Experimental Update (Event Choices)

[h3]Greetings, Viceroys![/h3]
In the new Experimental Update, we’re introducing the Event Choices system - a new set of choices for almost every existing event.
[h2]How it worked?[/h2]
For quite some time, we saw two unresolved issues with the current implementation of glade events. On one hand, there was not enough decision-making around solving them, and on the other hand, the existing choices (the reward options) were very limited in their flavor (e.g. what does “send to the Citadel” even mean in the context of the Mole?).
On top of that, there was a range of smaller problems:
- A very limited time window to start an event on high Prestige.
- Over-representation of tools in all events.
- The overall similarity between event requirements.
- A lack of balance between different event rewards.
[h2]What did we change?[/h2]
To address all of these issues, we introduce the Event Choices system. An overwhelming majority of events will now have two options to choose from, with rewards and requirements tied to each other (options can differ in terms of goods required and working effects, and choosing one will lock in the reward). Some of the decisions you will be making can now have more long-lasting consequences, influencing your perks and orders.
Let’s look at the example. You just found an Altar of Decay in a glade - a vile place, where the Sealed Ones are worshiped by those who eagerly await their return.

You can tear it down, for which you will be rewarded with some loot and a Loyalty point. But you can also perform an old ritual, sacrificing one of your villagers to obtain the Altar’s power. This action will earn you a Corruption point, and convert the event into a beneficial decoration in your settlement. Both choices have different requirements, so now you will have to weigh both the rewards and the costs.
The “points” awarded by the event are tied to the types of decisions you make. There are 4 types as of now, and they influence some perks and orders in the game (to be expanded in the future).
Other notable changes:
- Infused Tools were removed from the game.
- All events have ~30% more time until their penalty kicks in.
- Goods required by events are scaled steeper with each difficulty level (up to Viceroy).
- Orders requiring players to solve events in a certain way were changed.
- Tools production is faster.
- The Calming the Forest perk was changed.
- The Forest Mitigation perk was replaced by Frequent Patrols.
[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 changes affect your runs?
- Have you found some events overwhelming, difficult, or too easy?
- Are you able to reliably open dangerous glades in year 1 or year 2? Does it change for year 3 and beyond?
- Is there anything about these new mechanics that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?
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