Posted May 27, 2023
Against the Storm
5/26/23 - 0.51.2R Hotfix
Changelog:
Increased the burning duration of Wood from 10 seconds to 12.
Increased the burning duration of Oil from 20 seconds to 25.
Fixed a bug with the Worker Overlay (ALT) showing up above incorrect buildings and events.
Fixed a bug with the "catch" option of the Black Treasure Stag sometimes not removing Cornerstones.
Fixed an issue with the game unpausing by itself after quitting the Trading Post and selecting buildings.
Fixed a bug with fertile soil still being spawned under trees in some cases (except when spawned together with ruined farms - we will fix that later, as this requires a change to the ruin spawn system).
Fixed an incorrect text in the Traditional Chinese description of the Airbender effect.
Fixed a bug that caused Hostility to go into negative values after completing the Fishman Soothsayer event.
Fixed a bug with tooltips for Forest Mysteries not appearing in the Training Expedition UI.
PREVIOUS UPDATE: 5/25/23 - Fishman Soothsayer Update
Offline installers updated to 0.51.2R
What’s new:
Forbidden Glade event: Fishman Soothsayer
Balance changes: Ore, Fuel, Packs
UX: Caravan resources, Worker overlay specializations
The Fishman Soothsayer - a mysterious wandering fortune teller. He can only be found in Forbidden Glades, and offers a very unique reward for those brave enough to challenge him - the Airbender perk, which increases the Hostility threshold for all negative Forest Mysteries (so for example, Looming Darkness will now activate at Hostility 1 instead of 0). This is also the first time ever when we show a fishman NPC in the game (face reveal, yay!), and a step in the direction of making other fishmen events more interesting by adding more life to them (soon™).
For this update, we also decided to take a closer look at some pending balance issues. The biggest changes are related to trading, packs of goods, and mining, with some minor adjustments in rainwater production, newcomer numbers, and citadel resource acquisition during settlement runs. Let’s first talk a bit more in detail about trading and the pack economy.
Packs of Goods are an unusual type of resource. They are required in a lot of orders and can be used for fueling trade routes, but aside from that, they’re not really produced to the same extent as other goods in a settlement (there is no real reason to stockpile them or to be excited about a high tier pack recipe in a drafted building). That’s why we decided to give the pack economy a little push and pivot it slightly into a more trading-focused direction.
From now on, packs will always be profitable to make (there won’t be any trade value loss even when making them on tier 0), and neighboring settlements will have a higher chance of buying packs through trade routes. Additionally, their value has been significantly increased across the board. This, combined with some smaller trading changes (a slight increase in the value of raw food, general price rebalancing, and smaller stack sizes in trader inventories) should make them more attractive to players trying to make a trading-focused build.
The other big balance change worth talking about in greater detail is related to mining. There has been quite a lot of feedback about how ore is spawned under trees or is too scattered to comfortably build a 3x3 mine on top of it. We finally decided to change that. Ore will now always be confined to a 3x3 square, and will never again appear underneath a tree. You might be asking - why was this even a thing in the first place? Well, when first designing the mining system in Against the Storm, our initial idea was to give players a small optimization problem to solve when placing a mine. But since then a lot has changed (for example ore deposits are no longer infinite), and this somewhat interesting puzzle turned into a tedious affair. It’s high time we changed that.
Lastly, before we move on to the more detailed changelog, let’s mention some of the UI improvements coming with this update. Most notably, we changed how resources are displayed in the Embark Panel (goods present in every caravan are now displayed on a tooltip), added specialization icons to the worker overlay, introduced a highlight to resource tooltips when a rebuilt ruin can produce something, cleaned up effect labels (in Cornerstones, perks, service building effects, etc.), improved the wording in some Orders related to trade routes, added a shortcut to the Consumption Control panel, and much, much more. We also fixed a lot of bugs, as is tradition with every bi-weekly update.
May the storm be gentle on you,
Eremite Games
CHANGELOG
Number of changes: 76
Inspired by community: 69%
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added a new forbidden glade event.
Fishman Soothsayer - An old wandering soothsayer, seething with magic. He does not speak, though you can hear his voice. His eyes are blank, yet you can feel his gaze. He is not afraid of death, he stands by its side.
Balance
⚡ Changed the ore balance and how it’s spawned in glades.
Ore no longer appears under trees.
It’s now always contained in a 3x3 square.
Adjusted spawn rates in biomes with more than one type of ore (Marshlands). It should be a bit harder now to find both Coal and Copper in the same spot.
⚡ Changed how fertile soil is spawned in glades. It should no longer appear hidden under trees.
⚡ The Black Treasure Stag no longer gives Cornerstones with significant drawbacks.
⚡ Added Porridge to traders who sell/buy food items.
⚡ Rebalanced the Pack of Goods economy (Pack of Building Materials, Pack of Crops, Pack of Provisions, Pack of Trade Goods, and Pack of Luxury Goods).
All packs are now worth a lot more.
Increased the trade value return rate for all pack recipes. This means that even when making packs with a tier 0 recipe, the value of the created item will be higher than the sum of its ingredients.
Increased the number of packs bought by other settlements in trade routes. Every biome town now has 3 types of packs it’s willing to buy.
The Smoldering City now buys almost all types of packs (except Packs of Provisions, which are used to fuel trade routes).
Our goal with this change was to make packs a bit more interesting and profitable to play with, as right now they are mostly just crafted when an Order requires it. We wanted to move them a bit more into a space where they can be a viable option in trading-focused builds.
Decreased the amount of food sold by all traders. They will still have the same types, but in smaller quantities (for example: 50 instead of 70).
Slightly increased the value of raw food items (both when selling and buying).
Slightly increased the difference between the sell and buy value of food in general (by around 10%).
Our goal with this (and the other food economy adjustments listed above) was to make it a bit harder to flat out buy food for an entire year or two when you’re not specialized in trading or exploring (as well as encourage a bit more exploration in search of nodes). At the same time, due to the changes to packs, this theoretical nerf should be offset by dipping even slightly into a more trading-focused type of gameplay.
Slightly rebalanced the prices of multiple resources. The goal here was to normalize the trade value return rates (how much it costs to make an item vs. how much it can be sold for). In general, most items are crafted at a small loss on tier 0, and with no value gain on tier 1 (everything above is increasing the value).
Rebalanced the burning rates of resources in the Hearth (as well as the Hearth’s fuel limit and the Firekeeper’s carrying capacity).
Wood now burns for 10 seconds instead of 15 seconds.
Oil now burns for 20 seconds instead of 30 seconds.
Coal and Sea Marrow now burn for 40 seconds instead of 60 seconds.
Firekeepers can now carry 10 items at once (instead of 5).
This change was done to slightly increase the upkeep cost of Hearths, as currently, it’s a bit too easy to have multiple in one settlement. Additionally, Firekeepers transporting more goods should decrease the likelihood of negative fuel rate effects triggering “no fuel” warnings (even if a Firekeeper decides to take a break in the meantime).
Increased the production time for all rainwater types in rain collectors (from 15 to 20 seconds) and geyser pumps (from 10 to 15 seconds).
Slightly decreased the maximum possible number of newcomers for each year.
For example, previously in year 3, you would get between 3 and 6 villagers. Now it’s 3 and 5.
Removed Citadel Resources earnable during settlement runs (from perks or events).
While finding Citadel Resources in chests in the middle of the forest can be pretty exciting, we decided to remove this type of reward because it was having a negative effect on the game’s flow as a whole (by encouraging artificially prolonged runs and causing confusion about resource acquisition after a victory).
Reduced the number of workers in the Beanery from 4 to 3.
Lowered the Hostility reduction in the Converted Altar of Decay effect from 25 to 20 per dead villager.
(To be continued below ...)
5/26/23 - 0.51.2R Hotfix
Changelog:
Increased the burning duration of Wood from 10 seconds to 12.
Increased the burning duration of Oil from 20 seconds to 25.
Fixed a bug with the Worker Overlay (ALT) showing up above incorrect buildings and events.
Fixed a bug with the "catch" option of the Black Treasure Stag sometimes not removing Cornerstones.
Fixed an issue with the game unpausing by itself after quitting the Trading Post and selecting buildings.
Fixed a bug with fertile soil still being spawned under trees in some cases (except when spawned together with ruined farms - we will fix that later, as this requires a change to the ruin spawn system).
Fixed an incorrect text in the Traditional Chinese description of the Airbender effect.
Fixed a bug that caused Hostility to go into negative values after completing the Fishman Soothsayer event.
Fixed a bug with tooltips for Forest Mysteries not appearing in the Training Expedition UI.
PREVIOUS UPDATE: 5/25/23 - Fishman Soothsayer Update
Offline installers updated to 0.51.2R
What’s new:
Forbidden Glade event: Fishman Soothsayer
Balance changes: Ore, Fuel, Packs
UX: Caravan resources, Worker overlay specializations
The Fishman Soothsayer - a mysterious wandering fortune teller. He can only be found in Forbidden Glades, and offers a very unique reward for those brave enough to challenge him - the Airbender perk, which increases the Hostility threshold for all negative Forest Mysteries (so for example, Looming Darkness will now activate at Hostility 1 instead of 0). This is also the first time ever when we show a fishman NPC in the game (face reveal, yay!), and a step in the direction of making other fishmen events more interesting by adding more life to them (soon™).
For this update, we also decided to take a closer look at some pending balance issues. The biggest changes are related to trading, packs of goods, and mining, with some minor adjustments in rainwater production, newcomer numbers, and citadel resource acquisition during settlement runs. Let’s first talk a bit more in detail about trading and the pack economy.
Packs of Goods are an unusual type of resource. They are required in a lot of orders and can be used for fueling trade routes, but aside from that, they’re not really produced to the same extent as other goods in a settlement (there is no real reason to stockpile them or to be excited about a high tier pack recipe in a drafted building). That’s why we decided to give the pack economy a little push and pivot it slightly into a more trading-focused direction.
From now on, packs will always be profitable to make (there won’t be any trade value loss even when making them on tier 0), and neighboring settlements will have a higher chance of buying packs through trade routes. Additionally, their value has been significantly increased across the board. This, combined with some smaller trading changes (a slight increase in the value of raw food, general price rebalancing, and smaller stack sizes in trader inventories) should make them more attractive to players trying to make a trading-focused build.
The other big balance change worth talking about in greater detail is related to mining. There has been quite a lot of feedback about how ore is spawned under trees or is too scattered to comfortably build a 3x3 mine on top of it. We finally decided to change that. Ore will now always be confined to a 3x3 square, and will never again appear underneath a tree. You might be asking - why was this even a thing in the first place? Well, when first designing the mining system in Against the Storm, our initial idea was to give players a small optimization problem to solve when placing a mine. But since then a lot has changed (for example ore deposits are no longer infinite), and this somewhat interesting puzzle turned into a tedious affair. It’s high time we changed that.
Lastly, before we move on to the more detailed changelog, let’s mention some of the UI improvements coming with this update. Most notably, we changed how resources are displayed in the Embark Panel (goods present in every caravan are now displayed on a tooltip), added specialization icons to the worker overlay, introduced a highlight to resource tooltips when a rebuilt ruin can produce something, cleaned up effect labels (in Cornerstones, perks, service building effects, etc.), improved the wording in some Orders related to trade routes, added a shortcut to the Consumption Control panel, and much, much more. We also fixed a lot of bugs, as is tradition with every bi-weekly update.
May the storm be gentle on you,
Eremite Games
CHANGELOG
Number of changes: 76
Inspired by community: 69%
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added a new forbidden glade event.
Fishman Soothsayer - An old wandering soothsayer, seething with magic. He does not speak, though you can hear his voice. His eyes are blank, yet you can feel his gaze. He is not afraid of death, he stands by its side.
Balance
⚡ Changed the ore balance and how it’s spawned in glades.
Ore no longer appears under trees.
It’s now always contained in a 3x3 square.
Adjusted spawn rates in biomes with more than one type of ore (Marshlands). It should be a bit harder now to find both Coal and Copper in the same spot.
⚡ Changed how fertile soil is spawned in glades. It should no longer appear hidden under trees.
⚡ The Black Treasure Stag no longer gives Cornerstones with significant drawbacks.
⚡ Added Porridge to traders who sell/buy food items.
⚡ Rebalanced the Pack of Goods economy (Pack of Building Materials, Pack of Crops, Pack of Provisions, Pack of Trade Goods, and Pack of Luxury Goods).
All packs are now worth a lot more.
Increased the trade value return rate for all pack recipes. This means that even when making packs with a tier 0 recipe, the value of the created item will be higher than the sum of its ingredients.
Increased the number of packs bought by other settlements in trade routes. Every biome town now has 3 types of packs it’s willing to buy.
The Smoldering City now buys almost all types of packs (except Packs of Provisions, which are used to fuel trade routes).
Our goal with this change was to make packs a bit more interesting and profitable to play with, as right now they are mostly just crafted when an Order requires it. We wanted to move them a bit more into a space where they can be a viable option in trading-focused builds.
Decreased the amount of food sold by all traders. They will still have the same types, but in smaller quantities (for example: 50 instead of 70).
Slightly increased the value of raw food items (both when selling and buying).
Slightly increased the difference between the sell and buy value of food in general (by around 10%).
Our goal with this (and the other food economy adjustments listed above) was to make it a bit harder to flat out buy food for an entire year or two when you’re not specialized in trading or exploring (as well as encourage a bit more exploration in search of nodes). At the same time, due to the changes to packs, this theoretical nerf should be offset by dipping even slightly into a more trading-focused type of gameplay.
Slightly rebalanced the prices of multiple resources. The goal here was to normalize the trade value return rates (how much it costs to make an item vs. how much it can be sold for). In general, most items are crafted at a small loss on tier 0, and with no value gain on tier 1 (everything above is increasing the value).
Rebalanced the burning rates of resources in the Hearth (as well as the Hearth’s fuel limit and the Firekeeper’s carrying capacity).
Wood now burns for 10 seconds instead of 15 seconds.
Oil now burns for 20 seconds instead of 30 seconds.
Coal and Sea Marrow now burn for 40 seconds instead of 60 seconds.
Firekeepers can now carry 10 items at once (instead of 5).
This change was done to slightly increase the upkeep cost of Hearths, as currently, it’s a bit too easy to have multiple in one settlement. Additionally, Firekeepers transporting more goods should decrease the likelihood of negative fuel rate effects triggering “no fuel” warnings (even if a Firekeeper decides to take a break in the meantime).
Increased the production time for all rainwater types in rain collectors (from 15 to 20 seconds) and geyser pumps (from 10 to 15 seconds).
Slightly decreased the maximum possible number of newcomers for each year.
For example, previously in year 3, you would get between 3 and 6 villagers. Now it’s 3 and 5.
Removed Citadel Resources earnable during settlement runs (from perks or events).
While finding Citadel Resources in chests in the middle of the forest can be pretty exciting, we decided to remove this type of reward because it was having a negative effect on the game’s flow as a whole (by encouraging artificially prolonged runs and causing confusion about resource acquisition after a victory).
Reduced the number of workers in the Beanery from 4 to 3.
Lowered the Hostility reduction in the Converted Altar of Decay effect from 25 to 20 per dead villager.
(To be continued below ...)