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'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]
[list][*] 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.[list][*] 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.[/list][*] 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.).[/list]
[img]{STEAM_CLAN_IMAGE}/37925331/303cb013d6b59b120961914a86955f673a31449c.jpg[/img]
[i]Cornerstone Forge panel (work in progress, subject to change)[/i]
[h3]UI/UX[/h3]
[list][*] 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.[list][*] 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.[/list][*] 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.[/list]
[h3]Bug fixes[/h3]
[list][*] 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.[/list]
[h3]Known issues[/h3]
[list][*] In the Cornerstone Forge panel, some effects don’t show the numerical change on the connector after adding a penalty.[/list]
[i]The current Experimental Branch version is 1.5.08.[/i]
[b]May the storm be gentle on you,[/b]
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