Hostility: Difference between revisions
(Created page with "thumb|200%|Hostility = Overview = The forest recoils at the touch of exploitation and destruction, birthing an innate hostility. During each Storm Season, stackable Forest Mysteries will trigger, each generating different negative effects depending on the Hostility level a Viceroy has generated. '''Hostility and the Queen's Impatience is inversely linked''', the higher her Impatience , the lower the Forests' Hostility lev...") |
(touched up the overview) |
||
(33 intermediate revisions by 5 users not shown) | |||
Line 1: | Line 1: | ||
[[File:Icon_UI_Hostility.png|thumb| | {{Version|1.6.2}} | ||
[[File:Icon_UI_Hostility.png|360px|thumb|Forest Hostility]] | |||
== Overview == | |||
= | [[File:Icon_UI_Hostility_Eye.png|alt=Hostility|left|text-top]] | ||
The forest recoils at the touch of exploitation and destruction, birthing an innate hostility. | <blockquote>The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.</blockquote> | ||
'''Hostility | The more your settlement grows, the more hostility you will generate. By default, each settlement starts with Hostility at 0. '''Each level of Hostility above 0 inherently lowers global [[Resolve]] by 2'''. Additionally, during the [[Storm]] stackable negative [[Forest Mysteries]] will trigger, each generating different negative effects depending on the current Hostility level. | ||
Hostility and the [[Queen's Impatience]] are inversely linked. Higher Impatience results in a reduction to Hostility. | |||
== Triggering Forest Mysteries == | |||
'''Looming Darkness''' is the "base" negative [[Forest Mystery]] that will activate during the [[Storm]] even at Hostility 0. The rest of the Forest Mysteries differ from settlement to settlement and always require at least Hostility 1 to activate. '''Higher Hostility levels activate stronger Storm Forest Mysteries'''. Some of them scale with the Hostility level directly. | |||
<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|right|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|left||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. | |||
{| class="wikitable" | |||
|- | |||
! Cause | |||
! Settler | |||
! Pioneer | |||
! Veteran | |||
! Viceroy | |||
|- | |||
| Years Passed | |||
| 15 | |||
| 22 | |||
| 30 | |||
| 45 | |||
|- | |||
| Small [[Glades]] Opened | |||
| 5 | |||
| 8 | |||
| 10 | |||
| 15 | |||
|- | |||
| Dangerous / Forbidden [[Glades]] Opened | |||
| 10 | |||
| 15 | |||
| 20 | |||
| 30 | |||
|- | |||
| Villagers in Settlement | |||
| 2 | |||
| 3 | |||
| 4 | |||
| 6 | |||
|- | |||
| Woodcutters Actively Assigned | |||
| 8 | |||
| 12 | |||
| 16 | |||
| 24 | |||
|} | |||
== How to Decrease Hostility == | == How to Decrease Hostility == | ||
Viceroys always need to seek ways to decrease the [[Forest]]'s Hostility level | Viceroys always need to seek ways to decrease the [[Forest]]'s Hostility level. It can be decreased to 0 by especially crafty Viceroys! There are several ways to do so, including: | ||
* Building more [[Hearth]]s | * Building more [[Hearth]]s. | ||
* Completing certain [[Glade Events]] that | * Removing Woodcutters from {{bl|Woodcutters' Camp}}s. | ||
* Killing off [[ | * Completing certain [[Glade Events]] that decrease Hostility. | ||
* Driving up the [[Queen | * Killing off [[villagers]]. | ||
* Assigning a [[File:Fox circle.png|16px]][[Fox]] to the [[Hearth]] | * Driving up the [[Queen's Impatience]]. | ||
* Assigning a [[File:Fox circle.png|16px]] [[Fox]] to the [[Hearth]]. | |||
* Using [[Perks]] that lower Hostility. | |||
* Using {{bl|Monastery}}. | |||
== Other Ways of Decreasing Hostility == | == Other Ways of Decreasing Hostility == | ||
Below is a list of [[Glade Events]], [[Buildings]], [[Cornerstones | Below is a list of [[Glade Events]], [[Buildings]], [[ Cornerstones,_Perks_and_Effects | Cornerstones and Perks]] that will decrease Forest Hostility levels: | ||
==== Glade Events ==== | ==== Glade Events ==== | ||
Line 44: | Line 89: | ||
==== Buildings ==== | ==== Buildings ==== | ||
* [[ | * [[Hearth]]s (-30 Hostility per Hearth) | ||
* Monastery (-100 Hostility) | * {{bl|Monastery|medium}} (-100 Hostility) | ||
==== Perks & Cornerstones ==== | ==== Perks & Cornerstones ==== | ||
{{Perks|description=Hostility|exclude=Fishmen Lower Negative Mysteries}} | |||
== Forest Mysteries == | == Forest Mysteries == | ||
Please see [[Forest Mysteries]] for more information. | |||
== See Also == | == See Also == | ||
[[Category: Game mechanics]] |
Latest revision as of 21:16, 21 December 2024
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. By default, each settlement starts with Hostility at 0. Each level of Hostility above 0 inherently lowers global Resolve by 2. Additionally, during the Storm stackable negative Forest Mysteries will trigger, each generating different negative effects depending on the current Hostility level.
Hostility and the Queen's Impatience are inversely linked. Higher Impatience results in a reduction to Hostility.
Triggering Forest Mysteries
Looming Darkness is the "base" negative Forest Mystery that will activate during the Storm even at Hostility 0. The rest of the Forest Mysteries differ from settlement to settlement and always require at least Hostility 1 to activate. Higher Hostility levels activate stronger Storm Forest Mysteries. Some of them scale with the Hostility level directly.
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.
Cause | Settler | Pioneer | Veteran | Viceroy |
---|---|---|---|---|
Years Passed | 15 | 22 | 30 | 45 |
Small Glades Opened | 5 | 8 | 10 | 15 |
Dangerous / Forbidden Glades Opened | 10 | 15 | 20 | 30 |
Villagers in Settlement | 2 | 3 | 4 | 6 |
Woodcutters Actively Assigned | 8 | 12 | 16 | 24 |
How to Decrease Hostility
Viceroys always need to seek ways to decrease the Forest's Hostility level. It can be decreased to 0 by especially crafty Viceroys! There are several ways to do so, including:
- Building more Hearths.
- Removing Woodcutters from Woodcutters' Camps.
- Completing certain Glade Events that decrease Hostility.
- Killing off villagers.
- Driving up the Queen's Impatience.
- Assigning a Fox to the Hearth.
- Using Perks that lower Hostility.
- Using Monastery.
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
Perks & Cornerstones
Name | Rarity | Description | Sources | Price | ||||
---|---|---|---|---|---|---|---|---|
Alt | Cor | Ord | Rel | Tra | ||||
Baptism of Fire | Legendary | Every 3 burnt Blightrot Cysts lowers Hostility by 10. While the Hearth is corrupted, you’re unable to sacrifice resources. | x | Cor | x | x | x | 0 |
Calming Water | Legendary | Rainwater seems to soothe the forest. Hostility is reduced by 10 points every time you use 150 units of water in Rain Engines. | x | Cor | x | x | x | 0 |
Calming the Forest | Legendary | One who lives in harmony with himself lives in harmony with all. Every Glade Event solved by making a decision marked as Empathy lowers Hostility by 40. (the bonus is added retroactively) | x | Cor | x | x | x | 0 |
Converted Altar of Decay | Rare | A place for forbidden, necrotic rituals. Hostility is reduced by ‑20 points for every villager that leaves the settlement or dies. (the bonus is added retroactively) | x | x | x | x | x | 0 |
Converted Rain Totem | Rare | Hostility is decreased by 50. | x | x | x | x | x | 0 |
Firelink Ritual | Legendary | There is nothing the forest hates more than fire. Every villager with their need for religion fulfilled decreases the forest’s Hostility by 5. | x | Cor | x | x | x | 0 |
Firelink Ritual (Stormforged) | Mythic | There is nothing the forest hates more than fire. Every villager with their need for religion fulfilled decreases the forest’s Hostility by 10. | Alt | x | x | x | x | 0 |
Flame Amulets | Epic | An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 4. | x | Cor | x | x | x | 0 |
Flame Amulets (Stormforged) | Mythic | An artifact infused with the power of the Holy Flame. Hostility from woodcutters is decreased by 8. Woodcutters have a +20% chance of producing twice the normal yield. | Alt | x | x | x | x | 0 |
Forest Affinity Forest Affinity | None | Fox firekeepers have an unusual ability to calm the forest. Hostility from opened glades is lowered by 2 each. | x | x | x | x | x | 0 |
Frequent Patrols | Epic | Every Glade Event solved by making a decision marked as Loyalty lowers Hostility by 10. (the bonus is added retroactively) | x | Cor | x | x | x | 0 |
Lost in the Wilds (Stormforged) | Mythic | Gain one villager every time you discover a new glade. Villagers add less Hostility (-1). | Alt | x | x | x | x | 0 |
Obelisk | Rare | Making the right offering at the Obelisk reduces Hostility by ‑10 and increases the Ancient Hearth's resistance by +100. | x | x | x | x | x | 0 |
Protected Trade | Legendary | The forest recedes, as heavily guarded trade caravans pour into the settlement. Hostility is reduced by 15 points every time you sell goods worth 30 Amber, but Complex Food needs grant 1 less Resolve Point. | x | Cor | x | x | x | 0 |
Safe Haven | Legendary | Hostility is reduced by 40 for every Hearth upgraded to: Neighborhood (Level 2) (or higher). | x | Cor | x | x | x | 0 |
Secure Perimeter | Legendary | Securing the deadliest corners of the forest will make it a lot less terrifying. Completing a Forbidden Glade Event reduces the Hostility gained from Dangerous (?) and Forbidden Glades (?) by 2, and from Small Glades by 1. (the bonus is added retroactively) | x | Cor | x | x | x | 0 |
Silent Looting | Epic | Your scouts have learned how to be cautious when looting abandoned caches. Every time you open or send an Abandoned Cache to the Citadel, Hostility is lowered by 15 points. | x | Cor | x | x | x | 0 |
Small Altar Box | Epic | The forest requires sacrifices. Hostility is reduced by 15 every time 2 villagers die. | x | x | x | x | Tra | 28 |
Ways of the Forest | Epic | A book by the renowned Stormwalker, Pervun Runebeak. Lowers Hostility by 50 points. | x | x | Ord | Rel | Tra | 26 |
Forest Mysteries
Please see Forest Mysteries for more information.