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Hotfix 0.60.2 (Hauler perks, Carry capacity)

Offline installers updated to 0.60.2R.

Greetings, Viceroys!

We released a small batch of fixes to resolve the issues that occurred after yesterday's update. We're super grateful for your reports and feedback!

Changelog:

Fixed a game-breaking bug caused by building a Small Warehouse with the "Hauling Cart" perk active (and without Small Warehouse haulers unlocked).
Fixed Hauler-related perk issues. They should now only show up for players with the Haulers - Main Warehouse upgrade unlocked in the Smoldering City, not the other way around.
Fixed an issue with villagers being able to carry more resources than intended.
Fixed an issue with Hauler slots incorrectly showing up in the Small Warehouses with only the Haulers - Main Warehouse upgrade unlocked in the Smoldering City.
Fixed an issue with Creeping Shadows Forest Mystery not being displayed on HUD.
Fixed an issue with Sparkcaster still being offered in the cornerstone pool (in the Coral Forest).
Corrected the Italian translation of Kiln in the Biscuit Recipes perk description.
Added the missing description of the Firelink Ritual and Work Safety Guide cornerstones in the Polish version.
Corrected a typo in the Polish description of the Stormbird Feathers Ancient Guardian part.
Fixed an issue with the old version of the Value Added Tax still being offered as a reward for some orders.
Fixed the "Severity" label being off-centered in the Embark panel and the Daily Expedition popup.

We wish you a great time with the new update!

May the storm be gentle on you,
Eremite Games
Against the Storm

12 Oct 2023 - Guidance and Lore Update - Part 1
Offline installers updated to 0.61.1R

Home, sweet home!

I can't think of anything more pleasant than basking in front of the fireplace and reading the hot-off-the-press issue of the Smoldering City Journal.

Here are the keys to your new home. Take your raincoat off, put on those comfy slippers, and enjoy your reading.

What’s new:

Aunt Lori - interactable character
Tutorialized narrative
Building deactivation
Grid and list view in Warehouse Enough of me talking, it seems you have a visitor to take care of!

DEVELOPER NOTES

In today’s update, we bring you the first part of the new Guidance and Lore system - a feature meant to breathe a bit more life into the Citadel and give new players a sense of direction (while also providing lore and some practical advice). Additionally, we introduce a few minor UI and balance changes, as well as a whole host of bug fixes.

Let’s first start with a somewhat lengthy preamble. We’re slowly but surely nearing the 1.0 release of Against the Storm. From a development standpoint, this means one thing - focusing on the last few items on the roadmap, like the aforementioned Guidance and Lore system, tutorial improvements, Steam Deck Verified status, and general polish/balance. That’s why this and the next few updates won’t be introducing any core gameplay shakeups and will be more about delivering on the promises we made during Early Access.

This doesn’t mean we will stop introducing community-inspired improvements or that we’ll slow down our update schedule. We just wanted to let you know what the team is currently working on and what to expect in the near future. We will share the exact date of the 1.0 release with you soon-ish™.

But enough of that. Let’s now go over the main feature of this update - Guidance and Lore. This system, in a way, is part of the extended tutorial of the game. It’s mostly aimed at new players, but it’s not trying to hold their hands and force them to do anything. It’s more of an additional support mechanic that helps to understand the game and add context.

Instead of hiding it behind the in-game encyclopedia or showing annoying popups, we decided to go with a more immersive approach. From now on, after finishing a very early Deed (First Steps), you will get access to your own home in the Smoldering City. There, you will meet Aunt Lori - an interactable NPC who serves as a mentor and guide.

To talk to Aunt Lori, you need to visit the Smoldering City and either select the new building directly or click on the “Home” button in the Citadel UI. This will take you to a new screen with the interior of your house and Aunt Lori in it.

When talking to Aunt Lori, you can ask her questions regarding certain game mechanics, get a few bits of lore from time to time, and ask her for advice. Some conversation topics are always available, while others will only appear if certain conditions are met (like specific gameplay tips based on your previous runs).

Interactions with this system are never forced. You won’t get a dialogue box in the middle of a game or while browsing the upgrade tree. We designed this feature so that it’s useful and fun for players who enjoy a bit of lore and need some advice, while not forcing it on players who just want to focus on the mechanical aspects of the game.

As this is the first iteration of Guidance and Lore, there aren’t that many subjects you can pick when talking to Aunt Lori. But we will expand upon this system in the next few updates - by adding collectibles to the Viceroy’s Quarters (your home), increasing the number of conversation topics and tips, and introducing dialogue branches meant to guide new players through the game’s content. As with every new addition to the game, we will closely monitor your feedback on it and adjust if necessary.

Before we move on to the detailed changelog, let’s just quickly go over the most important UI changes coming with this update. We added a grid/list toggle to the warehouse panel, we improved hauler AI to prioritize fuller internal storages, we added the option to freely move all unconstructed buildings, and we introduced a new “activate/deactivate” button for all production buildings and construction sites. We also fixed a lot of bugs, as well as tweaked the balance of some production buildings and Forest Mysteries.

May the storm be gentle on you,
Eremite Games

(Changelog posted below ...)
Post edited October 13, 2023 by bjgamer
(... Guidance and Lore Update - Part 1, Continued from above)

CHANGELOG
Number of changes: 42
Inspired by community: 95%

Changes marked with ⚡ were inspired by the community.

New content and features
⚡ Added the Guidance and Lore system in the form of a new interactable NPC in the Citadel - Aunt Lori.
The Guidance and Lore system is mainly aimed at new players, but it should also introduce some interesting lore and tips for veterans.
The current version of this system is just the first iteration, so the number of dialogue options and conversation topics is not final. We will introduce new options and topics in the coming weeks.
The core of the Guidance and Lore system is the player’s home in the Smoldering City and Aunt Lori - an interactable mentor NPC.
To unlock the Viceroy’s Quarters and Aunt Lori, you have to complete the First Steps Deed (finish a game after the tutorial).
After it’s unlocked, the Viceroy’s Quarters appear in the Smoldering City, where they can be entered either by clicking on the building or a button in the Citadel UI.
The interactable NPC, Aunt Lori, is always present in the player’s home. The game never forces the player to interact with her, though. All conversations are completely optional and never occur outside of the player’s home.
Conversations are mostly focused on lore, tutorialization, and contextual tips.
Some dialogue options are always there (like questions about specific game mechanics), and others appear based on player actions (like a tip about Blightrot if the player was struggling with it in a previous game).
In the next update, we will introduce dialogue options meant to direct the player towards their next objective, as well as collectibles in the Viceroy’s Quarters (as rewards for Deeds). There will also be some new Deeds overall.
Added a new Deed - First Steps. It can be completed by finishing the first game after the tutorial (existing players will have to just play one run to unlock it, no matter their progress).
The reward for that Deed is the Viceroy’s Quarters - your very own home in the Smoldering City.

Balance
⚡ Adjusted the AI of haulers and hauling carts. They will now prioritize fuller internal storages over emptier ones (although distance is still a significant factor).
⚡ Reshuffled a few recipes in buildings to avoid too similar configurations.
Smelter - removed Pipes (★★), added Training Gear (★★).
Smithy - removed Training Gear (★★), added Pipes (★★).
The changes to the Smelter also apply to the Flawless Smelter.
⚡ Removed the Shifting Paths Forest Mystery.
⚡ Rebalanced the Unnatural Erosion Forest Mystery. It now activates at Hostility 4 and spawns in a more balanced configuration (with a higher chance of spawning alongside stronger positive Forest Mysteries and weaker negative ones).
⚡ Added Porridge to Training Expeditions (as a selectable starting good).
⚡ Added Porridge to trade routes. Towns established in the Coral Forest and the Cursed Royal Woodlands will now sometimes request it.
Towns built in the Royal Woodlands will now sometimes request Leather in trading routes.
Renamed the old First Steps Deed to Third Time’s a Charm.

UX/UI improvements
⚡ All unconstructed buildings can now be moved for free.
Beware that moving a construction site will reset building progress and return the used resources to the Main Storage.
⚡ Added a grid/list toggle to the warehouse panel.
To track or set a lower limit for a resource in the grid view, click it and use the small interactable tooltip.
The list view works the same way as before.
⚡ Added an option to deactivate construction sites and production buildings. Deactivated buildings are ignored by haulers and builders, and all workers are unassigned immediately.
The “deactivate” button can be found in the building panel after selecting a given building.
There is also a keybind for deactivating/activating a building ( . by default).
⚡ Added an alert when a resource node is removed by a Seal Plague or Forest Mystery.
⚡ Changed how completed Deeds are highlighted to make it clearer that a reward can be collected.
⚡ Changed the wording in the description of the Vitality effect (Tea Doctor). It now correctly states that the bonus is triggered for every fulfilled complex food need, not for every complex food item consumed.
⚡ Changed the wording in some World Event decision tooltips to avoid the word “pay” for embarkation goods (it only occurs in relation to Citadel Resources).
⚡ Improved the wording of some World Event decisions to make it clear that resources and villagers are taken away for only the current cycle.
⚡ Changed the table header for the lower limit to “minimum” in the warehouse panel.
⚡ Changed the name of villager rewards given for completing orders to “villagers” instead of “newcomers”.
⚡ Long town names without spaces are now automatically broken into two lines in the calendar at the bottom of the World Map HUD.
Some towns made before this update might have incorrectly formatted names due to this change. New towns, however, will be displayed correctly.

Bug fixes
⚡ Fixed a bug with Hauling Carts not disappearing when destroying a Small Storage.
⚡ Fixed a bug with workers being assigned to slots occupied by automatons when using the Shift key.
⚡ Fixed a bug with haulers not taking goods from production buildings in which workers are already unloading resources.
⚡ Fixed a bug with incorrect settlement names being displayed on the World Map HUD.
⚡ Fixed an issue with the Market Shift Plan Cornerstone appearing for players who already had almost all trade offers unlocked.
⚡ Fixed a bug with the Trading Post showing an incorrect message when selecting it at the exact moment a trader leaves the settlement.
⚡ Fixed a bug with the Vanishing Water Forest Mystery not showing progress correctly in its tooltip.
⚡ Fixed a bug with Deeds still being tracked in the Deed panel, even after their completion.
⚡ Fixed a bug with the mine showing an incorrect alert when it’s idle because of a player-selected setting.
⚡ Fixed an issue with the camera position not being saved between sessions.
⚡ Fixed a few minor issues with the Ancient Hearth’s mesh and textures (intersecting geometry, invisible vegetation).
⚡ Fixed an issue with dust particles still being animated when building construction is stopped.
⚡ Fixed some inconsistencies with the translation of “Drizzle” in the Russian version of the game.
⚡ Fixed a typo in the Czech description of the Additional Cornerstone Choice unlock in the Smoldering City.
⚡ Fixed a typo in the Traditional Chinese description of the Queen’s Gift Cornerstone.

Other
⚡ Improved save stability on certain hardware configurations.

The current game version is 0.61.1.
13 Oct 2023 - Hotfix 0.61.2 (Haulers, Duplicated icons)

Offline installers updated to 0.61.2R

Greetings, Viceroys!

A new hotfix is ready to be downloaded. We tackled the issues you've reported since yesterday's Guidance and Lore Update. Thank you for your feedback and swift reports!

Changelog:

Fixed an issue with haulers and hauling carts not unloading buildings with less than 5 goods stored in them.
Fixed a bug that caused Aunt Lori's dialogue to reset after clicking on her hand.
Fixed an issue with some resources being duplicated in the grid view in the warehouse panel.
Fixed a bug with completed tracked deeds staying on top of the deed list when sorting by "tracked".
Fixed a typo in the Polish decision tooltip of the Brass Order Engineers world event.
Fixed an issue with the resource tooltip being too small when right-clicking on some goods in the warehouse panel.
Fixed an issue with the construction animation resetting incorrectly when moving an unfinished building
Fixed an incorrect tooltip header when hovering over the inactive icon above a deactivated building.
Fixed a bug with the buildings being incorrectly placed in debug mode on the Experiment
Have a great time with the new Update and awesome weekend. Cheers!

May the storm be gentle on you,
16 October 2023 - Hotfix 0.61.3 (Ruined Shelter, Dialogue texts)

Offline installers updated to 0.61.3R

Changelog from SteamDB:

Greetings, Viceroys!

We released another small hotfix to address the issues reported over the weekend. We're super grateful for your support!

Changelog:

Dust particles no longer animate on roads when construction is paused.
Fixed an issue with Ruined Shelter being destroyable and awarding planks.
Fixed an issue with Relation buttons remaining visible in the game's Options when scrolling down.
Corrected various text errors in Aunt Lori's dialogue box in multiple languages.
Fixed a typo in the Polish translation of enabling all ingredients setting in the gameplay Options.

May the storm be gentle on you,
Eremite Games
26 October 2023 - Guidance and Lore Update - Part 2. New Conversations, Home Decor

Offline installers updated to 0.62.1R

Changelog from SteamDB

Greetings, Viceroys!

With this update, we're diving into the world of home décor! Complete Deeds and progress your Viceroy career to unlock new collectible items that will cozy up your home.

What's new:

Collectible decorations
8 new Deeds (Seals)
New conversation topics
Idle farmers indicator
And more!

DEVELOPER NOTES

As you might have guessed from the name of this article, today's update is the second part of the Guidance and Lore system. It brings new conversation topics with Aunt Lori, a bit more structure to the early game, and most importantly - collectible decorations for your home in the Smoldering City. So without further ado, let's dive right into the details.

First, the new collectibles. In the past, we've talked about how we wanted to add some new cosmetic rewards to the game, especially for higher-tier deeds. Up until now, many of them have only rewarded players with experience points - and while that can be a meaningful reward at lower levels, deeds like Prestigious Expedition 20 are completed by players who have long since reached max level.

With Guidance and Lore Part 2, we hope to change that by introducing a new type of decoration - collectibles that will be displayed in your home in the Smoldering City. These are purely cosmetic and are awarded for completing certain deeds. You can also get little snippets of lore by hovering over the reward icon in the deed panel. There are currently 27 items available, with more to come in the future.

We also introduce several new conversations with Aunt Lori. The most notable of these are unique interactions with her after the first few settlements and after successfully reforging each of the four initial Seals (Bronze, Lead, Silver, and Gold). The goal here was to provide some structure and to guide new players through the early game by giving them clear goals to strive for (as well as a sense of closure after completing the Gold Seal). In the future, we will add a similar interaction with Aunt Lori for the last 4 Seals.

There are also several new, more general topics of conversation when interacting with Aunt Lori. She can now tell the player a few new stories (such as about the Fishmen or the Foxes) and give more advice based on the player's actions in previous games. There is also a new dialogue option in the "There's something I don't understand..." branch that is meant to explain how the Blightrot mechanic works.

As with every update, this one brings a few community-inspired UX improvements, balance changes, and bug fixes. Most notably, we've added two new settings to the Options menu - "Idle Farmer Indicator" and "Species Panel Open by Default". We also changed the human farming specialization icon and improved the wording of several in-game descriptions. In terms of balance, we changed the penalty in the Master Blueprint Cornerstone (to count resource charges instead of nodes), changed the objective of the Obsidian Loremaster world event (to require Forbidden Events, not just Forbidden Glades), and added an option to control season length in Training Expeditions.

Finally, let's talk a little bit about the near future. As you may have noticed, this update mostly focuses on fleshing out the game structure and making it easier for new players to get started. That's because we're slowly approaching the 1.0 release of Against the Storm, and we want the game to be as polished and accessible as possible. At the same time, we’re avoiding any major core gameplay changes before it comes out of Early Access.

Some studios out there take a longer break from updating their game right before the 1.0 release, just to come out of Early Access with a bang in the form of a huge, fancy new feature. However, our development philosophy has always been very different. We believe that our strength lies in extremely frequent and highly iterative updates rather than large but rare content drops. For this reason, we will still continue the bi-weekly update schedule as normal.

And while this may be sad reading for some of you, fear not - there will still be a yet unannounced surprise feature coming with 1.0. It just won't be as groundbreaking as fishing or a new species.

(Changelog posted below ...)
Post edited October 29, 2023 by bjgamer
Guidance and Lore Update - Part 2 (continued from above)

CHANGELOG

Number of changes: 62
Inspired by community: 87%

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

⚡ Added earnable decorations to the player’s home.
Home decorations are special collectible items. They are automatically added to the player’s home in the Citadel.
Collectibles can be acquired by finishing certain deeds in the Citadel (the exact list of changes in Deed rewards can be seen in the “balance” section of this changelog).
There are 27 collectibles in total.
Each collectible has a small snippet of lore when hovering over its icon in the Deed panel.
⚡ Added 8 new Deeds.
The Bronze Seal - Reforge the Bronze Seal.
The Lead Seal - Reforge the Lead Seal.
The Silver Seal - Reforge the Silver Seal.
The Gold Seal - Reforge the Gold Seal.
The Platinum Seal - Reforge the Platinum Seal.
The Cobalt Seal - Reforge the Cobalt Seal.
The Titanium Seal - Reforge the Titanium Seal.
The Adamantine Seal - Reforge the Adamantine Seal.
The rewards for completing the new Deeds are all new home decoration items. Every reforged Seal will grant you one piece of the Viceroy’s uniform to be displayed in your home in the Citadel.
To complete the new Seal Deeds, you don't need to play all of them from the beginning. If you win a game near your most recent Seal, all the lower tier ones will count as well.
Added new conversation topics with Aunt Lori.
The main focus of the new topics is to add structure to the first half of the game and to give players a clearer sense of direction.
Aunt Lori will now offer unique conversations after reforging each of the first 4 Seals (Bronze, Lead, Silver, and Gold). She also has some unique dialog after the first games after the tutorial.
There are also numerous new stories she can tell, a new tip based on the player’s actions in previous games, and one new topic explaining the Blightrot mechanic (after selecting the “There’s something I don't understand…” option).

Balance

⚡ Changed how the penalty of the Master Blueprint Cornerstone works. Instead of requiring players to remove/deplete nodes, it now counts collected resource charges.
⚡ Changed the objective of the Obsidian Loremaster World Event. Instead of discovering 2 Forbidden Glades, it now requires completing 2 Forbidden Events.
⚡ Added the option to control season length in Training Expeditions.
Reshuffled a lot of rewards given for Deed completion.
First Steps - removed the experience reward, added the Standard Uniform home decoration.
The Scarlet Orchard - removed the Thorny Reed settlement decoration, added the Rosevine home decoration.
The Marshlands - removed the experience reward, added the Marshglow Fungite home decoration.
Coral Forest - removed the experience reward, added the Reefbloom home decoration.
Royal Outpost - removed the experience reward, added the Landscape Painting home decoration.
Against All Odds - removed the Dullahan trader unlock, added the Pipe Cross settlement decoration.
Crimson Soil - removed the Reeds embarkation bonus, added the Thorny Reed settlement decoration.
Sparkdew Crystals - removed the Pipe Cross settlement decoration, added the Sparkdew Crystal home decoration.
Fishmen Ritual Site - removed the experience reward, added the Fishman Skull home decoration.
Prosperity 5 - removed the experience reward, added the Plate of Food home decoration.
Dice with Death 4 - removed the experience reward, added the Dullahan trader unlock.
Thorough Exploration - removed the Golden Leaf Plant settlement decoration, added the Reeds embarkation bonus.
Discovery 6 - removed the experience reward, added the Mole Trophy home decoration.
Rushed Delivery 6 - removed the experience reward, added the Sparkcaster home decoration.
Export Expert 6 - removed the experience reward, added the Trade Contract home decoration.
Stalking Shadows - removed the experience reward, added the Storm Orb home decoration.
Unnecessary Burden - removed the experience reward, added the Ibex Rug home decoration.
Master Archaeologist - removed the experience reward, added the Inscribed Slab home decoration.
Prestigious Expedition 1 - removed the Pipe Elbow settlement decoration, added experience points.
Prestigious Expedition 2 - removed the experience reward, added the Pipe Elbow settlement decoration.
Prestigious Expedition 5 - removed the Moss Broccoli Seedlings perk unlock, added the Ancient Artifact home decoration.
Prestigious Expedition 8 - removed the experience reward, added the Golden Leaf Plant settlement decoration.
Prestigious Expedition 10 - removed the No Quality Control perk unlock, added experience points.
Prestigious Expedition 14 - removed the experience reward, added the No Quality Control perk unlock.
Prestigious Expedition 17 - removed the experience reward, added the Painting of the Ancient Hearth home decoration.
Prestigious Expedition 20 - removed the experience reward, added the Duelling Umbrella home decoration.
Removed two Cornerstones from Deed rewards: Moss Broccoli Seeds and Steel Mattocks. Both are now available from level 1, without the need to complete any Deeds.

UX/UI improvements

⚡ Added an “idle farmers indicator” setting to the options menu. Checking it will cause the game to notify the player if farmers are idle on a farm.
⚡ The species panels on the left side of the HUD will now remember their state when the game loads. This means that if you leave them expanded and quit the game, they will still be expanded after loading.
We also added a “species panel open by default” setting to the options menu. Checking it will cause the species panels to always be expanded when starting a new settlement.
⚡ Changed the icon of the human farming specialization to avoid confusion with the forest specialization of foxes.
⚡ Improved the wording in the first dialog of the Seal Keeper. It should now clearly state that the player needs 4 different items instead of all Guardian Parts.
⚡ Changed the names of Copper and Coal deposits to “veins”, to make it clearer that they are different from normal resource nodes (and that perks affecting resource deposits/nodes don’t work on them).
Based on this, we updated all tooltips and descriptions tied to mine upgrades.
⚡ Added a footer to resources in the warehouse panel. It now explains that LMB will track a resource and RMB will open a tooltip where the lower limit can be set.
⚡ Improved the wording in the description of the Travel Rations perk, to avoid confusion in regards to its effect.

Bug fixes

⚡ Fixed a bug with the Prestige 11 Blight modifier being incorrectly applied to Prestige 10 games.
⚡ Fixed an issue with some parts of the forest being incorrectly generated in the Scarlet Orchard, leaving small empty spaces between glades.
⚡ Fixed a bug that caused the Ominous Presence modifier to be spawned near the Flooded Mines modifier.
⚡ Fixed an issue with coal veins spawning under trees in some glades in the Coral Forest.
⚡ Fixed a typo in the German description of the Fishmen Lighthouse glade event description.
⚡ Fixed a typo in the Russian description of the Rainpunk Drill effect.
⚡ Fixed a typo in the Simplified Chinese translation of the Home button in the Citadel.
⚡ Fixed a few typos in the Polish version of some dialogs with Aunt Lori.
⚡ Fixed some typos in some generated settlement names.

The current game version is 0.62.1.
Post edited October 29, 2023 by bjgamer
Hotfix 0.62.2 (Embarking, Crops distribution)

Offline installers updated to 0.62.2R

Changelog from SteamDB:

Greetings, Viceroys!
We released a small hotfix to address the issues that occurred after the last update. We're super grateful for your reports and feedback!

Changelog:

Fixed a bug where some players could not embark due to a missing world event requirement.
Fixed a bug where too many crops of one type would be sown when two farm recipes were enabled at the same time.
Fixed a bug where some world event effects would be applied multiple times to a save file and would not disappear after a cycle reset.
Fixed an incorrect meta-reward name for the first upgrade in the Obsidian Archive row in Smoldering City.
Fixed a problem with some Rainpunk- and Blightrot-specific Forest Mysteries appearing for players without those mechanics unlocked.
Fixed a bug with the "harder orders" modifier not being applied correctly in Prestige 1 difficulty games.
Fixed a number of typos and inconsistencies in conversations with Aunt Lori in the Thai version of the game.
Fixed a problem where the Fox House was available as a wildcard before the Foxes were unlocked.
Fixed a bug where some building UI panels were too small for the number of worker slots they had.
Fixed a problem where fertile soil was spawning under trees in the tutorial.
Fixed some visible <style> tags in a few dialogue options with Aunt Lori.
Fixed an issue with the Unearthly Element and Cursed Rain Forest Mysteries being able to spawn together.
Fixed a few typos with the word "Blightstorm".
Activating the Resource Overlay when a camp is selected will no longer hide the camp's resource highlight. It will instead just show all the other resources on the map.

The current game version is 0.62.2. Have a great time with the new update!
9 November 2023 - Tutorials and Tips Update out now!

Offline Installers updated to 0.63.1R

Developer Notes and Changelog from SteamDB:

Greetings, Viceroys!
Whether you're a newcomer, learning the ropes of Viceroy's duties, or a returning player seeking to refresh your memory, rest assured, we have you covered! The update introduces two new tutorials focused on trading, Hostility, and Rainpunk. But as always, that's not all!

What's new:
2 new tutorial missions
Replayable tutorial scenarios
48 new icons
Building counters
And more!

DEVELOPER NOTES

As we teased in the last update notes, we wanted to take some time before the 1.0 release to focus more on new players and their experience when first learning the game. Over the course of the last few updates, we’ve introduced a number of changes to this end (UI improvements, Aunt Lori dialog), but there was always one more thing that needed to be done - new tutorials that focus on some of the more complex mechanics of the game, such as trading, Hostility, and Rainpunk.

So that's what we did in this update! We added a new panel with all the tutorial missions in the world map view, and we added two new optional scenarios called "Trade & Hostility" and "Rainpunk & Blightrot". Both are very similar to the original two tutorial missions that every player gets to play at the beginning of the game. They introduce a topic in a short and concise way with explanatory text and camera movements, and then let the player explore the game freely in a custom scenario centered around a given theme (for example, in “Trade & Hostility”, most orders and blueprints are centered around trade, encouraging the player to try out that particular playstyle).

Now let's talk about balance. Some time ago, we stated that there would be no major, game-changing overhauls before the 1.0 release - and we still stand by that! But we do see some places in the game that need a little tidying up. So in this update, we took a look at the resource and reward distribution in some Dangerous and Forbidden Glades, and rebalanced some negative Forest Mysteries. In the next update, we will take a quick look at some other aspects of the game and try to clean them up a little as well.

So when it came to the balance of glades, we noticed that some Forbidden Glades had too few resources, and some Dangerous ones had too many. Some even outperformed their Forbidden counterparts. That’s why we decided to slightly reduce the maximum amount of goods a Dangerous Glade could contain and increase the minimum value of Forbidden Glades. This change might sound big, but due to the random nature of the game, there were only a few variations of Dangerous Glades that were way too generous (about 18%).

We also tweaked a few things in the loot tables for various Glade events. It turned out that some Dangerous Events had resource rewards comparable to their Forbidden counterparts, and some Forbidden Events would give far too few perks and goods for completion. So we decided to balance things out a bit by reducing the number of goods in many Dangerous Events and buffing loot tables for a lot of Forbidden Events.

Finally, in terms of balance, we also looked at some Forest Mysteries, as many players pointed out that some effects were too easy, while others seemed too punishing. There aren't many changes here, mostly increases and decreases to the Hostility requirements, but there is one significant overhaul. The Stagnant effect has been changed so that it no longer increases break time, but instead reduces the time between breaks.

Let's move on to the UX changes. In this update, we added effect names ("Comfortable", "Proficient") to specialization tooltips, replaced 48 existing icons with new custom assets (for Sealed Forest effects, prestige modifiers, house upgrades, etc.), improved the wording in many places (especially for time-sensitive world event objectives), added planting and harvesting times to farm recipes, and added building counters to building cards in the construction menu.

(Changelog posted below)
Post edited November 13, 2023 by bjgamer
(Tutorials and Tips Update - continued from above)

CHANGELOG
Number of changes: 93
Inspired by community: 92%

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

Introduced a new “optional tutorial” system and added two new tutorial scenarios to the game.
Hostility & Trade - unlocked right after the World Map Tutorial. It's a custom scenario that explains Hostility and Forest Mysteries in more detail and focuses on building a trading-oriented settlement to familiarize players with the trading mechanics.
Rainpunk & Blightrot - unlocked after gaining access to the Rainpunk mechanic. This scenario explains how to use Rain Engines and Rainwater, teaches the player about Blightrot, and focuses on building a settlement based on heavy industry and metal production.
Optional tutorial scenarios can be accessed in a new pop-up window in the World Map view. The window is located on the left side of the screen and can be expanded or collapsed as desired.
When entering the world map for the first time, the tutorial pop-up will also list some additional "read more" topics. Selecting these will take the player directly to the in-game encyclopedia.
With this change, the "Replay Tutorial" button has been removed from the ESC menu. To replay a tutorial, simply select a scenario from the tutorial pop-up (the first two tutorial missions are also available there).

Balance
⚡ Slightly changed the balance of resources in Dangerous and Forbidden Glades.
There were a few possible variations of Dangerous Glades that had too many resources, and a few Forbidden Glades that had way too few. We tried to balance that out a bit by lowering the maximum possible resource count in Dangerous Glades and raising the minimum in Forbidden Glades.
This is not a huge change, but it should make Forbidden Glades a little more reliable in terms of resource gathering.
⚡ Balanced the rewards given for completing Forbidden and Dangerous Glade Events.
We noticed that there were some inconsistencies in event rewards. Some Dangerous Events were giving too much, and some Forbidden Events were giving too little. We tried to even it out a bit by changing the resource numbers for the outliers in each group.
⚡ Buffed the Parts recipe in the Rainpunk Foundry and added an additional worker slot to the building. The recipe now requires fewer resources and takes less time to craft.
⚡ Rebalanced a few Forest Mysteries.
Eclipse and Nauseous Spores - changed how the Stagnant debuff works for these Forest Mysteries. It no longer increases villager break time, it now shortens the time between breaks by 33%.
Unyielding Corruption - it now triggers after reaching Hostility 3 instead of 4.
Rotten Rain - increased the time between Blood Flower spawns from 70 seconds to 90 seconds. Increased the Hostility requirement from 3 to 4.
Devastating Storms - increased the Hostility requirement of this effect. It now triggers at Hostility level 6 instead of 5.
⚡ Slightly tweaked the distribution of nodes in the Marshlands. Egg nodes should appear a little less often now.
⚡ Removed all perks with negative side effects from Treasure Stag loot tables and added some new, purely beneficial perks in their place.

UX/UI improvements
⚡ When hovering over specialization icons, the tooltip will now display the effect name ("Proficiency" and "Comfortable") next to the specialization name.
⚡ Added 48 new custom-made icons to the game.
Sealed Forest biome effects
Beacon Tower abilities
Species’ housing upgrades
Some Order objectives
Some rewards in the Smoldering City upgrade tree
Prestige modifiers
The Settler’s Luck difficulty effect
⚡ Changed the wording in the Rebellious Spirit Cornerstones. It now correctly states that the Impatience penalty is applied when a villager dies or leaves.
⚡ Changed the wording in all Deed and World Event goals that require players to win in a certain amount of time. All descriptions should now read "before year X ends" instead of "before year X".
⚡ Added visible planting and harvesting times to recipes in farm panels.
⚡ Added a building counter to the building cards in the construction menu.
Added several new loading tips that explain various aspects of the game.
Changed the “Effects and Upgrades” header in building UI panels to “Effects and Perks”.
Added tooltips to UI tabs in building panels to help players navigate.
Improved some text in several places in the UI where keybinds or controls are mentioned to make input hints a bit clearer.

Bug fixes
⚡ Fixed a bug where the negative effect from the Altar of Decay Glade Event would not disappear after the event ended.
⚡ Fixed a bug where the Golden Leaf Plant was not available after being unlocked through Deeds.
⚡ Fixed a bug where finishing the Infected Drainage Mole glade event without any active Blightrot Cysts would not remove the Cyst generating effect.
⚡ Fixed a bug where the "Tracked Goods" category was misaligned on the top HUD.
⚡ Fixed a bug where worker slots in the Mine were misplaced and out of bounds.
⚡ Fixed an offset slider in the internal storage UI.
⚡ Fixed an issue with incorrect rewards in the Untamed Wilds world map modifier.
⚡ The missing Trader Arrival statistic has been added to the stats section of the Game History tab in the Smoldering City.
⚡ Fixed a bug where the game would remember the consumption control settings and apply them when replaying a tutorial mission.
⚡ Fixed a bug where the list of tracked orders would cut into the "Read More" section of the HUD.
⚡ Fixed several typos and inconsistencies in the French version of the game (Seal Contracts, Export Specialization perk, dialogue).
⚡ Fixed several typos and inconsistencies in the German version of the game (Farluf, Survivor Bonding perk, Wildfire Essence, tutorial text, Pie).
⚡ Fixed several typos and inconsistencies in the Japanese version of the game (Earthquake effect, Noxious Machinery effects).
⚡ Fixed several inconsistencies in the Thai version of the game (a few descriptions, effects).
⚡ Fixed a lot of typos and inconsistencies in the Simplified Chinese version of the game, and improved the overall quality of the translation (biomes, tooltips, dialogue, buildings, upgrades, deeds, perks, events, general UI, encyclopedia, update news).
⚡ Fixed an issue where some accented letters in Italian were displayed incorrectly in the in-game encyclopedia.
Fixed an issue where the Rain Engine tooltip was incorrectly offset in building panels.
Fixed an issue where Aunt Lori’s “Queen’s Hand” title was incorrectly scaled in some languages.
Fixed an issue where the Smoldering City tooltip had the wrong label.

Other
⚡ Aunt Lori will no longer be giving early gameplay tips and basic lore information to veteran players. This was done to avoid odd situations where players who have already reached Prestige 20 are given very basic advice and lore that they already know or have deduced from playing the game.
⚡ Tweaked the phrasing in some dialog options and openings to make Aunt Lori sound a little more serious. Also added some new opening lines.

The current game version is 0.63.1.
11 November 2023 - Hotfix 0.63.6 (World Map HUD, Reputation Rewards)

Offline installers updated to 0.63.6R

Changelog from SteamDB

Greetings, Viceroys!

We're back with a small patch to fix the issues that you reported after the Tutorials and Tips Update. Thank you for your swift reports and feedback!

Changelog:
Fixed a bug with Harvesting speed being clamped to 150% instead of 1000%.
Fixed a bug with some non-interactive Reputation Bonus choices.
Fixed a bug with the Badge of Courage perk missing an icon.
Fixed a bug where skipping tutorial scenarios would remove the World Map HUD.
Fixed a bug with planting and harvesting times not being updated in the farm UI.
Fixed a bug where restarting tutorial missions would reroll caravan choices.
Fixed an issue where the reward popup after attacking a trader wouldn't have enough space for more than 6 rewards.
Fixed an issue with the Citadel being called "N/A" in some instances of the UI.
Fixed an issue where the Forest Mystery HUD would have too little space for 5 active effects.
Tweaked the text spacing in the tutorial panel in the World Map view.
Fixed a bug with the Beacon Tower and Forester's Hut sticking out of the ground when first placed.
Adjusted the experience rewards for all tutorial scenarios.

We wish you a great time with the update and a relaxing weekend.

May the storm be gentle on you,
Eremite Games
12 November 2023 - Hotfix 0.63.7 (Reputation Bonus)

Offline Installers updated to 0.63.7R

Changelog from SteamDB:

Greetings, Viceroys!
We needed to deploy one more hotfix which deals with a couple of Reputation Bonus issues (missing blueprints, negative blueprint choices in the new tutorial scenarios, incorrect numbers on the reputation icon on the HUD) that occurred in the new tutorial missions.

Unfortunately, players who were affected by the issue will need to Skip Tutorial (in the in-game menu) for the fix to work and then play it again. The skipped tutorial games don't count as losses.

We're sorry for the trouble! If you need any additional help, you can reach out to us via support@eremitegames.freshdesk.com

Have a fantastic day and may the storm be gentle on you,
Eremite Games
23 November 2023
Here comes the Modest Update!

Greetings, Viceroys!
The Cycle is nearing its end... Today's update is the last before 1.0 release. As we're wrapping things up, the update might feel smaller than usual and hence it's honestly dubbed "Modest Update". Despite that, we still managed to snag some new features for you:

New conversations with Lori
Rebalanced Ancient Seal objectives
Mouse buttons rebinding
Option to disable all ingredients and/or recipes by default
9 New Achievements (for already existing Deeds)
And more!

DEVELOPER NOTES
As you already know from the intro to this article, Against the Storm is leaving Early Access on December 8th, 2023! So because of this, today’s update is a very special one - it’s the last biweekly Early Access patch before the 1.0 update. So what can you expect?

First of all, "the last biweekly update" does not mean it is the final patch in the game’s history. We will still continue to support Against the Storm and bring you meaningful updates after December 8th! However, it does mean that the update cadence will slow down a bit. The 1.0 launch is a good time to slow things down and let players enjoy the full Against the Storm experience without drastic changes every two weeks. It is also a good time for the team to take a breather, evaluate the game from afar, gather feedback from all the new players, and plan the next move.

We will share more of our post-1.0 plans and hopes in the future, so stay tuned! And for now, let’s move on to the details of today’s update.

With the aptly titled "Modest Update," we bring you a lot of balance changes (mostly to Seals and events), some much-anticipated UI tweaks (mouse keybindings!), and some new content in the form of new achievements and conversations with Aunt Lori.

First, let's talk about balance. As we said in one of our previous dev notes, the last few updates before 1.0 are mostly focused on cleanups - efforts aimed specifically at parts of the game that have not aged well in the face of the barrage of updates over the last year. So today, we bring you changes to three areas in particular - Seal objectives, Glade Event rewards, and Order rewards.

Since the Seal objectives were first introduced to the game, there hasn't really been a dedicated balance pass for them. As a result, there are some inconsistencies in this system - some tasks are too easy, while others are disproportionately difficult. This has led to a stale meta and an overall gameplay experience with only a few interesting choices. So over the past few weeks, we took a closer look at the Sealed Forest and decided to shake things up a bit. We completely overhauled some of the Seal objectives and adjusted the numbers on almost all of them in hopes of making the final settlement of a cycle a little more interesting and varied.

Moving on to the next balance issue - rewards. In this update, we wanted to address some of the issues with the resources given for certain activities (namely Glade Events and Orders). We found that there was a small bias towards certain goods in the game, most notably meat, insects, mushrooms, pottery, and biscuits. This is mostly because the first versions of Against the Storm were very dependent on these types of items, and only with time has the content become more varied. So now is a good time to change that and introduce some more variability.

But balance isn't the only thing coming in this update. We also tried to fill in some gaps in the game's content. That's why we've added 9 new achievements across all platforms (a few modifier achievements and the Fox Utopia Deed were missing), and we've introduced some new conversation topics with Aunt Lori (activated after you reforge the Cobalt, Titanium, and Adamantine Seals).

We also took the time to add some highly requested UI improvements. Most notably, you can now freely map mouse buttons to any action in the game, disable all recipes in newly built production buildings by default, see cycle effects in the embarkation panel, and stop all rain engines at once with a single button press. There are also numerous text changes, localization improvements in all languages, and bug fixes.

Phew, that was quite a lot to summarize in one short note... As always, you can see the full list of changes in the changelog below. And now, let's shed some light on what the near future holds for Against the Storm.

After today's patch, we're in full preparation mode for the 1.0 release on December 8. You can also expect the next update to arrive on that day. It will include the previously teased Queen's Hand Trial - a hardcore, permadeath mode reserved for only the most skilled Viceroys. You could call this the ultimate challenge for those who find Prestige 20 too easy.

Other than that, we only have one thing left on the Early Access roadmap, and that is to get the Steam Deck Verified status. Unfortunately, this endeavor has proven to be more difficult than we anticipated. Over the past few months, we have been slowly working on small improvements to the Steam Deck version of the game, but we never quite got there. Our initial plan was to make the game just a little more accessible, but it quickly turned out that that wasn’t enough, and our plans evolved into a big effort of making the game playable with a controller.

But we quickly realized that this was too big a task for our small team, and that we would probably not be able to come up with a good solution in such a short amount of time. So we decided to approach this like any other problem in the game - step by step, through iteration.

So with today's update, we are introducing a very early and rudimentary version of basic controller functionality (for Steam Deck only). This essentially means that if you select a gamepad control layout on the Steam Deck, the game should correctly recognize your inputs and display controller glyphs.
Since this is a very early and barebones version, some features are still missing. We still recommend playing with the old control layouts created by the community (or the one we published, called "Keyboard and Mouse (Legacy)") for the optimal Steam Deck experience. We hope that in the future we will have more time to work on this and give you a much better solution.

Normally, this would be the place where we thank you for your feedback and link you to all the platforms where you can leave your suggestions, but we're going to do things differently this time. Today we just want to thank you all for your amazing support throughout the entire Early Access period. Without you, Against the Storm wouldn't even be half as good as it is today. We hope that you have enjoyed going on this wild journey with us, and that you are as excited for the future as we are.

May the storm be gentle on you,
Eremite Games

CHANGELOG (from SteamDB)
Number of changes: 94
Inspired by community: 50%

Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added 9 new achievements.
Over the course of Early Access, we added a lot of new deeds to the game, but we didn't always tie them to platform-specific achievements. This led to some weird inconsistencies, like having deeds for all 5 playable species, but only 4 corresponding achievements (for Beavers, Humans, Lizards, and Harpies). So today we decided to fix that.
The new achievements are as follows:
Abandoned Settlement - Win a game near the Abandoned Settlement modifier.
Frosts - Win a game near the Frosts modifier.
Land of Greed - Win a game near the Land of Greed modifier.
Overgrown Library - Win a game near the Overgrown Library modifier.
Petrified Necropolis - Win a game near the Petrified Necropolis modifier.
Ominous Presence - Win a game near the Ominous Presence modifier.
Gathering Storm - Win a game near the Gathering Storm modifier.
Untamed Wilds - Win a game near the Untamed Wilds modifier.
Fox Utopia - Win a game with 30 Foxes, 15 x Fox House, 1 x Tea Doctor.
If you have already completed the Deeds listed above, you will automatically unlock the new achievements when you start the game after this update.
Added new conversations with Aunt Lori.
The new conversation topics are activated by reforging some prestige Seals.
The new dialogue with Aunt Lori should give some additional closure to players progressing past Viceroy and provide a background for the upcoming Queen’s Hand Trials.

(Changelog continued below)
Post edited November 28, 2023 by bjgamer
( Changelog continued from above) 23 November 2023 - Here comes the Modest Update!

Balance
⚡ Rebalanced the Seal objectives in the Sealed Forest.
We noticed several inconsistencies in the Sealed Forest objectives. Some were too easy compared to other options in the same tier, and others were way too hard. This led to a very stale meta and not much variety in decision-making. We decided to address this in this update.
Heart of Amber - now requires players to deliver packs of goods instead of buying perks.
Heart of the Forest - now requires players to solve Cache events instead of gaining reputation from resolve.
Golden Blood - now requires players to gain standing instead of trading.
Blood of the Stag - now requires earning Reputation from Glade Events instead of making Empathy/Corruption/Loyalty decisions.
Crystal Feathers - now requires delivering Amber instead of gaining a certain level of standing.
Queen's Feathers - now requires fulfilling needs simultaneously instead of over time.
Essence of Corruption - now requires using any type of water instead of all three types.
Almost all objectives (not just those listed here) have had their numbers adjusted.
We also adjusted the easier version of Seal objectives (only available for the Bronze Seal).
⚡ Decreased the time needed to make Porridge in the Field Kitchen from 168 seconds to 126 seconds.
⚡ Increased the amount of fertile soil spawned around Homestead ruins.
⚡ Renamed some perks mistakenly called “Reinforced Tools” to avoid duplicates.
⚡ Changed the name of all +X Insect production perks to avoid confusion with Meat production perks.
⚡ Changed the name of all +X Storm Water production perks to avoid name duplicates.
⚡ Removed an incorrect version of the Forge Trip Hammer perk offered as an Order reward.
⚡ The Acid Rain Forest Mystery now also affects Pipe production.
Revamped two Archaeologist's Office upgrades.
Ancient Strength - this effect now increases the carrying capacity and movement speed of scouts instead of increasing the carrying capacity of all workers in the settlement.
Carved in Stone - this effect no longer scales based on Ancient Tablets and now increases glade event working speed based on Reputation Points gained from completing glade events. The working speed bonus has also been reduced from 10% to 7%.
Changed the tier of the Pickled Goods recipe in the Beanery to one star instead of two.
Rebalanced resource rewards for almost all Glade Events in the game.
We noticed that a lot of events were biased towards certain goods (like meat or mushrooms) or could drop the same resources needed to solve them.
Some events also had very little resource variety (less than 9 types), while others were packed with different goods (for example, caravans had more than 30).
Based on this, we decided to go through almost all of the loot tables and adjust drop rates, add new goods, and remove over-represented resources.
While this balance pass is not meant to ensure perfect resource distribution, it should result in rewards that feel a bit more varied (and perhaps open up some play styles based on more exotic goods).
Rebalanced resource rewards across multiple Orders. The goal here was similar to the resource changes in the Glade Event rewards - to spread out rarer resources and reduce distribution imbalances.
Garden Life - removed Clay, added Fabric.
Shelters - removed Mushrooms, added Berries.
Relics - removed Meat and Insects, added Eggs and Berries.
Advanced Trading - removed Bricks, added Leather.
Restoration - removed Meat, added Berries.
Risky Expedition - removed Insects and Stone, added Eggs and Plant Fiber.
Human Influx - removed Incense, added Jerky.
Trapper's Trial - removed Biscuits, added Skewers.
Royal Gardens - removed Biscuits, added Scrolls.
Charity Fair - removed Biscuits, added Pickled Goods.
Lost Knowledge - removed Biscuits, added Wine.
Advanced District - removed Bricks, added Leather.
Human Relatives - removed Mushrooms, added Vegetables.
Lizard Relatives - removed Meat, added Skewers.
Rations for the Citadel - removed Barrels and Biscuits, added Waterskins and Porridge.
Harpy Villagers - removed Incense, added Scrolls.
Ruins - removed Barrels, added Pottery.
Coal Fever - removed Biscuits, added Porridge.
Copper Fever - removed Biscuits, added Skewers.
Knowledge - removed Incense, added Porridge.
Human Majority - removed Stone, added Planks.
Lizard Majority - removed Insects, added Skewers.
Slightly buffed traders found in Small Glades.
Increased the number of goods available in their inventories.
The base number of perks and blueprints offered by glade traders has been increased from 2 to 3.
Increased the amount of Amber available when trading with glade traders.

UX/UI improvements
⚡ Added the option to freely rebind mouse buttons to options other than just camera movement.
You can now rebind additional mouse buttons, not just the default three.
Keep in mind that it's possible to bind multiple functions to the same button, and this can lead to unexpected behavior.
⚡ Added an option to disable all ingredients in recipes by default.
⚡ Added an option to disable all recipes in production buildings by default.
⚡ Added a tooltip explaining why the Rainpunk & Blightrot tutorial scenario is locked for some players.
⚡ Ore veins can now be clicked to display a UI panel similar to that of resource deposits.
⚡ Cycle effects are now shown in the Embark Panel when selecting a field on the World Map.
⚡ You can now stop all Rain Engines at once by holding Shift and clicking on the Blightrot icon at the bottom of the HUD.
⚡ The Seal Contract UI now selects the next Seal by default when you finish a Cycle, unless you manually change the selection. If you select your own Seal at least once, the UI will no longer automatically progress through the Seals.
⚡ Added information about the duration of the Petrified Egg blessing gained from the Stormbird Egg world event.
⚡ The Gathering Knowledge biome effect now clearly states that the bonus does not apply to Woodcutters’ Camps.
⚡ The names of different standing levels in trade routes are now capitalized.
⚡ Resources listed in the “base goods” tooltip in the Embarkation Panel now follow the same order as on the in-game HUD.
Added 4 new custom icons in place of old existing art.
Seal Fragments
Caravan Wagons (modifier reward)
Supply Package (modifier reward)
Obsidian Box (modifier reward)
Improved the spacing in World Map Modifier tooltips.
Changed the keybind tips in some tooltip footers to display LMB/RMB/MMB instead of a generic “click”.
Main menu buttons are now responsive to cursor hover.

Bug fixes
⚡ Fixed an issue where the Land of Greed modifier would spawn next to the Bandit Camp modifier (and be drawn with it in Daily Expeditions).
⚡ Fixed a bug where certain Deeds could be completed after a settlement run (and given to the player in the next run).
⚡ Fixed a bug where players would get a "no ore left" message after disabling production in the Mine.
⚡ Fixed a bug that caused some animations to glitch and produce strange artifacts when the game was paused.
⚡ Fixed a bug where the negative consequence of the Altar of Decay was not disappearing after solving the event.
⚡ Fixed an issue where the Commenda Contract world event still had an incorrect description in the tooltip ("before year 8" instead of "before year 8 ends").
⚡ Fixed a bug where the first caravan choice in the Embarkation Panel was not highlighted when selecting a world map tile.
⚡ Implemented a massive amount of fixes and improvements to almost all language versions of the game.
⚡ Fixed a bug where some perk descriptions in the in-game encyclopedia were incorrectly formatted in Simplified Chinese.
⚡ Fixed a problem with incorrect descriptions of fuel consumption effects. They all now clearly state that they reduce fuel consumption, not increase burn time.
⚡ Fixed a bug where saves imported from the demo were unplayable.
⚡ Fixed a missing icon for the Badge of Courage perk.
Fixed a bug that caused the camera to be positioned incorrectly on the world map after skipping the second tutorial.
Fixed a bug that caused Cycle effects to overlap with the Tutorials panel on the World Map.
Fixed a bug where one of the UI headers in the Tutorials panel said "Construction" instead of "Missions".

Other
⚡ Improved overall game performance in almost all biomes.
The Steam Deck version can now read gamepad input and display controller glyphs.
This feature is only available on Steam Deck and will only become active after you change the input type or control layout to a gamepad.
We have updated the recommended control layouts available in Steam Deck. There are now two: "Gamepad with Joystick Trackpad" and "Keyboard and Mouse (Legacy)". The first one shows controller glyphs, the second one shows mouse and keyboard glyphs (it's the same layout as before, controls are identical to PC).
Please note that this is by no means official controller support. This is just a way to enable basic controller functionality on Steam Deck, and a first step in a long (and probably painful) journey.
We still recommend playing with the "Keyboard and Mouse (Legacy)" layout for the best Steam Deck experience.
Tweaked some in-game sound effects and music tracks.

The current game version is 0.64.1.
A Series of Hotfixes

23 November 2023
Hotfix 0.64.2 (Keybind issue)

Changelog: (from SteamDB)
Fixed a bug where some keybind changes would cause the game to break and get stuck during loading screens.
Brought back the missing "Roadmap" button in the main menu.
Fixed a small typo in German.

⚠ Important: If you experienced the keybinding bug (infinite loading after changing keybinds), please reset your bindings using a launch command:
-resetkeybinds
Here's how to do it:
Right-click on Against the Storm in your Steam library.
Choose "Properties".
A new window will open. There, you will find a textbox titled "Launch Options".
Type in: -resetkeybinds
Launch the game.

If you need any additional help with resolving the issue, please message us at support@eremitegames.freshdesk.com

-----
24 November 2023
Hotfix 0.64.5 (Obsidian Archive 5, Continue settlement)

Changelog: (from SteamDB)
Fixed a bug where continuing a settlement after a victory would cause the camera to stop moving.
Fixed a bug where the Obsidian Archive level 5 upgrade was giving the blueprint reroll reward twice.
Fixed a bug where the resource tooltip footer was displaying a {0} parameter instead of a keybinding.
Fixed a bug where the resource tooltip footer was incorrectly displayed in the tutorial.
Fixed an issue with a missing space before the keybinding on the Reset button in the recipe panel.
Fixed a bug where the background blend was too small for some confirmation popups.

-----
28 November 2023
Hotfix 0.64.6 (Camera lock, World Map tutorial)

Changelog: (from SteamDB)
Fixed a bug where opening a UI panel twice (trade routes, consumption, etc.) would lock the camera in place.
Fixed a bug where some previously completed deeds would not register as achievements when loading the game.
Fixed a bug where the World Map tutorial would pause and not progress correctly if the settlement was closed by an update.
Fixed a bug where certain actions could not be bound to mouse buttons.
Fixed a bug where resource tooltip footers in service buildings would display a {0} parameter instead of a keybind.
Fixed a bug where clicking on services in the in-game encyclopedia would open the recipe panel.
Fixed a bug where the game had to be reloaded to unlock the Rainpunk & Blightrot tutorial scenario after unlocking the feature in Smoldering City.
Fixed a bug where Impatience gained from a Corrupted Caravan would display an incorrect prompt.
Fixed a bug where tooltip footers in the encyclopedia would display a {0} parameter instead of a keybind.
Fixed a bug where mines would not display a "no ore" warning when veins were depleted.
Fixed a bug where the Merchant Shipwreck was giving Bricks and Planks as rewards.
Fixed a bug where using the mouse wheel would not increase the number of goods offered in the trader panel.
Fixed a bug where the Input Auto Focus setting was not correctly remembered.
Fixed a bug where the Virtual Machine Mode settings were still visible when they should be disabled.
Fixed a bug where the Carved in Stone effect would not show the correct progress number in its tooltip.
Fixed a bug where the Carved in Stone effect in the Archaeologist's Office did not have "retroactive" in its description.
Slightly buffed the values of the Carved in Stone and Ancient Strength effects in the Archaeologist's Office.
Changed the way the end-of-cycle text is displayed on the world map HUD to make it clearer.
The Early Access news panel and Early Access roadmap button were removed.