Update 1.4: Difference between revisions

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** 🐸 '''Brass Forge''' Level 8 - added Frog [[Starting Ability]] unlock, removed {{rl|Parts}} [[Embarkation]] Bonus. Moved to level 13, adjusted cost according to level decrease.
** 🐸 '''Brass Forge''' Level 8 - added Frog [[Starting Ability]] unlock, removed {{rl|Parts}} [[Embarkation]] Bonus. Moved to level 13, adjusted cost according to level decrease.
** '''Brass Forge''' Level 9 - added {{rl|Parts}} Embarkation Bonus, removed Worker Capacity bonus. Moved to level 14, adjusted cost according to level decrease.
** '''Brass Forge''' Level 9 - added {{rl|Parts}} Embarkation Bonus, removed Worker Capacity bonus. Moved to level 14, adjusted cost according to level decrease.
** 🐸 '''Brass Forge''' Level 10 - added Frog [[House Upgrade]] unlock, removed Global Building Storage increase. Moved to level 15, adjusted cost according to level decrease.
** 🐸 '''Brass Forge''' Level 10 - added Frog [[ Housing Upgrades | House Upgrade ]] unlock, removed Global Building Storage increase. Moved to level 15, adjusted cost according to level decrease.
** '''Brass Forge''' Level 11 - added Global Building Storage increase, removed [[Blight Post]] upgrades. Moved to level 17, adjusted cost according to level decrease.
** '''Brass Forge''' Level 11 - added Global Building Storage increase, removed [[Blight Post]] upgrades. Moved to level 17, adjusted cost according to level decrease.
** '''Brass Forge''' Level 12 - new upgrade. Gives Worker Capacity bonus and +2% Global production speed. Purchasable at level 19.
** '''Brass Forge''' Level 12 - new upgrade. Gives Worker Capacity bonus and +2% Global production speed. Purchasable at level 19.

Revision as of 01:51, 29 September 2024

Against the Storm DLC - Keepers of the Stone Logo.png

Overview

Update 1.4 will be released on September 26. It will include both the free Fishing Update and the paid Keepers of the Stone DLC.

🐸 Keepers of the Stone DLC changelog

Frogs

  • Added a new species - Frogs.
    • Frogs are dignified and proud people with a unique affinity for wealth, renowned for their exceptional skills in architecture and their love of water. They seem to be the least bothered by rain and prefer not to live in ordinary shelters. Frogs are skilled masons and love working with Rainwater.
    • Frogs have the following needs:
    • Frogs can’t live in Shelters and don’t have a need for Icon Need Shelter.png Basic Housing.
    • Frog specializations are Masonry (proficiency) and Rainwater Rainwater (comfort).
    • Frog firekeepers have the ability to increase the speed at which newcomers arrive by 50%.
      • Frog Houses have 4 upgrade levels instead of 2.
        • Level 1
          • Extra Room - A strategically built wall can do wonders. This house will have room for one additional villager.
          • Rainwater Storage - Frogs love to bathe. They use specially treated and purified Rainwater to do so. Increases the tank capacity for each type of Rainwater by 50.
        • Level 2
          • Indoor Pool - This seemingly extravagant luxury is something that Frogs need to survive. Villagers living in a house with this upgrade receive an additional +2 to Resolve.
          • Drafting Table - Frogs are natural architects. They are said to have designed most of the Smoldering City. Building materials are produced 3% faster for each villager living in a house with this upgrade.
        • Level 3
          • Atrium - Frogs form very tight-knit communities and highly value their social status. Each newcomer group has 1 additional villager for every 2 villagers living in a house with this upgrade.
          • Storage Room - Although Frogs are generally considered to be greedy, they can sometimes be generous. At the start of each Drizzle, gain 1 Pack of Building Materials Pack of Building Materials for each villager living in a house with this upgrade.
        • Level 4
          • Water Pipeline - An advanced system of pipes connecting buildings that use Rainwater. The "Low Strain" bonus from Rain Engines gives an additional +1 to Resolve for every 2 villagers living in a house with this upgrade.
          • Workbench - An essential piece of furniture in every Frog household. Building material recipes have a 3% higher chance of producing extra resources for each villager living in a house with this upgrade.
    • Frogs’ Starting Ability is locating one nearby Ruin.
    • Frogs have the following attributes:
    • Frogs are unlocked by reaching level 13.
    • Because housing is such a crucial element of the Frog species, essential Frog Houses are automatically unlocked after reaching level 13 (instead of being an upgrade in the Citadel, like in the case of all other species).

Coastal Grove

  • Added a new biome to the game - the Coastal Grove.
    • Coastal Grove - These lands have been underwater for a very long time, and a dense forest of algae has grown over them. The seawater has blocked any Viceroys that have tried to reach this area, so the nearby marshes are full of remnants of earlier settlements.
    • In the Coastal Grove, your settlement will start at the edge of the map, near the water.
    • Your starting Glade in the Coastal Gove will contain a new unique building - the Strider Port
      • Strider Port - From this ancient port, expeditions can be launched to search the nearby swamps for blueprints and treasure in the submerged ruins of former settlements.
    • Expeditions alternate between two types: blueprint expeditions and treasure expeditions. Blueprint expeditions give you a blueprint and a treasure chest, while treasure expeditions offer only a treasure chest, but with a higher chance of higher rarity.
    • To send an expedition, you need to provide food for the Water Strider (Fish or Algae) and for its riders (a choice of raw or cooked food).
    • You can invest more supplies in an expedition to increase your chances of getting a higher rarity treasure chests.
    • The Coastal Grove is a remote location that is difficult for royal envoys to reach. As a result, you'll get fewer reputation blueprints in this biome.
    • To make up for this, you will be sending out Strider expeditions to look for blueprints. There are 5 fewer blueprints you can get from reputation, but a total of 8 blueprints you can get from expeditions.
    • Before sending an expedition in search of a blueprint, you can select the building category you are interested in.
    • Each subsequent expedition will be a bit more expensive and time consuming.
    • Trees in the Coastal Grove have a chance to drop Algae (30%) and Vegetables Vegetables (10%).
    • Resources in the Coastal Grove:
    • The Coastal Grove also has an additional effect (aside from the Strider Port).

New buildings

  • Added 4 new buildings to the game
    • Pantry
    • Cannery
    • Frog House - Building specifically made for Frogs. Has to be built near a Hearth. Can house 2 residents.
      • Species locked: Frogs
    • Strider Port - From this ancient port, expeditions can be launched to search the nearby swamps for blueprints and cornerstones in the submerged ruins of former settlements.

Smoldering City

  • Added 2 rewards to the upgrade tree in the Smoldering City.
    • House Upgrades : Frogs - Unlocks the ability to upgrade Frog Houses.
    • Starting Ability: Frogs - Unlocks the Starting Ability of the species: Frogs. Reveals the location of the nearest ruin.

New Cornerstones and Perks

  • Added 3 new Legendary Cornerstones and 2 Rare Perks.
    • Borrowed Time (Legendary, yearly) - The Queen looks more favorably upon a city represented by such distinguished ambassadors. Each fully upgraded house will grant you _ seconds of Grace Period after Impatience reaches its maximum threshold.
    • Strength in Numbers (Legendary, yearly) - The Storm seems less threatening in a populated settlement. Global Resolve drops 5% slower for every Frog villager.
    • City of Wonders (Legendary, yearly) - Members of the Frog Clan flock to you settlement. Gain 1 Frog villager for every 2 house upgrades.
    • Frog Friendship (Rare, orders) - 2 additional Frogs will come with each group of newcomers.
    • Frog Clan Support (Rare, orders) - Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Frogs remember your help. (+3 to Frogs Resolve)

New Orders

  • Added 12 new Orders:
    • The Collegium
    • Joyful Frogs (timed, 7m30s)
      • Objective: reach 18/20/22 Frog Resolve
      • Reward: Fish Delivery Line, 15 Pipes Pipes, 3 Frogs
    • Architects
    • Aid for the Frog Clan
    • Frog Influx
      • Objective: deliver 30/35/60 Lua error in Module:ResourceLink at line 41: No resource found with name: Stones. Please see the template documentation for how to use the parameters.
      • Reward: 5 Frogs, Reinforced Brick Mold, 25 Boots
    • Happy Frogs
      • Objective: reach 20/22/24 Frog Resolve and use 25/50/75 Rainwater
      • Reward: Frog Friendship, 30 Paste, Stamping Die
    • Frog Population
      • Objective: have 8/10/12 Frogs and reach 20/24/28 Frog Resolve
      • Reward: Cannery Blueprint, 30 Paste, 5 Parts Parts
    • Frog Colony (timed, 8m)
      • Objective: have 6/8 Frog Houses
      • Reward: Stone Delivery Line, 40 Paste, 5 Frogs
    • Frog Relatives
      • Objective: fulfill the need for Paste 30/40/50 times and have 4/6/8 Frog Houses
      • Reward: Frog Faction Support, 5 Frogs, 35 Boots
    • Frog Resolve
      • Objective: reach 22/26/30 Frog Resolve
      • Reward: Steel Pickaxes, 4 Frogs, 40 Wine Wine
    • Frog Majority
      • Objective: have 16/18/22 Frog villagers
      • Reward: Steel Grater, Wide Nets, 20 Bricks Bricks
    • Upgraded Living
      • Objective: upgrade 4 Frog Houses to level 1/2/3
      • Reward: Rainwater Condenser, 3 Frogs, 30 Incense Incense

New Glade Event

  • Added a new Glade Event.
    • Fallen Frog Architects - A group of fallen Frog architects. It seems they were in the middle of building some sort of monument. The mere sight of these bodies causes unrest among the Frog population.

New need

  • Added a new need:
    • Frog Housing - Frogs are at home in water. Frog Houses are required to fulfill this need.

New Deeds

  • Added 9 new Deeds:
    • Frog Settlement - Win a game with at least 30 Frogs.
    • Frog Utopia (achievement) - Win a game with 40 Frogs, 20 x Frog Houses, 1 x Forum.
    • The Coastal Grove (achievement) - Win a game on the Coastal Grove biome.
    • Salty Breeze - Win a game in the Coastal Grove biome, and on Viceroy difficulty (or higher).
    • Strider Rider - (achievement) Send out 100 expeditions in the Coastal Grove.
    • The Search Continues (achievement) - Send out 12 expeditions in one game in the Coastal Grove.
    • Feeling Lucky - (achievement) Obtain the Homestead and Rainpunk Foundry blueprints from expeditions in the Coastal Grove (in one game).
    • It's Wednesday - (achievement) Win a game with Frogs on a Wednesday.
    • Frog Republic - (achievement) Upgrade 12 Frog Houses to the maximum level in one game.

New decorations

  • Added 5 new decorations.
    • Stone Fence - 1x1 comfort decoration. Unlocked by completing the Frog Population deed.
    • Stone Fence Corner - 1x1 comfort decoration. Unlocked by completing the Frog Utopia deed.
    • Saltwater Pitcher Plant - 1x1 aesthetics decoration. Unlocked by completing the Salty Breeze deed.
    • Evergreen Shrub - 1x1 aesthetics decoration. Unlocked by completing the The Search Continues deed.
    • Water Shrine - 3x3 aesthetics decoration. Unlocked by completing the Feeling Lucky deed.

Miscellaneous

  • Changed the default main menu skin to show the new biome.
  • Added 14 new music tracks available exclusively in the new Coastal Grove biome.

Fishing Update (1.4) changelog

New content and features

Fishing

  • ⚡ Added fishing.
    • Fishing is a new way of acquiring resources from ponds found in Glades.
    • To fish, players need a Fishing Hut.
    • Fishing Huts work very similarly to camps. There are two types: small and regular. The small one is an essential building, and the regular one needs to be acquired separately (as a blueprint choice, from a trader, or via a wildcard).
    • Fishing Huts collect resources from ponds. Similarly to regular resource nodes, there are two sizes of ponds: small (2x2) and large (3x3).
    • There are 3 types of ponds:
      • Algae Pond - A murky pond covered with algae bloom.
        • A small Algae Pond gives 1 Algae and has a 40% chance for Herbs Herbs.
        • A large Algae Pond gives 2 Algae, has a 50% chance for Herbs Herbs, and a 20% chance for Fish.
      • Thunderfish Pond - A very common species of eel.
        • A small Thunderfish Pond gives 1 Fish and has a 40% chance for Scales.
        • A large Thunderfish Pond gives 2 Fish and has a 50% chance for Scales.
      • Copperfin Trout Pond - Caught primarily for its durable scales and fish leather.
        • A small Copperfin Trout Pond gives 1 Scale and has a 40% chance for Sea Marrow Sea Marrow.
        • A large Copperfin Trout Pond gives 2 Scales, has a 50% chance for Sea Marrow Sea Marrow, and a 30% chance for Fish.
    • Fishermen don't collect resources like regular gatherers. They first catch fish and algae in nets, and then transport them directly to a Warehouse when the entire pond is depleted. Resources held in nets are not available for production or consumption, they must first be transported to a warehouse.
    • Players can decide to reel in a net sooner, but once they do this, the pond is depleted.
    • Ponds have a very large number or resource charges in them when compared to other does (60 as opposed to 20 in small ones). The intention here was to create a new type of resource gathering mechanism - a mix of a non-renewable source (just like regular deposits) and a big time investment with a big yield at the end (like in the case of farming).
    • Players can use ground bait to double fishing yields.
    • Ground bait is made from Pack of Crops Pack of Crops. One Pack of Crops Pack of Crops equals four pieces of bait. Bait is created in the Fishing Hut, instantly after a fisherman brings a Pack of Crops Pack of Crops to the building.
    • Players can decide (in the Fishing Hut UI) how ground bait should be used. There are 3 options:
      • None - fishermen will never use bait.
      • Optional - fishermen will use bait when it’s available.
      • Only With Bait - fishermen will not fish when no bait is available.

New resources

Smoldering City

  • ⚡ Increased the level cap from 18 to 20.
  • ⚡ Added 2 rewards to the upgrade tree in the Smoldering City.
    • More Villagers - You gain one additional villager at the start of every settlement.
    • Embarkation Bonus: Fishing Hut - You gain a new Embarkation Bonus to choose from when starting a settlement: Fishing Hut.
    • As a result of these new additions (from Update 1.4 and the DLC), there are 4 new upgrades available for purchase in the Smoldering City. Some of the rewards mentioned above have been added to existing upgrades, causing some of them to be moved around in the upgrade tree. A detailed description of all the changes can be found below in the Balance section of this changelog.

New buildings

New Cornerstones and Perks

  • Added 1 Epic Cornerstone, 4 Rare Perks, and 2 Uncommon Perks.
    • Book of Water (Epic, yearly) - All recipes using Rainwater have a 5% higher chance of producing extra resources for every 60 Fish, Scales, or Algae produced.
    • Wide Nets - (Rare, orders, glade traders, tricker boxes) - More durable and much wider nets. Fishing speed is increased by 25%.
    • Fish Scaler (Rare, traders, tricker boxes) - +1 to Scales production. Gain additional Scales every yield (from gathering, farming, fishing, or production).
    • Chum Bucket (Rare, traders, tricker boxes) - +1 to Fish production. Gain additional Fish every yield (from gathering, farming, fishing, or production).
    • Microfilter Net (Rare, traders, tricker boxes) - +1 to Algae production. Gain additional Algae every yield (from gathering, farming, fishing, or production).
    • Shoe Mold (Uncommon, traders, orders, tricker boxes) - +2 to Boots production. Gain additional Boots every yield (from gathering, farming, fishing, or production).
    • Steel Grater (Uncommon, orders, glade traders, tricker boxes) - +2 to Paste production. Gain additional Paste every yield (from gathering, farming, fishing, or production).

New Orders

  • Added 5 new Orders.
    • Scaling Up
    • Out Fishing
      • Objective: deliver 30/40/50 Fish
      • Reward: Viceroy's Survival Guide, 30 Boots, 4 Parts Parts
    • Algal Bloom
      • Objective: deliver 30/40/50 Algae
      • Reward: Reinforced Needles, 30 Paste, 6 Tools Tools
    • Lumps of Coal
      • Objective: deliver 20/40/60 Coal Coal, upgrade a Mine to level 1/2/3
      • Reward: Specialized Mining, 30 Oil Oil, 35 Dye
    • Ore Mining

New Forest Mysteries

  • Added 3 new Forest Mysteries.
    • Bitter Rain (Hostility 2) - A cold, half-frozen sleet is falling from the sky. To prevent it, fulfill the following need: Clothing x1. Villagers without that need fulfilled will suffer the Exhausted effect (-40% movement speed).
    • Cold Front (Hostility 3) - The wind is bone-chillingly cold, making every exposed bit of skin sting painfully after just a few moments. To prevent it, fulfill the following needs: Complex Food x1, Clothing x1. Villagers without that need fulfilled will suffer the Distracted effect (20% chance of destroying a yield).
    • Cloudburst (Hostility 3) - Even the hardiest villagers need some sort of cover in this weather. To prevent it, fulfill the following needs: Housing x1, Clothing x1. Villagers without that need fulfilled will suffer the Drenched effect (-5 Resolve).
      • The old Cloudburst Forest Mystery (the one with a Coats Coats payment) was removed.

New node

New needs

Miscellaneous

  • Added 2 new fishing-themed unique Glades (one forbidden, one small).
  • Added a new haunted Ruin - the Haunted Guild House. It becomes the Holy Guild House when rebuilt and has 2 effects instead of 1 in the regular version.
  • Added new dialogue to Lori in the Smoldering City.
  • ⚡ Added passive effects to all needs.
    • To make fulfilling needs more meaningful and to address the Resolve system being too all-or-nothing, we decided to introduce passive bonuses to all needs.
    • The bonuses are based on the need category and are applied to Complex Foods, Services, and Clothing. Housing has no additional effect.
    • Complex Food - each satisfied need of this category increases a villager's production speed by 10%.
    • Services - each satisfied need of this category increases a villager's chance of producing double yields by 5%.
    • Coats Coats - grant an additional +3 to Resolve during the Storm.
    • Boots - grant a 15% movement speed increase.
    • Adjusted the descriptions of needs and goods according to these changes.
  • ⚡ Added two new Deeds.
    • Renovator - Upgrade any buildings in your settlements 80 times.
    • Taking the Bait - Use 500 ground bait in Fishing Huts.
  • ⚡ Added a new decoration.
    • Big Catch - 1x1 comfort decoration. Unlocked by completing the Taking the Bait deed.
  • Added 4 new ghost encounters in the Cursed Royal Woodlands.

Balance

General


  • Changed the recipe for Coats Coats.
  • Increased the buy and sell price of Coats Coats to reflect the change in ingredients.


  • Changed the requirements for 2 Forest Mysteries.
    • Eclipse - this effect no longer requires Services x2 to prevent it. Instead, it now requires Services x1 and Clothing x1.
    • Alluring Lights - this effect no longer requires Services x2 to prevent it. Instead, it now requires Services x1, Clothing x1, and Complex Food x1. It also has a higher difficulty cost, which means it will appear with weaker negative effects or stronger positive effects to offset its harshness.



Species needs

Recipes

Service buildings

Species-specific buildings

Specializations

Orders

  • Rebalanced several Orders.
    • Aid for the Fox Pack - this order no longer requires players to deliver Rainwater. Instead, it requires discovering Glades.
    • Aiding the Flock - this order no longer requires players to deliver Pack of Building Materials Pack of Building Materials and Lua error in Module:ResourceLink at line 41: No resource found with name: Packs of Crops. Please see the template documentation for how to use the parameters.. Instead, it requires delivering Boots and Coats Coats.
    • Aid For the Beaver Clan - removed the "produce Wood Wood in Woodcutters' Camp" objective.
    • Cyst Cultivation - removed Jerky Jerky from rewards, added Paste.
    • Joyful Foxes - removed Tools Tools from rewards, added Boots.
    • Speedy Real Estate - removed Tools Tools from rewards, added Boots.
    • Shelters - removed Berries Berries from rewards, added Fish.
    • Happy Harpies - removed the Bigger Pans Perk from rewards, added the Steel Grater Perk.
    • More Houses - removed Vegetables Vegetables from rewards, added Fish.
    • Human Influx - removed Pie Pie from rewards, added Porridge Porridge.
    • Harpy Population - removed Biscuits Biscuits from rewards, added Paste.
    • Stacking Amber - removed Reed Reed from rewards, added Scales.
    • Outposts - removed Tools Tools from rewards, added Boots.
    • Harpy Colony - removed Biscuits Biscuits from rewards, added Paste.
    • Good Friends - removed Tools Tools from rewards, added Boots.
    • 🐸 The Forum - changed the objective from delivering Scrolls Scrolls and Ale Ale to Wine Wine and Training Gear Training Gear. This order is now locked behind Frogs.
    • Bloody Sacrifices - this order no longer requires players to have the Butcher building. Instead, it requires players to fulfill needs from the Complex Food category. The order was also renamed to "Feast".
    • Happy Brewing - this order no longer requires players to have the Brewery building. Instead, it requires players to fulfill needs from the Service category. Removed the Tavern blueprint reward and added the Repurposed Clay Perk instead.
    • Workshop - this order no longer requires players to have the Workshop building. Instead, it requires players to upgrade the Geyser Pump. The order was also renamed to "Water Industry".
    • Dirty Work - this order has been removed from the roster.

Level-up rewards

Smoldering City upgrades

  • Reshuffled several Smoldering City upgrades.
    • Dim Square Level 10 - moved to level 19, adjusted cost according to level increase.
    • 🐸 Brass Forge Level 8 - added Frog Starting Ability unlock, removed Parts Parts Embarkation Bonus. Moved to level 13, adjusted cost according to level decrease.
    • Brass Forge Level 9 - added Parts Parts Embarkation Bonus, removed Worker Capacity bonus. Moved to level 14, adjusted cost according to level decrease.
    • 🐸 Brass Forge Level 10 - added Frog House Upgrade unlock, removed Global Building Storage increase. Moved to level 15, adjusted cost according to level decrease.
    • Brass Forge Level 11 - added Global Building Storage increase, removed Blight Post upgrades. Moved to level 17, adjusted cost according to level decrease.
    • Brass Forge Level 12 - new upgrade. Gives Worker Capacity bonus and +2% Global production speed. Purchasable at level 19.
    • Pioneer’s Gate Level 5 - moved to level 19, adjusted cost according to level increase.
    • Obsidian Archive Level 18 - added Blight Post upgrades, removed +30s Grace Period.
    • Obsidian Archive Level 19 - new upgrade. Gives +30s Grace Period and -2% Impatience Rate. Purchasable at level 19.
    • Obsidian Archive Level 20 - new upgrade. Gives +1 villager at settlement start and -2% Impatience Rate. Purchasable at level 20.
    • Monastery of the Vigilant Flame Level 7 - moved to level 20, adjusted cost according to level increase.
    • First Dawn Company Headquarters Level 13 - new upgrade. Gives Fishing Hut Embarkation Bonus and +1% chance for bonus yields. Purchasable at level 20.
    • These changes will also affect the Queen’s Hand Trial mode, as the drafted upgrades will be taken directly from the original upgrade tree. Because of this, some of you may see a known issue immediately after the update where one upgrade option in the Citadel has a different tier/price than the others (due to the reshuffling). Subsequent upgrade drafts should all be in the correct order.

New resources

Miscellaneous

  • Slightly adjusted the generation rates of some resource nodes in several biomes (for example: Stone Stone/Clay Clay and Plant Fiber Plant Fiber/Reed Reed nodes now have a slightly higher chance of spawning in the Marshland to compensate for the bigger pool of possible resources).
  • Changed the Stone Stone deposit in the Marshlands. It's now an "Overgrown Stone Deposit" which has a 30% chance for Algae as a secondary resource (as opposed to Roots Roots from a regular stone deposit).
  • Rebalanced geyser generation.
    • Slightly increased the number of glades that can spawn a Rainwater Geyser.
    • Slightly decreased the spawn rate of Drizzle Water Drizzle Water geysers in small Glades.
    • Slightly increased the spawn rate of Clearance Water Clearance Water geysers in small Glades.
    • Evened out the spawn rates of all three types of Rainwater Geysers in Dangerous Glades.
    • Slightly increased the spawn rate of Storm Water Storm Water geysers in Forbidden Glades.
    • Slightly lowered the spawn rate of Clearance Water Clearance Water geysers in Forbidden Glades.
  • Slightly increased the buy and sell price of Coal Coal.
  • Slightly increased the buy and sell price of Copper Bars Copper Bars.
  • Limited the number of Trading Posts per map to 1. After building your first Trading Post, you won’t be able to put down another.
  • Renamed the Camps building category to Resource Gathering.
  • Updated building categories for multiple buildings to better reflect their role and recipes.
    • Mine - changed category from Industry to Resource Gathering.
    • Advanced Rain Collector - changed category from Industry to Resource Gathering.
    • Rain Collector - changed category from Industry to Resource Gathering.
    • Apothecary - changed category from Industry to Food Production.
    • Brick Oven - changed category from Food Production to Industry.
    • Furnace - changed category from Industry to Food Production.
    • Rain Mill - changed category from Industry to Food Production.
  • Changed the type of Rainwater used in engines for several buildings.
  • The Master Blueprint Cornerstone now also works with Fishing Huts.
  • Added Scales, Fish, Boots, Paste, Algae, and Dye to the pool of random Embarkation Goods.
  • Increased the average amount of resources given to the player for salvaging ruins.
  • Added new resources to the reward pool for salvaging ruins to improve the content diversity in this area of the game.
  • Removed the Secure Trail Cornerstone from the game.
  • Changed the order of some buildings in the build menu.
  • Rebalanced World Map generation values.
    • Drastically reduced the number of Royal Woodlands tiles. It's still the dominant biome, but should only appear slightly more often than other biomes.
    • Overall, all biomes except the Cursed Royal Woodlands now have a very similar chance of spawning (with only a slight bias toward the Royal Woodlands).
  • Added the Clay Pit and Greenhouse to the pool of Ruins that can spawn in glades.
  • ⚡ Removed basic and species specific housing from the pool of Ruins that can spawn in glades (the only exception here are the haunted version of these Ruins).
  • ⚡ Removed the Small Warehouse from the generic Ruins pool. It can now only appear as part of special glades.
  • ⚡ Changed how the Overexploitation Cornerstone works. It no longer spawns a Blightrot Cyst for every depleted node, but for every 40 node charges used.
  • ⚡ Moving species houses no longer costs resources.
  • ⚡ Changed how the Drying Boards Perk works. It now increases the time between breaks for villagers under the effect of Coats Coats.
  • ⚡ Production multiplying effects are no longer calculated only at the start of the production cycle.
  • ⚡ Buffed the Clay Pit.
    • It now requires less Rainwater to produce goods.
    • Rain Engines can now be installed in the Clay Pit.
    • The Clay Pit can now produce Resin Resin.
  • ⚡ The Haunted Forest World Map Modifier can no longer spawn near the Forbidden Lands and the Dangerous Lands modifier.
  • ⚡ Rebalanced some Seal objectives.
    • Essence of Corruption no longer requires using rainwater and burning cysts, and instead asks players to burn a certain number of Cysts within a year.
    • Fire Essence requires a bit less Resolve than before.
    • Mortal Blood requires 1 less Reputation point from Resolve.
  • ⚡ Added a new tier of difficulty for Seal objectives. The Titanium and Adamantine Seal now have slightly harder objectives compared to lower Seals.
    • This is mostly a numerical change with few exceptions (like Queen's Feathers requiring the fulfillment of at least one need from all 3 categories instead of just 2).
  • ⚡ Calling a trader immediately will now always reduce the arrival time to 30 seconds or less

UX/UI improvements

  • ⚡ Added Glade Events to the in-game Encyclopedia. Glade event entries are initially locked. To unlock an event in the encyclopedia, you must first complete it at least once.
  • ⚡ Added Purging Fire to the Recipes Panel.
  • ⚡ Workers can now be assigned to unfinished buildings. When a worker is assigned to a construction site, they will act as a builder first, and then work there as usual after the building is finished.
  • ⚡ Blight Fighters can now take goods from storages of nearby buildings.
  • ⚡ Builders can now take goods from storages of nearby buildings.
  • ⚡ Farmers can now build farm fields if there are unconstructed fields within the range of the farm they are assigned to.
  • ⚡ Clicking on a need icon in the Consumption Control panel will open the Recipes Panel and search for the item used to fulfill a given need.
  • ⚡ The progress of a break is now shown on the worker slot. When a villager goes on a break, the worker slot fills up just as it does during production.
  • ⚡ Scouts now have a separate action tooltip when going to a Glade Event.
  • ⚡ Villager and cart panels now show the status of a given worker/cart (idling, producing, going to a building, etc.).
  • Warehouse minimum reserve is no longer saved between games by default. It now has to manually be turned on in the Options menu.
  • ⚡ Added a bonus preview to the Blight Pruner Cornerstone tooltip.
  • ⚡ Added an option to opt out of rewards given to players after their account has been closed due to an update.
  • ⚡ Added a lock icon for goods with a minimum reserve limit in production buildings when selecting recipe alternatives. There is also a tooltip when hovering over the lock icon.
  • ⚡ Minimum reserve limits can now also be set in the Recipes Panel.
  • Firekeeper abilities can now be previewed when hovering over a portrait in the worker assignment radial menu in the Ancient Hearth.
  • ⚡ Added a toggle to the Blightrot Overlay that allows players to exclude a particular building from being cleansed by Blight Fighters.
  • ⚡ The Seal Contract section of the End Cycle popup has been updated to make the role of this system clearer.
  • ⚡ The upgrade screen in the Smoldering City will now automatically scroll to the highest upgrade acquired instead of the current level.
  • ⚡ Added a toggle to ignore diagonal trees when marking Glades with the “ignore glade edges” modifier (Ctrl).
  • ⚡ Flawless buildings the player owns will now be displayed in tooltips as sinks/sources for resources.
  • ⚡ Changed the descriptions of all advanced houses to make it clearer that they fulfill the need for species housing.
  • ⚡ Changed the wording in the Decay effect to indicate the maximum number of Blood Flowers it can spawn.
  • ⚡ The in-game encyclopedia now displays information about buildings locked behind a given species (in the “Species” tab and in individual building entries in the “Buildings” tab).
  • ⚡ Changed the wording of the " Decadent " tooltip in the species encyclopedia page to make it easier to understand.
  • ⚡ Added missing keybinds to the “Useful Shortcuts” entry in the in-game encyclopedia.
  • Added a new entry to the in-game encyclopedia about fishing.
  • Added “learn more” alerts in the second and third tutorial (with info about Blightrot, Rainpunk, Hostility).
  • Resource selectors in Glade Events now have a red outline when a selected good is not available (similar to how it works in production buildings).
  • Changed the layout of the upgrade tab in all buildings with upgrades to make it more compact and easier to read.
  • Fixed an issue with incorrect text scaling in the in-game encyclopedia.
  • Changed the wording in the objective and description of orders that require players to upgrade buildings (to clearly state the number of buildings that should be upgraded).
  • Changed the descriptions of all Service needs to clearly indicate the items that are required to fulfill them.
  • Renamed all perks with "boots" in the name and changed their icons to avoid confusion with the new item.
  • Several alert messages have been shortened to better fit the UI.
  • Changed the wording in the Regrowth Forest Mystery to avoid confusion.
  • Added an alert when a stone deposit spawns in maps with the Petrified Necropolis modifier.
  • Increased the size of the construction tooltip that lists all required goods when placing a building.
  • Changed the order of resources (for both the player and trader) in the trade window so that they are grouped by type.
  • Adjusted the UI layout of the Hearth panel to make room for a new resource to sacrifice (Algae in the Coastal Grove).
  • Changed the wording of order objectives requiring the player to fulfill the needs of a certain category to make them clearer.
  • Changed how stacking effects are displayed in the villager UI. Instead of just a number, they now have an “x” in front.
  • Reputation and Impatience Bar tooltips now show the current and maximum values.

Bug fixes

  • ⚡ Fixed a bug where villagers would restart their animation after the game was unpaused.
  • ⚡ Fixed a rare bug that would corrupt the game save if it was created at the exact moment a villager was calculating his next action.
  • ⚡ Fixed a bug where workers would pop out of a building for a split second after every finished production cycle.
  • ⚡ Fixed a bug that caused scouts to have incorrect animations when solving the Rivel Kelpie glade event.
  • ⚡ Fixed a bug that made it possible to play the Sealed Forest biome in Training Expeditions.
  • ⚡ Fixed a bug where the Flawless Brewery would have incorrect recipe yields.
  • ⚡ Fixed a bug where Resolve numbers would be displayed incorrectly when hovering over the favoring button while a new species is added to the settlement.
  • ⚡ Fixed a bug where the Safe Haven Cornerstone wouldn't update its status if a hearth was upgraded while the game was paused.
  • ⚡ Fixed a bug where the World Map tutorial would sometimes break after the second tutorial game was force closed after an update.
  • ⚡ Fixed a bug where species houses were essential when replaying tutorials.
  • ⚡ Fixed a bug where the “no rainwater” icon was displayed above inactive buildings.
  • ⚡ Fixed a bug where the highlighted area in the trends panel was too small.
  • ⚡ Fixed a bug where the Priestess avatar would not follow the Forsaken Altar when it was moved.
  • ⚡ Fixed a bug where the tooltip area for species counters was too large.
  • ⚡ Fixed a typo in the Russian description of the Protected Trade Cornerstone.
  • ⚡ Fixed a bug that was causing players to get the Overexploitation Cornerstone in games without Blightrot.
  • ⚡ Fixed a bug where the Prosperous Settlement Cornerstone was increasing the work speed of the glade event instead of slowing it down.
  • ⚡ Fixed a bug where the Forge Trip Hammer Cornerstone would be offered to players who already own the Stormforged version of it.
  • ⚡ Fixed a bug that was causing Packs of Crops to appear twice in the Ruined Granary rewards section.
  • ⚡ Fixed a typo in the minecart upgrade description in the mine.
  • ⚡ Fixed a bug that sometimes displayed the wrong resource when searching for something in the Recipes Panel.
  • ⚡ Fixed a bug where highlighting text in the Recipe Panel would make the selected text unreadable.
  • ⚡ Fixed a bug where the ingredient radial menu would stay on the screen after closing the encyclopedia.
  • ⚡ Fixed a bug where ingredients listed in a production building would overlap if there were more than 8 at the same time.
  • ⚡ Fixed a bug where perks and orders based on house or mine upgrades were appearing for players who haven't yet unlocked the feature.
  • ⚡ Fixed a bug where the Forge Trip Hammer Cornerstone would be offered to the player even if they didn't have a Smithy.
  • ⚡ Fixed a bug where some initial glade layouts with ruins were spawning service buildings too far away from the Hearth.
  • ⚡ Fixed a bug where the standing progress bar in the Trade Routes panel would continue to fill even after the maximum level was reached.
  • ⚡ Fixed a bug where in-progress resource deliveries from haulers would not be canceled after a recipe's ingredients were disabled and the "auto-return" option was enabled.
  • ⚡ Fixed a bug where the worker selection UI would not update if a new villager joined the settlement while it was active.
  • ⚡ Fixed incorrect name translations (for traders, NPCs, etc.) in Simplified Chinese.
  • ⚡ Fixed a number of typos in the Japanese version of the game (Fedora Hat Cornerstone, sacrifice effects, Hearth level description, Royal Woodlands description, trade route orders, Overexploitation Cornerstone)..
  • ⚡ Fixed a typo in the Spanish (Latin America) version of the Overexploitation Cornerstone.
  • ⚡ Fixed a typo in the Polish version of the Prosperous Archaeology Cornerstone.
  • ⚡ Fixed a typo in the Russian version of the Prosperous Settlement Cornerstone.
  • Fixed a bug where table headers would remain in the Warehouse panel after switching from list view to grid view.
  • Fixed an issue where the “learn more” alerts would not appear in some cases.
  • Fixed a bug where clicking the same building twice would sometimes block the ESC menu from appearing.
  • Fixed a bug where some glades would spawn the wrong amount of ore.
  • Fixed a bug where some biomes would have lower spawn rates for some unique small glades.
  • Fixed a rare bug where building category tooltips were displayed incorrectly.
  • Fixed a bug that prevented the Supply Thy Neighbor order to be drafted.
  • Fixed a bug that caused Holy variants of some service buildings to be displayed in need tooltips (even if the player didn’t own them).
  • Fixed a bug where the Chaos resolve effect from the Harmony Altar Glade Event had an incorrect icon.

Other

  • ⚡ Villagers charmed by the Kelpie glade event will now go to the Kelpie and stand around it, hypnotized.
    • Updated the Kelpie Charm description to correctly reflect the behavior of charmed villagers.
  • Changed the visual appearance of some buildings.
  • Replaced a few old placeholder icons with new custom assets.
    • Kelpie’s Charm
    • Watery Grave
    • Voice of the Sealed Ones
  • Updated a few old sound effects that are played after selecting an object.
  • Tweaked the lighting in all biomes.
  • Added a setting in the Options menu to change menu skins.