Hostility: Difference between revisions

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[[File:Icon_UI_Hostility.png|right|alt=Hostility]]
{{Version|1.6.2}}
 
[[File:Icon_UI_Hostility.png|360px|thumb|Forest Hostility]]
== Overview ==
== Overview ==


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<blockquote>The forest recoils at the touch of exploitation and destruction, birthing an innate hostility.</blockquote>
<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.
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. Each settlement starts with Hostility at 0, unless playing with the [[Ancient Battleground]] Map Modifier.
Hostility and the [[Queen's Impatience]] are inversely linked. Higher Impatience results in a reduction to Hostility.  


== Triggering Forest Mysteries ==
== 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]].
'''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">
<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: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.]]
[[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>
</div>


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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.
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.
{| class="wikitable"
* '''15''' points × the number of years since embarking.
|-
* '''15''' points × the number of Small Glades opened.
! Cause
* '''5''' points × the number of Villagers in your settlement.
! Settler
* '''9''' points × the number of Woodcutters currently assigned to a Woodcutters' Camp.
! Pioneer
* Any other effects, like penalties from Glade Events.
! 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, it can be decreased into negative numbers by escpecially crafty Viceroys! There are several ways to do so, including:
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.
* Removing Woodcutters from the Woodcutters' camps.
* Removing Woodcutters from {{bl|Woodcutters' Camp}}s.
* Completing certain [[Glade Events]] that decreases Hostility.
* Completing certain [[Glade Events]] that decrease Hostility.
* Killing off [[Villagers]]
* Killing off [[villagers]].
* Driving up the [[Queen's Impatience]]
* Driving up the [[Queen's Impatience]].
* Assigning a [[File:Fox circle.png|16px]][[Fox]] to the [[Hearth]]
* 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]] and [[Perks]] that will decrease Forest Hostility levels:
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 ====
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==== Buildings ====
==== Buildings ====
* [[Hearth]]s (-30 Hostility per Hearth)
* [[Hearth]]s (-30 Hostility per Hearth)
* Monastery (-100 Hostility)
* {{bl|Monastery|medium}} (-100 Hostility)


==== Perks & Cornerstones ====
==== Perks & Cornerstones ====
* Airbender
{{Perks|description=Hostility|exclude=Fishmen Lower Negative Mysteries}}
* 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 ==


There are two versions of Forest Mysteries, Positive and Negative. Players get 1 or 2 Positive ones, and 3-5 Negative ones depending on the [[Difficulty]] of the game.
Please see [[Forest Mysteries]] for more information.


Positive:
== See Also ==
* Active during [[Drizzle Season]]
* Not overly useful.
 
Negative:
* Active during [[Storm Season]]
* 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:
[[Category: Game mechanics]]
{| 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 ==

Latest revision as of 21:16, 21 December 2024

Forest 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. 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.

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.


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:

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

19 Perks mentioning 'Hostility'
Name Rarity Description Sources Price
Alt Cor Ord Rel Tra
Baptism of Fire 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 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 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 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 Converted Rain Totem Rare Hostility is decreased by 50. x x x x x 0
Firelink Ritual 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) 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 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) 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 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) 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 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 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 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 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 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 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 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.

See Also