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Experimental Update (Seals, Caravans)


[h3]Greetings, Viceroys![/h3]
Today, we’re presenting you with the new iteration of the Experimental Cycle Overhaul. We were closely looking at your feedback and discussing certain doubts with you. As a result, we introduce many systemic changes that aim to address them.

When it comes to the systems and balance, this version is very close to what we intend to release on the main branch next week. In the background, we’re working on the graphical aspects, improving the UX, and trying to make World Events more appealing, but the systems themselves are near final (with a caveat, that as with any other feature in the game, we’ll continue to tweak them during Early Access).

In multiple conversations happening over the past few weeks, we received many well-thought-out ideas and suggested approaches to certain elements of this system, though, many times conflicting with each other. We knew we’ll have a hard nut to crack and that we won’t ever be able to come up with a solution that would please everyone. So we sat down and discussed all the feedback we gathered and decided on an approach that we feel suits the game the most and has the best long-term potential.

You can find the full changelog and our additional thoughts on certain aspects below.

If you haven’t followed the recent changes to the Experimental Branch, these articles will get you up to speed:
https://store.steampowered.com/news/app/1336490/view/3705945730836097132
https://store.steampowered.com/news/app/1336490/view/3674419898820262129
https://store.steampowered.com/news/app/1336490/view/3726210660308443444
[hr][/hr]
[h2]Changelog[/h2]
  • Added all the features from the main branch’s Quality of Life Update.
  • Limited the number of Seals on the World Map to 4 at once.
    • There are 2 Seals of the same type as your last completed Seal, and there are 2 Seals of a new type (a bit further away, with a higher minimum difficulty).
    • Exceptions:
      • When you start a fresh Profile, there are only 2 Seals available (for Settler).
      • When you complete the last Seal, there are 2 Seals of the highest difficulty (for P20) and 2 Seals of the second highest difficulty (for P15 and higher difficulty) available.
  • Seal difficulty now works just like any other tile’s difficulty. The minimum difficulty is, like with any other field, determined by the distance from the Citadel.
  • Each Seal now has a unique name, look (currently placeholder art), and a set of rewards.
  • The difficulty level no longer influences the number of Embarkation Points.
    • Embarkation Points are now related to the distance from the Smoldering City. The farther you play, the fewer Embarkation Points you have. Affects only the Base Pool, not the Reserve Pool.
  • Added 3 new Smoldering City Upgrades, each unlocking a new Faction district (works as a town) to trade with.
  • Changed the numerical spread of villagers in Caravans. Currently, the base number of villagers ranges from 6 to 8.
  • Reverted the Embarkation Bonus price fluctuation changes of raw food and materials from the previous Experimental Update.
  • Changed how modifiers are spawned on the World Map. Positive modifiers are now more likely to appear around the Citadel, while negative ones will spawn further away (this isn’t a hard rule, negative modifiers might still spawn near the Smoldering City, just more rarely).
[hr][/hr]
[h2]New changes[/h2]
[h3]Limited Seals[/h3]
We’re reducing the number of Seals from 16 to 4. From now on, you’ll only see the two Seals of the same difficulty as the one that you previously completed and two Seals of the next difficulty (with two exceptions listed in the changelog).

This should unclutter the map, provide a clearer goal for the Cycle, and prevent players from feeling taunted or overwhelmed by the Seals of much higher difficulty.

We’re also renaming the Seals. They will no longer include difficulty in their names as this led to negative pressure and incorrect assumption of content gating.

[h3]Caravans balance and Embarkation Points[/h3]
We listened to your feedback regarding the recent changes to the Caravans balance, specifically to the number of Villagers and Embarkation Bonus costs. We reverted many of the Embarkation Bonus price fluctuations and increased the number of Villagers in caravans (it’s only 1 villager less than on the main branch).

We also made a significant change to the Embarkation Points Base Pool. It’s no longer dependent on the difficulty level but instead decreases as the distance from the Smoldering City grows.

Many of you rightly noted that the recent changes made the Cycle suffer from an inverted difficulty curve. Due to having an unupgraded Caravan and no Trade Routes, the first games in the Cycle were significantly slower.

By adding Faction districts that provide Trade Routes in the Smoldering City's proximity (unlocked by purchasing specific Smoldering City upgrades) and by changing the Embarkation Points distribution, we hope to address this feedback.

We also changed how World Map Modifiers are spawned - from now on, positive modifiers have a much higher chance of appearing close to the Citadel (and a lower chance of popping up further away). But this is not a hard rule by any means - you will still be able to encounter negative modifiers at the beginning of a Cycle (the chances for this are simply lower).

This should prevent early games from being slow-paced due to the reduced number of villagers and naturally increase the difficulty as you venture far into the untamed corners of the world.
[hr][/hr]
[h2]Remaining systems[/h2]
[h3]Difficulty zones[/h3]
The World Map is divided into difficulty zones with each Seal marking the border of the particular difficulty. Playing farther than the zone’s border will require you to play on a higher difficulty.

This aims to:
  • Encourage players to amp up the difficulty bar as part of the game’s natural progression.
  • Prevent situations when it would be optimal to play the last games in a Cycle (before attempting to close the Seal) on lower difficulties to accumulate Negative Modifier Bonuses.

No actual content is gated behind the difficulty. You can still encounter each of the game’s Modifiers within the Settler difficulty zone.

We consider adding cosmetic rewards for completing Seals in the future. In our conversations with players, this was generally agreed on to be rewarding enough for those who complete them and not a deal-breaker for players who don’t aim to play on higher difficulties. We encourage you to share your thoughts with us too!

[h3]Cycle in Years[/h3]
Out of the two tested approaches, we decided to keep the existing Cycle length counted in years.

The discussions about this aspect were probably the most heated ones and we wholeheartedly admit that both have merits and drawbacks. We eventually decided on a years-long Cycle as this approach adds more depth to runs and introduces new decisions and consequences. It leaves a bit more room to maneuver if things take a turn for the worse and gives you an opportunity for a comeback.

To address the needs of players who sometimes prefer to play runs for fun, the Daily Expeditions (and Training Expeditions) don't affect the Cycle in any way and nor does continuing to play after winning the game.

[h3]Embarking from the last Settlement.[/h3]
The main stimulus to work on the Cycle overhaul was the ever-repeated feedback that the World Map layer lacks depth and an overarching goal.

We ourselves can’t agree more. There is no purpose, thrill, or stakes involved.

The journey towards the Seal is our vision for a Cycle-long mini-campaign that involves planning, decision-making, and a climax (reforging the Seal in the Sealed Biome).

On this journey, you’re growing your Caravan by engaging with World Map Events and overcoming Negative Modifiers. You’re also challenged by a geographical distance that separates you from the final goal of your quest.

We believe that a physical representation of your Caravan and an actual route on which you’re embarking not only fits thematically but also provides the much-needed depth and strategy to the World Map layer. Embarking from any point on the map (and not your Caravan position) deprives the World Map layer of this depth.
[hr][/hr]
[h2]Future[/h2]
This is most likely the last Experimental Update before the Cycle Overhaul goes live on the Main Branch. As we have a much clearer vision now than we had at the beginning of the Experiment, we started working on multiple much-needed UX improvements (such as informing about the rewards for completing each Seal) and graphic assets (like a proper visual representation of Seals on the World Map). We will also expand the World Map Events system by adding new encounters, increasing the number of decisions, and rebalancing rewards.

Most importantly, it’s just the beginning of our planned changes to this layer of the game. Please don’t worry if some things seem a bit off and bare-bones.

We will closely monitor all the new feedback for this version, so please let us know how you feel about the changes.

We will continue to iterate the Cycle mini-campaign when it goes live on the main branch. We’ll get the much-needed feedback from the new players for whom this will be the first encounter with the World Map layer.

And most importantly, we are now able to focus on the new Sealed Biome with its unique visuals and Seal reforging mechanic that we hope will provide a proper climax for the Cycle’s mini-campaign.
[hr][/hr]
[h2]How to test it?[/h2]
To play with the new features, you need to switch to the Experimental Branch (click here to learn how to switch to the Experimental Branch).

You can either start from the very beginning or simulate progress with those commands:
  • meta.addEarly
  • meta.addMiddle
  • meta.addLate

To simulate the completion of a certain Seal, type the command below and skip the Cycle:
  • meta.diffSeal 1 (or higher)
EXPERIMENTAL BRANCH GUIDE
[hr][/hr]
[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:
  • Do early Cycle games feel more dynamic?
  • Do you feel that the farther from the Smoldering City, the harder it gets?
  • How do you feel about progressing your Caravan through the Cycle?
  • Have you found the journey toward the Seals compelling?
  • Did you feel there were interesting decisions to make on the World Map?
  • Is there anything about these new mechanics that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?

It would mean a lot to us if you decided to give it one more try and share your impressions with us. We wish you a lot of fun with this new update and can't wait to hear from you!

May the storm be gentle on you,
Eremite Games

The current Experimental Branch version is 0.53.02E.

Hotfix 0.52.2 (Shortcuts, Tooltips)

[h3]Greetings, Viceroys![/h3]
Thank you for playing the latest update and sharing your feedback. We just released a small hotfix that deals with the reported issues. Thank you for your swift reports!

Changelog:
  • Fixed a bug with building shortcuts not being remembered between sessions.
  • Fixed an issue with building shortcuts not being possible to set to "none".
  • Fixed a bug that caused some resource tooltips to be incorrectly formatted.
  • Fixed a bug with some building shortcuts playing a placeholder sound when used.
  • Fixed a bug with the Stormforged version of the Secure Trail Cornerstone being named incorrectly.
  • Fixed an issue with guaranteed Embarkation Goods not being applied to a game in some cases right after purchasing the corresponding Upgrade.
  • Fixed an issue with trees having incorrect tooltip descriptions in multiple biomes.
  • Fixed a bug with plus signs being rotated incorrectly in the worker overlay.


May the storm be gentle on you,
Eremite Games

The current game version is 0.52.2.

[h2]Previous Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/3683428365960397833
https://store.steampowered.com/news/app/1336490/view/3674419898821036919
https://store.steampowered.com/news/app/1336490/view/3725084125969993245
https://store.steampowered.com/news/app/1336490/view/3725082859193108251

Quality of Life Update out now!



[h3]Greetings, Viceroys![/h3]
In today’s update, we bring you some long-awaited gameplay and interface improvements, as well as some new features and balance changes.

What’s new:
  • New small glade Event: Obelisk
  • 8 new haunted ruins
  • 15 new Stormforged variants of Cornerstones
  • Games’ history tab
  • Citadel Upgrades summary
  • “Unassign all woodcutters” button
  • Keybinds for selected buildings
  • Event working time progress bar
  • And more!

Continue reading for our design notes and the full changelog.

P.S. If you don’t own it yet, you can get Against the Storm 35% off for a limited time.

https://store.steampowered.com/app/1336490/Against_the_Storm/
[hr][/hr]
[h2]DEVELOPER NOTES[/h2]
Today’s update is a bit smaller than usual and mostly focused on quality of life, as in the background, we’re still hammering away at the new Cycle revamp (you can test an early version of it on the Experimental Branch). Although there is a moderate amount of new content, we think you will be happy to hear that we took some time in the past two weeks and implemented a lot of community-requested UI features. So without further ado, let's get into it.

First off, the new content. We added one new glade event - the Obelisk. It can only be found in small glades and can be salvaged or turned into a decoration which slightly lowers Hostility. This is part of our ongoing effort to make small glades a bit more interesting and balanced, and you can expect more small events in the future. What’s more, we also added new haunted ruins that can be found in Dangerous and Forbidden Glades. If you were unlucky enough to never encounter this type of building in the game before - it’s a unique structure that is harder to rebuild than a normal ruin but offers a big reward for doing so (for example rebuilt haunted production buildings have all recipes at a 3-star rating). We decided to expand the roster of haunted ruins (by adding 8 new ones) and slightly increase the chances of finding them in the forest.

Obelisk

With this update, we also bring you 15 new Stormforged Cornerstones you can buy in the Forsaken Altar. But unfortunately, this addition comes at a price (like most things tied to the Forsaken Gods), and we first had to remove 12 old perks. Why did we decide to do this? Because there were two main issues with the Altar. Firstly, the progress of Cornerstones with a counter (for example everything that triggers after reaching a production threshold) didn’t carry over. This was very frustrating, and extremely hard to fix due to technical limitations. Secondly, some of the perks were too conservative with their bonuses, and quite honestly, just uninteresting (especially considering how much they cost). So with that in mind, we decided to refresh the Altar a bit and make it more viable for Prestige players. As always, nothing here is final, and we will adjust the balance in the future.

Speaking of balance, there’s quite a lot of it in this update. We reshuffled level-up rewards (mostly Cornerstones) to create a better experience for low-level players (by moving more complicated perks higher up the level range and unlocking more straightforward bonuses at level 0). We also took a better look at service buildings in an effort to make them more appealing and viable. Most notably, by adding specialization tags (Warmth and Brewing) to some of them, changing the worker numbers in the Market, changing the passive effect in the Temple, and improving the wording in effect tooltips in the Clan Hall and Guild House. We also introduced an Amber reward for declining Cornerstones in the popup at the start of each year, so now if there is nothing interesting to choose from, you can always just take a small cash injection to help your settlement.

Finally, let’s talk about UI changes. In this update, we added several exciting new usability features, like a game history tab in the Smoldering City, a meta upgrade summary, a button on the HUD to remove all woodcutters, building shortcuts, a list of needs in species tooltips in the Embark View, an auto pause function on trader departure, and much, much more. You can read up on the details of these additions in the changelog below.

Game history and Citadel Upgrades summary

Unassign all Woodcutters

Building Shortcuts

As always - thank you all for providing feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:


May the storm be gentle on you,
Eremite Games

P.S. If you've picked up Against the Storm and have been playing it, make sure to leave a Steam review! They help a lot!
[hr][/hr]
[h2]CHANGELOG[/h2]
Number of changes: 72
Inspired by community: 59%

Changes marked with ⚡ were inspired by the community.

[h3]New content and features[/h3]
  • ⚡ Added a new event to small glades.
    • Obelisk - A mystical stone monument. Unknown runes are carved all over its surface.
      • The event offers two decisions on how to deal with it (tear down and make an offering).
      • The events can be restored to turn into a positive decoration (Aesthetics) that reduces Hostility.
  • ⚡ Added 8 new haunted ruins.
    • Haunted Cooperage - with 3 three-star recipes (Barrels, Training Gear, Tea)
    • Haunted Leatherworks - with 3 three-star recipes (Waterskins, Fabric, Pack of Luxury Goods)
    • Haunted Druid's Hut - with 3 three-star recipes (Oil, Incense, Coats)
    • Haunted Smelter - with 3 three-star recipes (Copper Bars, Pipes, Biscuits)
    • Haunted Cellar - with 3 three-star recipes (Wine, Pickled Goods, Jerky)
    • Haunted Lizard House - with space for 6 residents.
    • Haunted Fox House - with space for 6 residents.
    • Haunted Harpy House - with space for 6 residents.
  • Added 15 new Stormforged variants of existing Legendary and Epic Cornerstones.
    • Alarm Bells (Stormforged) - The Brass Order's newest invention - an intricate system of sensors that can detect Corruption before it spreads too much. Workers have a +30% higher chance of producing double yields when the Hearth's Expected Corruption Rate is 100% or higher.
    • Firekeeper's Prayer (Stormforged) - Glade event work speed increased by 30%. Resources you sacrifice in the Ancient Hearth burn 30% longer.
    • Firelink Ritual (Stormforged) - There is nothing the forest hates more than fire. Every 3 villagers with the need for religion fulfilled decrease the forest’s Hostility by -30.
    • Generous Rations (Stormforged) - Global Resolve is increased by 5, and villagers have a 10% chance of not consuming food during a break.
    • Mushroom Seedlings (Stormforged) - All farms can plant Mushrooms (3 stars) on farm fields during drizzle season.
    • No Quality Control (Stormforged) - Gain +2 to wood production. After each storm, all stored wood is removed, and you get 150 Insects in return.
    • Old Fedora Hat (Stormforged) - An old inscription on the bottom of the hat says: "Fortune and glory". Increases the chance of bringing back twice as much from Glade Events by 75%.
    • Queen's Gift (Stormforged) - A mysterious Amber orb with a magical flame trapped within. Increases the Ancient Hearth's resistance by +100 for every Impatience point you have.
    • Rebellious Spirit (Stormforged) - The people are feeling oddly rebellious. Gain +1 Global Resolve for every 1 Impatience Point.
    • Survivor Bonding (Stormforged) - The people in your settlement have survived many hardships, bringing them closer together (+20% villager speed, 3 Global Resolve).
    • Woodpecker Technique (Stormforged) - Gain 5 Insects every time woodcutters cut down a tree during the Storm.
    • Force of Nature (Stormforged) - The forest and the everlasting rain are connected somehow. Gain +4 to Storm Water production for every 2 Woodcutters in your settlement.
    • Secure Trail (Stormforged) - Royal Stormwalkers secured the trail to your settlement. Newcomers will arrive +33% quicker and bring 25% more goods with them.
    • Lost in the Wilds (Stormforged) - Gain one villager every time you discover a new glade. Villagers add less Hostility (-1).
    • Hidden Reward (Stormforged) - Gain 2 Ancient Tablets for every completed Glade Event. (the bonus is added retroactively)

[h3]Balance[/h3]
  • ⚡ Declining a Cornerstone in the yearly reward popup will now give Amber.
  • ⚡ Rebalanced the Land Tax Prestige Modifier (Prestige 19). Opening small glades now costs 2 Amber, and opening dangerous or forbidden glades costs 6 Amber (previously all glades cost 5 Amber, regardless of type).
  • ⚡ Added Resolve specialization tags to some service buildings.
    • Warmth (Lizard) - Clan Hall, Temple, Monastery.
    • Brewing (Human) - Tavern, Monastery, Forum.
  • ⚡ The Market Carts effect in the Market now activates if two workers are assigned (instead of one). The additional effect in the Holy Market now triggers if one worker is assigned.
  • ⚡ The Market now has a maximum of two workers instead of three.
  • ⚡ Changed the passive effect of the Temple.
    • Sacrament of the Flame - There can be nothing more sacred than a flame in a world soaked with rain. Every 300 seconds you sacrifice goods in the Ancient Hearth (multiplied by the number of active sacrifice stacks), Hostility is permanently reduced by 20 (the bonus is added retroactively).
  • ⚡ Changed the requirements of the Fresh Breeze Forest Mystery to avoid overlap with the Invigorating Winds effect. It now requires Housing instead of both Housing and Food.
  • The Hallowed Small Farm and Herb Garden (rebuilt haunted ruins) no longer have an additional recipe. Instead, they now have an increased number of worker slots (3 instead of 2).
  • Removed 12 Stormforged variants of Legendary and Epic Cornerstones from the Forsaken Altar.
    • Over-Diligent Woodworkers
    • Small Press
    • Dye Extractor
    • Deep Pockets
    • Vineyard Town
    • Copper Extractor
    • Leftover Crops
    • Spices
    • Training Grounds
    • Mold Grain
    • Free Samples
    • Urban Planning
    • These Stormforged perks were removed because of two main reasons. Most of them were not too exciting, and all of them were progress-related (for example the bonus activated after reaching a certain production threshold). The latter was causing some confusion, as due to technical limitations, we didn’t carry over the perk progress between normal perks and their Stormforged upgrades.
    • To make up for removing 12 perks from the Forsaken Altar, we added 15 new ones (described in the “New content and features” section above).
  • Rebalanced some Cornerstones.
    • Alarm Bells - lowered the Expected Corruption requirement to 150% and increased the double production bonus chance to 20%.
    • Deserted Caravans - this perk no longer blocks trade for a 50% production speed increase. It now slows down trader arrival by 50% and increases production speed by 33%.
    • Overexploitation - increased the bonus to small nodes from +10 charges to +15.
    • Force of Nature - increased the bonus to Storm Water production from +1 to +2 for every 2 Woodcutters.
    • Economic Migration - decreased the threshold required to trigger the newcomer speed bonus from every 2 levels of standing to every 1 level.
    • Prosperous Settlement - increased the amount of Amber required to trigger the bonus from 40 to 45.
    • Smuggler’s Visit - slightly lowered the drop rate.
  • ⚡ Reshuffled some level-up rewards.
    • This change is mostly related to Cornerstones. We wanted to move some less exciting and complex perks to level 0 (available from the start), and unlock the more complicated ones (or the ones related to more advanced systems, such as Rainpunk) higher up the level range.
    • We also made one change to building unlocks - the Paved Road is now granted at level 3 (previously level 2), and the Mine is unlocked at level 2 (previously level 3).
    • You can view the full list of unlocks below:


Lvl

Unlocked Buildings

Unlocked Cornerstones

Unlocked Species

Unlocked Traders



2

Rain Collector, Mine, Herbalists’ Camp

Flame Amulets, Crowded Houses

-

-



3

Cellar, Scribe, Paved Road

Over Diligent Woodworkers, Trade Logs

-

Old Farluf



4

Guild House, Clan Hall, Distillery

Filling Dish, Rebellious Spirit, Safe Haven

-

-



5

Smelter, Bath House, Cooperage

Urban Planning, Economic Migration

Harpies

-



6

Artisan, Press, Monastery

Exploring Expedition, Frequent Caravans

-

Sothur The Ancient



7

Explorer's Lodge, Druid's Hut, Ranch, Reinforced Road

Trade Hub, Friendly Relations

-

-



8

Apothecary, Smithy, Grove, Market

Smuggler's Visit, Stormwalker Training

-

-



9

Toolshop, Brick Oven, Grill

Mist Pierces, Prayer Book

-

Vliss Greybone



10

Forum, Alchemist's Hut, Beanery

Without Restrictions, Cheap Construction

Foxes

-



11

Tinctury, Butcher, Tea House, Tea Doctor

Baptism of Fire, Lost Supplies

-

-



12

Granary, Supplier

Back to Nature, Guild's Catalogue, Rich Glades

-

Sir Renwald Redmane



13

Furnace, Manufactory, Tinkerer

Driving Water, Lumber Tax, Bed and Breakfast

-

-



14

Workshop, Stamping Mill

Alarm Bells, Fedora Hat, Firekeeper’s Armor, Royal Guard Training

-

-



15

Clay Pit, Greenhouse

Forge Trip Hammer, Tightened Belt, Trade Negotiations, Burnt to a Crisp

-

-



16

Advanced Rain Collector

Hidden from the Queen, Deep Pockets, Overexploitation, Queen's Gift

-

Xiadani Stormfeather



17

-

Stormwalker Tax, Free Samples, Improvised Tools, Calming Water, Frequent Patrols

-

-



18

-

Counterfeit Amber, Firelink Ritual, Prosperous Archaeology, Copper Extractor, Prosperous Settlement

-

-


[h3]UX/UI improvements[/h3]
  • ⚡ Added a game history tab in the Citadel.
    • You can now see your previously played games summarized in a list.
    • The game history is limited to the last 20 games.
    • The summary panel shows the following information:
      • game type (regular, custom, daily),
      • difficulty,
      • game time,
      • number of years,
      • biome,
      • player level,
      • meta progress,
      • species numbers,
      • cornerstones and perks,
      • blueprints,
      • modifiers,
      • forest mysteries,
      • victory or loss
  • ⚡ Added a summary of Citadel Upgrades to the Citadel UI (in the Game History view).
    • The summary lists all numerical increases from the upgrade tree (like Embarkation Points, Caravan Slots, Building Storage, etc.)
    • The summary only shows bonuses, without the base value (because base values might change depending on the game type, modifiers, etc.)
  • ⚡ Added an “unassign all woodcutters” button to the main HUD.
    • The button is located next to the Hostility meter.
    • Left-clicking it will unassign all woodcutters.
    • Right-clicking will assign one new random woodcutter to a free worker slot.
    • Hovering over the button will display an explanatory tooltip with the number of assigned woodcutters and overall worker slots in Woodcutters’ Camps.
  • ⚡ Notifications on the HUD can now be closed with right-click.
    • Please keep in mind that there are still a few “state alerts” (notifications without an “x” symbol next to them, informing about potentially devastating issues in the settlement), and these are still non-dismissible (they only disappear when a threatening state is over).
  • ⚡ Selecting a house will now display the Hearth range indicator.
  • ⚡ Added a tooltip when hovering over the “x” button above ingredients in a building’s internal storage (stating that they will be returned to the main storage if the button is clicked).
  • ⚡ Added building shortcuts to the option menu.
    • You can now assign any building to a key on your keyboard.
    • Pressing said key will automatically select the building for construction (if you own the blueprint).
    • There are 10 building shortcut slots in total for now.
  • ⚡ Hovering over a species in the Embark View will now list its needs in the tooltip.
  • ⚡ Added a progress bar to the worker overlay (ALT by default) for glade events that are being worked on.
  • ⚡ Added the option to set an automatic pause right before a trader leaves the town.
  • ⚡ Changed the description of the Treasure Stag to more clearly explain how it works.
  • ⚡ Changed the tooltip of the Rotting Wood Forest Mystery. It now has its lore section before the effect description.
  • ⚡ Changed the wording of the Ancient Ways effect in the Clan Hall to avoid too much thematic overlap with Foxes.
  • Changed the way some perks and service building effects work (The Crown Chronicles, The Guild's Welfare, Vitality, Prosperous Settlement). They no longer add Resolve in the form of a new effect on the perk HUD (for example as a stack of the Wealth effect), but instead show gains in their tooltip.
  • Resource tooltips will no longer list rebuilt haunted ruins. This change was made to reduce unnecessary clutter, as haunted buildings have the same recipes as their regular counterparts.
  • Game stats (games won, lost, etc.) were moved to the new Game History tab.

[h3]Bug fixes[/h3]
  • ⚡ Fixed a bug with villagers getting stuck trying to reach a cache near the edge of a glade.
  • ⚡ Fixed an issue with fertile soil sometimes being located under trees when spawned together with farm ruins in undiscovered glades.
  • ⚡ Fixed an issue with effects spawning fertile soil sometimes placing it under objects (like geysers).
  • ⚡ Fixed a bug with Wandering Merchants causing old trader notifications to reappear on the HUD.
  • ⚡ Fixed an issue with the reveal effect icon (from species abilities) being partially covered by glade markers.
  • ⚡ Fixed a bug with some need-based Cornerstones (like Well Rested Workers) being offered to the player even if there is no species with a given need in the settlement.
  • ⚡ Fixed a bug with Geyser Pumps and Rain Collectors not displaying production times influenced by perks and bonuses.
  • ⚡ Fixed an issue with extinct species showing all needs as met.
  • ⚡ Fixed an issue with Distillery and Tinctury being named the same in French, Italian, and Spanish
  • ⚡ Fixed a typo in the description of sacrifice duration effects in French.
  • ⚡ Fixed an issue with some effects being called the same in Japanese (Steel Pickaxes and Steel Mattocks, Rotten Rain and Corrosive Rainfall).
  • ⚡ Fixed a typo in the name of the Burnt to a Crisp Cornerstone in Spanish.
  • ⚡ Fixed a typo in the description of the Beacon effect in German.
  • Fixed a bug that caused the entrance icon to stay visible after closing a building panel with ESC.
  • Fixed an issue with text being incorrectly formatted in the specific tooltip in some languages.
  • Fixed an issue with missing decoration tags for the Harmony Spirit Altar in some languages.

[h3]Other[/h3]
  • ⚡ Added unique short descriptions to all types of trees in the game (previously they all stated “a perfect source of wood” regardless of biome).
  • Rebuilt haunted ruins now have a faint glow to show that the building is of higher quality.
The current game version is 0.52.1
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[h2]COMMUNITY CORNER[/h2]
Click to unfold:
[expand]
TonyShape blessed us with new comic strips once again:
https://steamcommunity.com/sharedfiles/filedetails/?id=2981358073
https://steamcommunity.com/sharedfiles/filedetails/?id=2981358073
https://steamcommunity.com/sharedfiles/filedetails/?id=2984958231
https://steamcommunity.com/sharedfiles/filedetails/?id=2984958231

We also found some brilliant sketches:
https://steamcommunity.com/sharedfiles/filedetails/?id=2984788384
https://steamcommunity.com/sharedfiles/filedetails/?id=2984788384
https://steamcommunity.com/sharedfiles/filedetails/?id=2984789014
https://steamcommunity.com/sharedfiles/filedetails/?id=2984789014
We can't wait to see more!

Don't hesitate to reward those creations with your Steam Points. We also encourage you to award members of the Steam Discussions for being helpful and kind.

For more artwork and memes, visit Steam, Discord, and Reddit.
[/expand]
Have a fantastic weekend and enjoy the new update!
[hr][/hr]
[h2]PREVIOUS UPDATES[/h2]
https://store.steampowered.com/news/app/1336490/view/3674419898821036919
https://store.steampowered.com/news/app/1336490/view/3725084125969993245
https://store.steampowered.com/news/app/1336490/view/3725082859193108251
https://store.steampowered.com/news/app/1336490/view/5598579119733976813

Update Preview Livestream (Quality of Life)



[h3]Greetings, Viceroys![/h3]
Come join us later today at 3:00 pm UTC on our Twitch channel for a preview of tomorrow’s Quality of Life Update:

Follow us on Twitch

With the new Update, we’re bringing you plenty of commonly-requested UX improvements, such as the Unassign All Woodcutter button, the event working time progress bar, and many more! Tune in today, to discover all the new things before the update goes live tomorrow.


[h2]Livestream Archive[/h2]
In response to your requests, we also uploaded the recordings of the previous livestreams to our YouTube channel. We will update the Livestream Archive playlist with new recordings after the streams so that you can rewatch them in case you can't join us live.

Subscribe to our YouTube channel

We hope to see you later today and as always we remind you to prepare for the upcoming update by finishing your current settlements. If this is your first Against the Storm update, please check out a short update guide below

May the storm be gentle on you,
Eremite Games
[hr][/hr]
[h2]How to prepare[/h2]
We release new content Updates every two weeks on Thursdays around 1 pm – 3 pm UTC. As we make multiple changes to the game’s systems, balance, and content, the game needs to force-finish any settlements that are in progress when you download the update. This aims to prevent various game-breaking bugs that could occur otherwise.

IMPORTANT: If you have a settlement in progress, it will have to be force-finished when you download the Update. You will be reimbursed with Citadel Resources but you will have to start a new settlement. Your meta progress (that is: Experience, Level, completed Deeds, unlocked Upgrades, Citadel Resources, etc.) will remain intact.

In the main menu, under the “Play” button, there’s a countdown to upcoming Updates. Please finish your current settlement before the update day if you don’t want it to be completed automatically.
[hr][/hr]
[h2]Previous Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/3674419898821036919
https://store.steampowered.com/news/app/1336490/view/3725084125969993245
https://store.steampowered.com/news/app/1336490/view/3725082859193108251
https://store.steampowered.com/news/app/1336490/view/5598579119733976813

Experimental Update (World Map Events)



[h3]Greetings, Viceroys![/h3]
We’re back with a new iteration of the Experimental Branch. This time we’re presenting you with Events - new World Map activities that will reward you for completing additional challenges (or penalize you for failing to do so!). We also updated the Experimental version with the new content from the main branch’s Fishman Soothsayer Update.

The new changes are a part of the ongoing Experimental Cycle Overhaul. If you haven’t followed the recent updates, here are the update notes that will bring you up to speed:
https://store.steampowered.com/news/app/1336490/view/3674419898820262129
https://store.steampowered.com/news/app/1336490/view/3726210660308443444
[hr][/hr]
[h2]World Map Events[/h2]
One of the main problems with the current implementation of the World Map is that there is very little to explore. Apart from relatively passive Chests, the only thing you can discover are Modifiers. With today's update, we aim to explore the possibility of introducing events that offer interesting decisions on the world layer and have consequences lasting throughout the entire Cycle. To engage with an Event, you need to discover it on the World Map and click on it. If you don't interact with the event, it will disappear from the World Map when you return to it after the next run.




[hr][/hr]

[h2]Caravan Upgrades & Embarkation Rebalance[/h2]
Alongside the World Map Events, today's update introduces a new system: Caravan Upgrades. Although the initial caravans can be smaller than the previous baseline, you can now collect additional villagers, goods, and perks throughout the Cycle. In addition, there will be a higher fluctuation in Embarkation Points prices of the Embarkation Bonuses.
[hr][/hr]
[h2]Changelog[/h2]
  • Added 10 World Map Events.
  • Added the Caravan Upgrade system.
  • Added a cycle-long perk HUD in the lower left part of the world map.
  • Factions are disabled for now.
  • World Map chests were removed.
  • Decreased the number of people in starting caravans at the beginning of a Cycle.
  • Decreased the number of goods in starting caravans at the beginning of a Cycle.
  • Increased price fluctuations for Embarkation Bonuses.
  • ⚡ Added a confirmation popup when skipping the Cycle.
  • ⚡ The Seal tooltip now displays rewards for closing a Seal.
  • ⚡ Lowered the number of Seal Fragments required to start P5, P10, and P15 Seals.
  • ⚡ P20 games now grant more Seal Fragments.
  • ⚡ Changed the initial World Map setup so it no longer spawns the same three Bandit Camp modifiers.
  • ⚡ Fixed a bug with the World Map Modifier tooltip covering some popups.
  • ⚡ Fixed a bug with the completed Seal tooltip in the Cycle Summary showing incorrect rewards.
  • ⚡ Fixed a bug with a missing string in orders tied to valuable trade routes.
  • ⚡ Fixed a bug with incorrect Embarkation Point numbers on higher difficulty levels.
  • Fixed a bug with Daily Expeditions and Training Expeditions games influencing the Cycle calendar.

[hr][/hr]
[h2]Future[/h2]
If the new World Map events become an integral part of the game, you can expect we’ll add new ones in the future. We also aim to enrich them with unique imagery.

With this update, we didn’t make changes to some of the often-disputed aspects, such as the Cycle progression (Years vs Games). It doesn’t mean we’ve settled on a particular solution. It simply wasn’t a part of this iteration.
[hr][/hr]
[h2]How to test it?[/h2]
To play with the new features, you need to switch to the Experimental Branch (click here to learn how to switch to the Experimental Branch).

You can either start from the very beginning or simulate progress with those commands:
  • meta.addEarly
  • meta.addMiddle
  • meta.addLate
EXPERIMENTAL BRANCH GUIDE
[hr][/hr]
[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:
  • Have you found the new Events engaging?
  • How do you feel about progressing your Caravan through the Cycle?
  • Have you found the journey toward the Seals compelling?
  • Did you feel there were interesting decisions to make on the World Map?
  • Is there anything about these new mechanics that makes the gameplay feel worse (especially more repetitive) or better (especially more diverse)?

We eagerly await your impressions of the new update once you give it a try!

May the storm be gentle on you,
Eremite Games

The current Experimental Branch version is 0.52.02E.
[hr][/hr]
[h2]Previous Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/3674419898820262129
https://store.steampowered.com/news/app/1336490/view/3726210660308443444
https://store.steampowered.com/news/app/1336490/view/3674419898827836728
https://store.steampowered.com/news/app/1336490/view/3674419898821036919