-Added a failsafe for an FOV bug, where FOV could be set to 0 and result in an empty screen. It will now default to 90 if the saved FOV value is lower than the minimum. Should this still happen, it can be fixed by simply changing the Field of View value in the options menu. -Enabled Continuous Collision Detection for player capsule and marble, which fixes various collision issues.
Did this happen to shock you to see another Fantabulous Friday back again so soon? As you know LEAP usually holds Mod Friday events, however, with a new update just around the corner we have a lot of mods still in the works. So why not kick off the weekend with a good old beatdown? You know the drill, incoming special instructions are below:
Special Instructions
Friday (April 14) event will run from 3:30pmEST until 4:30pm EST
Join the server “Devs + Community Jam” to LEAP in!
Everyone is welcome to join be sure to HAVE FUN - this event is crossplatform
Prizes for Joining
A 2x Contract Bonus
As a reminder, we run our in-game chats over Discord so if you’d like to join the action feel free to enter the voice chat with our dev team and community! That’s all for now folks, feel free to ask any questions and if you’d like to be a part of our community please LEAP on into the Discord by clicking the link below.
We are truly honored to be part of Fellow Traveller's LudoNarraCon festival from May 4 to 8!
There'll be demos, livestreams, talks and sales during the event, which celebrates narrative games worldwide. Our very own developers of Harmony: The Fall of Reverie will be streaming on our page too!
You will be able to play the demo throughout LudoNarraCon up until May 21.
Tower Walker: MMO Grind Simulator - Raptor Claw Games
Hey there! Today is a good day to release a new update. Crafting quests and upgrades for material storage capacity are finally here. All existing players will have highest upgrade by default to avoid losing materials. New lore notes about the abyss realm bosses is also added and tied to crafting quest progression. We also included many important improvements to inventory and character interface. Thanks everyone for your amazing support, bug reports and feedback!
Tower Walker Demo We also have a demo available now for new players who want to try the game out so to tell your friends. The max level cap in the demo is set to lvl 20 and tower limit is floor 26.
ADDED Materials storage limit (Increase inventory limit for materials and gemstones) All existing players will have highest upgrade by default to avoid losing materials
CRAFTING
Added new mastery - SCROLLCRAFTING IV, unlocks at trainer at lvl 85
QUESTS
Added Quest "CRAFT BONE POWDER"
Added Quest "CRAFT LEATHER"
Added Quest "CRAFT COPPER BAR"
Added Quest "CRAFT IRON BAR"
Added Quest "CRAFT SILK"
Added Quest "CRAFT SOULSHARD"
Added Quest "CRAFT RUNESTONE"
Added Quest "CRAFT GOLD BAR"
Added Quest "CRAFT BLANK SCROLL"
Added Quest "CRAFT RUBY"
Added Quest "CRAFT EMERALD"
Added Quest "CRAFT AMETHYST"
Added Quest "CRAFT SAPPHIRE"
Added Quest "CRAFT DIAMOND"
Added Quest "CRAFT TITANIUM BAR"
Added Quest "CRAFT BLOODSTONE"
Added Quest "CRAFT MOONSTONE"
Added Quest "CRAFT SOULSTONE"
Added Quest "CRAFT EYE OF THE GODS"
Added repeatable Quest "CRAFT EYE OF THE GODS"
JOURNAL
Added "Loremasters Journal" #25
Added "Moortus Journal" (Hidden Chapters) #1
Added "Moortus Journal" (Hidden Chapters) #2
Added "Moortus Journal" (Hidden Chapters) #3
Added "Moortus Journal" (Hidden Chapters) #4
Added "Moortus Journal" (Hidden Chapters) #5
Added "Moortus Journal" (Hidden Chapters) #6
Added "Moortus Journal" (Hidden Chapters) #7
Added "Moortus Journal" (Hidden Chapters) #8
Added "Moortus Journal" (Hidden Chapters) #9
Added "Moortus Journal" (Hidden Chapters) #10
TOWER
Fixed issues with incorrect total coins values from loots
Fixed issues with gold find not working correctly
Tweaks to floor 73 spawn ratio
Tweaks to floor 79 spawn ratio
Tweaks to floor 81 spawn ratio/amount
Tweaks to floor 82 spawn ratio/amount
Tweaks to floor 84 spawn ratio
Tweaks to all enemies health/damage above floor 60
Tweaks to increase total "Tower Dust" drops from higher level mobs
Tweaks to increase total "Linen Cloth" drops from higher level mobs
Tweaks to increase total "Silk Scraps" drops from higher level mobs
Tweaks to increase total "Leather Scraps" drops from higher level mobs
Tweaks to increase total "Iron Ore" drops from higher level mobs
Tweaks to increase total "Titanium Ore" drops from higher level mobs
Tweaks to increase total "Wood" drops from higher level mobs
Tweaks to increase total "Coal" drops from higher level mobs
Tweaks to increase total "Bones" drops from higher level mobs
Tweaks to increase total "Holy Water" drops from higher level mobs
Tweaks to item find to increase quantity of "Always Drop" items
Tweaks to item find to increase quantity of "Rare" items
Tweaks to item find to increase quantity of "Legendary" items
CLASSES
Tweaks to improve Stalker "Critical Wound"
Tweaks to improve Ravager "Siphon Life"
Tweaks to improve Phantom "Haunting Arrow"
Tweaks to improve Tyrant "Mighty Blow"
Tweaks to improve Paladin "Holy Light"
Tweaks to improve Blademaster "Frenzy"
Tweaks to improve Bishop "Blessed"
Tweaks to improve Archmage "Arcane Power"
Tweaks to improve Soultaker "Drain Soul"
MISC
Interface refinements in inventory, shop and character
We are incredibly excited to finally share Meatgrinder with the world! Out now on PC Meatgrinder invites you to adventure into post-apocalyptic high octane world.
Hello everyone! We're back from our Easter break and here's a new hotfix addressing a couple of things :)
The main patch note for today is that we've addressed an issue of the very high RAM cost of the game on High and Ultra settings, so - without further ado - here are the patch notes:
Performance
We've greatly reduced the memory cost (RAM) of running the game on High and Ultra settings. This should result in fewer crashes (because many were happening precisely because of too high RAM requirements).
To illustrate - Ultra settings were using around 13GB of RAM, and now they require around 7GB. Please let us know if the game-constantly-crashing-problem was resolved!
General Bugfixes
Camera shouldn't move away on its own during dialogue
"Game saved" text should properly disappear now
Fixed an issue with Killer Instinct skill dealing too much damage
Fixed a bug that caused people to randomly run around naked
Fixed a bug that caused map markers to disappear
Fixed sharpening cost being stuck at 500
Damage-based proficiency gain is now capped by target health
1. Chaff! You can now launch chaff from your aircraft! Currently it doesn't actually do anything but the particle effects are there.
2. You can now turn off the underwater effects in the Video Settings menu. Turning Underwater Effects OFF will give a noticeable FPS boost but makes the water completely opaque so that you cannot see anything below the surface from above. It also removes the underwater effects when the camera goes below the water's surface.
3. Fixed a few HUD font size issues
4. Parking Brakes are now released automatically when retracting the Harrier's landing gear.
5. All destroyable objects now have a 360 degree Visual, Thermal and Radar (VTR) signature. This currently doesn't effect anything but will do in the next update :)
6. All particle effects have bee optimised to be more performant. I've also implemented some constraints that will limit screen over draw / fill rate issues encountered when particles cover a large portion of the screen e.g. when flying through smoke
7. Fixed some layering issues with explosion dust rings. They should no longer appear drawn over other particle effects even when far away.
8. Optimised various 3D models that still had left over / un-used meshes.
9. Threat Display background colour is now black rather than grey
10. Altered some of the rendering systems so that Norway doesn't look quite so washed out.
11. Removed ocean reflections from being visible in the targeting pod camera view.
12. Update the Rotor Disc physics system to include drag calculations. This prevents helicopters from simply falling out of the sky when at 0% power. They will now come down in a slightly more controller manner! This also allows helicopters to decelerate much faster.
13. Updated Rotor Disc physics with Angle of Attack lift calculations. This allows the main rotors to generate extra lift from forward motion if you pitch up enough. This allows you to "flare" landings and even perform a "semi-autorotational" landing if you have enough forward momentum.
Against the Storm grows with the biggest content update ever.
Sentinels of the Forest Update introduces:
New playable species: Foxes
5 new buildings: Fox House, Tea Doctor, Tea House, Distillery, and Beanery
Starting Abilities (unique for every species)
11 new orders
3 new perks
7 new Citadel Upgrades
Increased level cap: 18
New food: Porridge
2 new Deeds
2 new decorations
New glade event
New attribute: Hunger Tolerance
5 new languages: Czech, Hungarian, Italian, Turkish, and Ukrainian
And more!
Check out the new trailer:
ALL-TIME HIGH DISCOUNT AND UPCOMING PRICE INCREASE
We are thrilled to announce that Against the Storm will be featured on the Steam homepage for a Weekend Sale discount starting today, where you’ll be able to pick up the game for 25% off. If you (or your friends) have been on the fence about jumping into Against the Storm, now’s a great time to check it out!
In addition to being the best discount on the game to date, this will also be the last chance to get Against the Storm at the current price. We mentioned in the Early Access notes that the price would likely increase, and with this new species update, we feel enough content has been added for this. In two weeks we will raise the price -- for USD, the price will increase from $19.99 to $29.99, while other currencies will have similar proportional increases. This will be the ONLY time we raise the price of Against the Storm, and the price will remain at that level for the future v1.0 release and after.
But before we do that, we wanted to give everyone advance notice and a good discounted opportunity to buy the game at the lowest price. So if you'd like to get the game, please do so before April 27th, and we'll look forward to having you as part of the player community!
Viceroys, rejoice! Foxes have finally entered the game in the biggest update in the history of Against the Storm. And they didn’t arrive empty-handed, because this release also adds a lot of new content - buildings, orders, perks, decorations, deeds, upgrades, new mechanics, new languages, new music track, UI improvements, and much, much more. So without further ado, let's jump right into it.
First off, let’s talk about the new species - the mysterious and majestic Foxes. Back in January, we hosted a community vote, and you helped us decide which new species would end up in the game. Since then, we’ve been working hard on adding them to the game in parallel with delivering regular, bi-weekly updates. And today, Foxes are finally here!
Foxes are one of the more unique species in the world of Against the Storm. They are deeply tied to the forest and have evolved to live in symbiosis with the Blight. One of their most unique traits is their complete resistance to Hostility (they don’t get any Resolve penalty for it). They are skilled scouts (they are faster at solving glade events), and they enjoy working with rainwater (they get a Resolve bonus when working in buildings using it as an ingredient). Unfortunately, due to their relation with the Blight, they need constant Treatment (a new need in place of Cleanliness). Their other needs are: Any Housing, Fox Housing, Porridge (a new food type added with this update), Skewers, Pickled Goods, Brawling, and Luxury. Additionally, Fox firekeepers have the ability to lower the Hostility gained from every discovered glade.
When designing Foxes, our goal was to fill a few balance niches (like the two service needs that were only tied to one species up to this point) and introduce more variation in gameplay. That’s why we gave them a unique attribute (Hostility resistance) and tied them to glade events (via their specialization). We also wanted to round out the metal branch a bit more by requiring metal for Fox Houses and the production of Tea (a new good used to fulfill the need for Treatment). With that change, and numerous previous improvements to the metal branch (mine upgrades, tool rebalance, event revamp, pipes, etc.), we feel that this part of the game should now fall into a nice spot. Although there were numerous cool ideas for a complete metal revamp floating around in the community, we wanted to take a more evolutionary approach with this feature (rather than a revolutionary one).
Another big change coming with this update is the Hunger Tolerance system. Reading the previous paragraph, one might think that Foxes are straight up better than any other species - and to an extent, that would be true. But we also introduce a new global attribute for every species - Hunger Tolerance, which simply put, is the maximum number of hunger stacks a species can take before dying. Until now, hunger was stacking indefinitely, constantly increasing a Resolve penalty. From now on, in addition to the Resolve penalty, villagers will only be able to tank a certain number of stacks before dying (the values are as follows: Foxes 3, Harpies 4, Humans & Beavers 6, Lizards 12). That, combined with the reliance on metal for housing and Tea, as well as a low Base Resolve value, should make Foxes a bit less powerful and in line with other species.
This update also brings with it a brand new mechanic tied to species in the form of Starting Abilities. Each species now has a unique skill that is triggered once they join a given run for the first time - either at the beginning of the game (for species coming with the initial caravan) or when the first member of a new species joins the town. For example, Humans will reveal one patch of fertile soil on the map, while Foxes will show you the location of the nearest rainwater geyser. Starting Abilities are unlocked by buying upgrades in the Citadel.
Human and Fox starting abilities
With the addition of Foxes, there are also numerous areas where new content was added to support the new species. There are 5 new buildings (Fox House, Tea Doctor, Tea House, Distillery, Beanery), a new food item (Porridge, made from rainwater and simple food), 11 new Orders, 3 new perks, one new glade event, 2 new Deeds, 2 new decorations, and 7 new Citadel Upgrades. We also tweaked a lot of existing content to take Foxes into account and seamlessly incorporate them into the game. All the nitty-gritty details are described in the changelog below.
Lastly, this update brings with it a lot of smaller changes as well. We added support for 5 new languages to the game (Italian, Czech, Ukrainian, Hungarian, and Turkish), introduced a new music track to the Coral Forest (Drizzle season), and replaced 41 old icons with new custom assets (a few resources, order objectives, biome effects, and needs). We also (as always) fixed a lot of bugs, and tried to improve the game’s performance and stability.
With all that said, let’s take a look at the Early Access roadmap and see what’s left. Over the past 5 months, we’ve been gradually adding new content, revamping old systems, and polishing the game in general. During that time, some items on the roadmap were pretty easy to mark as done after one or two updates (like Twitch Integration, the new species, the Blightrot revamp, or the Scarlet Orchard’s unique mechanic), whereas others were more complicated to check off, as they could theoretically go on indefinitely (like new perks, new orders, new decorations). But there comes a time when we need to look back at the sum of all the small steps taken (like all the individual small perk batches added in the last 12 updates) and decide to mark their respective roadmap items as delivered. And with this update, we feel that most of the ongoing content expansion topics (buildings, perks, orders, etc.) are done.
Early Access Roadmap (updated April 2023)
One of the more elusive ongoing items on the roadmap you are probably all wondering about is the metal branch evolution - and why it’s now marked as completed. This was never really intended to be a big revamp or a brand-new system, but rather a gradual evolution. While we never really named any update after it, we introduced small changes here and there (mine upgrades, pipes, needs based on metal, fox housing, event revamps, biome balancing) that slowly nudged the metal branch into a new direction. After the introduction of Foxes, that long marathon is at its end.
But don’t worry, the completion of the roadmap doesn’t mean we will stop adding new content to the game! When we first put together the roadmap, it was only meant to outline the first 6 months of Early Access. We wanted to be extra careful and not overpromise on anything, only adding to it once it was completed. And now, after half a year of suspiciously smooth development, it’s almost done, and we are looking at our backlog of ideas once again! We decided to continue the Early Access program for a couple more months and add more content that we feel would benefit the game greatly. We will share an updated roadmap in the near future.
Phew, that was a long dev note… and it probably didn’t even cover everything, because there is just soo much new stuff (but fortunately the changelog has everything listed). We hope you enjoy this massive new update, and thank you for all the feedback and suggestions you provided. If you’d like to share your ideas for upcoming updates, here are some useful links:
P.S. If you've picked up Against the Storm and have been playing it, make sure to leave a Steam review! They help us a lot!
CHANGELOG
Number of changes: 120+ Inspired by community: 55%
Changes marked with ⚡ were inspired by the community.
New content and features
⚡ Added a new playable species - Foxes.
Majestic and mysterious creatures deeply bonded with the forest. They evolved a symbiosis with Blightrot through long exposure to Rainwater, which caused some visible side effects. Foxes are skilled scouts and feel comfortable working with Rainwater. They are highly susceptible to starvation.
Fox attributes:
Base Resolve: 5
Break Interval 2:00
Resilient: low
Demanding: low
Decadent: medium
Foxes have the following needs:
Any Housing
Fox Housing
Porridge
Skewers
Pickled Goods
Brawling
Luxury
Treatment
Foxes are completely resistant to Hostility of the Forest. They don’t suffer Resolve penalties from it (but they still are susceptible to the Storm Resolve penalty).
Fox firekeeper ability:
Forest Affinity - Fox Firekeepers have an unusual ability to calm the forest. Hostility from opened glades is lowered by 2 each.
Fox specializations:
Forest - a Fox scout assigned to a Glade Event reduces its working time by 5%.
Rainwater - a Fox assigned to a building tagged as “Rainwater” gets a +5 Resolve bonus.
⚡ Added 5 new buildings.
Fox House - Building specifically made for Foxes. Has to be built near a Hearth. Can house 2 residents.
Tea Doctor - A place where villagers can fulfill their need for: Treatment, Brawling. Passive effects: Vitality.
Vitality - A rich diet is beneficial for villagers' health. Gain a stack of the Vitality Effect (+1 to Global Resolve) for every 150 units of any Complex Food consumed. (the bonus is added retroactively)
Tea House - Can produce: Tea (T3), Porridge (T2), Waterskins (T1). Can use: Drizzle Water.
Distillery - Can produce: Wine (T2), Porridge (T2), Barrels (T2). Can use: Drizzle Water.
Beanery - Can produce: Porridge (T3), Pickled Goods (T2), Crystalized Dew (T1). Can use: Drizzle Water.
⚡ Added a new food item - Porridge.
Porridge is a low-tier complex food made from Rainwater (Drizzle, Clearance, or Storm Water) and Grain/Vegetables/Mushrooms/Herbs.
Porridge can be produced in the Field Kitchen, Tea House, Distillery, and Beanery.
Foxes and Humans have the need to consume Porridge.
⚡ Added 11 new Orders.
The Pack - reach a Resolve level with Foxes.
Joyful Foxes (timed) - reach a Resolve level with Foxes.
People of the Forest - reach a population threshold with Foxes.
Aid for the Fox Pack - deliver Storm Water and Packs of Provisions.
Fox Influx - deliver Herbs.
Fox Population - reach a population and Resolve threshold with Foxes.
Happy Foxes - reach a Resolve level with Foxes, solve glade events.
Homes For Foxes (timed) - have Fox Houses.
Fox Relatives - satisfy the need for Porridge and have Fox Houses.
Fox Resolve - reach a Resolve level with Foxes.
Fox Majority - reach a population threshold with Foxes, deliver Porridge.
⚡ Added 3 new perks.
Fox Pack Support - Ever since the Great Civil War, all species have been locked in a constant struggle to gain the Queen's favor. The Fox tribe remembers your help. (+3 to Foxes Resolve)
Puffed Grain - +1 to Porridge production. Gain additional Porridge every yield (from gathering, farming, or production).
Filling Dish - Porridge production increases by +1 for every 150 units of Drizzle Water produced.
⚡ Added one new glade event.
Fallen Fox Scouts - A group of fallen Fox scouts. They must have been sent to search the area to make sure it was safe... Apparently, something stood in their way. This find is causing grief among the Fox population.
⚡ Added 7 new Citadel Upgrades.
A new Brass Forge Upgrade on level 9 - unlocking the Beaver Starting Ability.
A new Pioneers’ Gate Upgrade on level 12 - unlocking the Fox Starting Ability.
A new Monastery of the Vigilant Flame Upgrade on level 8 - unlocking the Lizard Starting Ability.
A new First Dawn Headquarters Upgrade on level 10 - unlocking the Human Starting Ability.
A new Vanguard Spire Upgrade on level 8 - unlocking the Essential Fox House.
A new Vanguard Spire Upgrade on level 11 - unlocking the Harpy Starting Ability.
A new Obsidian Archive Upgrade on level 18 - taking on one of the earlier upgrades to the Grace Period (to allow for reshuffling in some earlier upgrades).
As the new upgrades were added in the middle of the upgrade tree, some old ones were pushed further up (more details on that in the balance section of this changelog).
⚡ Increased the level cap to 18.
⚡ Added 2 new Deeds.
Fox Settlement - Win a game with at least 25 Foxes.
Fox Utopia - Win a game with 30 Foxes, 15 x Fox House, 1 x Tea Doctor
⚡ Added 2 new decorations.
Overgrown Fence (Aesthetics) - unlocked by completing the Fox Settlement Deed.
Overgrown Fence Corner (Aesthetics) - unlocked by completing the Fox Utopia Deed.
Added a new mechanic - Starting Abilities.
Each species now has a unique special ability (unlockable via Upgrades in the Smoldering City).
Starting abilities are triggered once for every available species in a given run - either at the beginning of the game (for species coming with the initial caravan) or when the first member of a new species joins the town.
Humans - reveal the location of 1 of the nearest patches of fertile soil.
Beavers - extend available trade offers by 1 in each neighboring town.
Lizards - start with 10 Tools.
Harpies - start with 50 Coats.
Foxes - reveal the location of 1 of the nearest geysers.
Added a new species attribute - Hunger Tolerance.
Each species now has a new attribute: Hunger Tolerance. The exact value of this new stat can be found in the Encyclopedia in the “species” tab.
Hunger Tolerance is the maximum number of hunger stacks a species can take before dying (Foxes: 3, Harpies: 4, Humans & Beavers: 6, Lizards: 12).
A villager dies as soon as the number of hunger stacks exceeds the tolerance.
If a villager is at risk of dying during the next break they take (meaning - they will find no food and have the maximum amount of hunger stacks), a notification will appear on the left side of the screen.
Balance
⚡ Removed the Stormforged version of Mist Piercers to avoid overlap with the already existing Ancient Pact perk.
Added the Rainwater specialization tag to multiple buildings.
Brickyard
Finesmith
Advanced Rain Collector
Cooperage
Rain Collector
Greenhouse
Geyser Pump
Clay Pit
Apothecary
Rainpunk Foundry
Alchemist Hut
Added the Forest specialization tag to all Glade Events.
Reshuffled some needs for Humans and Harpies.
Humans no longer require Jerky, and want Porridge instead.
Harpies no longer require Brawling, and want Clothing instead.
Harpies no longer require Skewers, and want Biscuits instead.
Changed the Cleanliness need to Treatment (renamed it and changed the icon).
Changed the Cosmetics resource to Tea (both the name and icon)..
Added the Porridge recipe to the Field Kitchen.
The Tavern can now fulfill the need for Luxury instead of Brawling.
Changed the names of several perks.
Cosmetic Delivery Line was renamed to Tea Delivery Line.
Mortar and Pestle was renamed to Tea Infuser.
Cosmetic Specialization was renamed to Tea Specialization.
High Hygiene was renamed to Health Infusion.
Rebalanced the biome effect in the Coral Forest. Inspiring Pressure now gives a bonus of 3% instead of 5%.
Rebalanced the Archeologist’s Office upgrades in the Scarlet Orchard.
Ancient Strength - changed the bonus capacity from 5 to 3
Carved in Stone - changed the scout working speed increase from 10% to 5%.
Decryption - changed the Hostility reduction from -15 to -10.
Removed two Orders.
Tooled Up
Outerwear
Changed the reward for completing the Harpy Resolve Order. It now gives +2 to Biscuit production (instead of Skewers).
Reshuffled multiple Citadel Upgrades. The individual changes are too numerous to describe, so we decided to quickly explain just the most crucial points.
Due to the addition of Fox Houses and Starting Abilities in the middle of the tech tree (levels 8 to 12), all upgrades above their level range were moved up slightly.
Some upgrades moved up by just one level, others were distributed a bit more freely in the higher parts of the tech tree.
There are now 3 upgrades on the new max. Level (18) for three branches: Obsidian Archive, First Dawn Headquarters, and Vanguard Spire.
Citadel Resource costs were adjusted to be in line with the level at which a given upgrade is located. A new higher price range was also added to upgrades on level 18 (variations of: 156 Food Stockpiles, 40 Artifacts, 40 Machinery).
Some upgrades were moved down the tech tree. For example, the first upgrade of the Vanguard Spire (Essential Human Houses) is now purchasable on level 4 instead of 5.
The Additional Caravan Slot reward was moved from the Vanguard Spire to the Obsidian Archive.
Reshuffled level-up rewards. The individual changes are too numerous to describe, so we decided to simply give you a full list of all rewards and levels.
Unlocked Buildings
Unlocked Cornerstones
Unlocked Species
Unlocked Traders
2
Rain Collector, Paved Road, Herbalists’ Camp
Flame Amulets, Crowded Houses
-
-
3
Cellar, Scribe, Mine
Over Diligent Woodworkers, Meat Specialization
-
Old Farluf
4
Guild House, Clan Hall, Distillery
Metal Delivery Line, Rebellious Spirit, Safe Haven
⚡ Added unique icons for every species in Orders that require achieving a certain resolve threshold with a given species. Previously it was just one icon (a human eye) for all of them.
⚡ Changed the objective name for all objectives based on delivering resources in the Orders UI to be clearer and easier to understand.
Changed the icons for multiple resources in the game.
Wildfire Essence
Pipes
Drizzle Water
Clearance Water
Storm Water
Changed the icons for multiple order objectives and ghost requests.
Solve Events with Empathy/Corruption/Loyalty.
Burn Blightrot Cysts.
Have Blightrot Cysts.
Attack a trader.
Starve villagers.
Use rainwater.
Forbid needs.
Changed the icons for upgrades in the Mine and Geyser Pump.
Minecart
Box Crib
Pit Pony
Tank Capacity
Automaton
Changed the icons of the unique effects on all biomes.
Changed the icons of Rain Engine effects.
Efficiency
Reliability
Low Strain
Changed the names of the favoring buff (Lighter Treatment) and debuff (Unfair Treatment) to Negligence and Favoring to avoid confusion with the new need - Treatment.
Updated the Encyclopedia entry about food and hunger to the new mechanic of hunger stacks into account.
Bug fixes
⚡ Fixed a bug with two orders (Pyromancer and Deeper Into the Wilds) having the same rewards.
⚡ Fixed a bug with some small glades having incorrectly generated resources and geysers (and breaking pump placement because of it).
⚡ Fixed a bug with some glades being incorrectly generated with the Untamed Wilds modifier.
⚡ Fixed numerous edge cases related to glade generation and event/resource placement on the map.
⚡ Fixed a bug with the Destroyed Caravan Glade Event having the same decision label twice.
⚡ Fixed the wording of the Monastery of the Holy Flame modifier description. It now correctly states that the effect applies to all needs, not just food.
⚡ Fixed an issue with Lizard scouts having no animation when working on the Altar of Decay Glade Event.
⚡ Fixed an issue with arrow keys being displayed as Num keys on the UI.
⚡ Fixed an issue with scouts working on Archaeological Discoveries not having any animations.
⚡ Fixed a bug that caused the Lightning Forest Mystery to appear in the Coral Forest.
⚡ Fixed a bug with the state previous of the Long Live the Queen perk not showing correct values.
⚡ Fixed a bug with amount indicators overlapping with checkmarks in the upgrade UI of geyser pumps.
⚡ Fixed a bug with the Resolve Preview breaking when hovering over the favoring button as the last villager of a given species leaves.
⚡ Fixed an issue with scaled-down ‘i’ letters looking jagged in some places in the UI.
⚡ Removed the state preview from the Improvised Tools Cornerstone.
⚡ Fixed an issue with numerous sounds not stopping when the game was paused.
⚡ Fixed a bug with the Twitch Integration occasionally breaking when a chat poll was created.
⚡ Fixed an issue with the Engine Corrosion effect having an incorrect border color.
⚡ Fixed some typos and grammatical errors in Russian (for example World Map tooltips) and Japanese (Hostility description).
Fixed an issue with the decision highlight in the event UI being cut-off.
Other
⚡ Improved the overall performance and stability of the game, and updated the game’s engine to a newer version. This should eliminate numerous crashes and freezes, as well as improve overall FPS.
⚡ Added official support for 5 new languages. The game is now fully translated into:
Italian
Czech
Ukrainian
Hungarian
Turkish
⚡ Added a new music track to the Coral Forest (during Drizzle).
Improved and tweaked a lot of ambient sounds in the game. Cleaned up some tracks to avoid mismatched background sounds.
The Apothecary was changed visually from a Harpy building into a Fox building.
The Clothier was changed visually from a universal building into a Harpy building.
The Herb Garden was changed visually from a Beaver building into a Fox building.
COMMUNITY CORNER
Click to unfold:
[expand type=showmore] TonyShape is killing it again with two new comic strips:
Meat Specialization by ToneShape (Source: Twitter)
Up All Night: Daybreak is now available on Steam for free! Set after the events of Rumination, see how Nick Torres has moved on (or rather, hasn't moved on) with his life after years of searching for answers. But when a literal specter of his past comes in for a chat, will he keep charging down the path he's chosen?