Nightwatchers DLC - Changelog
[p]Changes marked with ⚡ were inspired by the community.[/p][p]Changes marked with 🦇 are related to the Against the Storm: Nightwatchers DLC.[/p][p][/p][h2]New content and features[/h2]
- [p]⚡ 🦇 Added a new playable species - Bats.[/p]
- [p]A stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored. Bats excel at metallurgy but find no particular comfort in any type of work.[/p]
- [p]Bats have the following needs:[/p]
- [p]Biscuits[/p]
- [p]Paste[/p]
- [p]Skewers[/p]
- [p]Coats[/p]
- [p]Brawling[/p]
- [p]Education[/p]
- [p]Basic Housing[/p]
- [p]Bat Housing[/p]
- [p]Bats have a proficiency specialization in metallurgy and no comfort specialization.[/p]
- [p]Instead of a comfort specialization, bats have a passive ability called Dedication.[/p]
- [p]Dedication - Bats take pride in surviving what breaks other species, and they do not take failure lightly. Bats gain +1 Resolve for every 2 members of other species who leave or die. One stack of Dedication is removed each time a Bat leaves or dies.[/p]
- [p]Bat firekeepers have the ability to reduce the chance of villagers consuming food during a break. [/p]
- [p]Steel Gut - For minds steeled by discipline and focus, food becomes a second priority. Villagers have a 15% chance of not consuming food during a break.[/p]
- [p]Bat Houses have the same upgrade structure as most species in the game. There are three standard effects and one unique one.[/p]
- [p]Repair Station - In ancient times, Bats lived in vast underground halls, now overrun by the spawn of the Sealed Ones. Each time newcomers are accepted into the settlement, you gain 1 Copper Bar for every villager living in a house with this upgrade.[/p]
- [p]Bats’ starting ability is a unique essential building blueprint.[/p]
- [p]Manorial Court - A court where villagers gather to choose the least welcome member of a given species and send them back to the Smoldering City - an act that increases the diligence of those who remain.[/p]
- [p]In the manorial Court, you can choose a species to punish. One of its members will leave the settlement, permanently increasing the productivity of all workers.[/p]
- [p]Every exiled villager increased the global double yield chance by 4%.[/p]
- [p]Bats have the following attributes:[/p]
- [p]Initial Resolve: 5[/p]
- [p]Break interval: 1m 40s[/p]
- [p]Resilient: high[/p]
- [p]Demanding: 12[/p]
- [p]Decadent: 4[/p]
- [p]Hunger tolerance: 4[/p]
- [p]Bats are unlocked by reaching level 11.[/p]
- [p]The Bat starting ability can be unlocked in the Smoldering City at level 15.[/p]
- [p]Bat House upgrades can be unlocked in the Smoldering City at level 18.[/p]
- [p]The following buildings are now hidden from blueprint rolls when Bats are not present in the settlement: Academy (formerly known as Explorer’s Lodge), Grill.[/p]
- [p]This change is intended to address potential blueprint bloat after the introduction of Bats.[/p]
- [p]These buildings can still be found in glades, bought from traders, or acquired via Wildcard, even if there are no Bats in the settlement.[/p]
- [p]Players who don’t own the DLC will still see these buildings in their blueprint rolls, as they did before Bats were introduced, to maintain the balance for non-DLC players as it was before version 1.8.[/p]
- [p]⚡ 🦇 Added a new biome to the game - the Rocky Ravine.[/p]
- [p]Rocky Ravine – Giant underground caverns siphon rainwater from this strange depression, uncovering lands rich in minerals and ore, yet barren of life. It’s a sought-after destination for both traders and smugglers.[/p]
- [p]You will start your game in the Rocky Ravine with a new essential blueprint – the Black Market.[/p]
- [p]Black Market – With resources stretched so thin in the kingdom, the penalty for contraband is death. Yet, where there’s a need, there’s a way - the Black Amber Syndicate thrives by catering to those settling in the harshest of regions.[/p]
- [p]In the Black Market, players will find a list of timed offers with different goods for sale. [/p]
- [p]Offers will refresh every couple of minutes.[/p]
- [p]Black Market items have variable prices (the same resource may cost more or less when it reappears on the market).[/p]
- [p]Black market offers can be rerolled for Wildfire Essence.[/p]
- [p]Players can buy resources on the Black Market for Amber or on credit.[/p]
- [p]Prices may vary depending on whether you pay direct or on credit.[/p]
- [p]Buying on credit will result in a payment that’s due in 3 seasons.[/p]
- [p]For every missed payment, the Black Amber Syndicate will kidnap 2 villagers (4 villagers after year 4).[/p]
- [p]Buying goods on the Black Market does not count as trading for the purposes of Orders and Cornerstones.[/p]
- [p]Resources in the Rocky Ravine:[/p]
- [p]Herbs[/p]
- [p]Grain[/p]
- [p]Insects[/p]
- [p]Fish[/p]
- [p]Algae[/p]
- [p]Reeds[/p]
- [p]Clay[/p]
- [p]Sea Marrow[/p]
- [p]Coal[/p]
- [p]Copper Ore[/p]
- [p]Trees in the Rocky Ravine don't yield wood, they give stone instead. They also have the following secondary resources:[/p]
- [p]Coal (10%)[/p]
- [p]Scales (10%)[/p]
- [p]Reeds (5%)[/p]
- [p]Amber (5%)[/p]
- [p]The Rocky Ravine also has two passive effects (aside from the Black Market).[/p]
- [p]Resource Hub – With such a wealth of resources, trade flourishes. Every time you sell goods worth 20 Amber, traders arrive 10% quicker and trade routes become 10% faster.[/p]
- [p]Royal Patronage - To ease the challenge of settling these harsh lands, the Crown has allocated additional resources for your caravan: 40 Wood and 10 Amber.[/p]
- [p]⚡ 🦇 Added a new biome to the game - the Bamboo Flats.[/p]
- [p]Bamboo Flats – A lush, verdant expanse covered by an endless sea of bamboo trees. It is home to the magnificent Fluffbeaks - a species of gentle giants who love nothing more than to munch on the sweet stems and leaves of the Tearsap Bamboo.[/p]
- [p]You will start your game in the Bamboo Flats with a unique companion at your side – the Fluffbeak.[/p]
- [p]Fluffbeak – Fluffbeaks are gentle creatures that rarely attack unless provoked. They cannot be domesticated and freely choose which caravan to "join". Many settlements in this region have failed simply because no Fluffbeak was willing to settle nearby.[/p]
- [p]With the help of the Fluffbeak, players will be able to produce Fertilizer. [/p]
- [p]Fertilizer can be used to build Fertile Fields - artificial patches of fertile land with a pre-built farm field on top.[/p]
- [p]The Fluffbeak will create Fertilizer if it's happy enough. [/p]
- [p]To raise the happiness of the Fluffbeak, players will need to satisfy its three needs - hunger, thirst, and warmth.[/p]
- [p]Each of the three needs requires different types of items. Raw food for hunger, rainwater for thirst, and fuel for warmth.[/p]
- [p]Increasing the happiness of the Fluffbeak will also trigger beneficial passive effects.[/p]
- [p]Village Mascot - Seeing this giant ball of fluff happy somehow makes the harsh reality surrounding the settlement a tiny bit easier to bear (+2 to Global Resolve).[/p]
- [p]Breadwinner - Leagues from the Capital, this creature’s well-being can mean the difference between life and death for the entire village. Villagers have a 10% higher chance of producing double yields.[/p]
- [p]Resources in the Bamboo Flats:[/p]
- [p]Herbs[/p]
- [p]Berries[/p]
- [p]Grain[/p]
- [p]vegetables[/p]
- [p]Meat[/p]
- [p]Scales[/p]
- [p]Plant Fiber[/p]
- [p]Leather[/p]
- [p]Stone[/p]
- [p]Salt[/p]
- [p]Trees in the Bamboo Flats have the following secondary resources:[/p]
- [p]Wood (40%)[/p]
- [p]Plant Fiber (10%)[/p]
- [p]Oil (10%)[/p]
- [p]The Bamboo Flats also has two passive effects (aside from the Giant Fluffbeak).[/p]
- [p]Rainwashed Soil – The unusually soft ground in this region has been heavily worn down by rain. Naturally occurring patches of Fertile Soil cannot be found here.[/p]
- [p]Farmer's Pride - Farms have a 5% higher chance of producing double yields for every 1 Fertilizer obtained.[/p]
- [p]🦇 Added 11 new Orders.[/p]
- [p]Determined Bats (timed, 7m30s)[/p]
- [p]Objective: maintain Bats’ Dedication effect at 1/2 stack(s) for 60s/90s[/p]
- [p]Reward: Copper Ore Delivery Line, 5 Parts, 2 Bats[/p]
- [p]Aid for the Bat Clan[/p]
- [p]Objective: deliver 20/25/30 Copper Bars[/p]
- [p]Reward: 3 Bats, Bat Clan Support, 3 Parts[/p]
- [p]Bat Influx[/p]
- [p]Objective: deliver 30/45/60 Copper Ore[/p]
- [p]Reward: 5 Bats, Advanced Smelting, 25 Scrolls[/p]
- [p]Bat Population[/p]
- [p]Objective: have 6/8/10 Bats and reach 14/18/22 Bat Resolve[/p]
- [p]Reward: Grill Blueprint, 30 Skewers, 5 Parts[/p]
- [p]Bat Colony (timed, 8m)[/p]
- [p]Objective: have 6/8 Bat Houses[/p]
- [p]Reward: Fish Delivery Line, 40 Biscuits, 5 Bats[/p]
- [p]Bat Relatives[/p]
- [p]Objective: fulfill the need for Skewers 30/40/50 times and have 4/6/8 Bat Houses[/p]
- [p]Reward: Bat Clan Support, 5 Bats, 30 Copper Bars[/p]
- [p]Bat Villagers[/p]
- [p]Objective: have 8/10/12 Bats and fulfill the need for Biscuits 30/40/50 times[/p]
- [p]Reward: Advanced Smelting, 4 Bats, 30 Scrolls[/p]
- [p]Training[/p]
- [p]Objective: deliver 30/40/50 Training Gear and have an Academy (formerly known as the Explorer’s Lodge)[/p]
- [p]Reward: Woodworking Tools, 30 Coal, 30 Biscuits[/p]
- [p]Bat Majority[/p]
- [p]Objective: have 16/18/22 Bats and deliver 20 Scrolls[/p]
- [p]Reward: Specialized Mining, 20 Amber, Advanced Press[/p]
- [p]Dwellings[/p]
- [p]Objective: have 2/3 Bat Houses and 2/3 Fox Houses[/p]
- [p]Reward: Big Phials, 15 Copper Bars, 3 villagers[/p]
- [p]Judgement[/p]
- [p]Objective: exile 4/5/6 villagers[/p]
- [p]Reward: Copper Bars 20, Stamping Die, 3 Bats[/p]
- [p]Determined Bats (timed, 7m30s)[/p]
- [p]🦇 Added 3 new Citadel Upgrades.[/p]
- [p]Brass Forge Level 10 - unlocks the Bat starting ability.[/p]
- [p]Brass Forge Level 12 - unlocks Bat House upgrades.[/p]
- [p]Vanguard Spire Level 9 - unlocks essential Bat Houses.[/p]
- [p]The new unlocks have been added to the middle of existing upgrade tree branches, so some upgrades above them have been moved up to make room. As a result, you might find new upgrades already unlocked in your save file, and need to repurchase an older upgrade that was shifted upward.[/p]
- [p]🦇 Added 3 new Legendary Cornerstones.[/p]
- [p]Crystal Cathode - A fragile device that extracts energy from charged rainwater. Production bonuses in Rain Engines are stronger (75% production speed, 33% double yield chance), but Blightrot Cysts will appear 20% faster when using Rain Engines.[/p]
- [p]Steel Focus - Seeing Bats excel at their craft has a motivating effect on the rest of the settlement. Gain 8% global production speed for every Bat working in a building with the Metallurgy specialization.[/p]
- [p]Festering Wounds - Some old grudges still linger. Bats gain +2 Resolve for every 2 Frog villagers that leave or die. But when Global Resolve drops, it falls 30% faster.[/p]
- [p]🦇 Added a new Glade Event.[/p]
- [p]Fallen Bat Miners - A group of fallen Bat miners, their tools left where they dropped. It seems they were scouting for a new mining site when something struck them down. The sight of these bodies causes unrest among the Bat population.[/p]
- [p]🦇 Added 3 new World Events.[/p]
- [p]Black Amber Syndicate - As your caravan creaks across a crumbling ancient bridge, a hooded figure steps into your path. An insectoid mouth clicks beneath the hood. "These are dangerous lands, stranger. Perhaps we could offer you some... help?" Before you can respond, more cloaked figures emerge from the shadows, their gazes expectant. It’s clear this isn’t an offer one refuses lightly.[/p]
- [p]Cut a deal[/p]
- [p]Condition - Curse. Pay 40 Amber before year 6 starts, or 4 villagers will be kidnapped. Expires after 2 successful settlements in the current cycle.[/p]
- [p]Reward - Active ability. When activated, immediately calls a Syndicate Trader to your settlement. Can be triggered from the Main Warehouse. Expires after 5 uses.[/p]
- [p]Negotiate[/p]
- [p]Condition - none.[/p]
- [p]Reward - Cycle effect. All traders offer mystery boxes instead of perks and blueprints. Expires after 3 successful settlements in the current cycle.[/p]
- [p]Cut a deal[/p]
- [p]Catastrophic Experiment - As you travel the wide and unusually even Royal Road, scattered alchemical tools catch your eye. The further you go, the more you find - until a familiar stench taints the air: Blightrot. Minutes later, you discover the source - a wrecked wagon, its frame crawling with Cysts. It seems you've stumbled upon the aftermath of an experiment gone awry.[/p]
- [p]Complete the experiment[/p]
- [p]Condition - Objective. Win the game after constructing and detonating a Blight Bomb.[/p]
- [p]Reward - Cycle effect. You gain access to Fuel Rods for the next 3 games. They are crafted in the Field Engineering Station and can be used to significantly boost the effectiveness of Rain Engines.[/p]
- [p]Send a scout[/p]
- [p]Condition - Cost. All of your starting caravans lose 1 villager for the duration of this Cycle.[/p]
- [p]Reward - Cycle effect. A rainpunk automaton will permanently occupy one workplace in every mine in your settlement. Lasts for the entire Cycle.[/p]
- [p]Complete the experiment[/p]
- [p]Tree Grazer - As you push through the dense foliage, you notice movement in the distance - massive trees swaying, then crashing to the ground. With a few scouts at your side, you creep closer. And after a short, tense walk, the source of the chaos emerges from the mist - a Tree Grazer.[/p]
- [p]Follow the beast[/p]
- [p]Condition - Objective. Win a game with a Tree Grazer in your settlement - a giant beast that consumes one tree every 20 seconds, opening up to 10 glades.[/p]
- [p]Reward - Active ability. When activated, adds a Rainpunk Shredder to every Woodcutters' Camp in the settlement. This large automaton can fell multiple trees without returning to camp. Can be triggered from the Main Warehouse. Expires after 3 uses.[/p]
- [p]Investigate the aftermath[/p]
- [p]Condition - Objective. A giant Tree Grazer recently passed through this area. You start your settlement with 2 Dangerous Glades and 2 to 3 Small Glades already open.[/p]
- [p]Reward - Cycle effect. You unlock the ability to upgrade Woodcutters' Camps. Expires after 3 successful settlements in the current cycle.[/p]
- [p]Follow the beast[/p]
- [p]Related to these world events are several new mechanics - given to players in the form of rewards.[/p]
- [p]Active Abilities - special effects that can be manually activated in the Main Warehouse and have a limited number of uses (like the Rainpunk Shredder, calling a Syndicate Trader, etc.).[/p]
- [p]Woodcutters’ Camp upgrades.[/p]
- [p]Fuel Rods - a special new resource that doubles the effectiveness of Rain Engines but also accelerates the spread of Blightrot Cysts. They are crafted in the new Field Engineering Station and inserted into buildings through a new UI in the Rainpunk tab.[/p]
- [p]Black Amber Syndicate - As your caravan creaks across a crumbling ancient bridge, a hooded figure steps into your path. An insectoid mouth clicks beneath the hood. "These are dangerous lands, stranger. Perhaps we could offer you some... help?" Before you can respond, more cloaked figures emerge from the shadows, their gazes expectant. It’s clear this isn’t an offer one refuses lightly.[/p]
- [p]🦇 Added 3 new World Map Modifiers.[/p]
- [p]Riverlands - A region crisscrossed by countless rivers, both large and small. Usable land is scarce, as most of the terrain is either flooded or split by waterways. Your settlement stands on a small, isolated island.[/p]
- [p]Drylands - For some strange reason, even in a world of endless rain, this region holds no underground reservoirs. Not a single rainwater geyser can be found here.[/p]
- [p]Silent Dominion - This place once held great significance for the ancients. Even now, a silent guardian still watches over it. You are not allowed to have more than 3 Cornerstones, and you must discard an old one to accept a new one.[/p]
- [p]This modifier was also added to the Daily Expedition pool.[/p]
- [p]🦇 Added a few new dialogue topics to Lori (related to the new content)[/p]
- [p]🦇 Added the Haunted Bat House to the pool of ruins that can be found in glades.[/p]
- [p]🦇 Added 3 new ghost encounters to the Cursed Royal Woodlands.[/p]
- [p]🦇 Added 16 new Deeds.[/p]
- [p]Bat Settlement - Win a game with at least 25 Bats.[/p]
- [p]Bat Utopia - Win a game with 30 Bats, 15 x Bat House, 1 x Academy (formerly known as the Explorer’s Lodge)[/p]
- [p]The Rocky Ravine - Win a game on the Rocky Ravine biome.[/p]
- [p]Rock and Stone - Win a game in the Rocky Ravine biome, and on Viceroy difficulty (or higher).[/p]
- [p]Exiled - Exile 50 villagers in the Manorial Court.[/p]
- [p]The Weakest Link - Exile 15 villagers in the Manorial Court in one game.[/p]
- [p]Shady Dealings - Complete 50 transactions on the Black Market.[/p]
- [p]Living on Credit - Buy 500 Amber worth of goods on credit on the Black Market.[/p]
- [p]Bankruptcy - Buy 100 Amber worth of goods on credit on the Black Market in one game.[/p]
- [p]The Bamboo Flats - Win a game on the Bamboo Flats biome.[/p]
- [p]Fluffbeak Paradise - Win a game in the Bamboo Flats biome, and on Viceroy difficulty (or higher).[/p]
- [p]Green Thumb - Win a game after building at least 40 Fertile Fields in the Bamboo Flats.[/p]
- [p]Peaceful Life - Keep the Fluffbeak's happiness at 75% or higher for at least 20 minutes.[/p]
- [p]Riverlands - Win a game near the Riverlands modifier.[/p]
- [p]Drylands - Win a game near the Drylands modifier.[/p]
- [p]Silent Dominion - Win a game near the Silent Dominion modifier.[/p]
- [p]🦇 Added 6 new decorations.[/p]
- [p]Syndicate Chest - unlocked by completing the Bankruptcy Deed.[/p]
- [p]Tearsap Bamboo Sapling - unlocked by completing the Fluffbeak Paradise Deed.[/p]
- [p]Basalt Tree Sapling - unlocked by completing the Rock and Stone Deed.[/p]
- [p]Mausoleum - unlocked by completing the Weakest Link Deed.[/p]
- [p]Ornamental Fence - unlocked by completing the Bat Settlement Deed.[/p]
- [p]Ornamental Fence Corner - unlocked by completing the Bat Utopia Deed.[/p]
- [p]🦇 Added 2 new menu skins.[/p]
- [p]Rocky Ravine[/p]
- [p]Bamboo Flats[/p]
- [p]🦇 Added 27 new music tracks available exclusively in the two new biomes.[/p]