Experimental Update 1.5.08 (Gathering and Fishing, Cornerstone Forge)
[h3]Greetings, Viceroys![/h3]
We're back with another Experimental Update filled with balance changes, improvements, and fixes. Again, we are extremely grateful for all the suggestions and reports we received. It means a lot to us!
We also welcome all the feedback, so if you had a chance to play on the Experimental Branch and haven't shared your thoughts yet, we encourage you to do so.
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[h3]Balance[/h3]
Cornerstone Forge panel (work in progress, subject to change)
[h3]UI/UX[/h3]
[h3]Bug fixes[/h3]
[h3]Known issues[/h3]
May the storm be gentle on you,
Eremite Games
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[h2]Previous Experimental Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/4485116032403374097
https://store.steampowered.com/news/app/1336490/view/4441205298304123167
https://store.steampowered.com/news/app/1336490/view/4441205298304122972
https://store.steampowered.com/news/app/1336490/view/4525647157467807755
We're back with another Experimental Update filled with balance changes, improvements, and fixes. Again, we are extremely grateful for all the suggestions and reports we received. It means a lot to us!
We also welcome all the feedback, so if you had a chance to play on the Experimental Branch and haven't shared your thoughts yet, we encourage you to do so.
[hr][/hr]
[h3]Balance[/h3]
- Changed how the Deeply Hidden Riches biome effect works. It now gives a Thunderblight Shard for every 50/150/250 vein charges used, not goods produced.
- Revamped the Feeling Lucky deed.
- The old Feeling Lucky deed was renamed to Feeling Extremely Lucky and it’s now a hidden deed, not tied to platform achievements.
- In its place, we added a new version of the Feeling Lucky deed, which requires players to find just the Rainpunk Foundry blueprint in the Coastal Grove.
- The old Feeling Lucky deed was renamed to Feeling Extremely Lucky and it’s now a hidden deed, not tied to platform achievements.
- Removed the Fishing Hut blueprint from the Master Blueprint Cornerstone. It also no longer lowers fishing speed.
- The Forsaken Town modifier can now also spawn Blight Posts, small gathering camps, and the Forsaken Altar.
- Reduced the number of duplicate pre-spawned buildings in Forsaken Town maps.
- Added a few more buildings to some starting glades when playing with the Forsaken Town modifier.
- Added some missing resources (Fish, Algae, Scales, Boots, Paste) to random reward packs (from the Hooded Trickster or effects like Seized Inheritance, etc.).

[h3]UI/UX[/h3]
- The Cornerstone Forge UI panel has been updated. It's now a full-screen panel like the Forsaken Altar.
- Reworded several effects, tooltips, descriptions, and labels to better differentiate between gathering and fishing.
- Resource nodes/deposits found in glades are now called “gathering nodes”.
- Ponds are now called “fishing ponds”.
- Ore/veins are now always called “veins”.
- Camps that collect resources from gathering nodes (Trappers’ Camp, Foragers’ Camp, Herbalists’ Camp, Stonecutters’ Camp, Harvesters’ Camp) are now always referred to as “gathering camps”.
- Fishing Huts and Woodcutters’ Camps are not considered gathering camps and are labeled and referred to accordingly in descriptions.
- All effects and perks tied to either gathering and fishing have been updated to use this new type of labeling.
- All alerts, tooltips, and villager statuses tied to fishing were updated to reflect this change.
- Resource nodes/deposits found in glades are now called “gathering nodes”.
- Changed the description of the Gentle Dawn Forest Mystery to mention that the starting glade also counts towards the bonus.
- Updated the descriptions of the Basic Housing need and Shelters to reflect that not all species use Shelters.
- Frog specializations in buildings are hidden if the DLC is not enabled.
- The text displayed at the end of a Blighstorm cycle has been changed to make it clearer that players can only embark to the Seal Forest from their last settlement.
- Updated the description of the Crown Chronicles effect to clarify that only ruins found in glades count towards it.
[h3]Bug fixes[/h3]
- Fixed a bug where builders were grabbing resources from the internal storages of very distant buildings, causing build priority issues.
- Fixed a bug where Blight Fighters would only take resources from the Main Warehouse, even if a Small Warehouse was nearby.
- Fixed a bug where workers were taking resources from and depositing goods in Small Warehouses that were not yet fully built.
- Fixed a bug where builders assigned to unfinished buildings would sometimes count as workers for some effects (e.g. villagers building a gathering camp would count for the Gathering Knowledge biome effect in the Marshlands).
- Fixed a bug that was causing the "fully upgraded houses" condition to appear in the Cornerstone Forge for players who hadn't yet unlocked house upgrades.
- Fixed a bug where random resource rewards from the Cornerstone Forge had incorrect numbers in their descriptions.
- Fixed a bug where some Forsaken Town maps would spawn without pre-built buildings.
- Fixed a bug that caused some world events to appear too often on the world map.
- Fixed a bug where the Royal Mining Operation biome effect was always showing 0 in its progress preview.
- Fixed a bug where Cornerstones with a Species Resolve effect created in the Cornerstone Forge were breaking newcomer arrival.
- Fixed a bug where the “produce copper ore” trigger in the Cornerstone Forge would only mention mining in its description.
- Fixed an issue where key rebinding could lead to an infinite loading screen.
- Fixed a bug where the town name was randomized after leaving the Embarkation Screen.
- Fixed a bug where the Ruined Leatherworker building had the wrong resource requirements.
- Fixed a bug where some glades in the Scarlet Orchard were marked by the Archaeologist's Office, but did not contain a dig site.
- Fixed a bug where the Fallen Viceroy Commemoration effect did not affect Frogs.
- Fixed a typo in Lori’s dialogue (when she talks about Foxes).
- Fixed a bug where the Stormforged version of the Alarm Bells Cornerstone did not have a progress preview in its tooltip.
- Fixed a bug where the Cannery Ruin had the wrong resources assigned to the “Rebuild” option.
- Fixed a bug where the Book of Water perk did not show up in the Rainpunk Foundry UI.
- Fixed a bug where the Survivor Bonding Resolve effect would be removed when one of two instances of this Cornerstone was upgraded to its Sotrmforged version.
- Fixed a bug where the Beaver Utopia Deed would not recognize the Holy Guild House as a viable Guild House alternative.
[h3]Known issues[/h3]
- In the Cornerstone Forge panel, some effects don’t show the numerical change on the connector after adding a penalty.
May the storm be gentle on you,
Eremite Games
[hr][/hr]
[h2]Previous Experimental Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/4485116032403374097
https://store.steampowered.com/news/app/1336490/view/4441205298304123167
https://store.steampowered.com/news/app/1336490/view/4441205298304122972
https://store.steampowered.com/news/app/1336490/view/4525647157467807755