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Experimental Update (Logistics, Favoring)

[h3][February 9] EXPERIMENTAL UPDATE 0.44.3E[/h3]
We just released a small update to the experimental branch (to test out some favoring alternatives).

Changelog:
  • From now on, favoring no longer has a cooldown, but the rate at which Resolve bounces back is a lot slower (it's now the same as the rate at which Resolve falls).
  • Added a temporary buff to all villagers at the start of every Drizzle. It increases the rate at which Resolve rises, to help with its recovery after the Storm.
  • Fixed a bug with some workers being stuck in the idle state.


If you get a chance to play with this new iteration, please let us know what you think!

[h3][February 8] EXPERIMENTAL HOTFIX 0.44.02E[/h3]
Hello! We just released a small hotfix for the experimental branch. Workers should no longer carry 0 resources.

[h3][February 7] EXPERIMENTAL UPDATE 0.44.1E[/h3]


Greetings, Viceroys!
In the new Experimental Update, we address two systems that are regularly discussed on our forums:
  • Species favoring
  • Logistics

The changes we propose, while small in their nature, may have a grand impact on the game’s balance and gameplay. We’d love to hear what you think before we roll them out to the main branch.

[h2]What did we change?[/h2]
To prevent abusing the Species favoring system, we’re adding a 60-second cooldown. You will need to wait a full minute after you stop favoring one species before you’ll be able to turn on favoring for another.

We’re also making it possible for production building workers to take resources from other nearby buildings’ internal storages (within a limited range). When placing a building (or opening its Storage tab) you will be able to see connections to other buildings from which workers can get resources.

Workers will always go to the nearest Warehouse if there are no resources in nearby buildings.



[h2]How to test it?[/h2]
In order to test the new mechanic, you need to play on the Experimental Branch (click here to learn how to switch to the Experimental Branch).

[h2]What are we interested in?[/h2]
If you decide to play the Experimental Update, please share your thoughts with us!

Primarily, we are interested in your answers to the following questions:
  • How do the new Favoring and logistics changes affect your runs?
  • Is there anything about these new mechanics that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?
  • Have you experienced any significant change in the game’s difficulty?

We can’t wait to hear your impressions once you give the new Experimental Update a try!

May the storm be gentle on you,
Eremite Games


[h2]Previous Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/3659773057719588996
https://store.steampowered.com/news/app/1336490/view/3640631489831270819
https://store.steampowered.com/news/app/1336490/view/3650762049192609142