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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 ...)
(... continued from above)

Changelog: Fisherman Soothsayer Update - 5/25/23

UX/UI improvements
⚡ Goods in the Embark Panel are now divided into base goods (same for every caravan) and caravan-specific resources.
⚡ Added specialization icons to the worker overlay (ALT).
⚡ Resource tooltips now take rebuilt ruins into account when highlighting owned buildings.
⚡ Orders that require completing a high-value trade route now show the exact value on the HUD.
⚡ Added a highlight to need icons in the Species HUD when all members of a given species have the need fulfilled.
⚡ Added the option to move between buildings with the arrow keys when hovering over them (without the need to open the building UI).
⚡ Added a shortcut for opening the Consumption Control Panel (“I” by default).
⚡ Cleaned up the terminology in effect labels to clearly show what an effect is and where it came from (Cornerstones, regular perks, biome effects, working effects, event consequences, decoration effects, service building effects, etc.).
⚡ Changed the wording on Forest Mysteries that scale based on Hostility (to make it clearer what the exact value of the penalty will be).
⚡ Added tank capacity to the descriptions of rain collectors and geyser pumps.
⚡ Clearance sunbeams can now be disabled in the options menu (using the “lightning flashes” checkbox).
⚡ Added a new Encyclopedia entry about services. This entry will also be displayed as an alert during the tutorial (when building a Tavern for the first time).
⚡ The Drizzle auto pause will no longer stop Cornerstone choices from appearing (previously you had to unpause to get them).
⚡ Changed the wording of the Forsaken Gods Temple modifier to more clearly describe its effect.
⚡ Changed the description of the “discover Dangerous Glades in time” Order objective to also mention Forbidden Glades.
⚡ Changed the “Other Negative” icon’s color in the species panel (from blue to red).
Added a “request a feature” button to the ESC menu. Clicking it will take you directly to our Feature Request Tool, where you can post and vote on other people’s suggestions.
Changed the wording in multiple descriptions tied to fuel consumption effects (to make them more easily understandable).

Bug fixes
⚡ Fixed a bug with Foxes not being drawn for Daily Expeditions.
⚡ Fixed a bug with the Like a Machine Deed not resetting progress between games.
⚡ Fixed a bug with the Woodpecker Technique Cornerstone incorrectly giving Insects for cutdown trees in Drizzle and Clearance.
⚡ Fixed a bug with the Destroyed Cage of the War Beast glade event showing an incorrect Impatience prompt.
⚡ Fixed a bug with an empty worker overlay being visible above traders found in glades when holding Alt.
⚡ Fixed a bug with some glade events having incorrect animations tied to the “burn down” decision.
⚡ Fixed an issue with Grain and Herbs being considered “food” by some effects (like food removal penalties, etc.).
⚡ Fixed an issue with the game sometimes freezing when quitting it.
⚡ Fixed a bug with the Basic Housing need status not updating right away when removing houses.
⚡ Fixed a bug with the recipe overlay (CTRL) sometimes not working correctly.
⚡ Fixed an out-of-place floating shoulder piece in multiple Fox animations.
⚡ Fixed a bug that caused incorrect value changes when using Shift and left-click on the arrow buttons.
⚡ Fixed an issue with the total game time statistic counting time too fast.
⚡ Fixed a bug with Dangerous and Forbidden Glade warnings covering up species’ passive effect markers.
⚡ Fixed a bug with pathfinding breaking sometimes when trying to build a road on terrain where an event exploded previously.
⚡ Fixed a bug with some villagers being so busy with their tasks to realize they want to leave the settlement due to low Resolve (they left many seconds after the red bar filled up around their species’ portrait).
⚡ Fixed a bug with the resource radial menu staying on the screen after a game has been won.
⚡ Fixed an issue with one of the Petrified Tree’s working effects lacking some information in the description.
⚡ Fixed a bug that made it impossible to locate the Archaeologist’s Office when using arrow keys while hovering over the building card.
⚡ Fixed an issue with the Robbed Dead working effect having an incorrect frame color.
⚡ Fixed multiple typos and inconsistencies in the Simplified Chinese localization of the game (encyclopedia, trader dialogue, Forest Mysteries, order names, objectives, perks, ghost dialogue, and event decisions).
⚡ Fixed multiple typos in the Russian localization of the game (Filling Dish, Beanery and Brewery, Corruption).
⚡ Fixed some incorrect tags in decoration descriptions in the Korean localization of the game.
⚡ Fixed some missing tags in decoration descriptions in the Czech localization of the game.
⚡ Fixed a typo with the Guild Catalogue perk in the Polish localization of the game.
Fixed a bug with the Impatience penalty prompt from the Harmony Spirit Altar displaying an incorrect value.
Fixed some inconsistencies with alert icon height above decorations of the same size.
Fixed an issue with World Map markers being too bright.

Other
Updated the Mine’s visual representation. Added a few new props and a drilling animation.
Changed the animation played by scouts when working on a Blood Flower glade event.
Changed the icon of the Converted Harmony Spirit Altar effect to avoid duplicates.
Changed the icon of the Heavy Fog working effect to avoid duplicates.
Against the Storm

June 8, 2023 - 0.52.1R
Developers Notes and Changelog from Steam

Greetings, Viceroys!
In today’s update, we bring you some long-awaited gameplay and interface improvements, as well as some new features and balance changes.

What’s new:
New small glade Event: Obelisk
8 new haunted ruins
15 new Stormforged variants of Cornerstones
Games’ history tab
Citadel Upgrades summary
“Unassign all woodcutters” button
Keybinds for selected buildings
Event working time progress bar
And more!

DEVELOPER NOTES
Today’s update is a bit smaller than usual and mostly focused on quality of life, as in the background, we’re still hammering away at the new Cycle revamp (you can test an early version of it on the Experimental Branch). Although there is a moderate amount of new content, we think you will be happy to hear that we took some time in the past two weeks and implemented a lot of community-requested UI features. So without further ado, let's get into it.

First off, the new content. We added one new glade event - the Obelisk. It can only be found in small glades and can be salvaged or turned into a decoration which slightly lowers Hostility. This is part of our ongoing effort to make small glades a bit more interesting and balanced, and you can expect more small events in the future. What’s more, we also added new haunted ruins that can be found in Dangerous and Forbidden Glades. If you were unlucky enough to never encounter this type of building in the game before - it’s a unique structure that is harder to rebuild than a normal ruin but offers a big reward for doing so (for example rebuilt haunted production buildings have all recipes at a 3-star rating). We decided to expand the roster of haunted ruins (by adding 8 new ones) and slightly increase the chances of finding them in the forest.

With this update, we also bring you 15 new Stormforged Cornerstones you can buy in the Forsaken Altar. But unfortunately, this addition comes at a price (like most things tied to the Forsaken Gods), and we first had to remove 12 old perks. Why did we decide to do this? Because there were two main issues with the Altar. Firstly, the progress of Cornerstones with a counter (for example everything that triggers after reaching a production threshold) didn’t carry over. This was very frustrating, and extremely hard to fix due to technical limitations. Secondly, some of the perks were too conservative with their bonuses, and quite honestly, just uninteresting (especially considering how much they cost). So with that in mind, we decided to refresh the Altar a bit and make it more viable for Prestige players. As always, nothing here is final, and we will adjust the balance in the future.

Speaking of balance, there’s quite a lot of it in this update. We reshuffled level-up rewards (mostly Cornerstones) to create a better experience for low-level players (by moving more complicated perks higher up the level range and unlocking more straightforward bonuses at level 0). We also took a better look at service buildings in an effort to make them more appealing and viable. Most notably, by adding specialization tags (Warmth and Brewing) to some of them, changing the worker numbers in the Market, changing the passive effect in the Temple, and improving the wording in effect tooltips in the Clan Hall and Guild House. We also introduced an Amber reward for declining Cornerstones in the popup at the start of each year, so now if there is nothing interesting to choose from, you can always just take a small cash injection to help your settlement.

Finally, let’s talk about UI changes. In this update, we added several exciting new usability features, like a game history tab in the Smoldering City, a meta upgrade summary, a button on the HUD to remove all woodcutters, building shortcuts, a list of needs in species tooltips in the Embark View, an auto pause function on trader departure, and much, much more. You can read up on the details of these additions in the changelog below.

CHANGELOG
Number of changes: 72
Inspired by community: 59%

Changes marked with ⚡ were inspired by the community.

New content and features
⚡ Added a new event to small glades.
Obelisk - A mystical stone monument. Unknown runes are carved all over its surface.
The event offers two decisions on how to deal with it (tear down and make an offering).
The events can be restored to turn into a positive decoration (Aesthetics) that reduces Hostility.
⚡ Added 8 new haunted ruins.
Haunted Cooperage - with 3 three-star recipes (Barrels, Training Gear, Tea)
Haunted Leatherworks - with 3 three-star recipes (Waterskins, Fabric, Pack of Luxury Goods)
Haunted Druid's Hut - with 3 three-star recipes (Oil, Incense, Coats)
Haunted Smelter - with 3 three-star recipes (Copper Bars, Pipes, Biscuits)
Haunted Cellar - with 3 three-star recipes (Wine, Pickled Goods, Jerky)
Haunted Lizard House - with space for 6 residents.
Haunted Fox House - with space for 6 residents.
Haunted Harpy House - with space for 6 residents.
Added 15 new Stormforged variants of existing Legendary and Epic Cornerstones.
Alarm Bells (Stormforged) - The Brass Order's newest invention - an intricate system of sensors that can detect Corruption before it spreads too much. Workers have a +30% higher chance of producing double yields when the Hearth's Expected Corruption Rate is 100% or higher.
Firekeeper's Prayer (Stormforged) - Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 30% longer.
Firelink Ritual (Stormforged) - There is nothing the forest hates more than fire. Every 3 villagers with the need for religion fulfilled decrease the forest’s Hostility by -30.
Generous Rations (Stormforged) - Global Resolve is increased by 5, and villagers have a 10% chance of not consuming food during a break.
Mushroom Seedlings (Stormforged) - All farms can plant Mushrooms (3 stars) on farm fields during drizzle season.
No Quality Control (Stormforged) - Gain +2 to wood production. After each storm, all stored wood is removed, and you get 150 Insects in return.
Old Fedora Hat (Stormforged) - An old inscription on the bottom of the hat says: "Fortune and glory". Increases the chance of bringing back twice as much from Glade Events by 75%.
Queen's Gift (Stormforged) - A mysterious Amber orb with a magical flame trapped within. Increases the Ancient Hearth's resistance by +100 for every Impatience point you have.
Rebellious Spirit (Stormforged) - The people are feeling oddly rebellious. Gain +1 Global Resolve for every 1 Impatience Point.
Survivor Bonding (Stormforged) - The people in your settlement have survived many hardships, bringing them closer together (+20% villager speed, 3 Global Resolve).
Woodpecker Technique (Stormforged) - Gain 5 Insects every time woodcutters cut down a tree during the Storm.
Force of Nature (Stormforged) - The forest and the everlasting rain are connected somehow. Gain +4 to Storm Water production for every 2 Woodcutters in your settlement.
Secure Trail (Stormforged) - Royal Stormwalkers secured the trail to your settlement. Newcomers will arrive +33% quicker and bring 25% more goods with them.
Lost in the Wilds (Stormforged) - Gain one villager every time you discover a new glade. Villagers add less Hostility (-1).
Hidden Reward (Stormforged) - Gain 2 Ancient Tablets for every completed Glade Event. (the bonus is added retroactively)

(to be continued below ...)
Post edited June 10, 2023 by bjgamer
(... continued from above)

Balance
⚡ Declining a Cornerstone in the yearly reward popup will now give Amber.
⚡ Rebalanced the Land Tax Prestige Modifier (Prestige 19). Opening small glades now costs 2 Amber, and opening dangerous or forbidden glades costs 6 Amber (previously all glades cost 5 Amber, regardless of type).
⚡ Added Resolve specialization tags to some service buildings.
Warmth (Lizard) - Clan Hall, Temple, Monastery.
Brewing (Human) - Tavern, Monastery, Forum.
⚡ The Market Carts effect in the Market now activates if two workers are assigned (instead of one). The additional effect in the Holy Market now triggers if one worker is assigned.
⚡ The Market now has a maximum of two workers instead of three.
⚡ Changed the passive effect of the Temple.
Sacrament of the Flame - There can be nothing more sacred than a flame in a world soaked with rain. Every 300 seconds you sacrifice goods in the Ancient Hearth (multiplied by the number of active sacrifice stacks), Hostility is permanently reduced by 20 (the bonus is added retroactively).
⚡ Changed the requirements of the Fresh Breeze Forest Mystery to avoid overlap with the Invigorating Winds effect. It now requires Housing instead of both Housing and Food.
The Hallowed Small Farm and Herb Garden (rebuilt haunted ruins) no longer have an additional recipe. Instead, they now have an increased number of worker slots (3 instead of 2).
Removed 12 Stormforged variants of Legendary and Epic Cornerstones from the Forsaken Altar -Over-Diligent Woodworkers, Small Press, Dye Extractor, Deep Pockets, Vineyard Town, Copper Extractor, Leftover Crops, Spices, Training Grounds, Mold Grain, Free Samples, Urban Planning.
These Stormforged perks were removed because of two main reasons. Most of them were not too exciting, and all of them were progress-related (for example the bonus activated after reaching a certain production threshold). The latter was causing some confusion, as due to technical limitations, we didn’t carry over the perk progress between normal perks and their Stormforged upgrades.
To make up for removing 12 perks from the Forsaken Altar, we added 15 new ones (described in the “New content and features” section above).
Rebalanced some Cornerstones.
Alarm Bells - lowered the Expected Corruption requirement to 150% and increased the double production bonus chance to 20%.
Deserted Caravans - this perk no longer blocks trade for a 50% production speed increase. It now slows down trader arrival by 50% and increases production speed by 33%.
Overexploitation - increased the bonus to small nodes from +10 charges to +15.
Force of Nature - increased the bonus to Storm Water production from +1 to +2 for every 2 Woodcutters.
Economic Migration - decreased the threshold required to trigger the newcomer speed bonus from every 2 levels of standing to every 1 level.
Prosperous Settlement - increased the amount of Amber required to trigger the bonus from 40 to 45.
Smuggler’s Visit - slightly lowered the drop rate.
⚡ Reshuffled some level-up rewards.
This change is mostly related to Cornerstones. We wanted to move some less exciting and complex perks to level 0 (available from the start), and unlock the more complicated ones (or the ones related to more advanced systems, such as Rainpunk) higher up the level range.
We also made one change to building unlocks - the Paved Road is now granted at level 3 (previously level 2), and the Mine is unlocked at level 2 (previously level 3).
You can view the full list of unlocks below:

Level - Unlocked Buildings - Unlocked Cornerstones - Unlocked Species - Unlocked Traders
2 Rain Collector, Paved Road, Herbalists’ Camp - Flame Amulets, Crowded Houses - 0 - 0
3 Cellar, Scribe, Mine - Over Diligent Woodworkers, Trade Logs - 0 - Old Farluf
4 Guild House, Clan Hall, Distillery - Filling Dish, Rebellious Spirit, Safe Haven - 0 - 0
5 Smelter, Bath House, Cooperage - Urban Planning, Economic Migration - Harpies - 0
6 Artisan, Press, Monastery - Exploring Expedition, Frequent Caravans - 0 - Sothur The Ancient
7 Explorer's Lodge, Druid's Hut, Ranch, Reinforced Road - Trade Hub, Friendly Relations - 0 - 0
8 Apothecary, Smithy, Grove, Market - Smuggler's Visit, Stormwalker Training - 0 - 0
9 Toolshop, Brick Oven, Grill - Mist Pierces, Prayer Book - 0 - Vliss Greybone
10 Forum, Alchemist's Hut, Beanery - Without Restrictions, Cheap Construction - Foxes - 0
11 Tinctury, Butcher, Tea House, Tea Doctor - Baptism of Fire, Lost Supplies - 0 - 0
12 Granary, Supplier - Back to Nature, Guild's Catalogue, Rich Glades - 0 - Sir Renwald Redmane
13 Furnace, Manufactory, Tinkerer - Driving Water, Lumber Tax, Bed and Breakfast - 0 - 0
14 Workshop, Stamping Mill - Alarm Bells, Fedora Hat, Firekeeper’s Armor, Royal Guard Training - 0 - 0
15 Clay Pit, Greenhouse - Forge Trip Hammer, Tightened Belt, Trade Negotiations, Burnt to a Crisp - 0 - 0
16 Advanced Rain Collector - Hidden from the Queen, Deep Pockets, Overexploltation, Queen's Gift - 0 - Xiadani Stormfeather
17 0 - Stormwalker Tax, Free Samples, Improvised Tools, Calming Water, Frequent Patrols - 0 - 0
18 0 - Counterfeit Amber, Firelink Ritual, Prosperous Archaeology, Copper Extractor, Prosperous Settlement - 0 - 0

UX/UI improvements
⚡ Added a game history tab in the Citadel.
You can now see your previously played games summarized in a list.
The game history is limited to the last 20 games.
The summary panel shows the following information:
game type (regular, custom, daily),
difficulty,
game time,
number of years,
biome,
player level,
meta progress,
species numbers,
cornerstones and perks,
blueprints,
modifiers,
forest mysteries,
victory or loss
⚡ Added a summary of Citadel Upgrades to the Citadel UI (in the Game History view).
The summary lists all numerical increases from the upgrade tree (like Embarkation Points, Caravan Slots, Building Storage, etc.)
The summary only shows bonuses, without the base value (because base values might change depending on the game type, modifiers, etc.)
⚡ Added an “unassign all woodcutters” button to the main HUD.
The button is located next to the Hostility meter.
Left-clicking it will unassign all woodcutters.
Right-clicking will assign one new random woodcutter to a free worker slot.
Hovering over the button will display an explanatory tooltip with the number of assigned woodcutters and overall worker slots in Woodcutters’ Camps.
⚡ Notifications on the HUD can now be closed with right-click.
Please keep in mind that there are still a few “state alerts” (notifications without an “x” symbol next to them, informing about potentially devastating issues in the settlement), and these are still non-dismissible (they only disappear when a threatening state is over).

⚡ Selecting a house will now display the Hearth range indicator.
⚡ Added a tooltip when hovering over the “x” button above ingredients in a building’s internal storage (stating that they will be returned to the main storage if the button is clicked).
⚡ Added building shortcuts to the option menu.
You can now assign any building to a key on your keyboard.
Pressing said key will automatically select the building for construction (if you own the blueprint).
There are 10 building shortcut slots in total for now.
⚡ Hovering over a species in the Embark View will now list its needs in the tooltip.
⚡ Added a progress bar to the worker overlay (ALT by default) for glade events that are being worked on.
⚡ Added the option to set an automatic pause right before a trader leaves the town.
⚡ Changed the description of the Treasure Stag to more clearly explain how it works.
⚡ Changed the tooltip of the Rotting Wood Forest Mystery. It now has its lore section before the effect description.
⚡ Changed the wording of the Ancient Ways effect in the Clan Hall to avoid too much thematic overlap with Foxes.
Changed the way some perks and service building effects work (The Crown Chronicles, The Guild's Welfare, Vitality, Prosperous Settlement). They no longer add Resolve in the form of a new effect on the perk HUD (for example as a stack of the Wealth effect), but instead show gains in their tooltip.
Resource tooltips will no longer list rebuilt haunted ruins. This change was made to reduce unnecessary clutter, as haunted buildings have the same recipes as their regular counterparts.
Game stats (games won, lost, etc.) were moved to the new Game History tab.

(to be continued below ...)
(... continued from above)

Bug fixes
⚡ Fixed a bug with villagers getting stuck trying to reach a cache near the edge of a glade.
⚡ Fixed an issue with fertile soil sometimes being located under trees when spawned together with farm ruins in undiscovered glades.
⚡ Fixed an issue with effects spawning fertile soil sometimes placing it under objects (like geysers).
⚡ Fixed a bug with Wandering Merchants causing old trader notifications to reappear on the HUD.
⚡ Fixed an issue with the reveal effect icon (from species abilities) being partially covered by glade markers.
⚡ Fixed a bug with some need-based Cornerstones (like Well Rested Workers) being offered to the player even if there is no species with a given need in the settlement.
⚡ Fixed a bug with Geyser Pumps and Rain Collectors not displaying production times influenced by perks and bonuses.
⚡ Fixed an issue with extinct species showing all needs as met.
⚡ Fixed an issue with Distillery and Tinctury being named the same in French, Italian, and Spanish
⚡ Fixed a typo in the description of sacrifice duration effects in French.
⚡ Fixed an issue with some effects being called the same in Japanese (Steel Pickaxes and Steel Mattocks, Rotten Rain and Corrosive Rainfall).
⚡ Fixed a typo in the name of the Burnt to a Crisp Cornerstone in Spanish.
⚡ Fixed a typo in the description of the Beacon effect in German.
Fixed a bug that caused the entrance icon to stay visible after closing a building panel with ESC.
Fixed an issue with text being incorrectly formatted in the specific tooltip in some languages.
Fixed an issue with missing decoration tags for the Harmony Spirit Altar in some languages.

Other
⚡ Added unique short descriptions to all types of trees in the game (previously they all stated “a perfect source of wood” regardless of biome).
Rebuilt haunted ruins now have a faint glow to show that the building is of higher quality.

The current game version is 0.52.1
June 12, 2023 -
Offline installers updated to 0.52.2R

Greetings, Viceroys!
Thank you for playing the latest update and sharing your feedback. We just released a small hotfix that deals with the reported issues. Thank you for your swift reports!

Changelog:
Fixed a bug with building shortcuts not being remembered between sessions.
Fixed an issue with building shortcuts not being possible to set to "none".
Fixed a bug that caused some resource tooltips to be incorrectly formatted.
Fixed a bug with some building shortcuts playing a placeholder sound when used.
Fixed a bug with the Stormforged version of the Secure Trail Cornerstone being named incorrectly.
Fixed an issue with guaranteed Embarkation Goods not being applied to a game in some cases right after purchasing the corresponding Upgrade.
Fixed an issue with trees having incorrect tooltip descriptions in multiple biomes.
Fixed a bug with plus signs being rotated incorrectly in the worker overlay.
Against the Storm - MAJOR UPDATE Cycles Reforged

June 22 - Offline installers updated to 0.53.2R.

Greetings, Viceroys!
Embark on a Cycle-long journey toward the Ancient Seals. Grow your caravan, solve World Events, and plan your route to the ultimate goal!

We're very excited to finally share with you the extensive Cycle Overhaul that we've been testing on the Experimental Branch for the past few weeks.

Here's what's new:
New World Map System: Ancient Seals
New World Map System: the Viceroy's Caravan
New World Map System: World Map Events
New Upgrades: Faction Trade Routes
And more!

Check the recording of our recent livestream for an in-depth overview of the Cycle Overhaul:

YouTube™ Video: Cycles Reforged Update || Preview Livestream (June 22, 2023)
https://www.youtube.com/watch?v=NX9RWojQoiA

Embark on a Cycle-long journey toward the Ancient Seals. Grow your caravan, solve World Events, and plan your route to the ultimate goal!

This update marks the first step of our extensive revamp of the meta layer and lays the groundwork for exciting new things to come in the future.

Continue reading for our detailed notes and the full changelog.

IMPORTANT: Due to numerous changes to the World Map layer, your current Cycle had to be force-finished and you’ll begin a new one. You will be given a choice to climb the Seal difficulty ladder either from the bottom (Settler difficulty) or from the difficulty level matching your highest won Prestige game. If you choose the latter, you will get all the rewards that you’d get for completing lower-level Seals.

The Cycle Reforged
As you might have noticed, over the last couple of weeks we’ve been releasing somewhat smaller updates. That’s because, in the background, we’ve been hard at work on some exciting new stuff from our recently released extended Early Access roadmap - namely the Cycles Overhaul.

But before we move on to the changelog, let us first share some more detailed design notes on this new system - why we feel that this revamp was needed, how we approached fixing some pending problems on the World Map, and what the future holds for the meta layer of Against the Storm.

The problem
When we talk about the so-called “meta layer” of the game, we essentially mean everything that is not the pure city builder gameplay loop. For example - the World Map, leveling, Citadel upgrades, difficulty progression, meta resources, etc. Over the last couple of months, we gradually improved the moment-to-moment gameplay of Against the Storm, but the meta layer has unfortunately been left behind.

With the extended roadmap, we decided to focus our efforts on this neglected aspect of the game. However, the problem is that the whole meta layer of Against the Storm is already overwhelmingly vast, even in its current state, so we needed to split it up into smaller, bite-sized chunks and work on a single one of them at a time. And what better place to start this endeavor than the very foundation - the World Map and Cycles?

In the current version of the game, Cycles lack structure, risk, and goals, and the only challenge they pose is a rather dull system of influence ranking. There are no meaningful choices, nothing to strive for or explore on the World Map, and no potential failure state. We decided to try and address that in today’s update.

New System - Ancient Seals
The very first thing you will notice after launching the game is that the World Map is much larger and has 2 to 4 special fields on it, visible above the fog of war. These fields are the Ancient Seals - old, intricate structures built by a long-forgotten civilization, meant to hold a primeval, malevolent force at bay.

Unfortunately, the power of the Seals has gradually waned over the millennia, causing the mysterious Sealed Ones to slowly regain their hold on this world. Your goal as the Queen’s Viceroy isn’t just to establish settlements and collect resources anymore, but also to reforge these Ancient Seals and help the Crown protect the kingdom.

To reforge a Seal, you have to successfully establish a town right next to it. The Seals are surrounded by a special biome, the Sealed Forest, and are available only when a range of conditions are met:
The Blightstorm is almost there (the Cycle is ending);
A sufficient number of Seal Fragments were gathered (explained below);
The Seal is within the reach of your last town.

If you meet all of the above conditions, you have one chance (during this Cycle) to embark on the map with a Seal and try to reforge it (currently, the Sealed Forest looks like the Cursed Royal Woodlands and has placeholder effects, but it will get a unique look, music, and mechanic in one of the upcoming updates). Winning that game will grant you regular rewards for a run, a Citadel Resources bonus at the end of the current Cycle, and will increase the length of the Cycle by a few years (a one-time boost for each specific type of Seal).

reason you can’t or fail while doing it, the chance is lost and you will have to try again at the end of the next Cycle.

The second condition is Seal Fragments. The farther a Seal lies from the Smoldering City, the more damaged it is, and the more fragments are required to reforge it. Seal Fragments are obtained by winning games and can be picked as one of three possible rewards for playing near negative modifiers. Any leftovers at the end of the Cycle will be sold back to the Crown for Citadel Resources.

The last condition is distance. You must be within the embarkation range of a Seal to start a game there. This sounds pretty obvious but it is also closely connected to the changes in a Cycle’s structure described below.

New Systems - the Viceroy’s Caravan and World Events
From now on, your Viceroy’s party has a physical representation on the World Map once it leaves the Smoldering City, and you can only embark from your current location (your last successful settlement). That means each Cycle is one large expedition, one you must plan carefully if you hope to reach the next Seal and progress the world.

As you make your way across the world, you will encounter a completely new type of point of interest - World Events. Their main purpose is to offer some kind of decision or challenge, as well as make the World Map feel a lot more exciting and alive. Events are closely tied to a new mechanic - caravan upgrades - and by solving them, you will be rewarded with additional embarkation goods, villagers, or temporary buffs (as well as Seal Fragments, Embarkation Points, etc.). These will be added to all your starting caravans and influence your future settlements (but only for the duration of the current Cycle).

Modifiers also got a refresh in this update. Winning a game near a negative one will now give you a new special reward - the Royal Resupply. This is a choice of one of three bonuses:
1-Reserve Embarkation Points (a new pool of additional Embarkation Points for the entire Cycle, not replenishing after every game)
2-A temporary boost to your Embarkation Range
3-Additional Seal Fragments

There are also some smaller changes that influence your caravan’s journey through the World Map. For example, the map is now divided into difficulty rings, meaning that after reaching a certain distance, you will be required to increase the difficulty. Additionally, the modifier spawn rates have been adjusted, so that negative modifiers will appear more frequently on fields further away from the Citadel, and positive ones will have a higher chance of spawning on the first few fields from the Smoldering City. This might sound somewhat restrictive, but don't worry - the very first ring (Settler difficulty) is quite big and will have a chance of spawning all types of modifiers, so you won’t be locked out of any content.

With all these changes, we hope to create a more meaningful journey on the World Map, with things to discover and a sense of progression within a Cycle.

The future
Our main goal with this update is to create a strong foundation and structure for future releases. With the introduction of Seals, World Events, and the Viceroy’s Caravan, there are finally multiple mechanics and systems at play we can manipulate and adjust, creating meaningful decisions and stakes. We know that this is quite a big change, so as usual - we will keep an eye on feedback and adjust if necessary. As with every update to Against the Storm - nothing here is set in stone.

From here, the next step is rather obvious – a proper Sealed Forest biome with distinct aesthetics and a set of unique mechanics to ensure the Cycle ends with a proper climax. Then, if there is still time, we have two other systems in store that should satisfy both high-prestige players looking for the ultimate challenge, and everyone thirsty for lore, characters, and closure. But that is a story for another time.
As always - thank you all for providing feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:
Steam Discussions, Discord, Reddit - discuss the game with the community and share your impressions
Feature Request Tool - suggest specific new features

May the storm be gentle on you,
Eremite Games

Changelog posted below ...
Post edited June 23, 2023 by bjgamer
(Notes above)
June 22 - MAJOR UPDATE Cycles Reforged V.0.53.2R

CHANGELOG
Number of changes: 63
Inspired by community: 41%

Changes marked with ⚡ were inspired by the community.

New content and features
⚡ Added a new system to the World Map - Ancient Seals.
Ancient Seals can be found on the World Map. These intricate structures were built by a long-forgotten civilization, and it is believed that they hold a primeval, malevolent force at bay - the so-called Sealed Ones. Unfortunately, the power of the Seals has gradually waned over the millennia, causing the Sealed Ones to slowly regain their hold on this world. Your goal as the Queen’s Viceroy isn’t just to establish settlements and collect resources, but also to reforge these Ancient Seals and help the Crown protect the kingdom.
To reforge a Seal, you will have to journey towards it with your caravan, collect enough Seal Fragments on the way there (a new Cycle-specific meta resource gained by winning games and completing modifiers), and successfully settle right next to it at the very end of the Cycle. If you make it there much sooner, you can wait until the end of the Cycle by pressing the button in the lower right corner of the screen.
There are 8 types of Seals with distinct names and symbols. Each one requires more Seal Fragments and is located further away from the Smoldering City. At any given time, you can only see a maximum of four Seals on the World Map (two of the same type as the recently completed one, and two new ones). Successfully reforging a Seal will grant you additional Citadel Resources at the end of the Cycle and prolong the time between future Blightstorms by a few years.
At the end of a Cycle leftover Seal Fragments must be returned to the Crown (for an additional reward).
To attempt reforging a Seal, you have to:
Have enough Seal Fragments.
Be in range of the Seal.
Be at the end of the Cycle (you can skip to it now by pressing the button on the calendar).
Play at the minimum required difficulty level of the Seal (or higher).
Around the Seal, there is a special new biome - the Sealed Forest. It has unique effects and special resource distribution. This is meant as a “final battle” in a given Cycle.
For now, this biome has placeholder visuals and effects. It looks like the Cursed Royal Woodlands and has penalties to trade routes, farming, and fewer charges in nodes. All this will change in the coming weeks, with a dedicated Sealed Forest Update.
After winning a game in the Sealed Forest near a named Seal for the first time, the World Map will progress, spawning a new type of Seal (in addition to the previous one), and extending the Cycle duration by several years. Older Seals (below the tier of the two most recent ones) will not be spawned anymore.
If you are an experienced player who has already reached Prestige difficulties, you will get a dialogue box when launching the game for the first time after this update. There, you will be able to decide whether you want to start your Cycle progression from the beginning or skip to a Seal that matches your skills.
Added a new system to the World Map - the Viceroy’s Caravan.
From now on, your caravan has a physical representation on the World Map (shown by a marker) and you can only venture from your last successful town.
As you move through the map, you will be able to collect new resources, villagers, and effects for your caravan by completing negative Modifiers and World Events.
The minimum difficulty of a settlement is now tied to the distance from the Smoldering City on the World Map. This means that after reaching a certain point, you will no longer be able to play Settler runs, as only Pioneer and higher will be allowed. But don’t worry - the difficulty ranges are pretty big, so if you prefer to stay on Settler, you will have plenty of space to explore and modifiers and events to see.
There is also a new type of Embarkation Point - Reserve Embarkation Points. These can be used across multiple games in a Cycle (instead of being specific to one game like normal Embarkation Points). You can earn Reserve Embarkation Points through Negative Modifiers and World Events. The normal Embarkation Points are now called Base Embarkation Points.
Base Embarkation Points are no longer influenced by difficulty (previously, the pool would shrink the higher the chosen difficulty). From now on, they are affected only by the distance from the Smoldering City.
Added a new system to the World Map - World Events.
World Events are random encounters that can be found on the World Map.
All World Events offer some kind of decision or challenge. These can range from giving up a portion of the resources in your starting caravan in exchange for additional villagers, paying Seal Fragments for a temporary bonus, or winning a game by completing a special task for additional Embarkation Points.
Successfully completing a World Event will reward players with additional caravan goods, cycle-long effects, or shorter (one or two games) blessings.
World Events can also have negative consequences based on the player’s decision - lost caravan goods, cycle-long debuffs, or shorter (one or two games) curses.
With this update, we bring you 10 types of World Events (with more to come in the future). We won’t spoil them all in this changelog, but some notable encounters are: a Stormbird Egg, the Obsidian Loremaster, a Cloaked Wanderer, or a Hanged Viceroy.
In this update, World Events will have some repeated art assets attached to them. Our goal is to create unique illustrations for every scenario, but due to time constraints and possible changes/improvements to the system, custom encounter art for every event will arrive in the coming weeks.
Added a new type of Citadel Upgrade to the Smoldering City - Faction Trade Routes.
With the introduction of the new Seal system, factions were removed from the World Map and from the upgrade tree in the Smoldering City.
As a replacement, and as a way to help trading in the early stages of a Cycle, we added Faction Trade Routes to the game.
Factions will now act as independent settlements you can trade with, always located in the Smoldering City. Think of them as a district belonging to a faction.
This means that after buying all 3 faction upgrades, you will have 4 towns to trade with at the start of each Cycle.
Every faction has a unique variation of desired goods. These are mostly based on what a given faction would have a hard time producing (for example, the Brass Order are great metalworkers, but terrible farmers).
There are 3 faction upgrades in the Smoldering City now. They were mostly shuffled into the existing nodes of the upgrade tree (there was room due to the removal of the previous faction upgrade and one Town Vision upgrade). There is only one completely new upgrade level for the Monastery of the Vigilant Flame (on level 17), increasing the total number of upgrades in the game to 80.
The exact list of upgrade changes can be found in the balance section of this changelog.

Balance
⚡ Changed the way Modifiers are spawned on the World Map.
Positive Modifiers will now have a higher chance of appearing near the Smoldering City, and a lower chance of spawning far away.
Negative Modifiers have a higher chance of spawning further away from the Citadel, and a lower chance of appearing close to it.
This new system is not completely rigid, however. It only affects the spawn rates, but doesn’t prevent any Modifier from spawning at any distance (for example, negative Modifiers can still appear right next to the Citadel, the chances are just lower).
The main goal with this change is to further boost the clear difficulty progression of the World Map by making the first games in a Cycle a bit easier and faster, and the later ones a tad harder.
Adjusted starting caravans to make them more balanced and in line with the new system changes.
Changed the numerical spread of villagers in starting caravans. Now, the base number of villagers ranges from 6 to 8.
Changed the Embarkation Point price range for Planks - it’s now from 2 to 3 instead of a static 2.
Reshuffled the rewards in multiple Citadel Upgrades.
Obsidian Archive Level 7 - removed the faction unlock, added the Citadel Resource bonus.
Obsidian Archive Level 11 - removed the Citadel Resource bonus, added the Field Kitchen essential blueprint.
Dim Square Level 7 - removed the Field Kitchen essential blueprint, added the Amber Embarkation Bonus.
Brass Forge Level 6 - removed the Parts Embarkation Bonus, added the Brass Order faction unlock.
Brass Forge Level 8 - removed the Global Carrying Capacity bonus, added the Parts Embarkation Bonus.
Brass Forge Level 9 - removed the Amber Embarkation Bonus, added the Global Carrying Capacity bonus.
Pioneers’ Gate Level 3 - removed the Embarkation Range bonus, added the bonus to starting caravan goods.
Monastery of the Vigilant Flame Level 11 - new upgrade level, with the following rewards: Scrolls and Incense Embarkation Bonuses.
First Dawn Headquarters Level 4 - removed the Herbalists’ Camp Embarkation Bonus, added the First Dawn faction unlock.
First Dawn Headquarters Level 5 - removed the bonus to starting caravan goods, added the Herbalists’ Camp Embarkation Bonus.
Vanguard Spire Level 9 - removed the Scrolls and Incense Embarkation Bonuses, added the Vanguard of the Stolen Keys faction unlock.
Games won, lost, or abandoned before year 3 now always progress the Cycle by 3 years (to make it harder to avoid negative cycle effects by winning quick Settler games or abandoning settlements).
Erratum: During the livestream, we mentioned that winning the game in 1-2 years will only progress the Cycle by the said number of years, but that was a mistake. Every game will progress the Cycle at least 3 years forward. This was implemented to prevent cheesing and playing below your skill level to venture farther on the World Map.

(Changelog continued below ...)
(... Changelog v.0.53.2R, continued from above)

UX/UI improvements
⚡ Cleaned up the perk HUD and implemented a new sorting method. Overall, the perk HUD should now be much easier to read at a glance.
The perk HUD will now sort effects and perks based on if they’re positive or negative first. Then, effects will be ordered by rarity (from Legendary to Common).
This change also brings with it a lot of tweaks to incorrectly labeled effects all over the game (working effects, perks, Cornerstones, Forest Mysteries, Consequences, etc.).
⚡ Changed the wording in the Shelter description in Polish to make it easier to understand.
⚡ Slightly nerfed the Stormforged version of the Hidden Reward Cornerstone. It now gives one Ancient Tablet instead of two.
Changed the World Map tutorial slightly to mention Ancient Seals. There are also contextual messages displayed when reaching the Seal for the first time to help players better understand the new system.
Added a new Encyclopedia entry about Ancient Seals. It will now also appear in the “read more” panel after the World Map tutorial.
Updated the Encyclopedia entry about Modifiers to now also include World Events.

Bug fixes
⚡ Fixed a bug with Fertile Soil being spawned on top of ore nodes.
⚡ Fixed a bug with the Black Treasure Stag giving the player the Woodcutter’s Prayer Cornerstone as a reward.
⚡ Fixed a bug with the game taking away all Experience Points from completed Deeds then the level cap is increased on a profile already at max. Level.
⚡ Fixed an issue with some converted decorations (from glade events) not having removal confirmation popups when trying to destroy them.
⚡ Fixed an issue with the Hearth overlay flashing on and off when pressing a building shortcut for a house multiple times.
⚡ Fixed a bug that caused the logistic lines in production buildings to still be visible after closing the building panel using ESC.
⚡ Fixed a missing translation for decoration tags in Polish.
⚡ Fixed a typo in the Japanese description of the Rainpunk Engines upgrade in the Smoldering City.
⚡ Fixed a few typos and inconsistencies in French (tooltip for declining Cornerstones, trader dialogue).
Fixed a stuttering animation in the Stamping Mill.
Fixed an issue with some Orders not taking rebuilt Haunted Ruins into account (for “own building” and “produce goods” objectives).
Fixed some incorrectly placed UI elements above decoration construction sites.

Other
Daily Expeditions and Training Expeditions no longer progress the Cycle.
June 23 - Hotfix 0.53.3 + additional information regarding the Seal progress transfer

Greetings, Viceroys!
We hope you’ve been enjoying the new Cycles Reforged Update*! We’re grateful for your swift reports that allowed us to identify and fix a couple of issues that slipped our attention. We also realized the description of the Seal progress transfer (and the Seal ladder itself) wasn’t clear enough, so we’ll try to provide some additional information and dispel doubts below. We hope this helps!

*We’re crying we missed the opportunity to call it Cycles Stormforged Update.

Changelog
- Fixed a bug with perks being incorrectly assigned when there were more than 16 active.
- Fixed a bug with the Fishman Soothsayer glade event not disappearing after completion.
- Fixed an issue with Fertile Meadows and Barren lands modifiers being spawned next to each other.
- Added information about Hostility scaling based on difficulty in the Desacrator effect description (Fire Moths World Event).
- Added the Royal Resupply reward to the list of rewards in the embarkation view.
- If no seal was reforged, the UI in the CItadel shows no icon (instead of the previous placeholder icon).


INFO: Seals ladder and progression transfer
When you enter the game for the first time after downloading the Cycles Reforged Update, you will be given a choice to either climb the Seal ladder from the Settler level or from a higher difficulty level (one that reflects your current highest difficulty beaten).

If you’re having doubts as to which option to choose, here’s a bit more information that hopefully will help you decide.

Q: What are the Seals?
The Ancient Seals are a new World Map system. Your task is to journey toward the Seal, gather enough Seal Fragments (necessary to play near the Seal) on the way, and when the Cycle is almost at its end, you can attempt to play on the Sealed Biome. By winning a game on the Sealed Biome, you successfully reforge a Seal.

Q: What dictates the Seal’s difficulty?
The Cycles Reforged Update introduced difficulty rings to the World Map. Due to the increasing distance from the Smoldering City’s line of supplies, it is more difficult for Viceroys to settle the farther they are from the Citadel.

Each Seal is located a bit farther from the other and each is located in a different difficulty ring.

Q: How many Seals are there?
There 8 Seals you can complete in total:
Bronze Seal (Settler and up)
Lead Seal (Pioneer and up)
Silver Seal (Veteran and up)
Gold Seal (Viceroy and up)
Platinum Seal (Prestige 5 and up)
Cobalt Seal (Prestige 10 and up)
Titanium Seal (Prestige 15 and up)
Adamantine Seal (Prestige 20)

During each Cycle, 4 Seals will spawn on the World Map:
2 Seals of the highest difficulty that you already reforged
2 Seals of a higher difficulty than the highest one you reforged

For example: When you reforge a Silver Seal, during the next Cycle, 4 Seals will spawn: 2 Silver Seals and 2 Gold Seals. Lead Seals will no longer spawn on the World Map.

Q: What are the rewards for reforging a Seal?
By reforging each Seal, you get additional 8 years added permanently to the Cycle. It’s a one-time reward and you won’t get additional years for reforging the same Seal twice.

After reforging a Seal and completing a Cycle, a new higher-tier Seal will spawn on the World Map (and the one that you just completed) as explained above.

You will also get additional Citadel Resources (a percentage value of all Citadel Resources that you collected during this Cycle).

In the Smoldering City, you will see the Highest Seal that you reforged.

Q: How does playing on the Sealed Biome differ for every Seal?
The Sealed Biome (Sealed Forest) will have exactly the same visuals, the same music, and the same mechanic on every difficulty level - there's no difference here no matter if you're playing on Settler or Prestige 20.

The difficulty may be scaled in some aspects aside from the regular increase in difficulty between levels.

Q: Do you unlock difficulty levels by reforging Seals?
No. The difficulty ladder and the Seal ladder are two different features. You unlock higher difficulties by winning games on the current highest difficulty. You can do this on every biome in the game and at any time during the Cycle. You can unlock Prestige 20 even if you never reforged any Seal.

Q: I still can’t make up my mind. What should I choose?
In our opinion, there’s no bad option here.

If you decide to start from the first - Bronze - Seal, you can always play it on a higher difficulty than the minimum one. However, you will start with the Base number of Years per Cycle (32 years). You can also skip to the end of the Cycle if you reach the Seal early.

However, if you don’t want to play multiple Cycles to get additional years that you’d normally get for reforging all the Seals up to the highest difficulty that you unlocked, you may choose the second option and start from a higher-level Seal. You will get all the additional years.

For example: if you’re on Prestige 10, you will get additional 48 Years (as if you’ve beaten the Cobalt Seal).

We hope this helps! If you have any additional questions, please let us know and we’ll provide additional information.

We wish you a lot of fun on your journeys toward the Seals and a joyful weekend.

May the storm be gentle on you,
Eremite Games

The current game version is 0.53.3.
June 26 - Hotfix 0.53.4 (Cycle bonuses, Cycle summary)

Greetings, Viceroys!

We just released a hotfix that addresses the reported issues that occurred after last week's update. We are grateful for your reports and for providing us with files that helped us identify the sources of issues.

Changelog:

Fixed a bug with Cycle bonuses not being applied after a game restart.
Fixed an issue with rebuilt service buildings not appearing in blue in tooltips.
Fixed a bug with the Embarkation Summary view incorrectly showing 3 Royal Resupplies as rewards for winning a game in the Sealed Forest.
Fixed a bug with the Embarkation Point penalty appearing on the world map HUD.
Fixed a bug with the Cycle Summary panel sometimes appearing when selecting the first World Map tile in a Cycle.
Fixed a bug that allowed players to play the Lead Seal game on Settler difficulty.
Fixed some missing translations and typos in Polish (decisions in two World Events).
Fixed an issue with modifiers increasing Order choices and Timed Order spawn rates appearing near the Fishmen Ritual Site modifier.
Fixed an issue with the game result screen showing an outdated Seal Fragment icon.
Fixed an issue with the Heavy Drops Forest Mystery not being listed in the Rain Collector UI.
Fixed an issue with the Oil starting resource bonus being called "Eggs".

May the storm be gentle on you,
Eremite Games

The current game version is 0.53.4.
7 July 2023
Offline installers updated to 0.54.3R

Hotfix 0.54.3 (difficulty picker, last town)

Greetings, Viceroys
We just released a hotfix addressing some of the bugs that popped up after yesterday's update:

- Games played on the Sealed Biome invalidated by the future updates, will refund spent Seal Fragments and allow the final run to be played again.
- Fixed a range of difficulty picker issues, connected to the conflict between minimum unlocked difficulty and the distance from the Smoldering City.
- Fixed a bug where the Smoldering City would sometimes generate two trading towns.
- Fixed a bug where the early Seal embarkation warning would show up even when the Bkightstorm was about to come anyway.

Please make sure your game is updated to the version Early Access 0.54.3.

May the storm be gentle on you,
Eremite Games

----- Previous Update -----

6 July 2023
New encounters await in the World Events Update!

Greetings, Viceroys!

The coat-wearing, Queen-obeying folks are back with the new update. Here’s what’s new:

- 5 new World Events
- 9 new illustrations and sound effects for existing World Events- 61 new icons (replaced old assets)
- UX improvements
- Improved stability (should prevent certain instances of crashes)
And more!


DEVELOPER NOTES

Today’s update is a bit of an extension of the previous release (the Cycles Reforged Update). The main theme (as you might have guessed) are the new World Events, but there are also a lot of UI improvements to the World Map, quite a hefty number of bug fixes, and big stability improvements to the game. So without further ado, let’s jump right into the details!

With this release, we’re introducing 5 brand new World Events you can encounter while traversing the World Map. All of them offer new types of decisions, challenges, and consequences, as well as some small insights into the lore of Against the Storm. We’re also slowly working on making events more flavorful in general, so that’s why today’s update includes unique illustrations and sound effects for 8 existing events. We will release more of these visual and auditory improvements in the near future so that eventually every World Event feels special.

Stormbird Egg

We also focused heavily on the UX of the newly introduced Cycle revamp, in an effort to make the system more player friendly and easier to interact with. Thanks to your invaluable feedback, we came up with several UI improvements, such as:

- The ability to reforge a Seal at any point during the Cycle. This still requires Fragments and being close to the Seal, and it will end the Cycle right away, but we got rid of the unnecessary step of skipping the rest of the Cycle using the button in the calendar HUD.
- World Event objectives being shown in the game, above the Order HUD.
- New, clearer tooltips when hovering over question marks and World Events.
- World Event objectives being shown in the Embarkation Panel.
- A highlight around the Sealed Forest, showing if it’s accessible or not.
And much, much more!


World Event objective

Seal access highlight

Additionally, we introduced some miscellaneous UI changes not directly tied to the meta layer of the game. For example, you can now see global villager stats above the species panel (population, free workers, homeless people), and there are around 61 new custom icons throughout the game (this is an ongoing process - we’re slowly replacing a lot of the old icons, as this is the only place where we still use some store-bought assets).

Global villagers stats

New icons

This update also introduces some smaller balance changes to spice things up a bit. We increased the maximum trade route distance by 50%, so even if you are very far away from the Citadel, there are still enough towns to trade with. Additionally, we slightly increased the Obelisk’s spawn rate in small glades, and we increased the number of fertile soil tiles spawned around haunted farm ruins. You can read about all the balance changes in the changelog below.

Lastly, with this update we not only fixed a lot of bugs (as is tradition with every patch), but we also greatly improved the game’s stability. This means you should finally see way fewer crashes and issues in general after updating the game to the newest version.

May the storm be gentle on you,
Eremite Games

Changelog posted below ...
6 July 2023 - New encounters await in the World Events Update!
Developer Notes posted above.

CHANGELOG

Number of changes: 152
Inspired by community: 48%

Changes marked with ⚡ were inspired by the community.
New content and features

⚡ Added 5 new World Events to the World Map.
The Gambler
Crashed Airship
Followers of the Forsaken Gods
Wandering Eremite
First Dawn Company Caravan
We don’t want to spoil any lore or share the event decisions here, so it’s up to you to find these new points of interest on the map.
Added custom illustrations and sound effects to 9 World Events.
The Gambler
Hanged Viceroy
Commenda Contract
Obsidian Loremaster
Wandering Eremite
Followers of the Forsaken Gods
Stormbird Egg
Cloaked Wanderer
First Dawn Company Caravan
Events not listed here still have a placeholder illustration and a universal sound effect. We will add new illustrations and sounds in future updates.

Balance

⚡ Increased the range of trade routes by 50%. Now you can trade with settlements as far as 15 tiles from your current location.
⚡ Added Leather as a possible bonus resource from trees in the Sealed Forest.
⚡ Increased the threshold at which the Resolve bonus triggers in the Guild's Welfare effect (in the Guild House) from 60 to 75 Amber.
⚡ Increased the number of spawned fertile soil tiles around haunted farm ruins (Haunted Small Farm and Haunted Herb Garden).
⚡ Slightly increased the Obelisk’s spawn rate in small glades.
⚡ Ore deposits can no longer spawn under resource nodes.

UX/UI improvements

⚡ Added a global counter for population, available workers, and homeless villagers. It’s located above the species panels in the top left corner of the HUD.
⚡ You can now attempt to reforge a Seal at any point during the Cycle, without needing to press the skip button on the calendar.
All other requirements are still binding - you need enough Seal Fragments, and the Seal needs to be within your Embarkation Range.
Starting a game in the Sealed Forest early will automatically skip the rest of the Cycle. After finishing the game (doesn't; matter if it was won or lost), the Cycle will be over.
Due to this change, the tip displayed on the HUD about skipping the Cycle near the Seal has been removed.
Added a warning next to the Embark button when trying to play in the Sealed Forest before the Cycle’s end.
⚡ World Event challenges (like winning a game with 150 Amber) are now displayed on the main HUD during gameplay (above Orders).
⚡ Added generic tooltips to World Events when hovering over them in the World Map. These tooltips give only the name of the event, and some tips to make it clearer how events work (how to interact with them, and that they will disappear after the next game).
⚡ Added World Event effect icons to the Embarkation Panel when starting a game from an event.
⚡ Added the objective text for World Event challenges to the Embarkation Panel when starting a game from an event.
⚡ Added a highlight to the Sealed Forest biome on the World Map to clearly show when it is in range and available (all the conditions are met).
⚡ Added a tooltip to “?” markers on the World Map.
⚡ Added custom flavor text to reward pop-ups for all existing World Events (these pop-ups appear after winning a challenge run offered by an event).
⚡ Updated the “Logistics” entry in the in-game Encyclopedia.
⚡ Added information about Seal Fragments and the Royal Resupply to World Map tooltips (when hovering over playable tiles on the map).
⚡ Reworded the descriptions of multiple World Event rewards to clearly state that they are only given for the duration of the current Cycle.
⚡ Changed the description of the Storm Ant Column challenge - it now states that all food is removed when starting a game, including Embarkation Bonuses.
⚡ Changed the wording in the description of effects triggered by sacrificing goods (Desecrator, Sacrament of the Flame) to make it clearer that burning multiple resources at the same time progresses the perk’s counter quicker.
⚡ Changed Cycle perk labels in the city builder layer to “Cycle Blessing” and “Cycle Curse” to make it clearer where they came from during gameplay (one-time world event effects are still labeled “World Event”).
⚡ Changed the wording in the short objective version of the “use rainwater in engines” Order to make it clearer that it only counts using rainpunk engines (and not production).
Replaced 61 old icons with new custom assets.
Archaeologist’s Office upgrades
Firekeeper bonuses
Multiple meta rewards attached to Citadel Upgrades.
Service Building bonuses.
Over the last couple of months, you might have noticed that we’ve been slowly replacing a lot of the icons in the game, as this is the only place where we still use store-bought assets. Using asset packs is very helpful when trying to quickly iterate and balance the game (we have hundreds of perks, resources, upgrades that all need icons), but we want to gradually move to something more unique and tailor-made for us.
Renamed old Wealth Resolve effects that would sometimes appear in villager panels. They now have the same name and icon as their source perk (like Prosperous Settlement) to make it easier to understand where a bonus came from.
Changed the descriptions and names of Cycle effects with additional villagers (so that they are coherent).

Bug fixes

⚡ Greatly improved the game’s stability. You should see way fewer crashes and have a better experience overall.
⚡ Fixed an issue that caused the World Map to stop responding to player inputs if players tried to settle on the very edge of it.
⚡ Fixed an issue with Daily Expeditions sometimes not having neighboring towns to trade with.
⚡ Fixed a bug that caused tooltips to not appear for some Forest Mysteries in the Game History panel.
⚡ Fixed a bug with the Reserve Embarkation Point counter not refreshing correctly right after taking the Supply Package reward from negative modifiers.
⚡ Fixed an issue with the Resolve preview sometimes showing incorrect values when hovering over the Favoring button.
⚡ Fixed a bug with Dangerous Lands, Forbidden Lands, and Untamed Wilds being spawned next to each other on the World Map.
⚡ Fixed a bug with the Bandit Camp Modifier spawning next to a Land of Greed modifier on the World Map.
⚡ Fixed a bug with the Lizard Relatives Order not taking Purified Lizard Houses (rebuilt haunted ruins) into account.
⚡ Fixed an issue with some species-specific Deeds (Harpy Utopia, Lizard Utopia) not taking rebuilt haunted ruins into account.
⚡ Removed the outdated Faction loading tip.
⚡ Fixed an issue with species in the Consumption Control panel being shown in reverse order.
⚡ Fixed an issue with the foldable roof in the Clothier building not being animated when the Storm starts.
⚡ Fixed an issue with the No Contact modifier showing a “+1.0” value below its icon.
⚡ Fixed an incorrect Resolve value in the Fallen Viceroy Commemoration effect.
⚡ Fixed an issue with the calendar text at the end of the Cycle being covered by other UI elements.
⚡ Removed a duplicated Haunted Forest modifier from the Training Expedition panel.
⚡ Fixed some geometry issues with the Cookhouse building mesh.
⚡ Fixed an issue with animated production lines between buildings sometimes not disappearing correctly.
⚡ Fixed a bug with some decorations having incorrect construction costs in the in-game Encyclopedia.
⚡ Fixed an issue with the Temple sound effect being incorrectly pitched when selecting the building.
⚡ Fixed a bug with the bath House having the same sound effect as a Temple after selecting it.
⚡ Fixed an issue with the Twitch vote feature sometimes not connecting to chat correctly.
⚡ Fixed an issue with some individual fertile soil tiles being spawned under trees.
⚡ Fixed a typo in the Blightstorm tutorial and Encyclopedia entry.
⚡ Fixed a typo in the Seal tooltip in the Embarkation Panel.
⚡ Fixed an issue with the “sell Ancient Tables” Order objective showing an empty “obtained by” text description.
⚡ Fixed a double negative in the description of the Sacrament of the Flame effect.
⚡ Fixed an incorrect description of the Procrastination Prestige modifier in Ukrainian.
⚡ Fixed multiple typos and inconsistencies in Simplified Chinese (perk descriptions, World Event descriptions, World Event decisions, biome names, rebuilt haunted ruin names).
Fixed some inconsistencies in Order objective text in Czech, French, Japanese, Italian, Turkish, and Ukrainian.
Fixed an issue with the “failed” and “completed” text being misaligned in the Order panel.
Fixed a bug with the Fallen Viceroy Commendation Resolve effect having a placeholder icon.
Fixed some paragraph spacing issues with entries in the in-game Encyclopedia.

Other

Added a new sound effect to the “end cycle” button.
Added a new sound effect to the reward screen shown after finishing a settlement.
Changed the interaction sounds in the Deed panel.
20 July 2023 - Major Update 0.55.1 - Payment Planner Update

Greetings, Viceroys!

We have come here to chew jerky and talk about the new update. And we're all out of jerky. Curse you, Lizards!

In other news, here's what's new:

Payments panel
New glade layouts
Perks rebalance
World Map difficulty rings
Match Trader's offer
Auto-stop sacrificing
And more!

DEVELOPER NOTES

The main theme of today’s update is payments, because who doesn't love to think about taxes when they want to have a good time playing a video game? Fortunately, we’re not adding any new system that will require you to pay the Crown regular fees, we’re simply adding a tool that will help you manage payments triggered by already existing effects (such as Land Tax).

With this update, we also bring you numerous balance changes, new unique glade layouts, a lot of UI improvements, and of course bug fixes. So without further ado, let’s get into it.

First of all, let’s talk about payments. There are already some effects in the game (such as Land Tax, Vassal Tax, or Cloudburst) that require you to make more or less regular payments. And most of the time, missing a payment triggers a negative consequence (such as a villager dying). We’ve always felt that this mechanic was very promising, as it created a lot of unique interactions, but at the same time it was extremely frustrating - payments would appear seemingly out of nowhere, and players didn’t have a say in whether they wanted to pay a fee or intentionally miss it.

So because of this (and because we want to make room for some interesting effects and perks in the future), we decided to add a dedicated Payment Panel to the game. From now on, payments will no longer trigger instantly, and will instead appear in a new window (located in the top right corner of the HUD, same as all the other control panels). There, you will have the option to pay right away, wait, or simply ignore a fee. You will also have more time to collect the required resources, as most payments are due at the end of the next season.

Payment panel

This new panel offers a lot of information about your payments - what is their source, how many resources you need, how long do you have, and what the exact consequences are for not paying. You can also choose from two “auto payment” options in this panel - instant and last minute (you can also set a default auto payment value in the Options menu).

But enough about taxes, let’s instead talk a bit about exploration. This update brings 8 new unique layouts for small and forbidden glades. You might have already encountered something similar in the past, in the form of glades with a lot of ruins and stone roads, but this time we wanted to diversify the pool a bit. That’s why from now on, you might find a forbidden glade filled with egg deposits, with a giant Stormbird in the middle, or an abandoned mining town filled with ore and drilling equipment. Our overarching goal here is the same as with a lot of previous changes to glades - to make small glades more viable and to make forbidden glades more interesting and rewarding.

In this update, we also bring you some minor balance changes. Most notably, we rebalanced a few over and underperforming Cornerstones, like for example Hidden from the Queen, which was given a unique drawback to change the way it influences the run. Similarly, some underpowered perks (like Economic Migration) were slightly buffed. Our goal was as always to expand the pool of viable choices and bring some less frequently used Cornerstones to the forefront.

We also added a new Forest Mystery, changed the reward for the Crashed Airship World Event, moved the Loremaster World Event closer to the Citadel, and slightly tweaked map generation during a run. Additionally, we had to revamp the Fishman Soothsayer’s working effects to accommodate the new payment panel (the old effects wouldn’t work too well with the option to delay payments).

As with every update, we again took some time to improve the UI in various places. Most notably, we added difficulty rings to the World Map (narrow dark lines that show where a difficulty level ends), introduced a “minimum difficulty” section to map field tooltips, implemented an “auto-match” button to the trading screen, and changed a lot of descriptions and names to make some aspects of the game less confusing.

Lastly, there are of course a lot of bug fixes, corrected typos, improved translations, and minor adjustments in this update, as well as a new Ghost Chest mesh, and a graphically refreshed Brickyard.

May the storm be gentle on you,
Eremite Games

Changelog posted below ...
Post edited July 23, 2023 by bjgamer
20 July 2023 - Major Update 0.55.1 - Payment Planner Update
Developer Notes posted above.

CHANGELOG (from SteamDB)

Number of changes: 66
Inspired by community: 78%

Changes marked with ⚡ were inspired by the community.
New content and features

⚡ Added 6 new unique Forbidden Glade layouts.
These glades are thematically different from the usual Forbidden Glades and contain a bit more resources or treasure than usual. They are also very rare.
We won’t spoil all of them here, but here are two examples: a glade filled with big and small egg deposits, and a giant Stormbird in the middle, or a destroyed mining town with a lot of ore, drills, and a Rainpunk Foundry.
Our goal was to add more variety to exploration and to make Forbidden Glades more interesting and rewarding in general.
⚡ Added 2 new unique small glade layouts.
The new unique small glades are similar to already existing unique Dangerous and Forbidden Glades, as they contain a themed layout of ruins and/or resources (the only difference being that they are of course smaller and less rewarding than their bigger counterparts).
With this addition, we wanted to take yet another step in a series of many recent changes to the content of small glades. Our goal is still the same - to make small glades more interesting and less punishing to interact with.
Added a new Forest Mystery.
Rotten Vapors - Machinery has to be cleaned with specially prepared Drizzle Water. Otherwise, Blightrot will spread. Once this effect activates, you have to pay 5 Drizzle Water (multiplied by the number of years). If you don't, 3 Blightrot Cysts will spawn in your settlement.

Balance

⚡ Rebalanced multiple Cornerstones.
Rebellious Spirit - added a drawback. Now every time a villager dies, Impatience is increased by an additional 0.2 points.
Protected Trade - increased the amount of Amber required to trigger the Hostility reduction from 25 to 30.
Hidden from the Queen - added a drawback. Now Impatience will grow 600% faster after year 8.
Burnt to a Crisp - this perk was promoted from Epic to Legendary quality (without any numerical changes).
Economic Migration - introduced an additional positive effect. Now every level of standing also increases the amount of resources brought by newcomers by 10%.
Force of Nature - buffed the numbers and introduced an additional positive effect. Now this Cornerstone increases Storm Water production by +3 instead of +2, and increases tank capacity by 50 (the Stormforged version was also buffed accordingly).
⚡ Changed the reward given for solving the Crashed Airship World Event. It no longer gives the Guild Logbook blessing. Instead, the player gets the Guild’s Sigil effect.
Guild’s Sigil - A ring given only to the closest friends of the Merchant Guild. Traders will arrive 25% faster, and perks and blueprints will cost 25% less Amber.
Changed the consequence for missing a payment with the Vassal Tax Forest Mystery.
Vassal Tax - adds an Impatience point as a consequence of a failed payment instead of making Impatience growth faster by 33%.
Changed the working effects of the Fishman Soothsayer glade event.
Rain Sorcery - A powerful spell that feeds on the insatiable anger of the forest. Hostility is increased by 50 for every scout in your settlement. This includes idle scouts and workers assigned to this event.
Blood Sorcery - The comforts of the civilized world are disgustingly unnatural to the Fishmen. Every time 10 Complex Food, Clothing, or Service needs are fulfilled, 2 random villagers are killed.
Changed the map generation for Settler difficulty. Previously, there was a chance of no Forbidden Glades spawning (and Dangerous ones taking their place instead). Now, a few Forbidden glades are guaranteed to spawn in every game (just like it is for higher-difficulty games).
The Obsidian Loremaster World Event can now spawn closer to the Citadel.

UX/UI improvements

⚡ Added a dedicated payment panel to make tax/maintenance effects easier to keep track of.
The payment panel is located on the top right of the HUD. It’s represented by a round icon, like all the other control panels. It will only appear once payment is triggered.
You can navigate to the payment window from any other panel (like Consumption Control or Orders) using the tabs on top of the window.
All so-called “payment effects” (Vassal Tax, Land Tax, Cloudburst, Sacred Flame Rituals, etc.) will appear in the payment window once they are triggered.
Once you trigger a payment (for example by discovering a glade on Prestige 19), you will be required to pay it before the next season ends. So if a payment request started in Drizzle, you have time until the end of the Clearance to pay it.
The payment window contains a lot of useful information - the required resource amount, the source of the payment, when it’s due, and what the consequences are for not paying it.
There is also an “auto payment” option in the payment window. Using it, you can set a payment to “instant” (paid the very moment it’s triggered), or “last minute” (paid just before the deadline).
You can set a default “auto payment” value in the Options menu, under the Gameplay tab.
There is a reminder notification that appears when a payment is due at the end of the current season. It can be turned on or off in the Options menu, under the Alerts tab.
Due to this change, we had to adjust a few payment effects in the game. You might notice that some descriptions were rewritten, some penalties were changed, and the Fishman Soothsayer (the only glade event based on a payment effect) was given new working effects.
We added this panel to make it easier to manage payments, and to avoid surprising players with a sudden negative consequence that triggered in the background. Additionally, this should allow us to create some new and interesting payment perks in the future (without worrying about readability issues).
⚡ Added visible difficulty rings to the World Map. From now on, a faint black line will show you where exactly a difficulty level range ends and starts.
⚡ Added information about the minimum difficulty to the tooltip displayed when hovering over a World Map field.
⚡ Added retroactive effect previews to perks displayed in the Forsaken Altar panel.
⚡ Added a button to match a trader’s offer in the Trading Post. If there is something selected on one side of the barter UI, you can simply select a resource on the opposite side and press the “auto” button to automatically add enough goods to balance out the deal.
You can also use the Middle Mouse Button. Simply press MMB over a resource and it will be added to the offer in an amount that is enough for the deal to become acceptable.
⚡ Added a checkbox to the Hearth UI to automatically stop sacrificing resources after the Storm. There is also a way to set a default value for this checkbox in the options menu.
⚡ Added the Game History button to the lower panel in the Smoldering City.
⚡ Added town names to the Game History panel.
⚡ Added a checkbox for auto-pause on newcomer arrival in the Options menu (under the Gameplay tab).
⚡ Changed the Seal entry in the in-game Encyclopedia to be more accurate and in line with the most recent changes to the system (added information about attempting a Seal run early, and when years are added to the Cycle).
⚡ Changed the description of the Ghost Chest to be clearer and more understandable.
⚡ Changed the wording of the Deserted Caravans Cornerstone description to be more accurate.
⚡ Changed the names of the Harpy Resolve, Lizard Resolve, and Fox Resolve Orders to avoid confusion (as the objectives have nothing to do with Resolve).
⚡ Changed the name of the Seal Fragment Cornerstone to Forbidden Seal Shard to avoid confusion.
⚡ Added a tooltip to the Amber icon on the “decline” button in the Cornerstone Choice Popup.
⚡ Changed the wording in all Orders and Deeds tied to Abandoned Caches found in the forest. It should now be clear that both opening and sending caches counts.
⚡ Changed the description of the converted Stonetooth Termite Burrow decoration to describe its effect more clearly.
Changed the descriptions of the reconstructed skeletons in the Scarlet Orchard to unify them with other converted decoration descriptions (with the decoration tag, a clear indication of the positive effect, and the decoration score).
Changed the wording on tooltips for Embark Resources taken away by World Events. From now on there will be a full sentence saying a good has been taken away (instead of a simple “- 20 Eggs”, etc.).
Removed the names of unlocks in the level-up popup. This information was moved to the tooltip.
Changed the name of the Stormbird Nest resource nodes found in glades to avoid confusion with dangerous events and effects tied to Giant Stormbirds.
When first coming up with Stormbirds, we had two subspecies in mind - the regular one, and the giant variant.
To avoid confusion, we renamed the harmless Stormbird variant to Drizzlewing. So from now on you will collect eggs from Drizzlewing Nests instead of Stormbird Nests.

(Changelog continued below ...)