Technique – reduced the number of Insects given for each cut tree from 2 to 1.
 * * Lumber Tax – increased the Wood required to trigger the effect (1 Amber reward) from 40 to 50.
 * * Protected Trade – lowered the trade requirement from 40 to 25 to trigger the effect (Hostility reduction).
 * * Free Samples – lowered the trade requirement from 30 to 20 to trigger the effect (1 Part reward).
 * * Trade Logs – removed the increase to the worth of Packs of Trade Goods and added +1 to Active Trade Route Slots instead.
 * * Export Contract – removed the increase to the worth of all Packs and the Reputation Resolve penalty, but added a +1 bonus to Active Trade Route Slots instead.
 * * Trade Hub – lowered the trade requirement from 100 to 60 to trigger the effect (Reputation Point reward)
 * Removed 3 Cornerstones:
 * * Enriched Amber
 * * Respected Business Partner
 * L* uxury Tax
 * Changed the source of some advanced Delivery Line Cornerstones. They are now rewards for completing Timed Orders and will no longer be given to the player as a yearly reward:
 * * Ale Delivery Line
 * * Incense Delivery Line
 * * Scroll Delivery Line
 * * Coat Delivery Line
 * * Pottery Delivery Line
 * Lowered the value of all goods in the game (other than Amber) by around 25%. Traders will now pay less for goods sold directly to them.
 * Lowered the Amber requirement for The Guild’s Welfare effect in the Guild House from 80 to 60.
 * Removed two items from the pool of desired goods for Sahilda and Xiadani (Coats, Pottery).
 * Increased the number of types of goods traders can bring to the settlement. All traders will have more in stock.
 * Slightly increased the amount of fuel (Coal, Oil) required to make Incense.
 * Slightly increased the amount of Pigment and Wine required to make Scrolls.
 * Decreased the amount of Crystalized Dew required to make Parts.
 * Increased the number of Packs of Provisions production output from 2 to 3.
 * Decreased the number of goods required to make Packs of Provisions on the lowest recipe tier.
 * Fallen Beavers/Lizards/Humans/Harpies now spawn 2-3 Blightrot Cysts instead of turning into one.
 * Changed the layout of some Upgrades in the Smoldering City:
 * We restored the 2% Impatience reduction to all levels of the Obsidian Archive.
 * The Consumption Control unlock was moved to Obsidian Archive Level 6.
 * Embark Range extensions were moved to levels 8 and 13 in the Obsidian Archive line.
 * The Trappers’ Camp and Foragers’ Camp Embark Bonuses were moved higher, to levels 15 and 16.
 * One of the Grace Period Upgrades was moved to level 14 instead of 13.
 * One of two Active Trade Route Slot expansions was removed from the Upgrade Tree.
 * Moved 3 existing Cornerstones to Level Up rewards in place of the removed perks.
 * Flame Amulets – level 2
 * Over Diligent Woodworkers – level 3
 * Stormwalker Training – level 8
 * Increased the default amount of goods builders can carry from 2 to 5.
 * Rebalanced the rewards for 31 Orders in the game:
 * Botanist – removed the Rich in Fiber and Fiber Delivery Line Cornerstones, added 20 Fabric and the Large Berry Baskets Cornerstone.
 * Rain Protection – removed Parts.
 * Farm Life – removed the Grain Delivery Line Cornerstone, added 30 Mushrooms.
 * Foragers’ Camp – removed the Giant Vegetables Cornerstone, added 30 Stone.
 * Funding the Expedition – removed Jerky, Pickled Goods and Biscuits, added 5 Planks, 5 Bricks, and 5 Fabric.
 * Garden Life – removed the Root Delivery Line Cornerstone, added 35 Clay.
 * Herbalist – removed the Accumulated Dew and Large Berry Baskets Cornerstones, added 2 villagers and 30 Herbs.
 * Hunters – removed the Meat Specialization Cornerstone, added the Nets Cornerstone.
 * Ranch Life – removed the Meat Delivery Line Cornerstone, added 30 Meat.
 * Lost in the Woods – removed the Root Delivery Line Cornerstone, added the Steel Pickaxes Cornerstone.
 * Tick Tock – removed Coal.
 * Building Materials – removed the Reinforced Needles Cornerstone, added 4 Simple Tools.
 * Trappers – added 30 Insects.
 * Delivery – removed the Herb Delivery Line Cornerstone, added 10 Amber.
 * Happy Brewing – removed the Advanced Coopering Cornerstone, added 20 Pickled Goods.
 * Bloody Sacrifices – removed the Meat Cleavers Cornerstone, added 20 Copper Bars and 15 Amber.
 * Sacrificing – removed the Ancient Artifact Cornerstone, added the Specialized Mining Cornerstone.
 * Luxurious Delivery – removed the Ways of the Forest Cornerstone, added 15 Amber.
 * Brotherhood – removed the Herb Delivery Line and Bigger Grill Cornerstones, added 30 Oil and 40 Flour.
 * Cups and Glasses – removed the Grain Delivery Line Cornerstone, added 20 Ale.
 * New Clothes – removed the Pottery Delivery Line Cornerstone, added the Tanning Racks Cornerstone.
 * Basic Rights – removed the Ancient Artifact Cornerstone, added 30 Pickled Goods.
 * The Forum – removed the Reed Delivery Line Cornerstone, added 10 Amber.
 * Lizard Resolve – removed the Meat Delivery Line Cornerstone, added 8 Parts.
 * Bathing – removed the Mortar and Pestle Cornerstone, added 30 Cosmetics.
 * Playing with Fire – removed the Oil Delivery Line Cornerstone, added the Advanced Smelting Cornerstone.
 * The Cult of Fire – removed the Tool Delivery Line Cornerstone, added the Survivor Bonding Cornerstone.
 * Leisure – removed the Root Delivery Line Cornerstone, added 30 Roots.
 * Rich Delivery – removed the Ale Delivery Line Cornerstone, added 30 Ale.
 * Travel Rations – removed the Scroll Delivery Line Cornerstone, added 40 Skewers.
 * Utopia – removed the Amber Tax Cornerstone, added the Value Added Tax Cornerstone.

UX/UI improvements
 * ⚡ Added a tooltip for the “Attack” button in the Trader Panel.
 * Changed multiple icons in the game (for example: Joy of Exploration, Cannibalism) to avoid repetitions.
 * Changed the look of the floating indicators on the HUD (newly discovered Glades, Trader arrival, Altar Priestess arrival).
 * Improved the status indicator on all perk tooltips. It should now blend with the rest of the UI better.
 * Added a tooltip to the “Trade Routes” tab button informing the player about the need to build a Trading Post before accessing the system.
 * Changed the descriptions of all effects creating Blightrot Cysts to now clearly state how many will be spawned.
 * Added a new entry about Trade Routes into the in-game Atlas.
 * Changed the order of buildings in multiple categories (Food, Industry, Resource Gathering) in the construction menu. The position of blueprints should now make a lot more sense than before.

Bug fixes
 * ⚡ Fixed a bug with the Immovable Viceroy Deed automatically completing even if glades were discovered during a run.
 * ⚡ Fixed a bug that caused the Thorough Exploration Deed to not trigger even after discovering 30 Glades in a single game.
 * ⚡ Fixed a bug that caused the Treasure Deed not to trigger even after opening 20 Caches in a single game.
 * ⚡ Fixed a bug that caused some Deeds to still be completable even after winning a game.
 * ⚡ Fixed a bug that caused the Ruins Deed not to trigger even after solving 10 Ruins in a single game.
 * ⚡ Fixed a bug that caused rebuilding ruins to be counted towards some Order objectives that require owning species-specific housing.
 * ⚡ Fixed an issue with the Ancient Altar panel not forcing the game to pause when opened.
 * ⚡ Fixed an issue with Orders like Farm Life/Ranch Life/Garden Life not counting double yields from produced goods.
 * ⚡ Fixed a bug with the Peddler Order not counting sold goods correctly.
 * ⚡ Fixed a bug with giant resource nodes in the Marshlands not being highlighted correctly.
 * ⚡ Fixed a bug with some icons being covered by the Forest Mysteries UI in the top right corner of the HUD (on 16:10 resolutions, with max UI scale).
 * ⚡ Fixed a typo in the description of the Prestige 13 modifier.
 * ⚡ Fixed a bug that caused no tooltip to appear when hovering over filled Reputation and Impatience bars.
 * Fixed an issue with an incorrect text position in the Resolve tooltip for Lizards.
 * Fixed an issue that caused the Resolve tooltip to stay on screen in certain scenarios.
 * Fixed an issue with some building panels being placed too low when first opened.
 * Fixed a bug with Citadel Resource icons being displayed incorrectly in certain tooltips.
 * Fixed a bug that caused incorrect scaling in the “click to open recipes panel” text below some tooltips.
 * Fixed a bug with service building tooltips displaying the recipe summary section, even though they have no recipes.
 * Fixed a bug that caused the fog to still be visible after an explosion destroyed parts of the surrounding forest.
 * Fixed a visual glitch in the animations of some buttons in the upper right corner of the HUD (Orders, Cornerstones, Newcomers).
 * Fixed a bug that caused the lower part of the Citadel Ui to not scale with different screen resolutions.

Other
 * Added new sounds to all buttons in the upper right corner of the HUD (Orders, Trade Routes, Recipes Panel, etc.). The same goes for switching between these tabs in an opened window.
 * Changed the sound of building roads.
 * Added a new ambient sound when opening the building panel for the Forum.
 * Slightly changed the sound effects played when entering the Citadel.

Early Access version: 0.24.6R

 * Fixed an issue with the Immovable Viceroy Deed not being completed after winning a game without discovering glades.
 * Fixed multiple incorrect descriptions for Deeds in Italian.
 * Fixed a bug that caused the trader Xiadani to offer a Cornerstone for 0 Amber.
 * Fixed a bug with multiple HUD tooltips going off-screen.
 * Fixed a bug with the "x" button in the ESC menu not working.
 * Fixed a bug that caused the Firekeeper's Prayers Cornerstone to reduce sacrifice cost instead of increasing it.
 * Fixed a bug that caused the Fiery Wrath Cornerstone to increase sacrifice cost instead of decreasing it.
 * Fixed a bug that caused the last icon in the top right corner of the HUD to be unclickable if there were more than 5 icons active at once.
 * Increased the size of text boxes in the World Map UI.
 * Fixed an issue that caused some Trade Routes to be out of bounds in the Citadel screen.
 * Fixed an issue with completed Deeds disappearing from the tracking UI.
 * Updated the recipe layout in the Atlas to be right-aligned.
 * Decreased the size of the glow effect behind some icons.

Early Access version: 0.24.2R - Rationing
Changes marked with ⚡ were inspired by community. New content and features


 * ⚡ Added a Consumption Control system, where you can decide what is being consumed and by whom.
 * The Consumption Control feature can be unlocked by buying an upgrade in the Smoldering City – Obsidian Archive Level 5.
 * After unlocking Consumption Control, it will appear as an icon in the top right corner of the HUD (similarly to how the Order Panel or the Recipe Panel work).
 * In the Consumption Control panel, you can use checkboxes to select which goods are consumed by what species. You can limit the consumption of raw food, complex food, clothing, and luxuries.
 * Limiting consumption can have an impact on Resolve. Each denied need has a different Resolve penalty value.
 * Resolve penalties are only applied if a restricted good is available in the Storage. If you deny consumption of a resource that you don’t have, no penalty will be activated.
 * The Resolve penalty for denying a need to a given species grows if another species can still consume that good. For instance – if you forbid Pie consumption for Beavers, but Humans can still eat it, the Beavers will get a substantial Resolve penalty.
 * Restricting the consumption of raw foods (mushrooms, meat, vegetables, etc.) does not activate any Resolve penalty.
 * All Resolve penalties can be previewed in the Consumption Control panel, under each checkbox. The preview is divided into two categories: current impact (how the Resolve is currently changed by the enabling/disabling of the need), and max. impact (the maximum amount of a Resolve bonus or penalty for a given need).
 * You can change the default checkbox state for raw food and complex food in the options menu (from “on by default” to “off by default”).
 * Added 12 new Orders:
 * Farming
 * * Objective: building a Small Farm/Plantation/Grove/Herb Garden and delivering Grain/Plant Fiber/Crystalized DewHerbs
 * * Rewards: 2 villagers, 3 Parts, 20 Flour
 * Trade Connections
 * * Objective: deliver Pack of Trade Goods
 * * Rewards: Value Added Tax Cornerstone, Beneficial Agreement Cornerstone, 10 Coal
 * Botanist
 * * Objective: produce Berries and Plant Fiber in the Plantation
 * * Rewards: Rich in Fiber Cornerstone, Fiber Delivery Line Cornerstone, and 2 villagers
 * Farm Life
 * * Objective: produce Vegetables and Grain in the Small Farm
 * * Rewards: Grain Delivery Line Cornerstone, Mold Supply Cornerstone, 2 villagers
 * Garden Life
 * * Objective: produce Roots and Herbs in the Herb Garden
 * * Rewards: Root Delivery Line Cornerstone, Steel Penknives Cornerstone, 2 villagers
 * Ranch Life
 * * Objective: produce Meat and Eggs in the Ranch
 * * Rewards: Meat Delivery Line Cornerstone, Tanning Racks Cornerstone, 2 villagers
 * Sacrificing
 * * Objective: sacrifice Wood/Coal/Oil
 * * Rewards: Firekeeper’s Secret Techniques Cornerstone, Ancient Artifact Cornerstone, Advanced Fuel Cornerstone
 * Beaver Relatives
 * * Objective: satisfy the need for Pickled Goods, build Beaver Houses
 * * Rewards: Beaver Clan Support Cornerstone, 5 Beavers, 50 Roots
 * Harpy Relatives
 * * Objective: satisfy the need for Jerky, build Harpy Houses
 * * Rewards: Harpy Clan Support Cornerstone, 5 Harpies, 50 Insects
 * Human Relatives
 * * Objective: satisfy the need for Biscuits, build Human Houses
 * * Rewards: Human Clan Support Cornerstone, 5 Humans, 50 Mushrooms
 * Lizard Relatives
 * * Objective: satisfy the need for Skewers, build Lizard Houses
 * * Rewards: Lizards Clan Support Cornerstone, 5 Lizards, 50 Meat
 * Peddler
 * * Objective: sell Ancient Tablets/Resin/Sparkdew/Packs of Goods
 * * Rewards: Enriched Amber Cornerstone, 20 Amber, Forum Blueprint

Balance
 * ⚡ Rebalanced the rewards for the following Orders:
 * Amber Trade – removed Pottery, added 30 Biscuits.
 * Clearing Glades – added 2 villagers
 * Foragers’ Camp – added the Nets Cornerstone
 * Herbalist – added the Sharp Sickles Cornerstone
 * Metal Veins – added 15 Coal and 6 Simple Tools
 * Lost in the Woods – added the Root Delivery Line Cornerstone
 * Problem Solver – added 3 Infused Tools
 * Booming Economy – added 20 Wine
 * Exploration – added 10 Planks
 * Farming – removed Fabric, added 20 Flour
 * Camps – added 15 Reeds
 * Help from the Queen – added 20 Mushrooms and the Fungal Growth Cornerstone
 * The Grove – added 20 Roots
 * Herbs – added 20 Coats
 * Trappers – added the Tanning Racks Cornerstone
 * Basic Logistics – added 10 Stone
 * Beaver Influx – added 15 Ale
 * Risky Expedition – added 3 Infused Tools
 * Into the Wilds – added 5 Amber
 * Harpy Influx – added 20 Cosmetics
 * Human Influx – added 15 Incense
 * Lizard Influx – added 20 Training Gear
 * Outpost – added 6 Metal Tools
 * Infrastructure – added 15 Stone
 * Population Influx – added the Farmer’s Pack Cornerstone
 * Ancient Artifacts – added 3 Infused Tools
 * Advanced Trading – added the Export Specialization Cornerstone and 20 Barrels
 * Luxurious Delivery – added 20 Copper Bars
 * Brotherhood – added the Bigger Grill Cornerstone
 * Cups and Glasses – added 20 Waterskins
 * New Clothes – added 10 Fabric
 * Advanced Logistics – added the Sturdy Boots Cornerstone
 * Varied Delivery – increased the Ale production bonus in the Bigger Barrels Cornerstone from +1 to +2
 * Lizard Resolve – added the Meat Delivery Line Cornerstone
 * Tick Tock – removed Berries, added the Artisan Blueprint
 * Playing with Fire – added 40 Copper Ore
 * Travel Rations – added the Scroll Delivery Line Cornerstone
 * ⚡ Rebalanced 7 Cornerstones in the game.
 * * Vineyard Town – The settlement specializes in Wine production. Gain +1 to Beaver Resolve for every 75 (previously 100) Wines produced.
 * * Spices – Herb and Root production is increased by +1 for every 75 (previously 100) Biscuits produced.
 * * Forge Trip Hammer – A powerful hammer is installed in each Crude Workstation, but working conditions decrease. Parts can be produced in the Crude Workstation but each worker has -5 (previously -10) to Resolve.
 * * Ancient Stabilizer – A strange relic that fits into the Hearth. Wood production is higher by +2 (previously +1), but the Storm lasts 40% (previously 33%) longer.
 * * Ritual of prosperity – The needs of the many outweigh the needs of the few. Newly discovered resource nodes have 20 more charges, but each time you uncover a glade 1 (previously 2) villager dies.
 * ⚡ Improved the randomization of recipe priority in production buildings and camps. Workers will now try to alternate between active recipes, which should eliminate situations where someone is “constantly” making one good.
 * Changed several Orders in the Tutorial:
 * * Exploring the Wilds – now requires the player to assign 5 Beaver woodcutters, instead of any woodcutters.
 * * Food Supplies – now requires the player to collect 5 Vegetables instead of delivering 5 Vegetables.
 * * Stonecutters’ Camp – now requires the player to collect 5 Clay instead of delivering 5 Clay.
 * * Scavengers’ Camp – now requires the player to collect 5 Plant Fibers instead of delivering 5 Plant Fibers.
 * * Building Blocks – now requires the player to make 4 Planks, 4 Bricks, and 4 Fabric instead of delivering them.

UI/UX improvements
 * ⚡ Overhauled the entire UI of the game.
 * The whole aesthetic of the UI was redesigned to be more reminiscent of the old interface.
 * The UI now has warmer colors, more ornaments, decorative elements, textured backgrounds, and more physical UI frames.
 * Most UX improvements from the previous UI change are still there – fonts, layouts, object sizes, information structure, etc.
 * We brought back some of the old UX solutions, like text fields with frames under icons, and a centralized layout of time control buttons on the HUD.
 * Citadel Resource icons have been changed to a more fitting style.
 * Building Blueprints in the Reputation Reward popup now show the building’s description right away.
 * We changed the UI for all service buildings. They are now divided into tabs, similar to how it works in workshops.
 * Reputation and Impatience bars are now bigger and easier to track, with separated markers for new Blueprints and Altar charges.
 * Prompts on the screen (about building rotation or marking trees) now have a background and are easier to read.
 * And much, much more. The changes are too numerous to list here, so we encourage you to get into the game and see for yourself!
 * ⚡ Added a tooltip to the Trade Route button in the top right side of the HUD.
 * ⚡ Added a “tracked” option to the search bar in the Deed Panel. Selecting it will sort Deeds based on whether they are tracked or not.
 * Added rarity labels to Cornerstones in the Atlas. The rarities are as follows: Uncategorized, Common, Uncommon, Rare, Epic, Legendary, Cursed.
 * Added a sound effect for completing Deeds in the Deed Panel.
 * Removed unnecessary text from Embark Bonus tooltips in the Citadel and Deeds Panel.
 * Paths and roads are now displayed above the radius indicators of camps.

Bug fixes
 * ⚡ Fixed a bug that caused the No Quality Control Cornerstone to not remove wood after each Storm (the name of the Cornerstone is quite fitting…)
 * ⚡ Fixed a bug with the Ruined Forum having an incorrect footprint size.
 * ⚡ Fixed a bug that made it impossible to decline offered Cornerstones.
 * ⚡ Fixed a bug with the Destroyed Rainpunk Foundry not spawning Blightrot Cysts when it’s being worked on by scouts.
 * ⚡ Fixed a bug with the Treasure Deed not completing after winning a gamer with 20 opened Caches.
 * ⚡ Fixed a bug with the Thorough Exploration Deed not completing after winning a game with 30 discovered Glades.
 * ⚡ Fixed a bug with the Refinery Deed not completing after winning a game with the Mine, Smelter and Smithy built.
 * ⚡ Fixed a bug that allowed items to have a negative trading value.
 * ⚡ Fixed an issue with the Rotting Wood Forest Mystery not destroying woodcutters’ yields.
 * ⚡ Fixed an issue that caused text labels to cover storage values in small tooltips in French.
 * ⚡ Fixed a bug that caused the win ratio to be incorrectly calculated in the Deeds Panel.
 * ⚡ Fixed a bug that caused the total playtime to be incorrectly calculated in the Deeds Panel.
 * ⚡ Fixed a bug that caused the Envoy’s dialogue in the Order Pick Popup to not be localized into languages other than English.
 * ⚡ Fixed a bug that caused some recipes to not show up in the Production Overlay ([CTRL]).
 * ⚡ Fixed an issue with two orders having the same name (Luxurious Delivery).

Other
 * ⚡ Added a new community translation – Italian! Many thanks to our community translators, @Lollo and @MrPinguinoEUW, for making this a reality.
 * ⚡ Changed the texture for the Path – it’s now narrower and blends with the terrain more naturally.
 * ⚡ Changed the size of the Paved Road tile. It’s now a bit narrower.
 * ⚡ Added a new save recovery system and improved overall save stability. Now if an issue with the save file occurs, you will get a new type of popup message, where you will be able to pick one of two options: use an automatic backup or remove the corrupted save and start fresh.
 * Introduced some small changes to the Spanish localization (minor capitalization changes, tweaks, etc).
 * Updated screenshots and video in the “help” section of the in-game Atlas.

Early Access version: 0.23.4R

 * Fixed a bug that caused an empty effect (no name, white icon) to appear when the Fiery Wrath Cornerstone was active.
 * Fixed an issue with a missing "+" symbol in some Cornerstone descriptions.

Early Access version: 0.23.3R

 * Fixed a bug that caused the new road texture to not recieve shadows.
 * Fixed a bug that caused the *Harpy Population* Order to have a Resolve requirement of 1 point.

Early Access version: 0.21.1R - Prestige
Changes marked with ⚡ were inspired by community.

New content and features
 * ⚡ Added the Prestige System – an optional difficulty progression for hardcore players.
 * Prestige difficulty is available after beating at least one game on Impossible.
 * There are 18 levels of Prestige. To progress to a higher Prestige level, you need to win a game on the lower level first.
 * Each level has a unique modifier adding an additional challenge to the game.
 * Prestige modifiers stack with each level. This means that on Prestige 18, there will be 18 negative effects influencing your settlement.
 * ⚡ Added the option to choose a map’s difficulty before starting a run.
 * The difficulty is no longer dependent on a map’s distance from the Citadel. It can instead be chosen after selecting a tile on the World Map.
 * Citadel Resource amounts are no longer displayed on the World Map, as they are dependent on the chosen difficulty.
 * ⚡ Experience points for each game are now scaled based on difficulty.
 * * Normal: 30
 * * Hard: 60
 * * Very Hard: 90
 * * Impossible: 150
 * * Prestige: 200+
 * Added a new Prestige building – the Forsaken Altar.
 * The Forsaken Altar is only buildable in games on Prestige difficulty.
 * To use the Altar, you have to first acquire an Altar Activation from Reputation Points (marked on the Reputation Bar). The Altar is only usable during the Storm.
 * You can buy new and more powerful versions of Cornerstones at the Altar (so-called Stormforged Cornerstones), or upgrade your existing Cornerstones.
 * The payment for Stormforged Cornerstones are Citadel Resources (Food Stockpiles, Artifacts, and Machinery), and sacrificed villagers.
 * Added 4 new Cornerstones:
 * * Dye Extractor
 * * Normal – Gain 10 Pigments for every 6 Copper Bars produced.
 * * Stormforged – Gain 16 Pigments for every 4 Copper Bars produced.
 * * Free Samples
 * * Normal – Gain 1 Part every time you sell goods worth 30 Amber.
 * * Stormforged – Gain 2 Parts every time you sell goods worth 20 Amber.
 * * Advanced Fuel
 * * Normal – All fuel recipes are +33% faster.
 * * Stormforged – All fuel recipes are +33% faster and produce +33% more goods.
 * * Forsaken Seal
 * * Normal – N/A
 * * Stormforged – An artifact of the Forsaken Gods. Gain one charge of a Cornerstone Reroll at the beginning of each Storm.
 * Added 29 Stormforged variants to existing Cornerstones

Balance
 * ⚡ Added Waterskins as a possible ingredient in the Pickled Goods recipe.
 * ⚡ Changed the Waterskin recipe. It now gives 10 Waterskins instead of 5, and requires slightly more ingredients.
 * ⚡ Changed the Skewer recipe. It now gives 10 Skewers instead of 5, requires slightly more ingredients and takes 90 seconds to complete instead of 45.
 * ⚡ Building a Ranch no longer requires Parts.
 * Rebalanced the Citadel Resource rewards for Daily Expeditions. It’s now: 8 Food Stockpiles, 3 Artifacts, and 3 Machinery (multiplied by the difficulty level).
 * Rebalanced score multipliers for the Daily Challenge:
 * * Normal – from x1 to x0.5
 * * Hard – from x1.5 to x1
 * * Very Hard – from x2 to x1.5
 * * Impossible – from x2.5 to x2
 * * Prestige – incrementally growing by 0.1 per level
 * Added Parts as a required building material for Mines.
 * Lowered the production time of Copper Ore in the Mine from 50 seconds to 40 seconds.
 * Lowered the chance for additional Crystalized Dew when mining Copper Ore (from 10% to 5%).
 * Rebuilding player structures destroyed by the Storm are no longer counted towards Orders and Cornerstones that require rebuilding ruins.
 * Changed the Trader price reduction in the Special Discount Citadel Upgrade. It’s now 5% instead of 10%.
 * Rebalanced multiple Cornerstones (non-Stormforged) in the game:
 * Cosmetic Specialization – changed the requirement from 50 Cosmetics to 100.
 * Religious Settlement – changed the requirement from 50 Incense to 100.
 * Training Grounds – changed the requirement from 50 Training Gear to 100.
 * Vineyard Town – changed the requirement from 50 Wine to 100.
 * Cannibalism – changed the amount of Meat per villager death from 30 to 25.
 * Spices – changed the requirement from 50 Biscuits to 100.
 * Sacrificial Rituals – increased the Storm duration reduction percentage from -25% to -33%.
 * Ancient Stabilizer – increased the Storm duration extension from +25% to +33%.
 * Improvised Tools – lowered the number of Simple Tools given to the player from 5 to 4.
 * Over Diligent Woodworkers – changed the requirement from 5 Planks to 10. Increased the number of Barrels given to the player from 2 to 3.
 * Value Added Tax – changed the requirement from 5 Packs of Trade Goods to 6.
 * Pocket Knives – changed the requirement from 10 Vegetables to 12.
 * Leftover Crops – changed the required good from Grain to Herbs, and changed the reward from a Pack of Crops to a Pack of Provisions.
 * Rain Collector Filter – increased the time requirement of the Crystalized Dew recipe in the Rain Collector from 30 seconds to 20 seconds.
 * Small Distillery – changed the requirement from 10 Sparkdew to 20, and changed the amount of Crystalized Dew given to the player from 4 to 5.

UI/UX improvements
 * ⚡ Added a bindable shortcut to open the Order window ([G]).

Bug fixes
 * ⚡ Fixed a bug with the Scout Proficiency Citadel Upgrade not reducing working time for Glade Events.
 * ⚡ Fixed a bug with the Worms after Rain Forest Mystery being generated in biomes without Insects.
 * ⚡ Fixed an issue with the Human Influx daily modifier being generated in games without Humans.
 * ⚡ Fixed a bug with the Sacred Flame Ritual killing villagers instead of forcing them to leave the settlement.
 * ⚡ Fixed a bug with the Forum having a smaller footprint than the building model.
 * ⚡ Fixed a bug that caused some villagers to get stuck after removing the Hearth they were resting at.
 * ⚡ Fixed a bug with the Species Needs Panel missing the favoring effect icon.
 * ⚡ Fixed a bug with the Special Discount Citadel Upgrade incorrectly increasing prices instead of decreasing them.
 * Fixed an issue with two Orders being named the same (Cups and Glasses).

Other
 * Increased the game’s overall stability during loading and on the World Map.

Early Access version: 0.20.6R

 * Fixed a bug that caused placeholder descriptions to appear for buildings in the Atlas ( some loong description some looong description some looong description ).
 * Fixed a bug with Finesmith and Homestead blueprints being offered by Traders.

Early Access version: 0.20.4R

 * Lowered the exp. requirements for level 14 and 15. Although it's still a bit steep, we will try to compensate this with new Deeds that are planned for the coming weeks (plus, we're thinking about scaling exp. rewards based on difficulty in the future).
 * Fixed a bug with the Unforseen Riches Citadel Upgrade. It incorrectly stated that it would increase secondary yields from trees and nodes. It is now a 1% increase to the chance of producing double goods.
 * Fixed a bug with incorrect descriptions in the following Deeds: Beaver Settlement, Lizard Settlement, Human Settlement.
 * Fixed a bug with missing scores in the score summary table.
 * Fixed a bug with inaccessible tiles on the World Map after winning a Daily Challenge far away from the Citadel.

Early Access version: 0.20.3R - Progression Update
New content and features
 * ⚡ Completely revamped leveling and the Upgrade Tree in the Smoldering City.
 * Raised the level cap from 12 to 15.
 * All building/perk/trader/species unlocks were moved from the Upgrade Tree to leveling rewards.
 * There are now 65 upgrades in the Citadel (previously there were 47), and all of them are permanent power-ups or player capability expansions.
 * The only requirement for unlocking a new row of Upgrades in the Citadel is the player’s level. You no longer have to buy X lower-level Upgrades to progress through the Upgrade Tree.
 * To buy a Citadel Upgrade, you must first purchase the previous level of said upgrade.
 * New Embark Bonuses are no longer unlocked when leveling up and can instead be bought in the Citadel as upgrades.
 * Added 19 completely new types of permanent Upgrades:
 * Impatience speed reduction
 * Fuel-burning time increase
 * Bonus yield chance increase
 * Additional node charges
 * Villager speed increase
 * Production speed increase
 * Trader arrival time reduction
 * More Blueprints/Cornerstones slots in the Trade Panel
 * Lower Trader prices
 * Embark Bonuses – goods, perks, blueprints
 * More goods from Embark Bonuses
 * More Citadel Resources from settlements
 * Grace Period extension
 * Cornerstone Rerolls
 * Sacrifice cost reduction
 * Farming speed increase
 * Additional Fertile Soil
 * Construction speed increase
 * More newcomer goods.
 * ⚡ The “Help” panel found in the in-game menu [ESC] is now a fully-fledged Atlas.
 * Added a “Buildings” tab with a full list of all buildings in the game. It contains information about recipes, special effects, building cost, building time, worker slots, etc.
 * Added a “Cornerstones” tab with a full list of all perks in the game. Selecting a perk will show its icon and a description of its effect.
 * Added a “Traders” tab with a full list of all traders in the game. Selecting a trader will show their portrait and a short description.
 * Added a “Species” tab with a full list of all playable species. It contains information about their characteristics, needs, and stats.
 * Content locked by the player’s level or Deeds is also locked in the Atlas. Only unlocked buildings/perks/traders/species can be viewed.
 * ⚡ Added a new mechanic called the “Grace Period” (unlocked via Citadel Upgrade). Upon reaching 12 Impatience Points, the player is given a short amount of time to try and save the settlement and lower Impatience.
 * ⚡ Added the option to reroll Cornerstones a limited amount of times during a settlement run. This mechanic is unlocked via a Citadel Upgrade (one charge per run, the second reroll charge is added after buying another upgrade).
 * Added two new Orders: Bloody Sacrifices and Happy Brewing.

Balance
 * ⚡ Added a new difficulty scaling system for Glade Events.
 * All Events are scaled based on the map’s difficulty level.
 * Depending on the event, different parameters will be scaled: required resources, working time, the Working Effect’s intensity, or time before consequences occur.
 * As a general rule:
 * Events without Working Effects scale based on required resources and time before the consequence occurs.
 * Events with a Working Effect scale based on working time and the Working Effect’s intensity.
 * Events in Forbidden Glades scale based on all parameters other than time to consequence.
 * How the new difficulty will be distributed:
 * Normal: all events will be easier than before.
 * Hard: the difficulty was tuned to be the same as before.
 * Very Hard: all events will be harder than before.
 * Impossible: good luck.
 * ⚡ Increased the chances of a Homestead spawning in Dangerous and Forbidden Glades.
 * ⚡ Adjusted the spawn rates of most Glade Events (especially Rain Spirit Totem, Open Vault, Caravans) to ensure a more even and varied distribution.
 * Significantly increased the rewards for Orders requiring the player to build two different buildings in a chain (like a Brewery and Tavern). These are: Liquid Luck, Religious Rites, Arena, Bathing, Cups & Glasses.
 * Increased the max rate at which fuel can burn. Previously, there was a hard cap at 200% to prevent a death spiral when too many fuel consumption effects were stacked. The limit was now increased to 350%.
 * Because of the fuel consumption limit changes, some effects (Forest Mysteries and Glade Events) were adjusted:
 * Piercing Winds now increases fuel consumption by 200% instead of 250%.
 * Humid Climate now increases fuel consumption by 25% instead of 30%.
 * Wildfire Presence now increases fuel consumption by 150/200/250/300% (based on difficulty) instead of 400%.
 * Added a reward of 5 Planks to the Brewing Ale Order in the tutorial.
 * Increased the chances for a Stonewood Infestation modifier to spawn in the first Phase of the World Map.

UI/UX improvements
 * ⚡ Added an amount indicator below the effect icon to some Resolve modifiers in Glade Events (for example Giant Beast and Ominous Whispers).
 * ⚡ Added a warning thunder sound near the end of the Clearance to warn players of the coming Storm.
 * ⚡ Updated the Game Result screen to more accurately display information. There are now dedicated sections for rewards, unlocks and completed Deeds.
 * Added a “Level Up” popup window which displays content unlocked by reaching a specific level.
 * Upgrades selected in the Upgrade Tree are now marked with a glowing outline to help with navigation.

Bug fixes
 * ⚡ Fixed a bug with Cornerstones sometimes being incorrectly reshuffled.
 * ⚡ Fixed a bug with the Reputation Threshold being higher than maximum Resolve.
 * ⚡ Fixed a bug with the Hostility lowering sound not playing when the game is paused.
 * ⚡ Fixed a bug with the Forced Sacrifice effect listing Crystalized Dew when describing the removal of the player’s trade goods.
 * Fixed a bug with the Rain Collector becoming idle all on its own.
 * Fixed a bug with an incorrect highlight when hovering over the “Cancel” button in the Glade Event Panel.
 * Fixed a bug with tooltips describing a villager’s actions intersecting incorrectly with Proficiency the tooltip.
 * Fixed an issue with the Lightning Catcher’s animation not being played automatically.
 * Fixed an issue with the Mine’s animation not playing correctly.
 * Fixed a few spelling mistakes in the Polish localization.
 * Changed all instances of “nœud” to “dépôt” in the French localization.

Other
 * Each tree type now has a new and distinct chopping and falling sound.
 * Increased the game’s overall performance in the Marshlands biome.
 * Clicking on the Magnifying Glass icon next to a Blueprint will now open up the Atlas one the corresponding building page.

Early Access version: 0.19.2R
Fixed an issue with Resolve rounding near the Reputation Threshold. • Fixed an issue with incorrect values in Delivery Line perks in the Embark Window. They are now correctly nerfed to 3 from 5 goods per minute. • Fixed an issue with "read more" notification appearing on top of tracked Orders after loading a save. • Fixed a bug with incorrectly placed icons above buildings. • Lowered the default volume of the sound effect that's triggering when a Glade Event is solved. • Increased overall performance of the game in all biomes.

Early Access version: 0.19.1R
New content and features
 * The Marshlands have been revamped.
 * Added a new mechanic – giant organisms. There are three new types of enormous resource nodes (with 999 charges) that can be found in Forbidden Glades in the Marshlands. More types of nodes are yet to come in the future!
 * Dead Leviathan – Meat, Leather, Coal, Jerky, Crystalized Dew
 * Giant Proto Fungus – Mushrooms, Pigment, Waterskins, Sparkdew, Pickled Goods
 * Giant Proto Wheat – Grain, Reeds, Herbs, Oil, Amber
 * Added a new biome effect – Gathering Knowledge. Every two workers assigned to a camp will increase the global gathering speed by 10%.
 * Changed the models and textures for both trees and the ground. Added more variety of plant life in general.
 * Updated the generation rules for the forest in the Marshlands. Forbidden Galdes should be a bit more common and should spawn a bit closer than in other biomes.
 * Lowered the amount of Fertile Soil in the entire biome.
 * Added more than 20 unique variants of Forbidden Glades to the Marshlands.
 * Forbidden Glades now have fewer small resource nodes to balance out the fact that they contain an almost infinite big node in them.
 * Removed the Clay Deposit from the Marshlands.
 * ⚡ The tutorial has been updated.
 * Tutorial texts are now displayed in textboxes and require confirmation before continuing to the next step.
 * Tutorial texts are now delivered by the Queen’s Envoy. Text is appearing gradually, with a new sound effect attached to it.
 * Added new texts explaining Reputation and Blueprints to the first tutorial map.
 * Added a “Read More” section to the HUD, where important information about features and mechanics is displayed during the tutorial. Clicking a “read more” notification will open the Help window and show a detailed explanation for a given aspect of the game.
 * Orders in the tutorial no longer appear based on time. A new Order will appear only after finishing the previous one.
 * Added new types of requirements to Orders in the tutorial – changing ingredients in recipes.
 * Added orders based on building camps and delivering goods to the first tutorial map.
 * Removed one Order for packs of goods from the second tutorial map.
 * The Stonecutters’ Camp, Scavengers’ Camp, and Shelter are now gradually given to the player as Blueprints in the tutorial.
 * Species’ needs are now highlighted during the second tutorial map.
 * ⚡ The “Help” window has been updated.
 * Added explanations on 15 topics related to game mechanics and systems.
 * Added screenshots and videos to better illustrate certain systems.

Balance
 * ⚡ Villagers will now stop leaving after 60 seconds of positive Resolve, making it impossible to abuse the “Favoring” mechanic in dire situations.
 * ⚡ Increased the number of villagers sacrificed in the Back to Nature Cornerstone from 1 to 2.
 * ⚡ Cornerstones such as Reinforced Tools (+50% to goods produced in the Small Farm), Reinforced Stoves (+50% to goods produced in the Bakery), and Advanced Brewing (+60% to goods produced in the Brewery) will now only be offered if the player has the specific blueprint.
 * Reduced the number of goods gained per minute from Delivery Line perks that can be picked as Embark Bonuses.
 * Changed the construction cost of the Workshop from 2 Fabrics, 2 Bricks, and 2 Planks to 20 Wood.
 * Added the Farming (Humans) specialization to the Foragers’ Camp.
 * Added the Alchemy (Harpies) specialization to the Herbalists’ Camp.
 * Removed the Leather Gloves from the Cornerstone roster in the Marshlands.

UI/UX improvements
 * ⚡ Added a tooltip showing a reward summary when hovering over the “deliver” checkbox next to completed Orders on the HUD.
 * Updated the layout and activation time for tooltips when hovering over buildings with the destruction stool active.
 * Added information about completion time to all Glade Events and ruins.
 * Unlocked buildings are now shown in the game summary after winning the tutorial.
 * Removed the redundant goods counter from Citadel Resource tooltips.
 * Removed the Hostility alerts from the tutorial. Instead, there now is a “read more” notification explaining the mechanic.

Bug fixes
 * ⚡ Fixed a bug with incorrectly rounded Resolve when nearing the Reputation Threshold.
 * ⚡ Fixed a rare bug with some Cornerstones effects still being active even after finishing a game.
 * ⚡ Fixed a bug with incorrectly displayed species when scrolling in the worker assignment mode.
 * ⚡ Fixed a bug with “extra production” effects not influencing secondary goods in trees.
 * ⚡ Updated an old icon in Orders that require solving Glade Events.
 * ⚡ Fixed a bug with woodcutters not displaying all the goods they are carrying.
 * Fixed a bug where Artisan Ruins found in Glades could not be salvaged.
 * Fixed a bug with Insect nodes not being highlighted when selecting a Scavengers’ Camp under the effect of Worms after the Rain Forest Mystery.
 * Fixed an issue with the “Help” window now forcing a game-wide pause.
 * Fixed the incorrect placement of icons above some buildings (like the Rain Mill).
 * Fixed an issue that caused similar perks to be labeled as different rarities.
 * Fixed a bug with the Worker Slot Highlight [ALT] not working correctly when a building panel is open.
 * Fixed an issue with the “move” button being placed too low in some building panels.
 * Fixed an issue with incorrectly stretched scroll bars.

Other
 * ⚡ Turned up the default volume in the game’s intro.
 * Changed the icon for the Farmer’s Pack Cornerstone.
 * Improved the overall game performance.

Early Access version: 0.18.6R

 * Fixed a bug that caused some buildings (like farms) to not appear in the blueprint selection, both in the tutorial, and during normal gameplay.

Early Access version: 0.18.5R

 * Fixed a bug that caused farm tooltips/UI to freeze when two farms were near each other.

Early Access version: 0.18.4R
Balance:
 * Orders and Cornerstones tied to a specific species will no longer appear as a choice if a given species is not present in the settlement.
 * Changed the death chance in the Fading effect (that was triggered by the Hailstorm Forest Mystery, among others) from 30% to 5%, while also lowering the interval between ticks from 45s to 15s.
 * Pigment now requires less Coal to craft and is more valuable to traders.
 * Cosmetics require a lot less Eggs to create but slightly more Pigment.
 * Training Gear now requires a lot less Planks to craft, and is more valuable to traders.
 * Waterskins now require less Meat and Leather to craft, but slightly more Oil. They are also more valuable to traders now, and one production cycle gives 6 Waterskins instead of 5.
 * Packs of Trade Goods require less Flour to craft, but are a bit less valuable to traders.
 * Sahilda will now sell Small Farm and Plantation Blueprints.
 * Zhorg has a higher chance of selling farming Blueprints.
 * The chance to roll a farm from Reputation Rewards has been slightly increased.
 * The Cooperage has been moved in the Upgrade Tree from the First Dawn Headquarters Level 4 upgrade to Dim Square Level 1.
 * The Rain Mill has been moved in the Upgrade Tree from the First Dawn Headquarters Level 2 upgrade to First Dawn Headquarters Level 4.
 * The Druid’s Hut has been moved in the Upgrade Tree from the Monastery of the Vigilant Flame Level 6 upgrade to First Dawn Headquarters Level 2.
 * The Embark Point +1 upgrade has been moved from First Dawn Headquarters Level 5 to Monastery of the Vigilant Flame Level 6.
 * Increased Tool rewards in the Queen’s Orders and some Ruins from 10 to 12, and from 20 to 24.

Bug fixes:
 * Fixed a bug with farmers being stuck in the harvesting animation.
 * Fixed an issue with Fertile Soil and ruined farms appearing in Barren Lands maps.
 * Fixed an issue with incorrect rounding for Resolve values near the Reputation threshold.
 * Fixed a bug that caused Cornerstones that reveal Glade info to reappear even if the player already picked one.
 * Fixed a bug that made it impossible to preview certain buildings (like the Grill, Granary, Press).
 * Fixed a bug with the missing Monastery after rebuilding its ruined version.
 * Fixed a bug with the game sometimes behaving incorrectly when Steam was running in the background.
 * Fixed a bug with incorrect Upgrade tooltips in the Cycle Summary panel.
 * Fixed a spelling mistake in the Sacred Flame Rituals Cornerstone description.
 * Fixed an incorrect value (100 instead of 50) in the Memory of the Forest daily modifier description.
 * Fixed a spelling mistake in the Working Hard and Smart Cornerstone description.
 * Updated the incorrect name for the Harpy Resolve Order.

Early Access version: 0.18.3R - Grace of the Harpies
Changes marked with ⚡ were inspired by community.

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.

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:
 * 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 6 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
 * Incense Delivery Line (5 Incense per minute) on level 8Glade 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 Embark Bonuses
 * 30 Meat was moved from level 4 to level 2
 * 30 Stone was moved from level 5 to level 4
 * 30 Plant Fiber was moved from level 5 to level 4
 * 10 Planks were moved from level 7 to level 6
 * 10 Bricks were moved from level 8 to level 6
 * 10 Fabric was moved from level 8 to level 6
 * 10 Parts were changed to 5 Parts and moved from level 7 to level 5
 * Removed Resolve Bonuses to species from Embark Bonuses
 * 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.
 * Changed the recipe layout in 29 workshop buildings
 * Changed the needs fulfillment in 2 service buildings
 * Removed the Seasonal Crops Forest Mystery. It’s been repurposed to a Cornerstone that adds a two-star Mushroom recipe to all farms.
 * Added new ruins to Glades: Grove, Plantation, Small Farm, Herb Garden, Greenhouse, and Clay Pit.
 * Blightrot can now destroy buildings that are in its way when it’s multiplying.
 * The Resolve to Reputation Rate has been lowered a bit for high Resolve values. This change should slow down Reputation generation late in the game.
 * Homestead perks were removed from the Cornerstone pool.
 * ⚡ Effects influencing bonus production now stack indefinitely. For example: if you achieve 120% chance for Resin from trees, you will get 1 Resin each time, plus a 20% chance of more Resin.
 * ⚡ Lowered the amount of Resin gained from the Bleeding Trees Forest Mystery from 4 to 2.
 * Crystalized Dew was moved from the Trade Goods category to the Crafting Resources category.

UI/UX improvements
 * ⚡ Changed the range indicator for camps. It should be more clean and readable now, without obstructing objects underneath it (like roads).
 * ⚡ Production amounts in farms don’t change if an effect was removed or added between seasons. The number of crops will always be determined by what was sown in Drizzle.
 * ⚡ Added visual feedback on worker slots indicating when a good has been produced, as well as when double production triggered or the good was lost due to a negative effect.
 * Changed the Embark View UI:
 * The picked Embark Bonuses section was moved to the right panel.
 * Added a Caravan section to the left panel.
 * When zoomed in on a tile in the World Map, the background UI elements will now be hidden.
 * Changed the amount of Embark Bonus slots in the Embark Window. You can now only take 5 bonuses with you before a game.
 * The Recipe Summary Panel is now disabled in the first Tutorial map.
 * Favoring is now impossible if there is only one species in a settlement.
 * Improved transition between several in-game UI elements.

Bug fixes
 * ⚡ Fixed a bug with Resolve being rounded incorrectly when its value was close to 0.
 * ⚡ Fixed a bug with the Vassal Tax Forest Mystery not taking Amber and not applying the penalty for not paying.
 * ⚡ Fixed a bug with icons above the Scribe being misplaced.
 * ⚡ Fixed a bug with the building overlay UI staggering when moving the camera.
 * ⚡ Fixed an issue which the magnifying glass on blueprints sold by the trader – clicking them no longer causes you to buy the blueprint.
 * ⚡ Updated the description for the Gift from the Woods Forest Mystery to more accurately reflect the effect.
 * ⚡ Fixed a bug that caused buildings to break when they were destroyed by lightning or an explosion while they were being moved.
 * ⚡ Fixed a bug that caused the building materials to be left behind when moving a construction site.
 * ⚡ Fixed a bug with Embark Bonuses being randomized with every game restart.
 * ⚡ Fixed a bug with long Glade content tooltips colliding with Dangerous Glade tooltips.
 * ⚡ Fixed an issue with Glade revealing Cornerstones still being offered to the player even if they already have a perk that shows Glade content.
 * ⚡ Fixed an issue with some characters missing when the game was launched on a Turkish system.
 * ⚡ Fixed an issue with profiles not loading when there are refunded Citadel Upgrades to be claimed.
 * ⚡ Fixed the gathering animation for female Beavers.
 * Fixed an issue with some building panels being placed too low.

Other
 * ⚡ Added animated animals to the Ranch!
 * Changed models for multiple buildings:
 * Alchemist’s Hut
 * Apothecary
 * Artisan
 * Cellar
 * Cooperage
 * Finesmith
 * Furnace
 * Greenhouse
 * Changed the Plowed Field particle.

Early Access version: 0.17.2R

 * Lowered the Resolve penalty for the Small Destroyed Caravan from -8 to -6.
 * Lowered the Resolve penalty for the Big Destroyed Caravan from -10 to -8.
 * Lowered the Resolve penalty for the Termite Burrow from -9 to -8.
 * Fixed a bug with the Vassal Tax Forest Mystery not taking the Amber payment and not applying the penalty effect.
 * Fixed a bug with glitched characters for the date in the Profile Panel.
 * Fixed an issue with the cursor getting stuck in worker assign mode when previewing a reward in Ruins.

Early Access version: 0.17.1R - Resolve Revamp
Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ Revamped the entire Resolve System. It’s now based on flat values and should be easier to understand in general.
 * Each species has an initial Resolve value – so called Base Resolve.
 * Resolve modifiers are now simply added to a Base Resolve value instead of being calculated with a complex equation. For example: Humans have a Base Resolve of 30. If you have two effects, one +2 and the other -5, the final Resolve for Humans will be: 30 + 2 – 5 = 27.
 * There are two basic values for a species: Current Resolve and Target Resolve. Current Resolve reflects the Resolve a species has, and Target Resolve is the value after adding all the Resolve modifiers. Current Resolve changes over time until it reaches Target Resolve.
 * Resolve now ranges from 0 to 50. Villagers will leave only if Current Resolve is equal to 0 or lower.
 * Every species now has a different set of characteristics related to Resolve:
 * Base Resolve value (Trustful)
 * Reaction speed to Resolve changes (Resilient)
 * Reputation generation rate (Demanding)
 * Reputation threshold change after gaining a point (Decadent)
 * Stagnation was removed.
 * Some Resolve sources have been rebalanced (more info about it in the “Balance” section of this changelog).
 * ⚡ Added Player Profiles. You can now have up to 5 profiles on one machine, each with its own save files (both meta progression and settlement saves).
 * Player Profiles can be accessed in the Main Menu, in the top right corner of the screen.
 * Profiles are fully compatible with Cloud Saves.
 * You can erase progress or remove a profile by clicking on the corresponding icons in the Profile Panel.
 * You can freely rename profiles by clicking on a profile name in the Profile Panel.
 * Settings (graphics, language, keybinds, etc.) are shared across all profiles.

Balance
 * ⚡ Farmers will now transport goods to the Main Storage in Clearance.
 * ⚡ Lowered the spawn rate of Insect Resource nodes in the Coral Forest.
 * ⚡ Memory of the Forest’s Hostility value has been decreased to 50 (from 100).
 * The Resolve penalty for the Storm has been decreased from -5 to -4.
 * Species-specific housing now gives +3 Resolve instead of +2.
 * Resolve can now be negative. The lower the Resolve, the faster villagers will leave. Thresholds are at -5, -15, and -25 Resolve.
 * Sacrificing Wood in the Hearth now costs 40 Wood per minute instead of 60.
 * Sacrificing Coal in the Hearth now costs 15 Coal per minute instead of 20.
 * Sacrificing Oil in the Hearth now costs 15 Oil per minute instead of 20.
 * Coal recipes were rebalanced:
 * Coal (3 stars) production time reduced to 60 sec instead of 90 sec.
 * Coal (2 stars) production time reduced to 90 sec instead of 120 sec.
 * Coal (1 stars) production time reduced to 90 sec instead of 120 sec.
 * Villagers with high Resolve now generate Reputation slightly slower.
 * Rebalanced the rate at which different species react to Resolve changes.

UI/UX improvements
 * Added a new indicator for when villagers are leaving. Now after reaching 0 Resolve, a red bar next to the species portrait will start going down. If it reaches the bottom, a villager will leave.
 * It’s also possible to see the exact amount of seconds left before someone leaves by hovering over the Resolve bar of a given species.
 * The leaving indicator (a crossed red heart next to the Resolve Bar) is shown as soon as the Target Resolve is 0 or less.
 * The “Low Resolve” notification will be displayed as soon as the Target Resolve is 0 or less. It will no longer be displayed if the Resolve won’t eventually reach the leaving threshold.
 * Sounds and notifications of villagers leaving will be triggered as soon as someone decides to leave and starts moving to the nearest Storage.
 * ⚡ Perks revealing information about undiscovered Glades now also show Glade Events.
 * ⚡ Updated the “Unlocked Content” section in the Cycle Summary Panel. It now displays upgrades bought during a Cycle. Hovering over an Upgrade will reveal more information about it.
 * ⚡ Added a keybind option for opening the Recipe Panel ([T] by default).
 * ⚡ Added a tooltip to the Recipe Panel button on the HUD.
 * ⚡ Added a countdown to the next update in the Main Men, just below the “Play” button. There’s also now a tooltip explaining the update cycle of Against the Storm.
 * ⚡ Updated the “Incompatible Save” message to give a bit more information on why saves need to be reset after some game updates.
 * ⚡ Added new graphical settings to the options menu:
 * Motion Blur
 * Depth of Field
 * Chromatic Aberration
 * Goods that are about to be transported back to the Main Storage are now visible in the Storage tab in the Building Panel (previously they would disappear from the UI as soon as a villager was about to get them).
 * The Reset Progress button was removed from the World Map Menu. The progress can now be cleared from the Player Profiles panel.

Bug fixes
 * ⚡ Fixed a bug with the Ancient Burial Grounds not spawning Blightrot.
 * ⚡ Fixed a bug with the Back to Nature perk not being applied to Greenhouses.
 * ⚡ Fixed a bug with buildings randomly being destroyed at the start of a game.
 * ⚡ Fixed an issue with global production limits breaking when they were set to large numbers.
 * ⚡ Fixed a bug with Daily Challenge towns being placed on top of World Map Modifiers.
 * ⚡ Fixed a bug with burn timers in the Hearth not being updated after a perk was applied.
 * ⚡ Fixed an issue with the building preview panel not opening for the Workshop in the Citadel Upgrade screen.
 * ⚡ Fixed a bug with the ruined Lizard House having a Human House model.
 * ⚡ Fixed a bug with Insect Resource Nodes appearing in the Royal Woodlands.
 * ⚡ Fixed an issue with the Daily Challenge Button not being disabled after a Cycle ended.
 * ⚡ Fixed a bug with resource tooltips being stuck on screen after building a road over ore deposits.
 * ⚡ Fixed an issue with some glyphs missing in the Japanese version.

Other
 * ⚡ Added new Town names based on a recent Community Brainstorm. Thank you all for participating, and a special thank you to @Eep, for a gigantic list of original names.
 * And when it comes to the rest of the brainstorm (Modifiers, Seeds), don’t worry, they will find their way into the game pretty soon with the already planned meta progression and world map overhaul.
 * Villagers around the Hearth now no longer look in one direction after loading a save.

Early Access version: 0.16.4R

 * 1) Fixed an issue with camps, mines, and collectors producing everything way too fast
 * 2) Reversed workshops limit to 999
 * 3) Fixed an issue with game unpausing while choosing a new building to construct

Early Access version: 0.16.3R - Recipe Cookbooks
Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ Added the Recipe Summary Panel – a place where you can control all recipes in your settlement.
 * The panel can be accessed via a new button in the top right corner of the screen.
 * It includes all recipes available in a given settlement – from buildings already placed and blueprints available to be built (it does not show recipes that are not in your roster in a given session).
 * It is divided into 7 categories based on the types of goods available in the game: All, Food, Building Materials, Consumable Items, Crafting Resources, Trade Goods, Fuel & Exploration.
 * You can browse through goods in two modes: ingredient and product.
 * The “ingredient mode” will show a list of resources that can be used to produce other goods. Upon selecting a good, you will be shown all available recipes a given good can be used in.
 * The “product” mode will show a list of goods and their sources. Upon selecting a resource, you will be shown all available recipes where it can be created.
 * After selecting a good you can see the buildings in which it’s produced, the star ratings of recipes, time requirements, ingredients, as well as a count of all recipes per grade.
 * The Recipe Summary allows you to set global production limits per good, change ingredients, enable or disable recipes in specific buildings, set local limits that override the global limit.
 * There is a “Related Goods” section that lists all resources tied to a selected recipe. You can click any item in this list, and the Panel will search for other sources or recipes with this good (depending on the selected mode: ingredient or product).
 * If you don’t have a building in your settlement, but it’s available in your roster, you can press the “build” button in the Summary Panel to go straight into construction mode.
 * Added 25 new Forest Mysteries to the already existing 35, making it a total of 60 effects that can be generated when starting a new map. They apply to almost all biomes (with 2-5 exceptions for every biome, as some effects are unique to some environments).
 * Humid Climate – The humidity in this region is unbearable. Fuel efficiency is 30% lower. This effect stacks with the Hostility level.
 * Overheating – Machinery tends to overheat in this climate. 5 Sparkdew is taken from you every Storm (multiplied by the number of years). If you can’t pay, global production speed will be reduced by 15% (the penalty stays even after the Storm has passed).
 * Vassal Tax – Due to this region’s location, the Crown requires you to pay 5 Amber every Storm (multiplied by the number of years). If you don’t, Impatience will grow 20% faster (the penalty stays even after the Storm has passed).
 * Seasonal Crops – The soil in this region is so fertile that Mushrooms spring up by themselves. All farms can plant Mushrooms on farm fields during Drizzle.
 * Crimson Rainfall – The rain in this region has a weird red hue and iron taste to it. Ink can be collected in the Rain Collector in Drizzle.
 * Worms after the Rain – Insects are extremely easy to collect after heavy rainfall. During Drizzle, Insects can be gathered in the Scavengers’ Camp.
 * Piercing Winds – Extremely strong winds make it difficult to sustain the Holy Flame. Fuel efficiency is 250% lower.
 * Lightning – The Storm is more violent than usual. Every 50 seconds a building is destroyed by lightning.
 * Thunder – A terrifying sound of a raging sky. Every 50 seconds 3 buildings are destroyed by lightning.
 * Aura of Despair – No amount of amenities can distract villagers from the terrifying Storm. Reputation generated from Resolve grows 95% slower.
 * Vanishing Goods – Some goods seem to mysteriously disappear. Maybe there’s a thief in the settlement? Villagers have a 10% chance of consuming double the amount of goods when using services. This effect scales with Hostility.
 * Bleeding Trees – A red sticky substance is oozing from beneath the tree bark. Gain 4 Resin for every cut down tree.
 * No contact – Harsh weather conditions make it impossible to reach the Citadel. Gaining Reputation doesn’t lower Impatience.
 * Acid Rain – The rain dissolves some of the resources transported to the Storage. Recipes producing building materials yield 50% fewer goods.
 * Wild Growth – Small energizing drops cause uncontrollable growth in some species. All resource nodes discovered during Drizzle have 10 more charges.
 * Rot from the Sky – The Rain smells like Blightrot… Global food production is 15% slower. This effect scales with Hostility.
 * Lightweight Wood – The evaporating rainwater has made wood a lot lighter in this region. Woodcutters can carry 10 more goods in Drizzle.
 * Insatiable Hunger – Working in this environment requires a lot of energy. Villagers have a 10% chance to consume double the amount of food each break. This effect scales with Hostility.
 * Death and Decay – This damp and rotting landscape is the perfect breeding ground for sickness. Villagers dying during the Storm instantly turn into Blightrot.
 * Quaking Bog – The ground is moving and swaying from all the absorbed rainwater. Gathering speed is decreased by 50%.
 * Sacred Flame Rituals – Only the Sacred Flame can protect the settlement from the darkness surrounding it. Sacrifice 3 Wood for every villager. If you don’t, they will leave.
 * Royal Funding – The Queen’s generosity knows no limits. Gain 2 Amber every time you sell goods worth 10 Amber.
 * Resisting Flora – The trees seem to come to life during the Storm… Woodcutting is 90% slower, but each fallen tree gives 5 Meat.
 * Corrosive Rainfall – The charged rain is slowly eating away at all metal objects. All recipes using metal or ore have a 50% lower yield.
 * Fresh Breeze – A refreshing current of air lifts the spirit. Those with basic needs taken care of are more willing to work. (Energized effect for satisfying Housing and Complex Food).

Balance
 * Downpour now requires Housing and Services instead of Clothing. Its penalty also changed – from Exhausted to Gluttonous (50% chance to consume double food).
 * Removed the Piercing Winds effect. A new effect was added with the same name instead.
 * Removed the Invigorating Winds Seasonal Effect.
 * Cold Snap no longer requires clothing and is now affecting all species (not only Lizards). Its penalty has also been changed from Fading to Gluttonous (50% chance to consume double food).
 * Rich Branches, Barren Lands was renamed and now only affects camps, without the penalty to production on farm fields.
 * Cursed Rain is now categorized as Very Harsh and will occur on harder maps.
 * Muddy Ground will occur a bit more often on easier maps, as the speed penalty is not as harsh as originally assumed.
 * Increased the speed penalty from the Muddy Ground effect to 30%.
 * Grim Fate now activates on Hostility level 7 instead of 8.
 * Removed the 10 Simple Tools reward from Embark Bonuses.
 * ⚡ Changed the generation range for the Cursed Royal Woodlands. They can now appear one tile closer to the Citadel, and the distance is further decreased in the last Phase of the world map (Phase of the Sealed Ones).
 * ⚡ Increased the Focused effect’s value from 10% to 20% (chance for double yields).

UI/UX improvements
 * ⚡ Added a magnifying glass icon to building blueprint icons. You can now preview a building’s recipes by clicking on it (in all locations: Order rewards, Trader, Glade Events).
 * ⚡ Added a red highlight to recipes where a given ingredient has run out.
 * ⚡ Added a sound effect when hovering over clickable elements of the UI (buttons, ingredient slots in recipes).
 * ⚡ Added a small scaling animation when hovering over clickable ingredient slots.
 * ⚡ Added the “Ingredients” section to service buildings panels, so it’s easier to see what is being stored.
 * ⚡ Added the option to rebind keys for moving between instances of the same building (arrow keys by default).
 * ⚡ Added goods icons and star ratings to all Cornerstones that unlock a new recipe in a given building.
 * ⚡ Added a scroll bar to the Trade Panel (in the “My Offer/Trader Offer” sections).

Bug fixes
 * ⚡ Fixed a bug where villagers would become stuck after removing a Makeshift Hearth.
 * ⚡ Fixed a bug with Hostility multipliers affecting the “Others Positive” summary.
 * ⚡ Fixed a bug with the Politically Outmaneuvered effect increasing Impatience reduction instead of lowering it.
 * ⚡ Fixed an issue with the arrival times of traders being incorrectly calculated.
 * ⚡ Fixed a bug with the “trader arrived” indicator not showing up after loading a save.
 * ⚡ Fixed a bug where the Trade Panel would not adjust if the Trading Post was destroyed while it’s active.
 * ⚡ Fixed a bug with the Hidden from the Queen Cornerstone not disabling Impatience gain from villager deaths after loading a save.
 * ⚡ Fixed a bug with Hostility modifying effects being incorrectly calculated on high difficulties (causing Glades to subtract Hostility points on Impossible difficulty).
 * ⚡ Fixed a bug where Grim Fate wouldn’t scale with years passed.
 * ⚡ Fixed an issue with the Devastating Storms description incorrectly claiming that the effect stacks with Hostility.
 * ⚡ Fixed an issue where villagers working in service buildings would be incorrectly marked as “idle”.
 * ⚡ Fixed an issue where Daily Challenges could be started at the end of a Cycle.
 * ⚡ Fixed a bug with production times not recalculating after a slowing effect is removed.
 * ⚡ Fixed a bug where using [TAB] on the last recipe in a workshop wouldn’t cycle back to the beginning of the list.
 * ⚡ Fixed an issue with large building panels being partially off-screen.
 * ⚡ Fixed a bug with missing description and title texts in the villager panel (like the death chance effect of the Overtime Cornerstone).
 * ⚡ Fixed some inconsistencies in the English localization (“Workplace Highlight”, “hz”, lack of capitalized letters, etc.).
 * ⚡ Fixed the incorrect label text in the Ways of the Forest Cornerstone.
 * ⚡ Fixed an issue with the cursor obscuring UI elements when the worker overlay is active ([ALT])
 * ⚡ Fixed an issue where it was possible to block biome selection on the World Map when quickly exiting the Citadel screen.
 * ⚡ Fixed a bug where Mold Supply perks (increasing Grain production) were incorrectly tiered.
 * Fixed an issue with Cursed Royal Woodland maps not generating correctly (wrong Glade layout, a smaller pool of available Glades, large areas of just trees).

Other
 * ⚡ Lightning effects during the Storm now rotate with the camera.

Early Access version: 0.15.7R

 * Japanese translation is introduced in a full form (by courtesy of Poge).
 * Fixed an issue with Japanese font using some of the Chinese symbols.
 * Fixed the Queen being much too lenient towards sabotaged villages (issue with "Sabotage" modifier preventing player for gaining impatience).

Balance
 * Downpour now requires Housing and Services instead of Clothing. Its penalty also changed – from Exhausted to Gluttonous (50% chance to consume double food).
 * Removed the Piercing Winds effect. A new effect was added with the same name instead.
 * Removed the Invigorating Winds Seasonal Effect.
 * Cold Snap no longer requires clothing and is now affecting all species (not only Lizards). Its penalty has also been changed from Fading to Gluttonous (50% chance to consume double food).
 * Rich Branches, Barren Lands was renamed and now only affects camps, without the penalty to production on farm fields.
 * Cursed Rain is now categorized as Very Harsh and will occur on harder maps.
 * Muddy Ground will occur a bit more often on easier maps, as the speed penalty is not as harsh as originally assumed.
 * Increased the speed penalty from the Muddy Ground effect to 30%.
 * Grim Fate now activates on Hostility level 7 instead of 8.
 * Removed the 10 Simple Tools reward from Embark Bonuses.
 * ⚡ Changed the generation range for the Cursed Royal Woodlands. They can now appear one tile closer to the Citadel, and the distance is further decreased in the last Phase of the world map (Phase of the Sealed Ones).
 * ⚡ Increased the Focused effect’s value from 10% to 20% (chance for double yields).

UI/UX improvements
 * ⚡ Added a magnifying glass icon to building blueprint icons. You can now preview a building’s recipes by clicking on it (in all locations: Order rewards, Trader, Glade Events).
 * ⚡ Added a red highlight to recipes where a given ingredient has run out.
 * ⚡ Added a sound effect when hovering over clickable elements of the UI (buttons, ingredient slots in recipes).
 * ⚡ Added a small scaling animation when hovering over clickable ingredient slots.
 * ⚡ Added the “Ingredients” section to service buildings panels, so it’s easier to see what is being stored.
 * ⚡ Added the option to rebind keys for moving between instances of the same building (arrow keys by default).
 * ⚡ Added goods icons and star ratings to all Cornerstones that unlock a new recipe in a given building.
 * ⚡ Added a scroll bar to the Trade Panel (in the “My Offer/Trader Offer” sections).

Bug fixes ⚡
 * Fixed a bug where villagers would become stuck after removing a Makeshift Hearth.
 * ⚡ Fixed a bug with Hostility multipliers affecting the “Others Positive” summary.
 * ⚡ Fixed a bug with the Politically Outmaneuvered effect increasing Impatience reduction instead of lowering it.
 * ⚡ Fixed an issue with the arrival times of traders being incorrectly calculated.
 * ⚡ Fixed a bug with the “trader arrived” indicator not showing up after loading a save.
 * ⚡ Fixed a bug where the Trade Panel would not adjust if the Trading Post was destroyed while it’s active.
 * ⚡ Fixed a bug with the Hidden from the Queen Cornerstone not disabling Impatience gain from villager deaths after loading a save.
 * ⚡ Fixed a bug with Hostility modifying effects being incorrectly calculated on high difficulties (causing Glades to subtract Hostility points on Impossible difficulty).
 * ⚡ Fixed a bug where Grim Fate wouldn’t scale with years passed.
 * ⚡ Fixed an issue with the Devastating Storms description incorrectly claiming that the effect stacks with Hostility.
 * ⚡ Fixed an issue where villagers working in service buildings would be incorrectly marked as “idle”.
 * ⚡ Fixed an issue where Daily Challenges could be started at the end of a Cycle.
 * ⚡ Fixed a bug with production times not recalculating after a slowing effect is removed.
 * ⚡ Fixed a bug where using [TAB] on the last recipe in a workshop wouldn’t cycle back to the beginning of the list.
 * ⚡ Fixed an issue with large building panels being partially off-screen.
 * ⚡ Fixed a bug with missing description and title texts in the villager panel (like the death chance effect of the Overtime Cornerstone).
 * ⚡ Fixed some inconsistencies in the English localization (“Workplace Highlight”, “hz”, lack of capitalized letters, etc.).
 * ⚡ Fixed the incorrect label text in the Ways of the Forest Cornerstone.
 * ⚡ Fixed an issue with the cursor obscuring UI elements when the worker overlay is active ([ALT])
 * ⚡ Fixed an issue where it was possible to block biome selection on the World Map when quickly exiting the Citadel screen.
 * ⚡ Fixed a bug where Mold Supply perks (increasing Grain production) were incorrectly tiered.
 * Fixed an issue with Cursed Royal Woodland maps not generating correctly (wrong Glade layout, a smaller pool of available Glades, large areas of just trees).

Other
 * ⚡ Lightning effects during the Storm now rotate with the camera.

Early Access version: 0.15.6R

 * Fixed an issue where traders were incredibly lazy and it took them almost twice as long to arrive.
 * Fixed an issue with Positive Hostility Effects being scaled by difficulty
 * Flame Amulets base influence was increased from 1 to 4

Early Access version: 0.15.5R

 * Fixed an issue with consequence effects not being removed after finishing a Glade Event.
 * Fixed an issue with incorrect Hostility point amounts being displayed in the Hostility tooltip.
 * Fixed an issue with negative Hostility events not being influenced by the difficulty modifier correctly.
 * Fixed a bug with villager speed increasing effects giving a 100% boost instead of a 10% one.
 * Fixed a bug where the *Blight* effect would trigger even when the timer in Blightrot Glade Events hadn't yet ran out.
 * Fixed a bug where visual effects in the Citadel Upgrade screen could pass through the building preview UI.
 * Rebalanced Hostility values in Working Effects for some Glade Events (from 200 to 150, and from 300 to 250)

Early Access version: 0.15.3R - Quality of Life
Changes marked with ⚡ were inspired by the community.

New content and features


 * Added 3 new effects to the Daily Modifier pool:
 * The Generous Envoy – You have preferential treatment in the Queen’s Court. The pool of Order choices is bigger by 1.
 * Under the Queen’s Eye – The Queen has a close interest in your endeavors. You can’t choose Orders.
 * Royal Tax – The Crown requires you to contribute to the Royal Treasury. At the end of each Drizzle, you have to pay 1 Amber for every 3 villagers. If you don’t, 2 people will leave.
 * Added 4 new Cornerstones:
 * Flame Amulets – An artifact infused with the power of the Holy Flame. Hostility from Woodcutters is decreased by 1.
 * Work Safety Guide – A standardized set of rules. Every 2 villagers with the need for Education fulfilled increase global production speed by 5%.
 * Luxury Tax – Amber is worth 5% more for every 2 villagers with the need for Luxury fulfilled.
 * Letters to the Citadel – Reputation from Resolve grows 5% faster for every 2 villagers with the need for Leisure fulfilled.
 * Experimental only – added a community translation into Japanese (thank you @Poge for your amazing work!)

Balance
 * ⚡ Small Glades now give fewer Hostility points for discovering them (5 instead of 10)
 * ⚡ Decreased the Internal Storage size for the Clay Pit and Greenhouse from 30 to 20.
 * ⚡ Slightly lowered the rate at which Lizards are reacting to Resolve changes. They now should be a bit easier to maintain in harsh situations.
 * ⚡ Changed the goods category for Clay and Stone. They are now considered crafting goods, not building materials.
 * ⚡ The Cellar can now be built on Fertile Soil.
 * ⚡ Lowered production times for recipes in the Ranch.
 * ⚡ Negative Hostility effects (such as the ones in Dangerous Glade Events) now scale with difficulty (this is the first step before more effects and requirements will start to scale)
 * ⚡ Some specialization slots in buildings have been adjusted to better reflect the species’ character. More changes will come with the harpies update.
 * Added Resin as an option to the Crystalized Dew recipe.

UI/UX improvements
 * ⚡ Redesigned the building card preview in the construction menu.
 * It now shows you how many buildings of a given type you have.
 * There is a new “shortcut” section with possible keybinds and actions for a building card
 * Pressing the [Right Mouse Button] on a building card will now display a building preview (with recipes and effects)
 * Pressing the [Arrow Keys] while hovering over a building card will now cycle through all buildings of the same type in your settlement.
 * ⚡ Redesigned the UI for production buildings.
 * The building panel is now divided into 3 tabs: Production, Storage, and Effects.
 * Added an “Ingredients” section to the Storage Tab which displays goods being stored in a given building for use in Recipes.
 * Added an option to return selected ingredients to the main storage.
 * Added a counter below the building name for buildings of the same kind.
 * Added the option to cycle through all buildings of the same kind with arrow keys or arrow buttons next to the building name.
 * Added a new and bigger “Effects & Upgrades” section in the Effects tab that lists all perks or Cornerstones influencing a given building.
 * Added a “Specialization bonus” section which lists the specializations of a given building.
 * ⚡ Added a Production Overlay. Now after pressing and holding [CTRL] you will be able to see the recipes for buildings in your settlement.
 * ⚡ Added a Resource Overlay. Now after pressing and holding [B] you will be able to see icons above resource nodes around you.
 * ⚡ Added a shortcut for Continuous Construction. Hold [SHIFT] when building something and you won’t exit construction mode after placing a building.
 * ⚡ Added a preview button for building unlocks in the Upgrade Window in the Citadel. You can now see the recipes and effects of a given building before unlocking it.
 * ⚡ Updated old texts in the game mentioning Goals to now refer to Deeds instead.
 * ⚡ Alerts informing about a villager leaving or dying now redirect the player to the building the villager worked in after clicking on them.
 * ⚡ Added a stack counter to perk tooltips.
 * ⚡ Added specialization icons to species descriptions.
 * ⚡ Impatience and Reputation tooltips now display exact numbers up to two decimal places.
 * ⚡ Added an option to switch between textboxes in building panels using [TAB].
 * ⚡ Added burning time information to all fuel types in the Hearth.
 * ⚡ Cornerstones are no longer lost if not chosen in a given year. Instead, they will be queued. At the same time, there is now a new button in the Cornerstone UI to skip a given choice.
 * ⚡ Blueprints acquired by other means (trading, rewards) will no longer appear as a choice after gaining a Reputation Point.

Bug fixes
 * ⚡ Fixed a bug with the Wine Shortage modifier not being displayed on the perk HUD.
 * ⚡ Fixed a bug with the Clear Skies effect being active in maps with the Trade Block modifier.
 * ⚡ Fixed a bug with villager pathfinding breaking when too many speed modifying effects are active.
 * ⚡ Fixed a bug where items carried by villagers would randomly expand or squash.
 * ⚡Fixed a bug with Caches found in Glades not counting towards “Solve Glade Events” requirements in Orders.
 * ⚡ Fixed an issue with Ancient Tablets not being displayed in the Goods HUD.
 * ⚡ Fixed an issue with all farming perks (bonus to Small Farm, Homestead, Herb Garden) having the same name.
 * ⚡ Fixed a bug with Efficient Brewing still being available in some Cornerstone choices.
 * ⚡ Fixed a bug with production speed effects not affecting recipes in buildings correctly.
 * ⚡ Fixed an issue where the game would sometimes crash while saving.
 * ⚡ Fixed a bug with the Clear Skies effect only affecting trader arrival times when the trader started their journey in Drizzle.
 * ⚡ Fixed an issue with faction town names repeating.
 * ⚡ Fixed a rare bug with all UI texts being invisible.
 * ⚡ Fixed a bug with the game unpausing when opening the Trade Route window from the Trader Panel.
 * ⚡ Fixed a bug that caused some towns on the World Map to have empty nameplates.
 * ⚡ Fixed a rare bug where the Trade Route Panel would not open after reloading.
 * ⚡ Fixed a bug where the Ruined Settlement modifier was considered a negative effect.
 * ⚡ Fixed a bug with the Blightrot Resolve effect not stacking correctly.
 * ⚡ Fixed a bug with the Quick Deliveries perk being incorrectly applied to some recipes (or not applied at all).
 * ⚡ Fixed a bug with the Fragrant Roots perk incorrectly counting cycles instead of goods produced.
 * ⚡ Fixed an issue with perks like Ancient Pack of Mist Piercers being offered on maps with a Glade information block modifier.
 * ⚡ Fixed a bug with the Hidden from the Queen perk incorrectly blocking Impatience gains from all sources.
 * ⚡ Fixed a bug where season duration effects could break the calendar and award Cornerstones twice in a row or not at all.
 * ⚡ Fixed a bug with ore deposits being visible through the fog in undiscovered Glades.
 * ⚡ Fixed an issue with unlocked Blueprints showing up as possible Reputation picks.
 * ⚡ Fixed a bug with the Protected Trade perk showing incorrect values in its tooltip.
 * ⚡ Updated the Wildfire icon to now also display flames.
 * ⚡ Fixed an issue with incorrectly scaled 4 digit numbers in the Hostility Points counter in the Hostility tooltip.

Other
 * ⚡ Updated the description for the Hunger effect. It now informs about the penalty stacking with every break.
 * The eye icon for the building preview has been replaced with a magnifying glass icon.

Early Access version: 0.14.5R
Small hotfix to the Daily Expeditions maps generation, preventing from rolling the same geography on different days. Pretty sure that's the very last update... this year

Early Access version: 0.14.3R
We just released a small hotfix changing how Daily Expeditions are generated. The geography of the map should now be randomized with each run.

Early Access version: 0.14.2R - Expeditions
Changes marked with ⚡ were inspired by the community.


 * ⚡ Daily Expeditions – a special challenge map generated once per day, with predefined embark bonuses, unique modifiers, and selectable difficulty. You can access Daily Expeditions after reaching level 6 of the Obsidian Archives in the Smoldering City.
 * Each day, a map is picked (on a random biome) with a set of Embark Bonuses and three Modifiers (one positive and two negatives).
 * Every player has the same Daily Expedition.
 * Daily Expeditions reset at 00:00 GMT.
 * Added a brand new scoring system (only accessible in Expeditions), where your performance during the game is evaluated and scored after you finish the challenge.
 * Added 21 unique gameplay modifiers dedicated to Daily Expeditions.
 * After winning a game, the settlement from the Daily Expedition will appear on the World Map, just like any other settlement.
 * Rewards for the Daily expedition are the same as playing any other settlement near a modifier. Rewards are granted only once a day.
 * Deeds are disabled in Daily Expeditions.
 * Added 8 new perks to the pool of Cornerstones given to the player at the beginning of the year, and 4 new perks available to buy from traders.
 * Added 8 new Orders with 3 difficulty levels each.
 * Added a new Deed – winning a game in the Coral Forest.
 * ⚡ Changed the way the Reputation Reward Pick Upgrade works – now the additional blueprint choice is always a wildcard, and no longer belongs to the same thematic set as the other choices.
 * ⚡ Added a third Trade Route to the Citadel, to make the first settlement in a Cycle a bit easier to complete.
 * ⚡ Added a new decoration – the much-awaited Fence Corner!

Balance


 * ⚡ Changed prices for all items in the game – they are now based on resources used when crafting and the star grading of the recipe. This way, there should no longer be instances of converting low value ingredients into disproportionately valued items. There are too many changes to list here, but the highlights are as follows:
 * Food in general now costs more,
 * Amber is worth slightly less than before,
 * Packs of Goods (Trading Goods, Luxury Goods, Building Materials, etc.) are now sold for less,
 * Perk prices have been updated to better fit the current balance.
 * ⚡ Slightly lowered the amount of goods some traders have.
 * Added previously missing luxury goods to some traders (Training Gear, Manuscripts).
 * Increased the amount of time traders stay in the settlement by 20 seconds.
 * Changed the Manuscript recipe – it now requires 1 Coal instead of 2.
 * Infused and Simple Tool recipes now require less metal and wood.
 * Crystallized Dew no longer requires Resin.
 * Packs of Trade Goods can no longer be crafted with Tools. They can now require Crystallized Dew or Copper Bars instead.
 * Adjusted the amount of goods required when crafting Packs of Luxury Goods.
 * Increased the chance of dropping Mushrooms from Mushwood Trees in the Marshlands from 5% to 15%.
 * ⚡ Adjusted the rewards and objectives of Orders based on need fulfillment to better fit the new service buildings introduced in update 0.13.
 * ⚡ Lowered the requirements for exploration based Orders (Ancient Tablets, exploring Glades) to better fit the changes introduced in the exploration revamp.
 * ⚡ Removed the Petrification Deed and lowered the requirements for the Blightrot Farmer and Ancient Vaults Deeds to better fit the current exploration balance.
 * ⚡ All Dangerous Events with resource requirements now require more building materials to be solved.
 * ⚡ Destroyed Buildings found in Glades now take half as much time to rebuild.
 * Increased the Working Effect severity for Stonetooth Termite Burrows and Dark Gates.
 * Changed the consequence and time requirements of Fallen Villagers events. The event now turns into 4 Blightrot Cysts after 8 minutes.
 * Increased the amount of Blightrot Cysts spawned after the timer of the Ancient Burial Grounds runs out.
 * The amounts of resources and rewards on most Glades have been evened out. Previously, there were big gaps between the most abundant and empty Glades. Now all Glades of the same type should have a fairer distribution of nodes.
 * ⚡ Cornerstones offered by traders now change price due to perks increasing or lowering the worth of Amber.
 * ⚡ Removed Sloppy Woodcutting, Efficient Brewing and Extraction Tools from the Cornerstone pool.
 * ⚡ A few Cornerstones have been rebalanced:
 * Increased the effect time in Thrill of Exploration to 300 seconds,
 * Improvised Tools now gives 5 instead of 3 Tools,
 * Leftover Crops now gives Packs of Crops every 16 Grain instead of 10,
 * Local Taxes now gives 1 Amber instead of 2,
 * Prosperous Settlement now requires 45 Amber instead of 30,
 * Moldy Grain Seeds now gives 3 Mushrooms instead of 5,
 * Lumber Tax now requires 40 Wood instead of 30,
 * Small Press now gives 5 Oil instead of 3
 * Adjusted the amount and placement of ore nodes on some Glades. They should now be less numerous, but spawned a bit closer together.
 * Added a bit more resource nodes and fertile soil patches to small Glades.
 * Food gathering time has been lowered by 15% for all camps.
 * Increased the penalty for villagers leaving or dying (from 0,2 to 0,3 Impatience)

UI/UX improvements


 * ⚡ Forest Mysteries now take map modifiers into account. This means no more Clear Skies effect on maps with a Trade Block.
 * ⚡ Added a “stored” counter on goods tooltips. You can now see how many of a given item you have stored when hovering over a good.
 * ⚡ Added the option to mute in-game audio when the game is in the background.
 * ⚡ Added an option to disable lightning flashes during the Storm.
 * ⚡ A trader portrait is now displayed in the “trader arrived” icon above the Trading Post.
 * ⚡ There are no longer two separate alerts when a trader arrives. Now a message appears with the trader’s name and disappears automatically after they leave.
 * ⚡ There is now a timer on the trader’s arrival progress bar.
 * ⚡ Alerts about completed Orders, new Orders, Cornerstones and new villagers can now be dismissed.
 * ⚡ The game now automatically detects if the player is using a QWERTY or AZERTY keyboard and adjusts keybinds accordingly.
 * ⚡ The glow around Working Effects will now disappear right after an event is finished.

Bug fixes
 * ⚡ Fixed a bug with the Cursed Royal Woodlands not spawning on the World Map as often as they’re supposed to.
 * ⚡ Fixed a bug with effects from restored Glade Events not stacking (Totems and Termite Nest).
 * ⚡ Fixed a bug where assigning workers to the Library would remove stacks of the Wealth effect.
 * ⚡ Fixed a bug where trees couldn’t be marked after loading the game multiple times.
 * ⚡ Fixed a bug with some perks displaying incorrect progress amounts after loading the game.
 * ⚡ Fixed an issue with the Hunter-Gatherer and Rich Branches Barren Lands effects not working correctly together.
 * ⚡ Fixed a rare bug with missing text in the game’s UI.
 * ⚡ Fixed an issue with the Inspiring Pressure effect granting an incorrect production bonus.
 * ⚡ Fixed an issue with some ore deposits becoming invisible.
 * ⚡ Fixed an issue with the Farmer’s Diet perk not giving bonuses to all types of farmers.
 * ⚡ Fixed a bug where Mist Piercers wouldn’t give Impatience for some Glades.
 * ⚡ Fixed a bug with the Cycle Summary Screen not updating after spending resources in the Citadel.
 * ⚡ Fixed a bug where newcomers would sometimes bring 0 goods.
 * ⚡ Fixed a bug where the worker overlay (alt) would be displayed above the HUD.
 * ⚡ Fixed a bug where resetting progress would also reset the game’s settings.
 * ⚡ Fixed a bug with Rebellious Spirit doubling its effect after reloading the game.
 * ⚡ Fixed an issue with need tooltips having incorrect service buildings listed in their descriptions.
 * ⚡ Fixed an issue with buildings being marked as idle when workers were resting at a nearby Hearth.
 * ⚡ Fixed an issue with missing objective texts in Orders with requirements tied to needs (Luxury, Education).
 * ⚡ Fixed a bug with a visible color tag in the trader window.
 * ⚡ Fixed an issue with the Farmer’s Diet being displayed as a negative effect in the villager window.
 * ⚡ Changed the position of some ingredients in recipes, so they are more consistent.
 * ⚡ Removed the out-dated worker amount from the Mine description in Russian.
 * ⚡ Fixed a bug with 3 digit numbers not displaying correctly in the Resolve Summary view.
 * Fixed a bug with production speed effects (such as Contaminated Food) not working and not applying the speed modification.
 * Fixed multiple issues with incorrect icons being shown in need and perk tooltips.
 * Fixed an issue with incorrect text being displayed in the Russian version of the trader window.
 * Fixed incorrect labels for a number of perks and effects in the game.

Early Access version: 0.13.3R

 * With yesterday's small patch we granted the possibility to transfer meta progress from the demo to the Early Access version.

Early Access version: 0.13.2R

 * Fixed an issue with service buildings displaying incorrect amounts of worker slots for passive effects to trigger.
 * Changed the name "Active Effects" to "Passive Effects" in the service building UI.
 * Updated icons for Lore Tablets.
 * Updated labels for Lore Tablets.

Early Access version: 0.13.1R - Exploration
Changes marked with ⚡ were inspired by the community.

New content and features
 * ⚡ The new exploration revamp has been introduced. This is a massive update to almost every aspect of this system – how glade events work, how resources are spawned, how glades are sized and distributed in the forest, etc.
 * All glade events in the game have been changed – they now have different effects and requirements, ranging from simple good delivery to surviving hostile effects for a period of time. Rewards have also been adjusted and more events allow for a “send” or “keep” reward choice.
 * A new requirement type has been added to Glade Events – working effects. Working Effects are penalties or challenges that trigger when an event is being worked on. The player’s objective is to adapt and survive them in order to solve the event.
 * Added 3 new Glade Events and replaced 2 older events with completely new ones.
 * Added Lore Tablets – a new extremely rare type of object found in glades. They contain lore snippets and hints about the world of Against The Storm. And more of them are coming in the future.
 * Added new types of structures with positive effects as rewards for solving some Glade Events (for example “flipping” a Totem to become a decoration with a Resolve boost).
 * The way glades are generated has changed – now there are no longer “free” big glades, and there is now a bigger difference between Normal and Hard difficulty.
 * There are no longer three different values for Hostility when exploring. All glades, regardless of size and threats, now give the same amount of Hostility points.
 * Resource generation has been adjusted to better reflect what is stated in the biome preview displayed before each game.
 * All ruins have been rebalanced – they now cost a bit more and give fewer rewards. Ruins spawn rate in glades has also been adjusted.
 * There are now more than double the amount of unique glades that are possible to appear on a map.
 * Rebalanced glade rewards and resources. There are now fewer things to find in regular Glades, but much more treasure in Dangerous and Forbidden Glades.
 * Service buildings have been changed. Now all structures such as the Tavern, Temple, Teadoctor, etc. are mechanically more distinct.
 * Added unique effects to all service buildings in the game. These effects are activated based on the number of workers assigned. There can be one or more effects per structure (the only exception to this is the Common Hall).
 * Removed the “free” tier of needs in service buildings. Now all needs require goods to be fulfilled.
 * Rebalanced the costs and worker slots of all service buildings in the game.

Balance


 * Hostility of the Forest has been rebalanced to fit with the new exploration revamp.
 * All glades now give a flat amount of Hostility points.
 * Increased the amount of Hostility coming from all villagers.
 * Increased the amount of Hostility coming from woodcutters.
 * Each Impatience Point now subtracts more Hostility points.
 * Positive Hostility modifiers (such as Hearths and Impatience) will now always subtract the same amount of points and no longer scale with difficulty.
 * Adjusted some Resolve bonuses to better fit the service building changes:
 * Biscuits and Pie now give 5 instead of 6 Resolve.
 * Brotherhood gives now 8 instead of 5 Resolve.
 * Education and Luxury now give 10 instead of 5 Resolve.
 * ⚡ Housing needs are now instantly fulfilled after a villager is assigned to a home (no more waiting for a villager taking a break to update their status).
 * ⚡ Increased the chance of Sahilda having certain goods for sale (like Eggs or Mushrooms).

UI/UX improvements


 * ⚡ Added status icons on worker slots – it’s now possible to see what a worker is doing in a given moment (if they are fetching resources, resting, idling, etc.). All status icons also have a tooltip when hovering over with a description of the villager’s actions.
 * ⚡ Added an “idle workers” icon above buildings in which no one is working.
 * ⚡ Allowed tree marking without the need for a Woodcutters’ Camp being built (outside of the tutorial).
 * ⚡ Greatly reduced the amount of fog around the camera.

Bug fixes


 * ⚡ Fixed numerous issues with the world map fog not loading correctly or covering up the entire screen on some machines.
 * ⚡ Improved the overall performance of the fog on the world map.
 * ⚡ Fixed a bug where sometimes Cornerstones would not be given to the player after starting a new year.
 * ⚡ Fixed a bug where the players would be rolled back into Phase I after a forced world map reset.
 * ⚡ Fixed a bug where some Coral Forest maps would have incorrect forest generation (some trees and glades were placed on water).
 * ⚡ Fixed a bug where some Glade Event effects would not be removed after solving them.
 * ⚡ Fixed a bug where some tooltips would go off-screen.
 * ⚡ Fixed an issue with the Survivor Bonding Cornerstone giving the Resolve Bonus from the Ancient Artifact.
 * ⚡ Fixed a bug that caused the Drainage Mole to appear on Dangerous Glades instead of Forbidden.
 * ⚡ Fixed a bug where Glade Events sometimes wouldn’t spawn in Dangerous Glades.
 * Timers in Glade Events are now real-time and also update based on the number of assigned workers.
 * ⚡ Fixed a bug with Glade Info tooltips (from Cornerstones like Ancient Pack) covering regular glade tooltips.
 * ⚡ Fixed an issue with marked trees being difficult to spot on certain biomes (like the Coral Forest or the Cursed Royal Woodlands)
 * ⚡ Fixed a bug with player settlements disappearing from the world map.
 * ⚡ Fixed a bug with the Small Farm being given to the player as a reward for completing an Order in a Barren Lands map.
 * ⚡ Fixed a bug with Embark Bonuses being rerolled each time the game is loaded.
 * ⚡ Fixed a broken icon in the Leaking Cauldron Glade Event.
 * ⚡ Fixed a bug where the camera zoom would be interrupted when hovering over UI elements.
 * ⚡ Fixed a rare bug with negative resource numbers appearing on the HUD after selling goods to a trader.
 * ⚡ Fixed a bug with the perk overview in the building panel not being scrollable.
 * ⚡ Fixed an issue with needs having different icons in different places (species panel vs villager panel).
 * ⚡ Fixed a bug with the Clay Pit worker incorrectly being called a Greenhouse worker.
 * ⚡ Fixed an issue where the trader Vliss Greybone had a visible color code in her description.
 * ⚡ Fixed an issue with incorrect resource numbers displayed in the Cycle Summary after a force world map reset.
 * ⚡ Fixed a bug where the Cellar Blueprint would give access to the Bakery instead.
 * ⚡ Fixed a bug with the Order icon frozen mid-blink.
 * ⚡ Removed Reputation and Impatience tooltips from the Reputation Bar after a game was won.
 * ⚡ Updated the names of perks increasing Barrel and Leather production to no longer be duplicated of other existing perks.
 * Updated the descriptions of Deeds requiring the player to win multiple games near a modifier to more precisely reflect the Deed’s meaning (that this should be done near different modifiers of the same kind).
 * Fixed a bug where the “Trader Arrived” icon was still visible even if the Trading Post was destroyed.
 * Improved save stability.

Other
 * 1) Missing translations will now default to English.
 * 2) Slickshell Broodmother textures have been updated.
 * 3) ⚡ If you take more villagers with you at the start of a game, they will now position themselves around the Hearth, and no longer be crammed into one spot.

Early Access version: 0.12.6R

 * Added Community Vote (available via button in the right bottom corner of the Main Menu)

Early Access version: 0.12.3R

 * We just pushed a small hotfix which should prevent the seasons from not changing if Violent Dusk (+100 to Hostility) became active during the storm.

Early Access version: 0.12.1R - Coral Forest
Changes marked with ⚡ were inspired by the community. New content and features


 * ⚡ Added a new biome – the Coral Forest. Besides the standard differences, like resource availability and visuals, this region also brings a set of new content:
 * three different types of trees with varying bonus resources
 * a new forest layout – trees are now clamped together into distinct “islands”, making it easier to mark the ones you want for a specific resource
 * an effect that boosts bonus production based on the Hostility level
 * Added 6 new Forest Mysteries with unique effects to all biomes
 * Implemented the first iteration of the new Order generation system
 * Orders should now generate based on settlement conditions and unlocked meta progress, without impossible tasks like a farm on Barren Lands
 * Added 20 completely new Orders and objective variations to existing Orders
 * Added new objective types (like selling goods worth X Amber, opening up Caches or solving Dangerous Glade Events)
 * Changed some objectives with the delivery of complex consumable goods to now require satisfying a need
 * The amount of available Orders and their difficulty is now based on the map that is played. This means that games played on “Normal” (close to the Citadel) will have 12 easy Orders, whereas games on “Impossible” will now have 9 very hard Orders.

Balance


 * ⚡ Changed the Resolve balance based on feedback from the previous patch
 * ⚡ Added a system for dynamically moving the Reputation threshold (the blue bar) on the species Resolve indicator. It’s now easier to generate Reputation early on during the game, but the more Reputation is gained, the more Resolve is required.
 * Stagnation no longer grows with gained Reputation.
 * Stagnation is now a flat number and no longer a range.
 * Lizards now generate more Reputation after reaching the blue threshold.

UI/UX improvements


 * Added a new tooltip when hovering over a species’ Resolve bar. It now shows the current Resolve, Reputation gained from a given species, and the Reputation threshold.
 * ⚡ Perks with unique effects (like Mist Piercers) will no longer appear in the Cornerstone selection window if the player has already picked it.
 * ⚡ Perks will no longer appear in the Cornerstone selection window if they are useless in a given environment (like trading focused Cornerstones on a Trade Block map).
 * In-game reports that were not sent due to network errors are now saved and possible to be sent again after reopening the feedback window.
 * ⚡Added a biome summary screen with information about resources, fertile soil, and seasons in the ESC menu when playing on a map.
 * Added a new panel with a summary of a given biome’s effects underneath the “Forest Mysteries” section when starting a new game.
 * Added labels to villager needs’ tooltips (like “services”, “clothing”, “complex food”, etc.).
 * Bug fixes
 * ⚡ Fixed a bug where the Woodcutters’ Camp would go invisible when moving it after saving and loading the game multiple times.
 * ⚡ Fixed a bug where destroying a building wouldn’t return goods located in its internal storage.
 * ⚡ Fixed a bug where hovering over the UI would interrupt input while moving a building.
 * ⚡ Fixed a bug where opening up the construction panel would not close the building window of a selected building.
 * ⚡ Fixed an issue with the Important Matters effect lowering the Queen’s Impatience only by around 50% instead of 80%.
 * ⚡ Fixed an issue with the Devastating Storms effect incorrectly stating that it stacks with Hostility.
 * Fixed an issue with missing minus symbols in descriptions of effects shortening season durations.
 * ⚡ Fixed a bug with the Prosperous Archaeology Cornerstone not giving Resolve for opened Caches.
 * ⚡ Fixed a bug with the Prosperous Settlement Cornerstone not correctly counting its Resolve bonus based on traded goods.
 * Changed the Prosperous Settlement description to more accurately reflect its effect (it now only counts goods sold to the trader).
 * ⚡ Fixed an issue with ingredients overlapping in the goods selection UI.
 * ⚡ Fixed a bug where the Feedback Window couldn’t be opened when in the Citadel, Deeds or Upgrade view.
 * ⚡ Fixed an issue with incorrect tooltips and descriptions for alerts regarding idle scouts and freshly discovered Glade Events.
 * ⚡ Fixed a bug with resource tooltips still being visible when opening the ESC menu in-game.
 * ⚡ Fixed an issue with the goods counter overflowing when the player has more than 9999 resources of a given type (seriously, how? Are you cheating?).
 * ⚡ Fixed a bug with the Trade Route window not opening again after closing it.
 * Fixed an issue with the Rebellious Spirit Cornerstone not working correctly.
 * Improved meta save backup stability.

Other


 * Brought back the temporarily disabled seasonal effect Gift from the Woods.
 * Removed the town preview in the biome summary view (we’ll bring that back in the future, once we iterate upon the entire world map system).
 * Renamed the “Pan Camera Outside Main Screen” option to “Constrain Cursor”.

Early Access version: 0.11.4R

 * Fixed a bug that caused the *Rebelious Spirit* cornerstone to to display an incorrect status in the tooltip
 * Fixed a bug that caused the *Lost Supplies* cornerstone to display and incorrect status in the tooltip
 * Fixed a bug that caused the *Exploration Contract* cornerstone to display and incorrect status in the tooltip
 * Fixed a major issue that caused incorrect Hostility stacking after saving and loading a game. This bug was making the game harder than intended for some players (thanks to <@!183663406589411328> for reporting this)

Early Access version: 0.11.3R
Balance:
 * Crystalized Dew recipe now has Insects instead of Resin in the third ingredient slot. This is however a temporary measure and the recipe will be updated in an upcoming patch.
 * Lizards now give more passive Reputation from Resolve after surpassing the blue threshold
 * Adjusted species sensitivity to Resolve changes. Beavers will now react a bit quicker to Resolve changes, whereas Lizards are now slightly more resilient and won't drop Resolve as drastically as before (but all species are still different in that matter)

Bug fixes:
 * Fixed a bug where clicking on a built Homestead would highlight Fertile Soil hidden in nearby undiscovered Glades
 * Fixed a bug where turning off Complex Effects would cause Blightrot to be invisible
 * Fixed the "Turkish-I-problem" again, for good this time (probably?)
 * Fixed an issue with the Trading Post still showing an upcoming trader message on maps with the Trade Block modifier

UI/UX imporvements:
 * Added a timer to Recipes in the Rain Collector, Clay Pit, Greenhouse and Mine
 * Adjusted the UI Size slider in the options menu to allow for an even smaller UI setting

Early Access version: 0.11.1R - Quality of Life
New content and features Changes marked with ⚡ were inspired by the community.
 * ⚡ Farm field preparation: Farmers now prepare fields during the Storm for a 20% chance of double yield next year.
 * Yearly Newcomer groups now come with food or resources.
 * Added Cloud Saves.
 * ⚡ Added a system that detects low-end GPUs and turns off some of the more demanding particles that were causing game crashes.
 * Balance
 * ⚡ Resolve and Stagnation have been heavily rebalanced. The number of value changes in all aspects of the game is too numerous to list (food, housing, services, etc.), but it’s now way harder to get to the maximum Resolve and the passive Reputation generation threshold.
 * Adjusted the trading value of most goods in the game, especially luxury goods used to fulfill villagers’ needs (Tea, Wine, Manuscripts, Ale).
 * Barrel production in all buildings has been buffed significantly.
 * Crystalized Dew production has been buffed in all buildings, and its trading value has been increased to match other metals.
 * Manuscript production has been buffed.
 * ⚡ Greenhouse production has been nerfed significantly (from 10 to 3), but an additional worker slot has been added.
 * ⚡ Goods per minute cornerstones now give less resources and have a lower chance of appearing each year.
 * ⚡ Mushrooms have been slightly nerfed – more Mushrooms are now required to make Flour and some Cornerstones boosting mushroom production were removed or shuffled around.
 * ⚡ The Grove now has a two-star recipe for Berries.
 * ⚡ Trade Routes have been rebalanced – they are now equalized, making it impossible to get free resources from back-and-forth exchanging.
 * ⚡ The Workshop now costs more resources to build and has one worker slot less.
 * The last three orders in the second tutorial have been nerfed – they now require fewer packs of goods and less resolve.
 * Doubled the production time for Coal in the Mine.

 UI/UX improvements
 * ⚡ Added cycles and goods counters to tooltips of progressing perks (like Mushroom Specialization).
 * ⚡ Added a timer to tooltips of timed effects (like Thrill of Exploration).
 * ⚡ Added a death count to tooltips of effects that kill villagers (like Ancient Pact).
 * ⚡ Added an alert for newly discovered Dangerous Events in Glades.
 * ⚡ Added an alert for when workers have been assigned to a Glade Event, but the investigate button was not pressed.
 * ⚡ Added an alert when no Firekeeper is assigned to the Main Hearth.
 * Added an hourly alert that monitors the player’s playtime.
 * ⚡ Added a checkbox for edge scrolling (you can now disable camera movement when the cursor is near the edge of the screen).

Bug fixes
 * ⚡ Fixed a bug where goods bought from the Trader could still be stolen.
 * ⚡ Fixed an issue with the incorrect save popup not being localized.
 * ⚡ Fixed an issue with the blue dots staying on the Reputation bar after acquiring a Blueprint.
 * ⚡ Fixed an issue where the Abandon button wouldn’t work right at the start of the tutorial.
 * ⚡ Fixed a bug where the Storm would last only a few seconds due to incorrect time calculations after solving a Dangerous Glade Event.
 * ⚡ Fixed a bug where the Finesmith Blueprint had the Smithy building attached to it.
 * ⚡ Fixed an issue with the Æ and Œ characters not displaying correctly in the French version of the game.
 * ⚡ Fixed an issue with the Woodcutters’ Camps not working after being rebuilt.
 * ⚡ Fixed a bug where the in-game reports could only be sent once per session.
 * ⚡ Fixed an issue where the Cursed Royal Woodlands reward was used up by towns built on a nearby hex.
 * ⚡ Fixed an issue where the game wouldn’t pause after opening the Trade Route window.
 * ⚡ Fixed a bug where some ruins (Supplier, Pantry) would require Simple Tools instead of Infused Tools.
 * ⚡ Fixed an issue with Mist Piercers and Ancient Pact perks being available in the Cursed Royal Woodlands.
 * ⚡ Fixed an issue with the Ranch only having a maximum production limit of 5.
 * ⚡ Fixed a bug with the game unpausing at speed 1 after closing the Order window.
 * ⚡ Fixed a bug with the Homestead showing Fertile Soil hidden on nearby Glades.
 * ⚡ Fixed a bug where trend values were calculated incorrectly for the Fuel and Exploration goods category.
 * ⚡ Fixed a bug where the Fading seasonal effect was applied even though its requirements were met.
 * ⚡ Fixed a bug where the “no resources” notification would appear for a split second after a camp ran out of resources to collect.
 * ⚡ Fixed a bug with incorrect time calculations on the vote button in the main menu.
 * ⚡ Fixed an issue where some Glades would not have enough space to spawn a Dangerous Event.
 * ⚡ Fixed an issue with the capital letter “i” not being displayed correctly on Turkish systems.
 * ⚡ Fixed a bug with the “low on fuel” notification opening up the building menu after clicking it (instead of pointing to the Hearth).
 * ⚡ Fixed a bug where a negative number could be put into the production limit text box.
 * ⚡ Fixed an issue where typic was impossible if there was a “-” symbol in the production limit text box.
 * ⚡ Fixed a bug where Citadel Resources wouldn’t show up in the Cycle summary window if the player had none left.
 * ⚡ Fixed an issue with the missing scrollbar in the Cycle summary window.
 * ⚡ Fixed a bug with the scroll bar in the Trade Route summary in the Citadel not working correctly.
 * ⚡ Fixed a bug where old Trade Routes would still be displayed in the Citadel after starting a new Cycle.
 * ⚡ Fixed an issue with season duration perks missing a minus symbol.
 * ⚡ Fixed an issue with the “trader is on their way” message appearing after opening the Trading Post in a map with the Trade Block modifier.
 * ⚡ Fixed an issue with tracked Deeds being displayed as unfinished if the reward was not yet collected for them.
 * ⚡ Fixed a bug with the Forbidden Glade icon being turned away from the camera.
 * ⚡ Fixed an issue where clicking on icons in build mode would open up the UI instead of placing a new building.
 * ⚡ Fixed an issue with reward tooltips not being displayed while workers are in the middle of investigating an event.
 * ⚡ Fixed a bug with the “comfortable” worker slot effect not being displayed in the [Alt] key overlay.
 * ⚡ Fixed an issue with incorrect visual sorting while in tree marking mode.
 * ⚡ Fixed an issue with resource costs still being shown for already bought upgrades in the Citadel.
 * ⚡ Fixed an issue with the “Embark” button not turning grey after exceeding the Embark Point limit.
 * ⚡ Fixed a bug with missing scrollbars in the “My Goods” and “Trader Goods” areas of the trading UI.
 * ⚡ Fixed a bug with the Devastating Storms description incorrectly stating that the effect stacks with Hostility.
 * ⚡ Fixed a typo in the Petrification effect description.

Other
 * Updated the farm field model and texture.
 * ⚡ Updated the resource description for Parts.
 * ⚡ Changed the Basic Housing effect name to Sheltered.
 * ⚡ Updated the Toxic Ooze threat description to more clearly indicate what the effect does.

Early Access version: 0.10.7R
improved the save system stability • ‘Move Camera Outside Game Screen’ checkbox will also lock the cursor to the game window

Early Access version: 0.10.5R

 * fixed an issue with the Cursed Royal Woodlands being ranked as Normal difficulty
 * fixed an issue with Mush Soup not counting towards Complex Food requirements
 * fixed the Important Matters seasonal effect (it now lowers Impatience generation by 50%)
 * Removed colored frames from building blueprints
 * Fixed a few typos (graphical options in German, missing Black Market description in Russian).

Early Access version: 0.10.3R
We just pushed a small update that fixes the missing perk texts (*Bone Tools, Black Market*) and the missing *Poisoned Food* effect description.
 * HOTFIX 0.10.3R**

Early Access version: 0.9.17R
We just pushed a small hotfix that prevents the game from crashing after following the World Map Deeds on certain CPUs.
 * HOTFIX 0.9.17R**

Early Access version: 0.9.16R

 * Fixed multiple issues with the save files compatibility between the Early Access version and the Demo
 * Improved save stability and removed backup overriding
 * Goods in the “Trader offer” and “My offer” categories no longer disappear after buying a perk/blueprint for Amber
 * Fixed a bug where perks like “Ancient Pact” caused the glade information icons to be displayed above the already Discovered glades
 * Faction AI no longer hyper focuses on one tile on the World Map
 * Fixed a bug where Citadel Resources were incorrectly counted in the Cycle Summary View
 * Fixed a bug where the trader could offer already owned blueprints
 * Fixed a bug where Zhorg (Trader) wouldn’t buy building materials
 * Removed a duplicated Deed from the game
 * Fixed a bug where the sacrifice panel in the Hearth was incorrectly scaled after removing a “sacrifice block” effect
 * Fixed a bug where Firekeeper bonuses stayed active after the Firekeeper died or left the village
 * Fixed an issue with the extinguished Hearth automatically reigniting after loading the save
 * Adjusted the UI in places where translated text was too long (I’m looking at you, German language)
 * Removed the minus symbol from certain perk descriptions
 * Fixed a bug where the “complete order” sound was played after finishing a game
 * Fixed an issue with the intro voice-over volume being too low
 * Fixed multiple building construction sites, so the roof wouldn’t stick out from underneath the ground
 * Fixed a bug where villager numbers wouldn’t update on the HUD when the game was paused
 * Fixed a bug where the food category of goods was always open after loading a save
 * Fixed an issue with Resolve Effects overflowing in the Species Panel
 * Right-clicking on a building icon no longer opens up the building window
 * Fixed multiple issues with texts (grammar, perk names, incorrect icons in text, etc.)
 * Centered the Trader icon above the Trading Post
 * Fixed an issue with non-dismissable “Report not sent” notifications

Early Access version: 0.9.15R

 * Fixed a bug where eating biscuits wouldn't meet the Food need
 * Fixed a bug where Demo players who bought Upgrades during a Cycle could not finish the Cycle in the Early Access version
 * Corrected Hearth's Sacrifice tooltip values
 * Fixed a bug where passive reputation bonus was incorrectly displayed on the species Resolve Bar tooltip
 * Fixed a bug where the building's preview would lack '+' and '=' signs in the Recipes
 * Added a missing text in the building's preview
 * Fixed a bug where the Ancient Pact would not show the content of regular glades
 * Russian localization improvements (due to an oversight on our end, some of the texts were not up-to-date)

Devlogs
Devlogs

Devlog #1 – It’s alive!
Apr 28, 2021

Greetings, Citizens! We’re starting a series of development blogs to let you stay on track with the development progress and provide you with an opportunity to learn more about the game.

One of the ideas behind Against the Storm is community-driven development. We believe that a well-informed community can provide more valuable feedback and thus have a stronger impact on the development process. So without further ado, let’s take a deep dive into the last couple weeks of our work.

Dense Forest & Glades – roguelite features We always planned Against the Storm to be 70% city builder and 30% roguelite. While the city builder part is easily distinguishable from the screenshots, the roguelite one… not necessarily.



We develop Against the Storm with three pillars in mind:

The feeling of rebuilding Becoming a part of the world Diversity of experience Although we felt that the game already delivers the first two of them, we knew it falls short on the last one. So we decided to discuss once again what we believe are the most essential roguelite features (which we believe to be an essential part of the Diversity of experience pillar), what problems we are facing in this area, and how we can resolve them.

Here’s what we found out.

Roguelite features: Plurality of choices Emergent gameplay Strategy without micromanagement Consequences of choices Emphasis on the mastery Learning from your mistakes ‘Ultimate power’ fantasy Decision trade-offs Procedural generation Exploration

Roguelite pillars: Diversity of challenges Diversity of imperfect tools to cope with the challenges Choices that permanently determine what tools are you going to use to cope with the challenges

Three deadly sins We were able to distinguish three major problems (three deadly sins) that contrasted with the previously mentioned features and pillars.

Sin I We lack long-term challenges. With no challenges upon players, there’s no real risk and without the risk, there are no meaningful choices (e.g. which passive bonus should you invest in).

The long-term choice in Slay the Spire (source: u/MisirterE)

Sin II We have no synergy. As a result, we also don’t have our ultimate power fantasy. You know – that one ideal run during which you performed so well you keep coming back to it in your mind and try to find a way to recreate this scenario on consecutive runs. The lack of synergy also means there can’t be any complex and diverse tactics.

A synergy of items in The Binding of Isaac (source: BungieMuffin) 

Sin III There’s no mastery. After learning the initial rules there are no systems that allow players to learn, get to know the game, and become better. Mastery in Dead Cells (source: Rock Paper Shotgun) 

Dense Forest – Overview With that in mind, we formed a list of systems & features that could be implemented to support the Diversity of experience pillar and strengthen the roguelite aspect. One of the ideas we decided to test is the Dense Forest system, which supports exploration, perks, rewards, synergies, and mastery.

The Dense Forest system tries to address three problems:


 * Game’s fantasy: the forest is not mysterious and overwhelming enough
 * Gameplay: there are no systems that encourage exploration, which is an essential part of roguelites
 * Gameplay: too much of the map is uncovered. As a result, the player has too much information at the beginning, which encourages to restart the game to generate better resources on the map



How it works: The player starts the game on a glade tightly surrounded by trees. The rest of the map is covered by the fog. However, the player is still able to see the shapes of other glades in the woods. Those are the places where resources and interesting objects lie, but also the danger awaits. The initial information about the contents of the glades is scarce, but it is possible to uncover it by sending a woodcutter expedition that will cut their way to the glade. Once discovered, the glade is no longer covered by the fog. The players’ task is to assess the risk of uncovering new glades.

This system resembles dungeon exploration known from other games. You are often faced with a choice, which chamber to visit next. You might get rewarded, but you can also get into serious trouble.

The majority of fields on the map are filled with trees, which can be cut down. In the Building panel, there are two icons dedicated to selecting (and de-selecting) areas marked for deforestation. The trees will only be active if the player has built the Woodcutters Camp and assigned Worker(s) to the building. The deforestation zones are marked by clicking and dragging the LMB over the desired area. Those zones are then highlighted in every mode. Workers will start chopping down trees of the closest zone and only proceed to the next one if the first is fully cleared.Your content goes here. Edit or remove this text inline or in the module Content settings. You can also style every aspect of this content in the module Design settings and even apply custom CSS to this text in the module Advanced settings.

There are three types of trees, which differ in terms of the generated resources and the amount of time necessary to cut them down:


 * Evergreen – medium cut-down time; medium amount of resources
 * Hollow – short cut-down time; low amount of resources
 * Petrified – long cut-down time; low amount of resources

Tree models (from left: Evergreen, Hollow, Petrified) Cutting the path to a new glade is a valuable opportunity to discover a vast area for the development of the player’s colony and most likely find new resources or more valuable rewards like passive perks. There’s also a threat of coming across new dangers.

We were able to implement the basic representation of this mechanic to the game and we’re already satisfied with the results from playtests. At the same time, we’d like to ask about your impressions. Many of you were curious what’s rogueliteish about Against the Storm. So, what do you think of this mechanic? Penny for a thought! It’s a bird… It’s a plane… It’s a Beaver! For quite some time we’ve felt that the Beaver population was underrepresented in the game. No wonder, since they didn’t have their 3D model implemented. Duh.

So finally we’ve added the Beaver Worker model to the game along with some basic animations. You can check the animated Beaver Worker model on our SketchFab.

We wouldn’t be ourselves if we didn’t make a PS1 Hagrid meme of it. Feel free to make it your new Steam avatar.

Yur a wizard Arry

Camps & Modules From other news, we’ve been working on modules for some low tier buildings. Up to this point, we only had models of high-end buildings that leverage the rainpunk technology, whereas we didn’t have any in-house-made assets for buildings that are constructed early in the game. Ones that don’t impress with their high fidelity or scale, but still are the ones that players will see most often.

Hence, we’re currently working the following models:


 * Lumber Camp
 * Scavenger Camp
 * Prospector’s Hut
 * Hunters’ Lodge
 * Quarry
 * Simple Farm

Camps module list

Whenever we make new buildings, we create them from modules. It helps us significantly speed up the process. We create modules (as seen below) that allow us to duplicate them in various objects with various decorations.

Rainpunk Modules In the meantime, we also created rainpunk modules that will be later used in various buildings that utilize rainpunk technology. What’s rainpunk you ask?

For centuries, the world of Against the Storm has been tormented by perpetual rains of extraordinary, magical properties. It can change the matter it touches and is charged with energy. Although it can be processed and utilized for noble purposes, the rain has a negative impact on all sentient races and a fair number of animals, spreading disease in their bodies.

Rainpunk term refers to a technology that utilizes magical rain.

Hello world! The last few weeks will remain forever special for us as we finally stepped out of the shadows and announced Against the Storm to the world.

The announcement itself was one of a kind experience for us. Seeing your genuine interest in the concept and visuals of Against the Storm made our motivation and excitement skyrocket. We’d like to thank you for all your support in the form of retweets, wishlisting the game, or spreading the word about it. You’re legends!

The question we hear a lot among other developers is When is the best time to announce your game? The answer, as too often, is: It depends. It depends on the scale of the project, the quality and amount of assets at your disposal, your marketing plan, and many many more. For some, it would be as early as the first model is created, for others when the proper trailer (CGI or gameplay) is created.

For us, it was supposed to be the day when we were able to launch our Steam page (actually, that was the second idea – let us know in the comments if you want to know the other). The game’s Steam page is the ultimate place where we want to drive players. Every Steam wishlist counts and helps us get more visibility on the platform and attract new members to our community.

So we focused our efforts on creating essential in-game assets that would best capture the idea of the game: fantasy races, buildings that could only have a purpose in the world where it constantly rains, etc. But then, we managed to attract the editors of CD-Action with the overview and gameplay of the game (with some placeholders, but they are acceptable at this point). CD-Action is the largest Polish print magazine about games.

It was one a kind opportunity for us, so we shifted all our efforts towards creating the best texts and screenshots that we could provide them. Sidenote: we didn’t play with screenshots in any graphic editors. What you see is taken directly from the game.

At the same time, we started the process of setting up the Steam page. Piece of advice for other indie developers: have your Steamworks account created as early as possible. You will learn what assets are necessary to launch your store page and how long the procedures take. We have some experience in launching Steam pages, but nevertheless we barely made it on time. Save yourself some unnecessary stress.

In the end, we managed to set up all the pages we wanted on time. We’re on Steam, Game Jolt, IndieDB, Reddit, Facebook, Twitter, and more. That’s a lot of graphics to prepare, so we’re sharing with you our list of images and sizes that will help you prepare for launching your pages in advance:  List of marketing assets and sizes (Steam, Game Jolt, IndieDB, and more!) We appeared in CD-Action (dreams come true!) and connected it with the global press outreach. We got some coverage on pages like Tech Raptor, OffGamers, Blue’sNews, MMOinGame, Nano Gaming News, and more. We even made it to the front page of IndieDB, so once again thank you for your interest that allowed us to reach such a high spot.

Your turn! What would you like to see covered in future devlogs? We’re eager to share more news about the game or provide you with useful tips on game development and marketing. Let us know in the comments! This text is collapsible.