Against the Storm Offline Installers updated to EarlyAccess
0.42.3R Changelog from Steam: (Edit - changelog on 42.3 now posted; also included changes for 42.2 (Jan 20) and the Rainpunk Part 1 update of Jan 19)
Hotfix 0.42.3R (Orders Rewards, Farm Range)
Greetings, Viceroys!
We just released a tiny hotfix that deals with two issues:
Added the missing First Dawn Headquarters Level 10 Upgrade with Farm Range +1 and Bonus Yields +1%.
Fixed an issue with the Order's reward tooltip not disappearing after hovering over the Complete checkbox on HUD.
This hotfix will not force-finish your current settlement. Have fun!
Hotfix 0.42.2R (Upgrades, Looming Darkness)
Greetings, Viceroys!
Thanks to your swift and accurate reports, we were able to track down some bugs that slipped our attention in yesterday's update and just released a hotfix that deals with them:
Fixed a bug with two Citadel Upgrades giving blueprints instead of Embarkation Bonuses for the Plantation and Herb Garden.
Fixed a bug with some games lacking the Looming Darkness Storm effect.
Fixed a bug with the Clay Pit and Greenhouse not spawning Blightrot Cysts.
Fixed a bug with the Gate and Ancient Arch decorations giving incorrect decoration scores.
Fixed a bug with an incorrect reward in one of the Dim Square Citadel Upgrades (it changed the value of Amber instead of decreasing merchandise prices).
Added the water type icon to the Greenhouse and Clay Pit tooltips.
Fixed an issue with fast reassignment of workers breaking the settlement save.
Fixed an issue with the experimental branch automatically unlocking all content on new saves.
Fixed an issue with some resource icons having visual glitches at their borders.
Fixed a bug with Orders focused on delivering rainwater being offered to players who haven't yet unlocked the mechanic.
Fixed a bug with the Order reward tooltip staying on screen of the requirements are no longer met.
Players can now select 4 Trade Routes in the Training Expedition panel.
Important: Unfortunately, this time, the hotfix had to force-finish your current settlements. This does not happen usually and we're deeply sorry for it :(
We wish you lots of fun with the game!
May the storm be gentle on you,
Eremite Games
PREVIOUS UPDATES
Rainpunk Update (Part 1) out now!
Greetings, Viceroys!
We're back to occupy your screenspace with news about Against the Storm's brand-new update. Here’s what have in store for you today:
Rainpunk Technology
Revamped Blightrot system
7 new Upgrades
9 new Orders
2 new Forest Mysteries
And more!
Now, let’s dive in!
DEVELOPER NOTES
Today’s update is an exciting one! Not because of the new content, or because we added a brand-new gameplay mechanic and revamped the entire Blightrot system. No, nothing like that! It’s because we finally let you build gates on roads!
But in all seriousness, let's first talk about the new gameplay mechanic. From the beginning of this project, we envisioned a world where the rain never stops and is both dangerous and beneficial at the same time. And while we nailed the first part of this statement, there was always something missing when it came to showing the power of the rain itself. Very early on we came up with so-called Rainpunk technology - a concept similar to steampunk but machines would be powered by the unique magical properties of the rain itself. We tried to hint at it in multiple places in the game, but it was never really something players could interact with. Well, at least until today.
The new system we’re introducing today is the aforementioned Rainpunk Technology. Thanks to it, you will be able to install advanced Rain Engines in your production buildings to make work easier for your villagers and boost their efficiency. This advanced machinery has to be powered somehow of course, and that’s where a new resource type comes in - Infused Rainwater.
* Storm Water Geyser
* Smelter (uses Storm Water) with installed Rainpunk Engines
Now onto the second big feature of this update - the Blightrot revamp. As you might already guessed, it is tied to the new Rainpunk mechanic. Blightrot is no longer generated passively with every production cycle and is instead spawned when using Rain Engines in production buildings. The more you boost production, the higher the Blightrot Footprint of your recipes, and the quicker cysts will start appearing. It is also important to note that from now on, Blightrot won’t stop at 3 cysts per building. If the maximum is reached, the parasite will start infecting other nearby structures (houses and service buildings included).
The main reason why we decided to change the Blightrot system was your feedback - in which you correctly pointed out how static, unchanging, and tax-like the Blightrot was. Boiled down to its most basic component, it was a tax on fuel and workforce charged for every good produced. There was hardly any choice or strategy involved and it stuck out compared to other systems. So we decided to make it an opt-in mechanic instead, where you can have more control over it (and where Blightrot is a consequence, not a tax). This also opens up more design opportunities for us in the future, in the form of two-way interactions between systems (for example glade events that spawn Blightrot, etc.).
At this point, we’d like to once again thank all the players on the Experimental Branch, who tried these new changes way before they were ready to be released on the main branch. Your feedback was extremely useful and eye-opening.
Now you might be asking - why is this update called “Part 1”? That’s because we still have some content we’d like to add to support the new Blightrot and Rainpunk systems, plus we anticipate some additional UI/UX work and balancing in the coming two weeks. The main things we’re looking at here are the Rain Collector, Clay Pit, and Greenhouse. We want to take some additional time to find a proper place for them in the new balance (plus, we fear Sparkdew might now be confused with Rainwater).
Last but not least - this update also brings some other less impactful changes, like improved UX in the Training Expeditions panel, a lot of bug fixes, a level cap increase to 17, and new Citadel Upgrades.
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:
Steam Discussions, Discord, Reddit - discuss the game with the community and share your impressions
Feature Request Tool - suggest specific new features
May the storm be gentle on you,
Eremite Games