The Forest: Difference between revisions

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''Main article: [[Woodcutting]]''
''Main article: [[Woodcutting]]''


Trees can be harvested by Woodcutters' Camps to provide Wood. They may also grant additional resources depending on the [[World Map#Biome | Biome]].
Trees can be harvested by Woodcutters' Camps to provide Wood. Each tree has 2 charges, and may also grant additional Resources depending on the [[World Map#Biome | Biome]]. You can always click to select an individual tree to see what Resources it provides.


You can set what chopping behavior you want each Woodcutters' Camp to use.  You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.
You can set what chopping behavior you want each Woodcutters' Camp to use.  You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.

Revision as of 21:57, 2 March 2023

The Forest

All Settlements are constructed in The Forest. The Forest consists of multiple Glades separated by a dense carpet of Trees.

Seasons

Each Settlement must brave the three seasons of The Forest:

  1. Drizzle.png Drizzle lasts 6:00 minutes. Crops are planted and positive Forest Mysteries are active.
  2. Clearance.png Clearance lasts 4:15 minutes. Crops are harvested.
  3. Storm 2.png Storm lasts 1:40 minutes. Crops that are not harvested die and negative negative Forest Mysteries are active. Traders will not arrive. If Blightroot is present it will attempt to corrupt the Ancient Hearth.

Hostility

With every fallen tree, with every ancient site sacked - the Forest grows angrier.

Hostility is a measure of how wary the forest is of the settlement. It always starts at 0. Each Hostility level above 0 will decrease Global Resolve by 2 (6 during storms) and may activate a negative Forest Mystery. All hostility modifiers scale with difficulty other than those from Hearths, Impatience, and Glade Events.

Hostility is increased by the following:

  • 15 per year after the first
  • 5 per small glade
  • 10 per dangerous or forbidden glade
  • 2 per villager
  • 8 per woodcutter

Hostility is decreased by the following which do not scale with difficulty:

  • 30 per lit Hearth
  • 15 per Queen's Impatience

Hostility can also be affected by Glade Events, Sacrifice, and Perks.

Trees

Main article: Woodcutting

Trees can be harvested by Woodcutters' Camps to provide Wood. Each tree has 2 charges, and may also grant additional Resources depending on the Biome. You can always click to select an individual tree to see what Resources it provides.

You can set what chopping behavior you want each Woodcutters' Camp to use. You can also set a Default Woodcutters' Camp Mode from the Gameplay Settings.

Woodcutters' Camp Modes

  • Fell All Trees
  • Avoid Glades
  • Avoid Glades (except marked)
  • Only Marked Trees
  • Only Marked Trees & Avoid Glades

Usually (unless you are using Fell All Trees or Avoid Glades) you must mark which trees you would like to Woodcutters' camps to fell. You can click the green axe icon with the plus sign to the right of the building menus at the bottom of the screen - or use the hotkey (defaults to [F]) - to begin marking trees with a 3-tree width painting tool. Marked trees which are in range of a Woodcutters' Camp are highlighted in yellow, marked trees which are out of range are highlighted in grey. If you need to unmark trees, you can click the green axe icon with the minus sign - or use the hotkey (defaults to [G]) - to begin unmarking trees with a similar 3-tree width painting tool. If you hold the [Shift] key while using the marking or unmarking paint tool, the width of the tool decreases to a single tree - allowing you to be very precise. If you hold the [Ctrl] key while using the marking tool, you cannot mark trees which would open Glades. You can use both [Shift] and [Ctrl] at the same time.

Tree Biome Additional resources
Coppervein Tree Scarlet Orchard Wood.png Wood (60%)
CopperOre.png Copper Ore (10%)
Resin.png Resin (5%)
PlantFiber.png Plant Fiber (5%)
Lush Tree Royal Woodlands Wood.png Wood (100%)
Resin.png Resin (15%)
PlantFiber.png Plant Fiber (10%)
Eggs.png Eggs (5%)
Mushwood Tree The Marshlands Mushrooms.png Mushrooms (15%)
Leather.png Leather (5%)
Dying Tree Cursed Royal Woodlands Wood.png Wood (60%)
Insects.png Insects (10%)
PlantFiber.png Plant Fiber (10%)
Roots.png Roots (10%)
Crimsonreach Tree Coral Forest Stone.png Stone (40%)
Incense.png Incense (20%)
Musselsprout Tree Coral Forest Meat.png Meat (40%)
CrystalizedDew.png Crystalized Dew (20%)
Plantleaf Tree Coral Forest Resin.png Resin (30%)

Resource Deposits

Resource deposits are spots that allow villagers to gather resources. Each deposit can have its own priority set, when it is preferred to be harvested more or less often than other deposits.

Resource deposits come in two sizes. With the exception of the tutorial, big resource deposits can only be found inside Dangerous Glades and Forbidden Glades.

Each deposit has a number of Charges, representing the amount of times it can be harvested. Small resource deposits can be harvested 15 times if they provide raw food and 20 times if they provide raw crafting materials. Large resource deposits can be harvested 60 times and only by not-small camps. The number can be increased by certain Smoldering City upgrades.

Deposit Guaranteed resources Possible resources Gathered by Biome Description
DebugNode SwampWheatBig icon.png Swamp Wheat Field (big) Grain.png Grain PlantFiber.png Plant Fiber (100%)
PlantFiber.png Plant Fiber (20%)
Forager's Camp icon.png Foragers' Camp Scarlet Orchard
The Marshlands
A plant species at home in the swamp.
DebugNode SwampWheatSmall icon.png Swamp Wheat Field (small) PlantFiber.png Plant Fiber (20%)
DebugNode RootsBig icon.png Root Deposit (big) Roots.png Roots Herbs.png Herbs (30%)
Resin.png Resin (30%)
Forager's Camp icon.png Foragers' Camp Royal Woodlands
Scarlet Orchard
A tangled net of living vines.
DebugNode RootsSmall icon.png Root Deposit (small) Herbs.png Herbs (20%)
DebugNode MossBroccoliBig icon.png Moss Broccoli Patch (big) Vegetables.png Vegetables Insects.png Insects (40%)
Roots.png Roots (20%)
Forager's Camp icon.png Foragers' Camp Coral Forest
Royal Woodlands
Cursed Royal Woodlands
An edible and tasty type of moss.
DebugNode MossBroccoliSmall icon.png Moss Broccoli Patch (small) Insects.png Insects (30%)
DebugNode FlaxBig icon.png Flax Field (big) PlantFiber.png Plant Fiber Clay.png Clay (20%)
Insects.png Insects (20%)
Harvester Camp icon.png Harvesters' Camp Royal Woodlands
Cursed Royal Woodlands
Resilient plants perfect for cloth-making.
DebugNode FlaxSmall icon.png Flax Field (small) Clay.png Clay (20%)
Insects.png Insects (20%)
DebugNode ReedBig icon.png Reed Field (big) Reeds.png Reed Clay.png Clay (40%)
Roots.png Roots (40%)
Harvester Camp icon.png Harvesters' Camp Coral Forest
Scarlet Orchard
A very common plant, it thrives thanks to the magical rain.
DebugNode ReedSmall icon.png Reed Field (small) Clay.png Clay (20%)
Roots.png Roots (20%)
DebugNode DewberryBushBig icon.png Dewberry Bush (big) Berries.png Berries Berries.png Berries (80%) Herbalist's Camp icon.png Herbalists' Camp Royal Woodlands
Scarlet Orchard
Fresh and sweet berries infused by the Rain.
DebugNode DewberryBushSmall icon.png Dewberry Bush (small) Berries.png Berries (20%)
DebugNode HerbsBig icon.png Herb Deposit (big) Herbs.png Herbs Berries.png Berries (40%)
PlantFiber.png Plant Fiber (20%)
Herbalist's Camp icon.png Herbalists' Camp Coral Forest
Scarlet Orchard
Cursed Royal Woodlands
A dense shrub full of many useful plant species.
DebugNode HerbsSmall icon.png Herb Deposit (small) Berries.png Berries (20%)
DebugNode MushroomBig icon.png Bleeding Tooth Mushroom (big) Mushrooms.png Mushrooms Insects.png Insects (40%) Herbalist's Camp icon.png Herbalists' Camp Royal Woodlands
The Marshlands
Cursed Royal Woodlands
A resilient species that grows on marshy soil.
DebugNode MushroomSmall icon.png Bleeding Tooth Mushroom (small) Insects.png Insects (20%)
DebugNode MarshlandsMushroomBig icon.png Grasscap Mushroom (big) Mushrooms.png Mushrooms Insects.png Insects (40%) Herbalist's Camp icon.png Herbalists' Camp Royal Woodlands
The Marshlands
Cursed Royal Woodlands
A resilient species that grows on marshy soil.
DebugNode MarshlandsMushroomSmall icon.png Grasscap Mushroom (small) Insects.png Insects (20%)
DebugNode ClayBig icon.png Clay Deposit (big) Clay.png Clay CopperOre.png Copper Ore (40%)
Roots.png Roots (30%)
Stonecutter's Camp icon.png Stonecutters' Camp Royal Woodlands
Cursed Royal Woodlands
Soil infused with the essence of the rain.
DebugNode ClaySmall icon.png Clay Deposit (small) CopperOre.png Copper Ore (25%)
Roots.png Roots (20%)
DebugNode SeaMarrowBig icon.png Sea Marrow Deposit (big) SeaMarrow.png Sea Marrow SeaMarrow.png Sea Marrow (100%)
Stone.png Stone (50%)
AncientTablet.png Ancient Tablet (1%)
Stonecutter's Camp icon.png Stonecutters' Camp Royal Woodlands
Scarlet Orchard
Cursed Royal Woodlands
Ancient fossils rich in resources.
DebugNode SeaMarrowSmall icon.png Sea Marrow Deposit (small) SeaMarrow.png Sea Marrow SeaMarrow.png Sea Marrow (80%)
Stone.png Stone (40%)
DebugNode StoneBig icon.png Stone Deposit (big) Stone.png Stone Insects.png Insects (30%)
Roots.png Roots (30%)
CopperOre.png Copper Ore (10%)
Stonecutter's Camp icon.png Stonecutters' Camp Coral Forest
Scarlet Orchard
The Marshlands
Stones weathered by the everlasting rain.
DebugNode StoneSmall icon.png Stone Deposit (small) Insects.png Insects (20%)
Roots.png Roots (20%)
DebugNode StormbirdNestBig icon.png Stormbird Nest (big) Eggs.png Eggs Meat.png Meat (40%)
Trapper's Camp icon.png Trappers' Camp
Royal Woodlands
Scarlet Orchard
The Marshlands
An abandoned nest. Let's hope the owner doesn't come back...
DebugNode StormbirdNestSmall icon.png Stormbird Nest (small) Meat.png Meat (20%)
DebugNode SnakeNestBig icon.png Snake Nest (big) Eggs.png Eggs Leather.png Leather (40%)
Meat.png Meat (20%)

Trapper's Camp icon.png Trappers' Camp
Coral Forest
Royal Woodlands
Scarlet Orchard
The Marshlands
An abandoned nest. Let's hope the owner doesn't come back...
DebugNode SnakeNestSmall icon.png Snake Nest (small) Leather.png Leather (20%)
DebugNode WormtongueNestBig icon.png Wormtongue Nest (big) Insects.png Insects Insects.png Insects (60%)
Trapper's Camp icon.png Trappers' Camp
Coral Forest
Cursed Royal Woodlands
A nest full of tasty Wormtongues.
DebugNode WormtongueNestSmall icon.png Wormtongue Nest (small) Insects.png Insects (20%)
DebugNode SnailBroodmotherBig icon.png Slickshell Broodmother (big) Meat.png Meat Leather.png Leather (100%) Trapper's Camp icon.png Trappers' Camp Royal Woodlands
The Marshlands
Coral Forest
Small Slickshells are crawling out of the openings in the broodmother's shell. It's easy to collect them.
DebugNode SnailBroodmotherSmall icon.png Slickshell Broodmother (small) Leather.png Leather (20%)

Glades

Rich glades are full of resources - yours for the taking.

Glades are empty areas of the Forest that are shrouded until they are first reached by clearing trees. They may contain resources, treasures, fertile soil, ruined buildings, and more.

To reach a Glade faster, trees can be marked and unmarked for harvest via the axe icon on the bottom bar, ensuring they will be cut before other trees. Marked trees will glow golden if inside the area of a Woodcutters' Camp and white if outside one.

The best rewards come from Dangerous Glades and especially Forbidden Glades (both marked with a skull icon), but they always contain at least one dangerous Glade Event, which requires delivering certain goods or completing a challenge.

Glade Events

Main article: Glade Events

Glade Events are objects found in the forest, like abandoned caches, survivor camps, ruins, wild beasts, etc. Some of them are positive, offering goods or new villagers for small resource investments. Others are dangerous, forcing you to act quickly to avoid negative consequences (but also giving you generous rewards for solving them).

Once you select a Glade Event, the Event Panel will show up. There, you will find a few different sections: effects, worker slots, requirements, and rewards. The effect section shows you the possible negative consequences of the Event, and how much time you have before they occur. To solve an Event, you need to assign workers to it, select one of two reward options, and select "investigate".

Some events simply require you to deliver goods, others have something called a Working Effect. Working Effects are special conditions that activate once you give the order to investigate an Event (like a Resolve penalty, a slow debuff, etc.). Your goal is to survive these conditions for a set amount of time. After an Event is solved, the workers will bring back the rewards to your Storage, and no negative consequence will trigger.

Ruins

Ruins are ruined versions of non-essential buildings that may sometimes be encountered in Glades. For a certain amount of resources they can be either rebuilt, giving a fully functional building, or salvaged, giving a random reward of resources.