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Embark on a custom Training Expedition in the new Update!



[h3]Greetings, Viceroys![/h3]
It's update time again, folks! And this time, we've got some exciting news: we're introducing Training Expeditions that allow you to tailor your custom game experience to your heart's desire.

What's new:
  • Training Expeditions (custom game mode)
  • Steam Trading Cards
  • UI/UX improvements

There’s more to unpack, so let’s dive in!

P.S. If you've already picked up Against the Storm and have been playing it, make sure to leave a Steam review. Every opinion matters!

[h2]DEVELOPER NOTES[/h2]
New year, new me Against the Storm update! Today, we’re finally bringing you the long-awaited Training Expeditions - a customizable game mode, where you can freely choose your starting conditions and adjust game settings to your liking.

The Training Expedition is unlocked at level 10, after buying the Obsidian Archive Level 10 upgrade in the Smoldering City. We decided to lock it behind an upgrade for a reason - to not invalidate the game’s core gameplay and progression loops, and to avoid spoiling the fun too early. While the custom mode is an amazing feature to experiment with crazy runs and weird conditions, it’s not supposed to be the first thing a player experiences when starting the game.

Training Expedition

Now, what exactly is the custom mode and what does it allow you to do? Once you unlock it, you will get a new button on the World Map HUD. Clicking it will bring up a panel with A LOT of options. There you will be able to choose a biome, the 3 playable species, your starting resources, the difficulty level, embark bonuses, Forest Mysteries, and modifiers from all three areas of the game (Daily, World Map, and Prestige). You can freely combine modifiers, even if they are contradictory in nature (but beware, the game will simply choose one or disable both, depending on the nature of the contradicting effect).

One common request from the community was an option to adjust the game length. That’s why in Training Expeditions, you will finally be able to change the number of Reputation Points required to win a game, as well as choose the Impatience threshold. There are 4 options for Reputation (10, 14, 18, 30) and 5 options for Impatience (2, 4, 10, 14, 30). There is also an option to change the passive Impatience generation rate.

One last thing to note about Training Expeditions - they yield no rewards. That’s because balancing a fully custom mode like this would be a nightmare (both design-wise, and for the players). Training Expeditions are meant as a fun way of experimenting with the game, either by playing a more relaxed version of it or by challenging yourself beyond even the most difficult Prestige levels. Both these extremes, and everything in between, would be impossibly hard to reward fairly (and keep balanced as new features and modifiers are introduced into the game).

There are also some smaller changes coming with this update. This time we focused mostly on bugs and localization improvements, but there are a few UX/UI changes as well. Most notably - a much-requested camera speed increase when moving from building to building.

We also added Steam Trading Cards for Against the Storm. If you’re playing on Steam, you’ll now be rewarded with up to six (out of eleven) Steam Trading Cards which you can sell, trade with other Steam users, or collect to craft a Steam Badge. Crafting the badge will reward you with one (out of three) Steam Backgrounds and one (out of ten) emoticons. If you’re lucky, you can also get special foil Cards. Happy trading and collecting!

Crafting Steam Badge

Lastly - we wanted to take this opportunity and thank all of you who played the experimental branch over the last couple of weeks for testing the new Blightrot changes. With your help and feedback we finally see a clear way forward with this system, so expect a Blightrot revamp on the main branch very soon.

Thank you for providing us with feedback and suggestions for the new update. If you’d like to share your ideas for upcoming updates, here are some useful links:

We wish you a happy new year and can’t wait to see what the upcoming 12 months hold for Against the Storm!

May the storm be gentle on you,
Eremite Games

[h2]CHANGELOG[/h2]
Number of changes: 95
Inspired by community: 49%

Changes marked with ⚡ were inspired by the community.

[h3]New content and features[/h3]
  • ⚡ Added a new customizable game mode - Training Expeditions.
    • To put it plainly, a Training Expedition is a custom game. When starting one, you can select a biome, species, Forest Mysteries, resources, modifiers, embark bonuses, and game length (among other things).
    • All modifiers from the World Map, the Daily Expedition, and Prestige difficulties can be selected when starting a custom game.
    • Some modifiers might be contradictory (like Dangerous Lands and Forbidden Lands) and you won’t be stopped from picking them - but beware, they will not work together, so the game will probably only activate one of them (and remove the other one when starting a run).
    • You can change how much Reputation is needed to win. There are 4 settings for this:
      • 10 points (quick game)
      • 14 points (default game)
      • 18 points (prestige game)
      • 30 points (marathon)
    • You can also customize the maximum number of Impatience points. There are 5 settings for this:
      • 2 points
      • 4 Points
      • 10 Points
      • 14 Points (default)
      • 30 Points
    • You can also change the speed at which Impatience is automatically generated:
      • 0% per minute
      • 26% per minute (default)
    • You can decide to enable or disable Blightrot, and choose between 5 levels of footprints/corruption (50%, 100%, 200%, 250%, 400%).
    • You can choose towns for Trade Routes, but they need to be on the World Map first.
    • You can freely choose the Forest Mysteries that will be active in a given game (or leave them to be randomly drawn).
    • If you like how a map looks, you can copy/paste its seed into the custom game UI. Seeds only influence glade layout, resource nodes, fertile soil, ore deposits, and events. Changing a custom game’s settings will also influence the map (so a seed will only give you the same result if all the other settings are the same).
    • Custom game settings can be saved into so-called templates. Every profile has 6 template slots.
    • To unlock Training Expeditions, you will need to buy the Obsidian Archive Level 10 upgrade in the Smoldering City.
    • Training Expeditions give no rewards and don’t influence the Blightstorm Cycle.

[h3]Balance[/h3]
  • ⚡ Rebalanced the Pottery and Wine order. Instead of building an Artisan and providing barrels, it now requires (drumroll, please) pottery and wine.
  • ⚡ Moved the Destroyed Cage of the Warbeast glade event from Dangerous Glades to Forbidden Glades.
  • Overheating and Vassal Tax Forest Mysteries were temporarily removed from the game. We found them to be troublesome because of several reasons - lack of proper UI, balancing issues, and potential bugs. We want to take some time and redesign them.
  • Removed the Faster Building stat from the Vanguard Spire Level 5 upgrade. Added the Additional Caravan Choice reward instead (moved from the Obsidian Archive Level 10 upgrade).
    • We decided to replace this upgrade because the +10% construction speed change was a minimal and boring stat increase. With it out of the way, we feel that every node on the upgrade tree finally has at least one interesting reward, and we can focus on adding more levels in the future (instead of replacing existing ones).
  • Removed the Additional Caravan Choice reward from the Obsidian Archive Level 10 upgrade, and added the Training Expedition unlock instead.

[h3]UX/UI improvements[/h3]
  • ⚡ Improved the wording in the description of shelters and species-specific houses. Instead of saying “number of places: X”, the description now reads “can house X residents”.
  • ⚡ Increased the speed at which the camera moves to selected buildings and glade events.
  • ⚡ Camp icons in resource node panels are now ordered from advanced to small.
  • ⚡ Changed the number color for some Hostility sources in the Hostility of the Forest tooltip (from green to red when the value is 0, so it's clearly visible which sources increase Hostility).
  • Updated some Encyclopedia entries with more up-to-date screenshots and videos.
  • Changed the icon for the Wet Soil Prestige modifier to avoid duplicates.

[h3]Bug fixes[/h3]
  • ⚡ Fixed a bug that caused villagers to stop working when being reassigned to the same worker slots too quickly.
  • ⚡ Fixed a bug with demo saves being incorrectly transferred to the full version.
  • ⚡ Fixed a bug that caused the Bed and Breakfast cornerstone to not give Amber on trader arrival.
  • ⚡ Fixed a bug with the starting glade having an incorrect resource layout.
  • ⚡ Fixed a bug with the delivery threshold in the internal storage exceeding the storage limit.
  • ⚡ Fixed a bug with camps displaying “no deposits” alerts when the delivery threshold is set to 0.
  • ⚡ Fixed a bug with the Like a Machine deed being possible to complete even after losing a game.
  • ⚡ Fixed a bug with the Stormforged version of the Trade Negotiations cornerstone being drawn in games with a trade block effect.
  • ⚡ Fixed a bug with the Forge Trip Hammer cornerstone applying its Resolve penalty to Workshop workers.
  • ⚡ Fixed a bug where gaining multiple Reputation points would only decrease Impatience by 1.
  • ⚡ Fixed an issue with Citadel Resource icons not being visible on modifiers right after expanding the draw distance on the World Map.
  • ⚡ Fixed a bug with the Third Party modifier not working correctly.
  • ⚡ Fixed a typo in the description of the Overexploration cornerstone.
  • ⚡ Fixed a bug with the Temple of the Forsaken Gods daily modifier having an outdated effect (Reputation from Resolve block instead of additional Timed Orders).
  • ⚡ Fixed a bug with the Hostility sound effect playing multiple times when gaining a lot of Hostility points.
  • ⚡ Fixed a bug that causes the game to automatically unpause after choosing an Ethereal Cornerstone.
  • ⚡ Fixed a bug with the Order reward tooltip staying on screen after finishing an Order.
  • ⚡ Fixed an issue with camps displaying a “no workers” alert for a split second after being upgraded.
  • ⚡ Fixed a bug that allowed players to turn off the Blighstorm Cycle animation and see the world generation process under it.
  • ⚡ Fixed an incorrect percentage value in the Hunter-Gatherers perk preview icon.
  • ⚡ Fixed an issue with the Ancient Practices perk showing too little information about its progress in its tooltip footer.
  • ⚡ Fixed an issue with two buildings being permanently locked in the Encyclopedia (even if the player has unlocked all the content in the game).
  • ⚡ Changed the name of one of the two Workstation Upgrade perks to avoid confusion (the one upgrading the Makeshift Post is now called Worker Mobilization).
  • ⚡ Fixed a few typos and grammatical errors in English:
    • Local Taxes perk description.
    • Tooltip for sacrificing oil in the Hearth.
  • ⚡ Fixed a few typos and grammatical errors in Japanese:
    • Frequent Caravans perk description.
    • Objectives for orders based on Standing levels with other towns.
  • ⚡ Fixed a few typos and grammatical errors in French:
    • Label in the difficulty tooltip in the Embark Panel.
  • ⚡ Fixed a few typos and grammatical errors in German:
    • Embark button text.
    • Score tooltip for Unity category.
  • ⚡ Fixed a few typos and grammatical errors in Russian:
    • Trade Hub perk description.
    • Species Resolve tooltip.
    • Fertile Soil section in the Embark Panel.
    • “Alerts” header in the options menu.
    • Rotting Wood Forest Mystery description.
    • Zhorg’s intro text in the trader panel.
    • “Unlocked content” header in the level-up pop-up.
  • ⚡ Fixed a missing translation in Polish for the Liquid Luck order.
  • ⚡ Changed the name of the Foragers\ Camp in Korean.
  • Fixed a bug with one of the Dangerous Glades in the Cursed Royal Woodlands having fewer resource nodes than intended.
  • Fixed an incorrect label in the Quick Deliveries perk.
  • Fixed an incorrect label in the Shattered Obelisk modifier.
  • Fixed a bug with a missing visual effect on some buildings when they are hit by lightning.
  • Fixed an issue with the lightning effect being always active in the Stormbird glade event.
  • Fixed an issue with the water effect being always active in the Lumber Mill.

[h3]Other[/h3]
  • ⚡ Added one new music track to the game (The Marshlands, clearance season).
  • Added new sounds to all 8 traders in the game. Traders will now speak short phrases when opening the trader panel, making a sale, and closing the trader panel.
  • Added Steam Trading Cards. On Steam, you can now collect up to 6 (out of 11) Steam Trading Cards.
    • You can craft 5 levels of Regular Badges for Regular Cards and 1 Foil Badge for Foil Cards.
    • Crafting each level of the badge will reward you with:
      • 1 out of 10 emoticons
      • 1 out of 3 backgrounds
    • You can sell or trade your Cards.

[h2]COMMUNITY CORNER[/h2]
[h3]The game’s origins[/h3]
In this special section, we want to take a few paragraphs to answer a community question and delve into the origins of our game and provide some insight into how it came to be.

Sit back, relax, and let us tell you a story.

It all started back in 2019 when we were brainstorming ideas for a new game. We decided to adopt a world-building method where we would alter one element of the real world and explore how it would impact an imaginary universe. After considering various concepts, one idea stood out: what if there was a world in which it never stopped raining?

We began to consider the many ways in which this would affect the environment, culture, architecture, and other aspects of everyday life in this world. We explored the magical properties of the rain, the role of fire (including religion), the species that could inhabit the world, farming conditions, food spoilage, water drainage, rituals, urban design, technology, fashion, professions, and many other elements of a world plagued by constant rain.

As we delved deeper into this concept, Damian began sharing some concept art which further convinced us that we wanted to develop this world:

Wok Samurai concept art

However, this may or may not come to you as a surprise, we initially imagined Codename Rainpunk (as we called it at the time) as an RPG game. After all, we were a tiny indie studio working on the game after hours. Of course, it had to be an RPG! We were sane enough not to make it an MMO, though.

Rainpunk RPG concept art

After working on a prototype for a few weeks, we quickly realized that the scope of an RPG game (even a modest one like we had envisioned for Codename Rainpunk) was beyond our resources. Market research and our passion for classic strategy games led us to pivot towards a city builder enhanced by roguelite elements (one of the remains of the RPG game) set in the world of Rainpunk.

Rainpunk City Builder prototype

The new prototype (developed at the end of 2019) turned out to be very promising and thus we greenlit what later became Against the Storm. For the following months, the core team worked on numerous aspects of the game until we were finally ready to announce it to the public in May 2020, followed by the first public demo in September 2020.

And thus began our great journey with you - the players - whose feedback and support have been integral to the development and evolution of the game ever since.

[h3]Community Memes[/h3]
And now, the featured community memes, folded for your reading convenience:

[expand]
Against the Storm in a nutshell by KITVS

Big brain by Yassine Meskhout

Familiar city screen by gegc

Presents by AngryTetris

Primadonna Chickens by Lain Vohn Dyrec

Scroll of Truth by Edward
[/expand]
Thank you for reading and have fun with the new Update!

[h2]PREVIOUS UPDATES:[/h2]
https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Custom Games)

[h3]Greetings, Viceroys![/h3]
The Training Expeditions Update is scheduled to be released tomorrow - January 5 - sometime between 2 pm UTC and 4 pm UTC. The main highlight of the update is the custom game mode in which you’ll be able to play a “training” game with pre-selected conditions. It can lead to some pretty wild scenarios such as this game in which the Queen’s patience runs really thin:



For this occasion, we invite you to join us later today (January 4) at 4 pm UTC on our Twitch channel for the Update preview. We’ll present all the options you can customize and hint at some other changes coming in this week’s update.

FOLLOW US ON TWITCH

Meanwhile, please make sure you’re ready for the upcoming update, by finishing your current settlement.

See you later and may the storm be gentle on you,
Eremite Games

[h2]HOW TO PREPARE[/h2]
We release new content Updates every two weeks on Thursdays around 2 pm – 4 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.

[h2]PREVIOUS UPDATES[/h2]
https://store.steampowered.com/news/app/1336490/view/3650762049141623983
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Experimental Update 0.40.2E

[h3]Greetings Viceroys![/h3]
Early Access v0.40.2E is now live on the experimental branch. All the changes from the main version were added and we fixed a few bugs:
  • Geysers should now generate properly on the Cursed Royal Woodlands
  • Blightrot Mutation was removed from the game
  • Fixed a bug where game would start breaking in various ways after the removal of mine with fully depleted ore
  • Pump Operators should now display proper name
  • Collector & Mine recipes should no longer display any footprint as they do not generate blight anymore

Thank you for all your feedback regarding the experimental changes. We wish you a fantastic new year and can't wait to see what's ahead for Against the Storm in 2023!

May the storm be gentle on you,
Eremite Games

Camps Update (Part 2) available!

[h3]Greetings, Viceroys![/h3]
The second part of the Camps Update is out now! If we worked in Hollywood, this would be a trilogy, but unfortunately for you, we're just a bunch of gamers who happen to make games for a living. So enjoy this update, because it's all you're getting for now!

Jokes aside, here’s what’s new:
  • Visually revamped Camps
  • Starting glade layouts
  • New Cornerstones
  • Storage limits
  • And more!

Also, if you haven’t got Against the Storm yet, you might want to hold off a couple of hours until the Steam Winter Sale starts. It will save you a few bucks.

[hr][/hr]
[h2]DEVELOPER NOTES[/h2]
Today’s update is a bit of a smaller one, as many Eremites are slowly starting their holiday break, but worry not, there are still many cool new additions coming to the game! And to make up for the smaller update size, we want to share some exciting news - Custom Mode will be coming on January 5th!

Now back to this update. The most important changes are the new camp models we teased two weeks ago. When redesigning how the system works, we wanted to also improve the visual side of it, mainly because the old camps were too similar (especially their colors/rooftops). We took this opportunity to not only recolor them but also add a lot of unique new assets and improve some existing props. We also gave camps a more “carriage-inspired” look, to signify that they are moveable (and to give the impression that they were brought to the settlement from the faraway Citadel).

From left: Trappers' Camp, Herbalists' Camp, and Foragers' Camp.

New camps on a new semi-randomized starting glade layout.

For those of you who are not too much into visuals, we also prepared some new content and system changes. Most significant of them - a change to how newcomers arrive. Until now, it was possible to just not invite new villagers and leave them waiting until the settlement could support them. At the same time, subsequent newcomer groups would still come to the town and stack in the background, so there was never any consequence to not welcoming new arrivals. From now on, newcomers will come every 10 minutes (you can see the timer when hovering over the newcomer icon on the HUD), and not welcoming them will postpone the arrival of the next group. This way players can still wait for better conditions before accepting new villagers, but it will come at a cost.

At the same time, we added four new cornerstones - three of which are tied to the new newcomers' system (creating some basic synergies). In the future, we will likely add more, but for now we just want to see if this creates any interesting new gameplay decisions.

Now onto UX/UI changes. Many of you will be happy to hear that from now on, you can change the limits in your buildings’ internal storages, and therefore decide when workers carry goods to the Main Warehouse. This can be done using a slider in the storage tab in every production building. Additionally, we also introduce a “default fuel” setting in the Options menu - so now you can decide which resources are burned in the Ancient Hearth (without the need to manually change it every run).

Storage limit.

There are also multiple other UX and UI improvements and of course a ton of bug fixes. If you’d like to share your ideas for upcoming updates, here are some useful links:
Have fun and may the storm be gentle on you,
Eremite Games

P.S. This is the last update this year so our whole team wants to wish you joyful holidays and a Ha(r)ppy New Year! Thank you for being with us this year and for supporting us along the way. We can’t wait to see what the new year brings!



[hr][/hr]
[h2]CHANGELOG[/h2]
  • Number of changes: 56
  • Inspired by community: 88%

Changes marked with ⚡ were inspired by the community.

Starting glade layouts.

[h3]New content and features[/h3]
  • ⚡ Added multiple layouts to the starting glade.
    • The Main Warehouse and the Ancient Hearth will now be positioned differently between games (layouts might somewhat repeat).
    • This semi-randomness was added to change up the gameplay a bit in the starting phases of the game, and lead to more interesting town layouts further down the line.
  • Added 4 new Cornerstones to the game.
    • Zhorg's Secret Ingredient - A mysterious ingredient discovered by the famous chef and businessman Zhorg. Gain 10 Skewers for every 10 Pickled Goods produced.
    • Secure Trail - Royal Stormwalkers secured the trail to your settlement. Newcomers will arrive 25% quicker.
    • Stormwalker Tax - A joint venture with the Stormwalker Guild can be very profitable in the future. You gain 15 Amber every time a new group of villagers arrives, but you will lose all stored Amber upon choosing this cornerstone.
    • Economic Migration - Rumor has it that your settlement is one of the wealthiest in the realm. Newcomers will arrive 15% quicker for every 2 levels of standing you have with other settlements in trade routes.

[h3]Balance[/h3]
  • ⚡ Changed the way newcomers arrive at the settlement.
    • From now on, newcomers will arrive every 10 minutes (though some effects might influence that).
    • The newcomer button will stay on the HUD for good (after the first arrival). You can hover over it to find out when the next group will arrive.
    • Newcomer arrivals no longer stack. A new group won't be sent until you accept the previous one.
    • Previously, it was possible to simply wait and then accept multiple groups at once with no consequence. We felt that this was not an interesting gameplay decision and it allowed players to postpone problems at no cost.
  • ⚡ The Vassal Tax and Overheating Forest Mysteries will no longer last for the entirety of the game. Their negative effects will be removed at the start of the next Storm. You still need to prepare the payment for the next Storm in order not to get a penalty for the next year.
    • Because the Vassal Tax penalty now no longer stacks, its effect was increased from 20% to 33%.

[h3]UX/UI improvements[/h3]
  • ⚡ Added an option to manually set the internal storage in a production building.
    • In the storage tab, there is now a slider on the capacity bar.
    • Using the slider, you can modify the storage limit - in other words at which the number of stored goods your workers will transport to the Main Warehouse.
    • There’s also a new setting in the Options menu - “Save Internal Storage Limits”. Enabling this option will save the internal building storage limits you set and then apply them to any newly constructed building of the same type.
  • ⚡ Orders with the objective to build a specific hub level now display the name of the hub level on the HUD overview.
  • ⚡ Updated tooltips for all effects that kill villagers (Forest Mysteries, glade events).
    • Previously, when hovering over a death notification, it would only give a vague description of what happened (“villager X died of a curse”).
    • From now on, when hovering over a death notification, the tooltip will state where the effect came from (for example: “villager X died of a curse (glade event - Ancient Shrine”).
  • ⚡ Added a setting to the options menu to set the default fuel types that are supposed to be burned in the Ancient Hearth.

[h3]Bug fixes[/h3]
  • ⚡ Fixed a bug with the Cursed Royal Woodlands not spawning Copper Ore deposits.
  • ⚡ Fixed a bug with some particles on the World Map not being turned off on slower PCs.
  • ⚡ Fixed a bug with multiple visual effects (smoke, fire, particles) not being turned off when the “disable complex effects” option was checked.
  • ⚡ Fixed a bug that made it impossible to destroy a mine during its construction (and broke the save at the same time).
  • ⚡ Fixed a bug with camps upgraded during construction being blocked.
  • ⚡ Fixed a bug that made it possible to trade for Amber the player didn’t have (and therefore taking the Amber amount to the negative).
  • ⚡ Fixed an issue with the first step of the tutorial breaking when camera movement keys were pressed during the loading screen.
  • ⚡ Fixed a bug with some glades opening by themselves.
  • ⚡ Fixed a bug with the Finders Keepers Forest Mystery incorrectly stating that trade routes must be started during Drizzle.
  • ⚡ Fixed a bug with the Blight Extractor perk showing incorrect progress values in its tooltip.
  • ⚡ Fixed a bug with the Trader Panel always displaying “Bandit Camp” as the reason for trade being blocked.
  • ⚡ Fixed an issue with the Stormforged version of the Back to Nature perk not showing up on the HUD.
  • ⚡ Fixed a bug with the Hunter-Gatherers perk decreasing yields in the Herb Garden by 100%.
  • ⚡ Fixed an issue with the Sunken Bones perk being incorrectly marked as retroactive.
  • ⚡ Fixed an issue with the Inspiring Pressure biome effect not taking the Ancient Battleground modifier into account.
  • ⚡ Fixed an issue with Flax nodes having incorrect bonus resources.
  • ⚡ Fixed an issue with incorrect resource nodes spawning in some biomes.
  • ⚡ Fixed a bug with season change sounds not being played when auto-pause is active.
  • ⚡ Fixed a bug with rain being rendered behind some buildings in the Smoldering City.
  • ⚡ Fixed a bug with the farm UI counting fertile soil fields hidden under fog.
  • ⚡ Fixed an issue with mouse keybinds for camera movement not working in the World Map screen.
  • ⚡ Fixed a bug with an unlocalized {0} parameter being visible on the HUD in destruction mode.
  • ⚡ Fixed a bug with the Altar and Trading Post being moveable when under the effect of the Levitating Monument modifier.
  • ⚡ Changed the name of the negative effect that is applied when the fire in the Ancient Hearth goes down. It was previously named Looming Darkness (same as a generic effect during the storm), and now it’s called No Hope.
  • ⚡ Added information about Forbidden Glade Events to the Ancient Practices perk.
  • ⚡ Fixed an issue with the Workshop and Tinkerer being translated to the same name in Russian.
  • ⚡ Fixed a typo in the Polish localization of the Clear Sky effect.
  • ⚡ Fixed an issue with the Japanese translation of the Strange Lights Forest Mystery.
  • ⚡ Fixed an incorrect translation of HUB upgrades in the upgrade tree in the Smoldering City.
  • Fixed a bug with the Mole and Lightning Catcher working effects not being displayed on the HUD.
  • Fixed a bug with the unconstructed Grill sticking out of the ground.
  • Fixed a bug with the “replay tutorial” function breaking on the World Map if a faction occupied a tutorial town field.

[h3]Other[/h3]
  • ⚡ Changed the visuals of all camps in the game.
    • All camps have been revamped graphically with new models and textures.
    • Camps should now be easier to distinguish and more clearly convey what their function is.
  • ⚡ Added new music to the settlement mode (3 tracks).
  • Added a new sound effect when calling a trader.

[hr][/hr]
[h2]COMMUNITY CORNER[/h2]
This Against the Storm fan art by Wilburough's kid was hands down the best thing that happened to us in the last two weeks:



The memes section is getting pretty extensive lately, so we’re hiding it by default for your reading convenience.

[expand]
Let’s start with the real motivation behind Camps’ visual revamp:

Red Roof by Edward

And now some of our favorite picks:

Fantasy races by Fwopfwops

Clown by Andreas

Trader Arrives by Party Magician
[/expand]
See you next year!

[hr][/hr]
[h2]Previous Updates[/h2]
https://store.steampowered.com/news/app/1336490/view/3602347155577687516
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632

Update Preview (Camps, Layouts)

[h3]Greetings, Viceroys![/h3]
The Camps Update (Part 2) is coming tomorrow sometime between 2:00 pm and 4:00 pm UTC. Normally, we’d show you some of the upcoming changes during the livestream but - as expected this time of year - the majority of the team is either on sick leave or started their holidays.

We did, however, secure some previews for you!

Here’s a fresh new look at some of the Camps:



The rest of the Camps will come in a similar carriage-like design to emphasize their mobility.

There are more than just the Camp’s updated visuals that will take some adjusting to. We’re also introducing randomized starting glade’s Hearth and Warehouse layouts.



There’s plenty more coming your way tomorrow. Keep an eye out for the full update notes and make sure you’re ready for the update!

[h2]How to prepare[/h2]
We release new content Updates every two weeks on Thursdays around 2 pm – 4 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.

May the storm be gentle on you,
Eremite Games

[h2]Previous Updates:[/h2]
https://store.steampowered.com/news/app/1336490/view/3602347155558454392
https://store.steampowered.com/news/app/1336490/view/3489755739074348647
https://store.steampowered.com/news/app/1336490/view/5024356235717954632