A dark fantasy city builder where you must rebuild civilization in the face of apocalyptic rains. As the Queen’s Viceroy, lead humans, beavers, lizards, foxes, and harpies to reclaim the wilderness and secure a future for civilization's last survivors.
[h3][b]Greetings, Viceroys![/b][/h3]
We just released a small patch to the Experimental Branch with general improvements and a couple of fixes to the ̶A̶b̶a̶n̶d̶o̶n̶e̶d̶ ̶S̶e̶t̶t̶l̶e̶m̶e̶n̶t̶ Forsaken Town world event introduced in [url=https://steamcommunity.com/games/1336490/announcements/detail/4441205298304123168]yesterday's update[/url].
Thank you all for your reports and suggestions!
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[h3]Balance[/h3]
[list][*] Changed the Ashen Thicket biome passive effect.[list][*] The Royal Mining Operation effect no longer increases the double yield chance in mines for assigning workers. Instead, it now spawns a hauling cart at a warehouse every time 80 Copper Ore, Salt, and Coal is used in crafting.[/list][*] Added pre-built Woodcutters’ Camps to more starting glades when playing the Forsaken Town World Event.
[*] Some essential buildings and more camps can now spawn in maps with the Forsaken Town effect.
[*] Increased the amount of Artifacts given for winning a Forsaken Town map.
[*] Changed how payments are applied to a Forsaken Town. There is now a % chance of having an outstanding payment when starting a game. The chance is lower in the easier version of the town, and higher in the harder version.
[*] Tweaked the difficulty of the easier version of the Forsaken Town world event.[list][*] Increased the chance that some blueprints will be available for the player to select (instead of being already selected).
[*] Slightly lowered the maximum number of Impatience Points players can start with.
[*] Increased the chance of having more orders to pick at the start of the game (instead of having more of them already selected).
[*] Reduced the maximum number of already opened small glades.[/list][/list]
[h3]UI/UX[/h3]
[list][*] Changed the name of the Abandoned Settlement World Event to Forsaken Town.
[*] If you have more than one Stormforged Cornerstone to choose from in the Forsaken Altar, the UI will no longer disappear after each pick and stay on the screen until you have selected all available Cornerstones.[/list]
[h3]Bug fixes[/h3]
[list][*] Fixed a bug where the Budget Cuts modifier was not applied to Prestige 16+ games.
[*] Fixed a bug where some pre-built buildings in a Forsaken Town map were supposed to be in the blueprint pool but weren’t.
[*] Fixed a bug where the in-game “Forsaken Town” effect had no name.
[*] Fixed a bug where the Paste recipe still required only 2 Salt instead of 3.
[*] Fixed a bug where paths could be placed on trees.
[*] Fixed a typo in the Forsaken Town World Event popup.
[*] Fixed a bug where open glades in a Forsaken Town map were counted towards order completion for active orders like “discover glades” or “discover glades in time”.
[*] Fixed a bug where a Forsaken Town game would start in Clearance, but have Storm visual effects.
[*] Fixed a bug where the wrong music track was playing when starting a Forsaken Town game.
[*] Fixed a bug where the ruined Frog and Harpy houses had the wrong building materials assigned.
[*] Fixed a bug where the sound effect for the cancel event button would loop endlessly if the event was resolved before the cancel was applied.[/list]
[i]The current Experimental Branch version is 1.5.05.[/i]
[b]May the storm be gentle on you,[/b]
Eremite Games
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[h2]Previous Experimental Updates[/h2]
https://steamcommunity.com/games/1336490/announcements/detail/4441205298304123168
https://steamcommunity.com/games/1336490/announcements/detail/4441205298304122973
https://steamcommunity.com/games/1336490/announcements/detail/4525647157467807756
https://steamcommunity.com/games/1336490/announcements/detail/4525647157467807754