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.
Changes marked with ⚡ were inspired by the community.
Changes marked with 🐸 are related to the Against the Storm: Keepers of the Stone DLC.
[h3]New content and features[/h3]
[list][*] ⚡ Added fishing.[list][*] Fishing is a new way of acquiring resources from ponds found in glades.
[*] To fish, players need a Fishing Hut.
[*] Fishing Huts work very similarly to camps. There are two types: small and regular. The small one is an essential building, and the regular one needs to be acquired separately (as a blueprint choice, from a trader, or via a wildcard).
[*] Fishing Huts collect resources from ponds. Similarly to regular resource nodes, there are two sizes of ponds: small (2x2) and large (3x3).
[*] There are 3 types of ponds:[list][*] Algae Pond - A murky pond covered with algae bloom.[list][*] A small Algae Pond gives 1 Algae and has a 40% chance for Herbs.
[*] A large Algae Pond gives 2 Algae, has a 50% chance for Herbs, and a 20% chance for Fish.[/list][*] Thunderfish Pond - A very common species of eel.[list][*] A small Thunderfish Pond gives 1 Fish and has a 40% chance for Scales.
[*] A large Thunderfish Pond gives 2 Fish and has a 50% chance for Scales.[/list][*] Copperfin Trout Pond - Caught primarily for its durable scales and fish leather.[list][*] A small Copperfin Trout Pond gives 1 Scale and has a 40% chance for Sea Marrow.
[*] A large Copperfin Trout Pond gives 2 Scales, has a 50% chance for Sea Marrow, and a 30% chance for Fish.[/list][/list][*] Fishermen don't collect resources like regular gatherers. They first catch fish and algae in nets, and then transport them directly to a warehouse when the entire pond is depleted. Resources held in nets are not available for production or consumption, they must first be transported to a warehouse.
[*] Players can decide to reel in a net sooner, but once they do this, the pond is depleted.
[*] Ponds have a very large number or resource charges in them when compared to other does (60 as opposed to 20 in small ones). The intention here was to create a new type of resource gathering mechanism - a mix of a non-renewable source (just like regular deposits) and a big time investment with a big yield at the end (like in the case of farming).
[*] Players can use ground bait to double fishing yields.
[*] Ground bait is made from Packs of Crops. One Pack of Crops equals four pieces of bait. Bait is created in the Fishing Hut, instantly after a fisherman brings a Pack of Crops to the building.
[*] Players can decide (in the Fishing Hut UI) how ground bait should be used. There are 3 options:[list][*] None - fishermen will never use bait.
[*] Optional - fishermen will use bait when it’s available.
[*] Only With Bait - fishermen will not fish when no bait is available.[/list][/list][*] ⚡ Added 5 new resources.[list][*] Fish - Plenty of them in the sea. A common food source.[list][*] Obtained in: Small Fishing Hut, Fishing Hut
[*] Added to recipes: Paste, Pack of Provisions, Pie, Oil, Skewers, Porridge[/list][*] Scales - Durable fish skin, richly infused with copper. Used for crafting.[list][*] Obtained in: Small Fishing Hut, Fishing Hut
[*] Added to recipes: Copper Bar, Dye, Boots, Incense, Waterskins[/list][*] Algae - Slimy, tough fibers fished from murky waters. Used for crafting.[list][*] Obtained in: Small Fishing Hut, Fishing Hut
[*] Added to recipes: Coal, Crystalized Dew, Flour, Fabric, Leather (Ranch), Meat (Ranch)[/list][*] Paste - A smooth paste, no chewing required.[list][*] Used by: Humans, Lizards, Frogs
[*] Produced in: Pantry, Tinctury, Rain Mill, Press
[*] Ingredients: Paste, Eggs/Fish/Meat[/list][*] Boots - Sturdy and waterproof.[list][*] Used by: Lizards, Foxes, Frogs, Harpies
[*] Produced in: Cobbler, Leatherworker, Toolshop, Weaver
[*] Ingredients: Leather/Scales[/list][*] All new resources have also been added to other existing elements of the game - orders, traders, glade events, etc.[/list][*] ⚡ Increased the level cap from 18 to 20.
[*] ⚡ Added 2 rewards to the upgrade tree in the Smoldering City.[list][*] More Villagers - You gain one additional villager at the start of every settlement.
[*] Embarkation Bonus: Fishing Hut - You gain a new Embarkation Bonus to choose from when starting a settlement: Fishing Hut.
[*] As a result of these new additions (from Update 1.4 and the DLC), there are 4 new upgrades available for purchase in the Smoldering City. Some of the rewards mentioned above have been added to existing upgrades, causing some of them to be moved around in the upgrade tree. A detailed description of all the changes can be found below in the Balance section of this changelog.[/list][*] ⚡ Added 3 new buildings.[list][*] Small Fishing Hut - A crude version of a normal fishing hut. It's slower, and can only fish in small ponds.[list][*] Can collect: Fish (T1), Scales (T1), Algae (T1)[/list][*] Fishing Hut - An advanced fishing hut. Can fish in large ponds in addition to small ones.[list][*] Can collect: Fish (T2), Scales (T2), Algae (T2)[/list][*] Cobbler[list][*] Can produce: Boots (T3), Pack of Luxury Goods (T2), Dye (T1)
[*] Can use: Clearance Water
[*] Specialization: tailoring[/list][/list][*] Added 1 Epic Cornerstone, 4 Rare perks, and 2 Uncommon perks.[list][*] Book of Water (Epic, yearly) - All recipes using rainwater have a 5% higher chance of producing extra resources for every 60 Fish, Scales, or Algae produced.
[*] Wide Nets - (Rare, orders, glade traders, tricker boxes) - More durable and much wider nets. Fishing speed is increased by 25%.
[*] Fish Scaler (Rare, traders, tricker boxes) - +1 to Scales production. Gain additional Scales every yield (from gathering, farming, fishing, or production).
[*] Chum Bucket (Rare, traders, tricker boxes) - +1 to Fish production. Gain additional Fish every yield (from gathering, farming, fishing, or production).
[*] Microfilter Net (Rare, traders, tricker boxes) - +1 to Algae production. Gain additional Algae every yield (from gathering, farming, fishing, or production).
[*] Shoe Mold (Uncommon, traders, orders, tricker boxes) - +2 to Boots production. Gain additional Boots every yield (from gathering, farming, fishing, or production).
[*] Steel Grater (Uncommon, orders, glade traders, tricker boxes) - +2 to Paste production. Gain additional Paste every yield (from gathering, farming, fishing, or production).[/list][*] Added 5 new Orders.[list][*] Scaling Up[list][*] Objective: deliver 30/40/50 Scales
[*] Reward: Shoe Mold, 25 Coats, 30 Porridge[/list][*] Out Fishing[list][*] Objective: deliver 30/40/50 Fish
[*] Reward: Viceroy's Survival Guide, 30 Boots, 4 Parts[/list][*] Algal Bloom[list][*] Objective: deliver 30/40/50 Algae
[*] Reward: Reinforced Needles, 30 Paste, 6 Tools[/list][*] Lumps of Coal[list][*] Objective: deliver 20/40/60 Coal, upgrade a mine to level 1/2/3
[*] Reward: Specialized Mining, 30 Oil, 35 Dye[/list][*] Ore Mining[list][*] Objective: deliver 20/40/60 Copper, upgrade a mine to level 1/2/3
[*] Reward: Steel Drills, 10 Tools, 30 Sea Marrow[/list][/list][*] Added 3 new Forest Mysteries.[list][*] Bitter Rain (Hostility 2) - A cold, half-frozen sleet is falling from the sky. To prevent it, fulfill the following need: Clothing x1. Villagers without that need fulfilled will suffer the Exhausted effect (-40% movement speed).
[*] Cold Front (Hostility 3) - The wind is bone-chillingly cold, making every exposed bit of skin sting painfully after just a few moments. To prevent it, fulfill the following needs: Complex Food x1, Clothing x1. Villagers without that need fulfilled will suffer the Distracted effect (20% chance of destroying a yield).
[*] Cloudburst (Hostility 3) - Even the hardiest villagers need some sort of cover in this weather. To prevent it, fulfill the following needs: Housing x1, Clothing x1. Villagers without that need fulfilled will suffer the Drenched effect (-5 Resolve).[list][*] The old Cloudburst Forest Mystery (the one with a Coats payment) was removed.[/list][/list][*] Added a new Leather node to some biomes.[list][*] Water Strider Molt - The chitinous exoskeleton left behind by a juvenile Water Strider.
[*] Small node: 1 x Leather, 20% chance for Meat
[*] Large node: 1 x Leather, 100% chance for additional Leather, 40% chance for Meat
[*] Leather from Water Strider Molts can be harvested using a Harvesters’ Camp.
[*] The new node can be found in the Marshlands, Scarlet Orchard, and in the Cursed Royal Woodlands.[/list][*] Added 2 new needs.[list]
[*] Paste - This need is fulfilled at the Hearth. It requires Paste.
[*] Boots - This need is fulfilled at the Hearth. It requires Boots.[/list][*] Added 2 new fishing-themed unique glades (one forbidden, one small).
[*] Added a new haunted ruin - the Haunted Guild House. It becomes the Holy Guild House when rebuilt and has 2 effects instead of 1 in the regular version.
[*] Added new dialogue to Lori in the Smoldering City.
[*] ⚡ Added passive effects to all needs.[list][*] To make fulfilling needs more meaningful and to address the Resolve system being too all-or-nothing, we decided to introduce passive bonuses to all needs.
[*] The bonuses are based on the need category and are applied to Complex Foods, Services, and Clothing. Housing has no additional effect.
[*] Complex Food - each satisfied need of this category increases a villager's chance of producing double yields by 5%.
[*] Services - each satisfied need of this category increases a villager's chance of producing double yields by 10%.
[*] Coats - grant an additional +3 to Resolve during the Storm.
[*] Boots - grant a 15% movement speed increase.
[*] Adjusted the descriptions of needs and goods according to these changes.[/list][*] ⚡ Added two new deeds.[list][*] Renovator - Upgrade any buildings in your settlements 80 times.
[*] Taking the Bait - Use 500 ground bait in Fishing Huts.[/list][*] ⚡ Added a new decoration.[list][*] Big Catch - 1x1 comfort decoration. Unlocked by completing the Taking the Bait deed.[/list][*] Added 4 new ghost encounters in the Cursed Royal Woodlands.[/list]
[h3]Balance[/h3]
[list][*] Removed the Rainwater specialization from Foxes. They now have a Blightrot (Comfort) specialization that is only active when a building has at least one Blightrot Cyst on it.
[*] Changed the recipe for Coats.[list][*] It now requires Dye or Resin.
[*] Fabric can be changed to Leather.
[*] The recipe is a lot faster than before.[/list][*] Increased the buy and sell price of Coats to reflect the change in ingredients.
[*] Changed the requirements for 2 Forest Mysteries.[list][*] Eclipse - this effect no longer requires services x2 to prevent it. Instead, it now requires services x1 and clothing x1.
[*] Alluring Lights - this effect no longer requires services x2 to prevent it. Instead, it now requires services x1, clothing x1, and complex food x1. It also has a higher difficulty cost, which means it will appear with weaker negative effects or stronger positive effects to offset its harshness.[/list][*] Training Gear can now also be made with Leather.
[*] Changed the Skewer recipe. It now requires 1 less Insect/Meat/Mushroom/Fish/Jerky in all tiers.
[*] Fabric can no longer be produced with Leather. Algae took its place.
[*] Leather in the Ranch can no longer be produced with Plant Fiber. Algae took its place.
[*] Renamed Pigment to Dye.
[*] Renamed the “clothing” need to “coats”. “Clothing” is now the name of the entire need category with coats and boots in it (similar to Complex Food and Services).
[*] Reshuffled the needs of all species.[list][*] Humans - Porridge, Pie, Biscuits, Coats, Leisure, Religion, Shelter, Human Housing
[*] Beavers - Biscuits, Pickled Goods, Coats, Leisure, Education, Luxury, Shelter, Beaver Housing
[*] Lizards - Jerky, Pie, Skewers, Pickled Goods, Boots, Brawling, Shelter, Lizard Housing
[*] Harpies - Jerky, Paste, Boots, Coats, Education, Treatment, Shelter, Harpy Housing
[*] Foxes - Porridge, Skewers, Pickled Goods, Boots, Treatment, Religion, Shelter, Fox Housing[/list][*] Rebalanced recipes in multiple production buildings.[list][*] Weaver - removed Pack of Trade Goods (T1), added Boots (T1).
[*] Toolshop - removed Barrels (T1), added Boots (T2).
[*] Tinkerer - removed Pack of Building Materials (T2), added Pottery (T2).
[*] Tinctury - increased the tier of Dye (T2 > T3).
[*] Tea House - removed Porridge (T2), added Incense (T2).
[*] Stamping Mill - removed Pottery (T3), added Bricks (T2), increased the tier of Copper Bars (T1 > T2).
[*] Smelter - removed Biscuits (T1), added Pie (T1).
[*] Scribe - removed Tools (T1), added Pack of Trade Goods (T2), lowered the tier of Ale (T2 > T1).
[*] Rain Mill - removed Pack of Building Materials (T1), added Paste (T1).
[*] Press - removed Pack of Luxury Goods (T1), added Paste (T1).
[*] Manufactory - removed Pack of Provisions (T2) and Training Gear (T2), added Fabric (T2) and Barrels (T2).
[*] Leatherworker - removed Dye (T2) and Fabric (T2), added Boots (T2) and Training Gear (T1).
[*] Grill - removed Ale (T1), added Paste (T2).
[*] Furnace - removed Bricks (T2), added Skewers (T2).
[*] Druid’s Hut - removed Incense (T1), added Tea (T2).
[*] Distillery - removed Porridge (T2), Barrels (T2), and Wine (T2), added Pickled Goods (T2), Ale (T2), and Incense (T2).
[*] Cooperage - removed Tea (T1), added Pack of Luxury Goods (T1).
[*] Clothier - removed Scrolls (T1), added Pack of Building Materials (T2).
[*] Cellar - removed Jerky (T1), added Pack of Provisions (T1), increased the tier of Pickled Goods (T1 > T2).
[*] Brick Oven - removed Pie (T3), added Biscuits (T3), increased the tier of Incense (T1 > T2).
[*] Brewery - removed Pickled Goods (T1), added Porridge (T2).
[*] Artisan - removed Pack of Luxury Goods (T2), added Scrolls (T2).
[*] Apothecary - removed Biscuits (T2) and Incense (T2), added Porridge (T2) and Jerky (T2).
[*] Field Kitchen - removed Jerky and Porridge, added Paste and Skewers instead.[/list][*] Rebalanced needs and effects in some service buildings.[list][*] Clan Hall - removed Religion, added a new effect (active when there are 2 workers).[list][*] Carnivorous Tradition - Lizard tribes have a long tradition of both animal husbandry and meat preparation. All meat-based complex foods (jerky, skewers, pies, paste) give 2 more Resolve.[/list][*] 🐸 Forum - removed Leisure and Education, added Brawling and Luxury. Changed the Public Lectures effect to Public Performances.
[*] Guild House - added Education. Moved the “Guild House” effect (active when there is 1 worker) to the Holy variant of the service building.
[*] Market - removed Luxury, added Leisure. Changed the Land of Luxury effect in the Holy Market to "Ale and Hearty". It also now scales off of Leisure instead of Luxury.
[*] Tea Doctor - removed Brawling, added Religion.[/list][*] Changed which buildings are locked behind which species.[list][*] Tinctury is now locked behind Beavers.
[*] Scribe is now locked behind Beavers.
[*] Leatherworker is now locked behind Lizards.
[*] Cooperage is no longer locked behind Harpies.
[*] Artisan is now locked behind Harpies.
[*] Apothecary is now locked behind Harpies.
[*] 🐸 Forum is now locked behind Frogs.[/list][*] Rebalanced specialization tags in buildings.[list][*] Stamping Mill - added the Masonry specialization tag.
[*] Stonecutter’s Camp - added the Masonry specialization tag.
[*] Kiln - added the Masonry specialization tag.
[*] Clay Pit - added the Masonry specialization tag, removed the Rainwater specialization tag.
[*] Brickyard - added the Masonry specialization tag, removed the Rainwater specialization tag.
[*] Cooperage - removed the Rainwater specialization tag.
[*] Alchemist’s Hut - removed the Rainwater specialization tag.
[*] Finesmith - removed the Rainwater specialization tag.
[*] Alchemist’s Hut - removed the Rainwater specialization tag.
[*] Greenhouse - removed the Rainwater specialization tag.
[*] Rainpunk Foundry - removed the Warmth specialization tag.
[*] Bath House - added the Rainwater specialization tag.
[*] 🐸 Forum - removed the Brewing specialization tag.[/list][*] Rebalanced several Orders.[list][*] Aid for the Fox Pack - this order no longer requires players to deliver rainwater. Instead, it requires discovering glades.
[*] Aiding the Flock - this order no longer requires players to deliver Packs of Building Materials and Packs of Crops. Instead, it requires delivering Boots and Coats.
[*] Aid For the Beaver Clan - removed the "produce Wood in Woodcutters Camp" objective.
[*] Cyst Cultivation - removed Jerky from rewards, added Paste.
[*] Joyful Foxes - removed Tools from rewards, added Boots.
[*] Speedy Real Estate - removed Tools from rewards, added Boots.
[*] Shelters - removed Berries from rewards, added Fish.
[*] Happy Harpies - removed the Bigger Pans perk from rewards, added the Steel Grater perk.
[*] More Houses - removed Vegetables from rewards, added Fish.
[*] Human Influx - removed Pie from rewards, added Porridge.
[*] Harpy Population - removed Biscuits from rewards, added Paste.
[*] Stacking Amber - removed Reeds from rewards, added Scales.
[*] Outposts - removed Tools from rewards, added Boots.
[*] Harpy Colony - removed Biscuits from rewards, added Paste.
[*] Good Friends - removed Tools from rewards, added Boots.
[*] 🐸 The Forum - changed the objective from delivering Scrolls and Ale to Wine and Training Gear. This order is now locked behind Frogs.
[*] Bloody Sacrifices - this order no longer requires players to have the Butcher building. Instead, it requires players to fulfill needs from the complex food category. The order was also renamed to "Feast".
[*] Happy Brewing - this order no longer requires players to have the Brewery building. Instead, it requires players to fulfill needs from the service category. Removed the Tavern blueprint reward and added the Repurposed Clay perk instead.
[*] Workshop - this order no longer requires players to have the Workshop building. Instead, it requires players to upgrade the Geyser Pump. The order was also renamed to "Water Industry".
[*] Dirty Work - this order has been removed from the roster.[/list][*] Reshuffled a lot of level up rewards.[list][*] Level 1 - added Butcher, removed Leatherworker.
[*] Level 2 - added Fishing Hut, removed Crowded Houses.
[*] Level 3 - added Smelter, removed Scribe.
[*] Level 4 - added Stamping Mill and Leatherworker, removed Rebellious Spirit and Safe Haven.
[*] Level 5 - added Artisan, Apothecary, and Harpy House. Removed Cooperage, Smelter, and Urban Planning.
[*] Level 6 - added Granary and Druid’s Hut, removed Press and Artisan.
[*] Level 7 - added Press, Cooperage, and Book of Water. Removed Explorer’s Lodge, Tinkerer, and Ranch.
[*] Level 8 - added Manufactory and Ranch, removed Apothecary and Grove.
[*] Level 9 - added Foxes, Tea House, Tea Doctor, and Fox House. Removed Vliss Greybone, Toolshop, Brick Oven, and Grill.
[*] Level 10 - added Grove and Vliss Greybone, removed Foxes and Forum.
[*] Level 11 - added Tinkerer, Brick Oven, Rebellious Spirit, and Moldy Grain Seeds. Removed Tinctury, Butcher, Tea House, Tea Doctor, and Lost Supplies.
[*] Level 12 - added Scribe and Toolshop, removed Sir Renwald Redmane and Granary.
[*] Level 13 - added Frogs (🐸), Forum (🐸), Cannery (🐸), and essential Frog House (🐸). Removed Furnace, Manufactory, Tinkerer, and Bed and Breakfast.
[*] Level 14 - added Sir Renwald Redmane, Pantry (🐸), and Urban Planning. Removed Workshop, Stamping Mill, and Royal Guard Training.
[*] Level 15 - added Workshop and Cobbler, removed Clay Pit and Greenhouse.
[*] Level 16 - added Clay Pit, Greenhouse, and Frequent Patrols. Removed Xiadani Stormfeather, Advanced Rain Collector, and Queen's Gift.
[*] Level 17 - added Explorer’s Lodge, Grill, and Queen's Gift. Removed Free Samples, Improvised Tools, Frequent Patrols, and Reckless Plunder.
[*] Level 18 - added Xiadani Stormfeather and Advanced Rain Collector, removed Prosperous Settlement and Dual Carriage System.
[*] Level 19 - added Dual Carriage System, Prosperous Settlement, Royal Guard Training Bed and Breakfast, and Reckless Plunder.
[*] Level 20 - added Free Samples, Improvised Tools, Safe Haven, Crowded Houses.[/list][*] Reshuffled several Smoldering City upgrades.[list][*] Dim Square Level 10 - moved to level 19, adjusted cost according to level increase.
[*] 🐸 Brass Forge Level 8 - added Frog Starting Ability unlock, removed Parts Embarkation Bonus. Moved to level 13, adjusted cost according to level decrease.
[*] Brass Forge Level 9 - added Parts Embarkation Bonus, removed Worker Capacity bonus. Moved to level 14, adjusted cost according to level decrease.
[*] 🐸 Brass Forge Level 10 - added Frog House Upgrade unlock, removed Global Building Storage increase. Moved to level 15, adjusted cost according to level decrease.
[*] Brass Forge Level 11 - added Global Building Storage increase, removed Blight Post upgrades. Moved to level 17, adjusted cost according to level decrease.
[*] Brass Forge Level 12 - new upgrade. Gives Worker Capacity bonus and +2% Global production speed. Purchasable at level 19.
[*] Pioneer’s Gate Level 5 - moved to level 19, adjusted cost according to level increase.
[*] Obsidian Archive Level 18 - added Blight Post upgrades, removed +30s Grace Period.
[*] Obsidian Archive Level 19 - new upgrade. Gives +30s Grace Period and -2% Impatience Rate. Purchasable at level 19.
[*] Obsidian Archive Level 20 - new upgrade. Gives +1 villager at settlement start and -2% Impatience Rate. Purchasable at level 20.
[*] Monastery of the Vigilant Flame Level 7 - moved to level 20, adjusted cost according to level increase.
[*] First Dawn Company Headquarters Level 13 - new upgrade. Gives Fishing Hut Embarkation Bonus and +1% chance for bonus yields. Purchasable at level 20.
[*] These changes will also affect the Queen’s Hand Trial mode, as the drafted upgrades will be taken directly from the original upgrade tree. Because of this, some of you may see a known issue immediately after the update where one upgrade option in the Citadel has a different tier/price than the others (due to the reshuffling). Subsequent upgrade drafts should all be in the correct order.[/list][*] Added new resources to all biomes.[list][*] Royal Woodlands - Scales.
[*] Scarlet Orchard - Fish, Leather.
[*] Coral Forest - Scales.
[*] Marshlands - Algae, Leather.
[*] Cursed Royal Woodlands - Fish, Leather.
[*] Sealed Forest - Scales, Algae.[/list][*] Slightly adjusted the generation rates of some resource nodes in several biomes (for example: stone/clay and plant fiber/reed nodes now have a slightly higher chance of spawning in the Marshland to compensate for the bigger pool of possible resources).
[*] Changed the stone deposit in the Marshlands. It's now an "Overgrown Stone Deposit" which has a 30% chance for Algae as a secondary resource (as opposed to Roots from a regular stone deposit).
[*] Rebalanced geyser generation.[list][*] Slightly increased the number of glades that can spawn a rainwater geyser.
[*] Slightly decreased the spawn rate of Drizzle Water geysers in small glades.
[*] Slightly increased the spawn rate of Clearance Water geysers in small glades.
[*] Evened out the spawn rates of all three types of rainwater geysers in Dangerous Glades.
[*] Slightly increased the spawn rate of Storm Water geysers in Forbidden Glades.
[*] Slightly lowered the spawn rate of Clearance Water geysers in Forbidden Glades.[/list][*] Slightly increased the buy and sell price of Coal.
[*] Slightly increased the buy and sell price of Copper Bars.
[*] Limited the number of Trading Posts per map to 1. After building your first Trading Post, you won’t be able to put down another.
[*] Renamed the Camps building category to Resource Gathering.
[*] Updated building categories for multiple buildings to better reflect their role and recipes.[list][*] Mine - changed category from Industry to Resource Gathering.
[*] Advanced Rain Collector - changed category from Industry to Resource Gathering.
[*] Rain Collector - changed category from Industry to Resource Gathering.
[*] Apothecary - changed category from Industry to Food Production.
[*] Brick Oven - changed category from Food Production to Industry.
[*] Furnace - changed category from Industry to Food Production.
[*] Rain Mill - changed category from Industry to Food Production.[/list][*] Changed the type of rainwater used in engines for several buildings.[list][*] Apothecary - now uses Drizzle Water instead of Clearance Water.
[*] Brick Oven - now uses Clearance Water instead of Drizzle Water.
[*] Furnace - now uses Drizzle Water instead of Storm Water.[/list][*] The Master Blueprint Cornerstone now also works with Fishing Huts.
[*] Added Scales, Fish, Boots, Paste, Algae, and Dye to the pool of random Embarkation Goods.
[*] Increased the average amount of resources given to the player for salvaging ruins.
[*] Added new resources to the reward pool for salvaging ruins to improve the content diversity in this area of the game.
[*] Removed the Secure Trail Cornerstone from the game.
[*] Changed the order of some buildings in the build menu.
[*] Rebalanced World Map generation values.[list][*] Drastically reduced the number of Royal Woodlands tiles. It's still the dominant biome, but should only appear slightly more often than other biomes.
[*] Overall, all biomes except the Cursed Royal Woodlands now have a very similar chance of spawning (with only a slight bias toward the Royal Woodlands).[/list][*] Added the Clay Pit and Greenhouse to the pool of ruins that can spawn in glades.
[*] ⚡ Removed basic and species specific housing from the pool of ruins that can spawn in glades (the only exception here are the haunted version of these ruins).
[*] ⚡ Removed the Small Warehouse from the generic ruins pool. It can now only appear as part of special glades.
[*] ⚡ Changed how the Overexploitation Cornerstone works. It no longer spawns a Blightrot Cyst for every depleted node, but for every 40 node charges used.
[*] ⚡ Moving houses no longer costs resources.
[*] ⚡ Changed how the Drying Boards perk works. It now increases the time between breaks for villagers under the effect of Coats.
[*] ⚡ Production multiplying effects are no longer calculated only at the start of the production cycle.
[*] ⚡ Buffed the Clay Pit.[list][*] It now requires less rainwater to produce goods.
[*] Rain Engines can now be installed in the Clay Pit.
[*] The Clay Pit can now produce Resin.[/list][*] ⚡ The Haunted Forest World Map modifier can no longer spawn near the Forbidden Lands and the Dangerous Lands modifier.
[*] ⚡ Rebalanced some Seal objectives.[list][*] Essence of Corruption no longer requires using rainwater and burning cysts, and instead asks players to burn a certain number of Cysts within a year.
[*] Fire Essence requires a bit less Resolve than before.
[*] Mortal Blood requires 1 less Reputation point from Resolve.[/list][*] ⚡ Added a new tier of difficulty for Seal objectives. The Titanium and Adamantine Seal now have slightly harder objectives compared to lower Seals.[list][*] This is mostly a numerical change with few exceptions (like Queen's Feathers requiring the fulfillment of at least one need from all 3 categories instead of just 2).[/list][*] ⚡ Calling a trader immediately will now always reduce the arrival time to 30 seconds or less.[/list]
[i]The current game version is 1.4.4.[/i]
Continue to the Fishing Update 1.4 Changelog - Part 2 for the list of UX/UI improvements, bug fixes, and other changes:
Return to the main announcement:
https://store.steampowered.com/news/app/1336490/view/7371918503944271593