Hostility: Difference between revisions
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[[File:Icon_UI_Hostility.png| | [[File:Icon_UI_Hostility.png|right|alt=Hostility]] | ||
= Overview = | == Overview == | ||
[[File:Icon_UI_Hostility_Eye.png| | [[File:Icon_UI_Hostility_Eye.png|alt=Hostility|left|text-top]] | ||
<blockquote>The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.</blockquote> | |||
The more your settlement grows, the more hostility you will generate. During the [[Storm]], stackable negative [[Forest Mysteries]] will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated. | |||
'''Hostility and the [[Queen's Impatience]] are inversely linked.''' Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the [[Ancient Battleground]] Map Modifier. | |||
== Triggering Forest Mysteries == | |||
There will always be "base" negative [[Forest Mysteries]] that will activate during the [[Storm]] even if Hostility is level 0. The most common one is [[Looming Darkness]]. | |||
<div style="overflow: hidden"> | |||
[[File:HostilityUntriggered.png|440px|thumb|left|In this situation, Hostility is 0, and only the base Looming Darkness has been triggered.]] | |||
[[File:Hostility Triggered.png|440px|thumb|left|In this situation, Hostility is 3. Additional negative Forest Mysteries have been triggered and stack with Hostility level.]] | |||
</div> | |||
== | == Why Hostility Increases == | ||
* | [[File:Icon_UI_Hostility_Eye.png|right|thumb|Hostility icon]] | ||
Viceroys will generate different amounts of Hostility depending on the [[Difficulty]] they embark on. Viceroys can see what is currently causing their Hostility level by hovering over the eye icon on the top of their screen. Total Hostility is the sum of each amount, and each amount is the result of multiplication. These numbers scale with Difficulty; more hostility is generated at higher difficulties. | |||
These numbers are for Viceroy difficulty level: | |||
* '''80''' points × the number of Dangerous or Forbidden Glades opened. | |||
* '''15''' points × the number of years since embarking. | |||
* '''15''' points × the number of Small Glades opened. | |||
* '''5''' points × the number of Villagers in your settlement. | |||
* '''9''' points × the number of Woodcutters currently assigned to a Woodcutters' Camp. | |||
* Any other effects, like penalties from Glade Events. | |||
== How to Decrease Hostility == | == How to Decrease Hostility == |
Revision as of 05:06, 29 November 2023
Overview
The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.
The more your settlement grows, the more hostility you will generate. During the Storm, stackable negative Forest Mysteries will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated.
Hostility and the Queen's Impatience are inversely linked. Higher Impatience results in a reduction to Hostility. Each settlement starts with Hostility at 0, unless playing with the Ancient Battleground Map Modifier.
Triggering Forest Mysteries
There will always be "base" negative Forest Mysteries that will activate during the Storm even if Hostility is level 0. The most common one is Looming Darkness.
Why Hostility Increases
Viceroys will generate different amounts of Hostility depending on the Difficulty they embark on. Viceroys can see what is currently causing their Hostility level by hovering over the eye icon on the top of their screen. Total Hostility is the sum of each amount, and each amount is the result of multiplication. These numbers scale with Difficulty; more hostility is generated at higher difficulties.
These numbers are for Viceroy difficulty level:
- 80 points × the number of Dangerous or Forbidden Glades opened.
- 15 points × the number of years since embarking.
- 15 points × the number of Small Glades opened.
- 5 points × the number of Villagers in your settlement.
- 9 points × the number of Woodcutters currently assigned to a Woodcutters' Camp.
- Any other effects, like penalties from Glade Events.
How to Decrease Hostility
Viceroys always need to seek ways to decrease the Forest's Hostility level, it can be decreased into negative numbers by escpecially crafty Viceroys! There are several ways to do so, including:
- Building more Hearths.
- Removing Woodcutters from the Woodcutters' camps.
- Completing certain Glade Events that decreases Hostility.
- Killing off Villagers
- Driving up the Queen's Impatience
- Assigning a Fox to the Hearth
Other Ways of Decreasing Hostility
Below is a list of Glade Events, Buildings, Cornerstones and Perks that will decrease Forest Hostility levels:
Glade Events
- Converted Altar of Decay (Reduces Hostility each time a Villager leaves or dies)
- Converted Rain Totem (-50 Hostility)
- Obelisk (-10 Hostility)
Buildings
- Hearths (-30 Hostility per Hearth)
- Monastery (-100 Hostility)
Perks & Cornerstones
- Airbender
- Baptism of Fire
- Calming Water
- Calming the Forest
- Firelink Ritual
- Flame Amulets
- Frequent Patrols
- Protected Trade
- Safe Haven
- Secure Perimeter
- Silent Looting
- Small Altar Box
- Ways of the Forest
Forest Mysteries
Forest Mysteries are special effects that apply to a map which are chosen at random at the beginning of each game. There are two types of Forest Mysteries, Positive and Negative. Positive Forest Mysteries are active during Drizzle Season, while Negative Forest Mysteries are active during Storm Season.
The number and type of Forest Mysteries that appear in any given map is based on the Difficulty of that map. Additionally, each mystery has a hidden "Difficulty cost", which represents how beneficial or harmful it is to the player. This means that if a powerful Positive Forest Mystery is present, more dangerous Negative Forest Mysteries will appear alongside it.
Below is a list of Forest Mysteries: (Under Construction)