Hostility: Difference between revisions

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* Ways of the Forest
* Ways of the Forest


== Forest Mysteries ==
= Forest Mysteries =
 
Please see [[Forest Mysteries]] for more information.
There are two versions of Forest Mysteries, Positive and Negative.
 
Positive:
* Active during [[Drizzle Season]]
* 1-2 provided each game, depending on [[Difficulty]]
 
Negative:
* Active during [[Storm Season]]
* 3-5 provided each game, depending on [[Difficulty]]
* Needs a certain [[Hostility]] level to be Active.
* Consists of Simple and Complex Mysteries.
* Complex Mysteries can be prevented, Simple ones not.
 
 
Below is a list of '''Simple''' Negative Forest Mysteries:
{| class="wikitable wm-collapsible sortable"
|+
|- style="font-weight:bold; text-align:center; vertical-align:middle;"
! Mystery
! Penalty
! Active from<br />[[Hostility]]
|-
| style="vertical-align:middle;" | Absorption
| style="vertical-align:middle;" | Burning cysts takes longer to 5 seconds longer to burn.
| style="text-align:center;" | 2
|-
| Acid Rain
| Recipe producing [[Building Materials]] produce 50% fewer goods.
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Aura of Fear
| style="vertical-align:middle;" | During the storm, all species' [[Resolve]] drops 100%  faster.
| style="text-align:center;" | 1
|-
| style="vertical-align:middle;" | Blight from the Sky
| style="vertical-align:middle;" | Every storm season, 1 Blightrot Cyst appear in the settlement (multiplied by the number of years that have passed)
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Blightrot Infection
| style="vertical-align:middle;" | When a villager leaves or dies, 2 Blightrot Cysts will appear in the settlement.
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Cloudburst
| style="vertical-align:middle;" | Every villager in your settlement will ask you for 1 {{rl|Coats}}. If you can't provide the goods, Global [[Resolve]] will be  drop by -6 for 2 minutes.
| style="text-align:center;" | 4
|-
| Corrosive Rainfall
| -50% yields to all production using {{rl|Copper Bars}} or {{rl|Crystalized Dew}}.
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Creeping Shadows
| style="vertical-align:middle;" | Discovering a glade during the storm will decrease Global [[Resolve]] by -10 for  3 minutes.
| style="text-align:center;" | 1
|-
| Death and Decay
| Every dead [[Villager]] turns into a Bloodflower
| style="text-align:center;" | 4
|-
| Devistating Storms
| -20 Global Resolve
| style="text-align:center;" | 6
|-
| style="vertical-align:middle;" | Faint Flame
| style="vertical-align:middle;" | Resources you sacrifice in the Ancient Hearth burn 40% quicker.
| style="text-align:center;" | 2
|-
| style="vertical-align:middle;" | Flooded Roads
| style="vertical-align:middle;" | More {{rl|Pack of Provisions}} needed during [[Trading]]
| style="text-align:center;" | 1
|-
| style="vertical-align:middle;" | Greater Threat
| style="vertical-align:middle;" | Every Dangerous and Forbidden Glade discovered subtracts -2 Global [[Resolve]] during the storm.
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Grim Fate
| style="vertical-align:middle;" | The forest will claim a villager's life during each storm (multiplied by the number of years that have passed).
| style="text-align:center;" | 7
|-
| style="vertical-align:middle;" | Horrors from Beneath
| style="vertical-align:middle;" | [[Villagers]] working in Mines get -10 to [[Resolve]] during the storm.
| style="text-align:center;" | 1
|-
| Humid Climate
| Fuel Consumption in [[Hearth]]s increased by 20% for each [[Hostility]] level
| style="text-align:center;" | 2
|-
| Hunger Storm
| When missing one meal, a double stack of [[Hunger]] will be added for [[Villagers]]
| style="text-align:center;" | 3
|-
| Insatiable Hunger
| [[Villagers]] have 10% higher chance per [[Hostility]] level of consuming 2x amount of [[Food]] during [[Breaks]].
| style="text-align:center;" | 4
|-
| Muddy Ground
| -30% [[Villager]] speed off roads.
| style="text-align:center;" | 1
|-
| No Contact
| Gaining [[Reputation]] does not lower [[Impatience]].
| style="text-align:center;" | 2
|-
| style="vertical-align:middle;" | Leakage
| style="vertical-align:middle;" | The Hearth's resistance has decreased by 200.
| style="text-align:center;" | 2
|-
| Lightning
| Pay 5 {{rl|Copper Ore}} multiplied by number of years, or 3 [[Buildings]] are destroyed.
| style="text-align:center;" | 3
|-
| Piercing Winds
| Fuel Consumption in [[Hearth]] is increased by 200
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Rotten Rain
| style="vertical-align:middle;" | A Blood Flower will spawn somewhere in the settlement after every 90 seconds.
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Rotten Vapors
| style="vertical-align:middle;" | Pay 5 {{rl|Drizzle Water}} x amount of years , or 3 [[Blightrot Cysts]] will spawn,
| style="text-align:center;" | 3
|-
| style="vertical-align:middle;" | Rotting Wood
| style="vertical-align:middle;" | +50% Faster [[Tree]] felling, but also +100% chance of destorying yield.
| style="text-align:center;" | 2
|-
| Rot from the Sky
| Global food production decreases by 15% per [[Hostility]] level.
| style="text-align:center;" | 3
|-
| Sacred Flame Rituals
| Pay 10 {{rl|Wood}} per [[Villager]] or 2 [[Vilalger]]s will leave.
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Spreading Contamination
| style="vertical-align:middle;" | +5% Faster Queen's [[Impatience]] for every [[Blightrot Cyst]] in your settlement.
| style="text-align:center;" | 4
|-
| Unnatural Erosion
| Pay 5 {{rl|Oil}} x number of years, or 2 random [[Resource]] nodes are destroyed.
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Unearthly Element
| style="vertical-align:middle;" | The maximum number of sacrifice stacks in the Ancient Hearth is lowered by 1
| style="text-align:center;" | 1
|-
| style="vertical-align:middle;" | Unyielding Corruption
| style="vertical-align:middle;" | Favoring unavailable if [[Hearth]] is [[Corrupted]].
| style="text-align:center;" | 3
|-
| Vanishing Goods
| +10% Chance per [[Hostility]] level of [[Villagers]] using twice the amount of goods when using [[Services]]
| style="text-align:center;" | 4
|-
| style="vertical-align:middle;" | Vanishing Water
| style="vertical-align:middle;" | You lose units of a random type of water for every 2 units of water used in [[Rain Engines]].
| style="text-align:center;" | 2
|-
| style="vertical-align:middle;" | Vassal Tax
| style="vertical-align:middle;" | Pay 5 {{rl|Amber}} x number of years have passed, otherwise gain 1 [[Impatience]] point.
| style="text-align:center;" | 4
|-
| Quaking Bog
| Gathering Speed decreased by 50%
| style="text-align:center;" | 2
|}
 
List of Complex Forest Mysteries (Can be Prevented)
 
 
 
Below is a list of Positive Forest Mysteries:
{| class="wikitable"
|- style="font-weight:bold;"
! Mystery
! Description
|-
| Golden Dust
| Some raindrops seem to have a golden hue. Gain {{rl|Clearance Water}} for every unit of{{rl|Drizzle Water}} gathered.
|-
| Drizzle Anomaly
| The rain seems to fall... slower. Gain {{rl|Drizzle Water}} per minute during the drizzle.
|-
| Salty Breeze
| The salty air makes it easier to preserve food. Food production speed is increased during drizzle season.
|-
| Soil Reclamation
| The soil becomes saturated with the rain's essence during drizzle season. Resource nodes depleted during the drizzle spawn fertile soil.
|-
| Humid Climate
| The humidity in this region is unbearable. Fuel consumption in Hearths is increased for each Hostility level.
|-
| Forgiving Crown
| Gain one free cornerstone reroll for every Reputation Point gained during drizzle season.
|-
| Gentle Dawn
| New year, new challenges. Every small glade discovered grants planting speed during Drizzle.
|-
| Forest Offerings
| It seems some inhabitants of the forest are grateful for your efforts. During drizzle season, every Dangerous or Forbidden Glade Event you complete will give you 30 random raw food.
|-
| Soft Stems
| The grain stalks have grown soft because of the air’s humidity. During drizzle season, workers in the Harvesters' Camp can gather {{rl|Grain}} from grain nodes.
|-
| Hot Springs
| Rainwater Geysers produce pleasant heat in their vicinity. Geyser Pump Operators get +10 to [[Resolve]].
|-
| Cricket Mating Grounds
| The clearings are abuzz with the sound of crickets. Gain {{rl|Insects|med}} for each discovered glade.
|-
| Marrow Growth
| Small pockets of bone marrow form in the ground and on trees. Gain {{rl|Sea Marrow|med}} for every {{rl|Coal|med}} produced during drizzle season.
|-
| Scavenging Season
| The drizzle in this region is very mild, making it the perfect season for looting. Increases the chance of bringing back twice the goods from Glade Events solved during the drizzle
|-
| Natural Filtration
| Using Rain Engines causes a lot less Blightrot contamination due to the natural filtration processes of the surrounding vegetation. [[Blightrot Cysts]] grow slower when using Rain Engines.
|-
| Untapped Wealth
| Gatherers have a higher chance of producing double yields when harvesting resource nodes.
|-
| Regrowth
| Plants seem to grow exceptionally fast after the storm. All buildings using fertile soil produce more goods during drizzle season (crops collected during clearance also benefit from this effect)
|-
| Exposed Resources
| The ground is soft, and soaked with the rain's essence. Mines produce more goods during drizzle season.
|-
| Saturated Air
| A pleasant, earthy scent is in the air. Gain Global [[Resolve]] for every some amounts units of water used in Rain Engines.
|-
| Aura of Peace
| After each storm comes a time of peace and regrowth. Gain Reputation Points for every Dangerous or Forbidden Glade Event completed during drizzle season.
|-
| Finders Keepers
| After each storm, caravans find countless goods scattered along their routes. Every trade route you complete during drizzle season will give you 5 random packs of goods.
|-
| Fermented Rain
| The rain is sticky and tastes like wine. During drizzle season,
|}


== See Also ==
== See Also ==

Revision as of 16:21, 7 December 2023

Hostility

Overview

Hostility

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.

In this situation, Hostility is 0, and only the base Looming Darkness has been triggered.
In this situation, Hostility is 3. Additional negative Forest Mysteries have been triggered and stack with Hostility level.

Why Hostility Increases

Hostility

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:

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

Please see Forest Mysteries for more information.

See Also