Finally pirated this furshit now that it's out of early access. I think it's pretty decent. It's like Frostpunk in the style of a WC3 custom map.
Any anons played this?
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Finally pirated this furshit now that it's out of early access. I think it's pretty decent. It's like Frostpunk in the style of a WC3 custom map.
Any anons played this?
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does it have more re-play value than frostpunk?
It's not at all like frostpunk since it's not a puzzle game. There are 4+ slightly different biomes and something like 3 dozen buildings(many of which overlap in purpose). It's about utilizing a given map's resources with the randomized tools available. It's quite good, but I doubt it's worth more than 100 hours to most people(I'm at 106). Still a good deal for its price.
Haven't played more than a few hours but I'd say it definitely does.
Your pops come in 4 different types that each have specific needs beyond housing and food that makes management more complex, like if FP's scientists wanted hothouse food and preferred drinking while the basic workers want hunted food and churches. Then each start has partly randomized resources so you can't force the same build order every time.
It's a little overwhelming at first honestly. There are around 15 basic resources that can each be refined into other goods, which can then become even more goods when combined with other stuff i.e. wood logs>planks>barrels>barrels of wine or ale. But wine can also go in pottery made from clay so you don't always need to make barrels.
Lots of production chain stuff like that.
>It's like Frostpunk
The colony-building game is like Banished, but roguefied
The style is fairy tale woodland creatures in addition to humans.
The roguelite progression is like that of Hades. In each subsequent run you buy upgrades to increase your stats by +1% while the environment gets harsher at higher prestige levels.
>4 different types
5 different types: humans, beavers, lizards, harpies (who were birds in an earlier version of the game), and foxes. It's set in a Brother's-Grimmiverse with a magical technology called "rainpunk" that drives advanced machinery. The plot is that this fairy tale city is surrounded by a forest that has been getting steadily menacinger because the evil forest spirits have been leaking out of their containment dungeons. You have to brave the forest with your band of woodland creatures by establishing several settlements until you make it to the containment dungeon. Once there, you have to produce enough stuff to seal the spirit back in its box. You have a limited number of years to do this before the "cycle" ends and you are forced to retreat to the safety of the city.
>harpies (who were birds in an earlier version of the game)
DROPPED! ! !
No birdussy, no purchase - simple as.
based and USB type C-pilled
>USB type C
???
they lay eggs
Still wanted the bats over the foxshit.
Sounds neat.
>70 bucks
Nvm. Guess I'll pirate it.
bruh where do you live
It's also on gamepass which you can get for $1
Are you saying Frostpunk isn't replayable? Because I feel that way. Like I really enjoyed it the first go around and keep wanting to be play it again, but feel like it's not going to be any different or exciting.
yeah you want to play more of it once you beat it, but if you try to play FP again you quickly notice how shallow the game actually is
it's not unfair to call it a fancy CYOA
>Is it more repayable than a single solution puzzle game
I think it's impossible to not be.
I tried the demo but wasn't terribly into it for some reason. I have other very similar games I need to finish first, too.
It's was nice but gets pretty boring after like 3 maps
Concept is cool though
Yeah this. I think part of hte game for the me that makes it boring is that I have no investment whatsoever in the various towns I build. I get that it's really just you're playing much smaller matches for rewards etc. but when the entire conceit of the game is to rush through the gameplay itself it becomes monotonous. Like "Alright I just have to power through this village here so I can get to the next village which I will power through so..." etc. After 100 hours I just asked myself, am I having fun in the moment to moment gameplay, or am I just continuing to do it because I like seeing the big numbers go up? To me, it came to the latter. Great game, but it takes a certain kind of mindset when sitting down to play it.
think this is primarily driven also by the fact that the winning objective is just to fill up an arbitrary meter, and at the end of the day it can only be done so through one mechanic (economy management). The game would benefit quite a lot from having maybe 1-2 more modes with different types of objectives that can suit multiple playstyles.
I have no idea why it's so highly rated on steam.
I beat the two tutorial towns and then played through a cycle by beating the "boss"map without losing once, uninstalled the game.
It might get more interesting at higher difficulties but I wasn't interested in playing any longer to find out.
Very good. Now instead of the easiest setting, try bumping it up to Pioneer difficulty. You play on the most surface level and complain that it isn't challenging.
AtS actually has good difficulty scaling because each new level of difficulty forces the player to engage with more of the systems and makes them a better player.
>new level of difficulty
Modificator of fear, from easy to middle is 1x to 1.5x but i almost got my ass of in blast when harpies started to leave in second year of small town. No factors to please them, low on food but high on wood. Seriosly 1.5x is big for me, back to easy relaxing mode.
i’ve tried the EA several times and couldn’t get into it
I have played and very much enjoyed the game. I like the way I can finish a game in under 2 hours most times. Each settlement has a defined end but tons of ways to get there.
I think the game being labeled as a city builder is a mistake.
The weakest part of this game is the terrain. There is none, and the map is flat. Impassable rocks as well as rivers would be a good place to start start.
and the tunnels/bridges would have a resource or labour cost I guess? isn't that functionally identical to the threats that you get in the glades
>isn't that functionally identical to the threats that you get in the glades
basically, except you might need a different type of camp to progress
but it would look cooler than just trees on flat ground
this guy is correct, having some lake, mountain, and plains biomes would be a vast improvement
a lost/flooded city biome would be cool too
Damn thats a good idea
This would be really good. As it is I can just go for whichever glades I want, if you needed to find bridges/river crossings and pass between obstacles it'd be more interesting.
this is a good game btw, something i don't say terribly often
Bobr - good literally everywhere, backbone of fuel and infrastructure, high resolve and their service needs are the best ones in the game, best race no question
Humans - only exceptional if you get a farm economy going but thanks to high resolve is a good pick always
Foxes - great everywhere because of glade work speed, excellent in coral forest
Lizards - suck ass almost everywhere, saving grace is that lots of building have the warm modifier, godly on mushroom forest
Harpies - vaguely ok on some biomes, uhhh,good coat synergy with human and bobr
Why are herpies such fricking ass?
It's hard being superior to everyone else
Harpies are ass because they're vital for higher scores. They're basically just there because you need them for challenges.
harpies are for repmaxxing, they're whiny and flighty frick you but you can get a shitload of rep off them since they have low threshold and low decadence
it's very good, and not for everyone. i think there's a demo if you're having a zoomer moment
Yeah it's an interesting and good game but with some rough edges not everyone may be able to overlook?
beaver fricks eat more wood than they make and the decadent fricks have a threshold of TEN BILLION after you get a couple of rep from them
>decadent fricks have a threshold of TEN BILLION
'key
now show how many rep you got off them, and how many you got off the foxes
Ok, I admit, that was a fox game.
HOWEVER the previous game I got to farm Beaver resolve.
And even if you don't get to farm resolve from them they are still more than worth it in any condition.
>housing right next to the warehouse
bruh
And it's not even lined up for a perfect square. I bet he doesn't even make a donut for his first 4 decorations.
harpies are there for sex appeal
>Harpies
>ass
Give them their needs and they will fly you to victory every time.
so it is actually good or not? getting mixed messages here
It's a goty if you like micro-managing
It's a very good game, here are the essentials:
1.) The game is composed of a number of cycles. You have a limited time to colonize various areas before having to retreat and abandon those areas. You receive points based on how far you got and these affect modifiers and buildings you can use
2.) The goal of the game is to satisfy the unseen Queen who is supplying these expeditions by fulfilling a random series of objectives. You have to weigh how to make some of these objectives work when you only have access to a limited number of buildings in any run. So you may need to build 5 shirts, but since you don't have the clothier which is made for that you have to build 2 other buildings that CAN do so but not as well.
3.) You have a limited time to accomplish objectives as both the forest becomes more perilous and applies debuffs and other deadly effects with every day, and the Queen becomes more irritated, until at last you fail the mission. Thus you are constantly on a time limit.
It's a fun gameplay mechanic but not for everyone. I think it is good and worth a pirate at the least to see if you like it, most are quite enamored. To me not being able to at least marvel at the towns I build is a bit disappointing so I wasn't addicted, but I still find myself going back every once in awhile.
Once you grasp the mechanics, it's about chasing that difficulty curve. There's nothing else -- no campaign mode or anything. If that appeals to you it's a very good game. If it doesn't it's kinda lame.
Been playing this game ever since the closed betas. It's the king of city builders. Having an actual goal alone makes it infinitely better than Simslop and Cities Sloplines
>Having an actual goal alone makes it infinitely better than Simslop and Cities Sloplines
killer feature: we added a win condition lol
>out of food
>out of fuel
>there is no fire master
>the harpies are starving
>queen is very angry
>open forbidden glade by accident during storm
>everybody -35
>its summer when the lizards finally carry that stone tablet back to base
Can't imagine doing glade events for the seal. Just reforged cobalt and all my recent seals were 8 rain engines > trade standing > amber or some other shit > rainwater and burned cysts.
One time I tried going for maintaining resolve on last one and dipped by couple points after 3 minutes out of 4 required, which resets the timer. Never going to bother with that again.
Seal biome itself feels pretty fun and different, I still think devs should've made a campaign out of missions like that with unique objectives, while normal mode should just be side missions.
I have yet to reforge a seal even once. Never even seen the biome or the new mechanics. I play all my games on Prestige 20 and I seem to keep losing right at the end when I've almost reached the seal.
Same. I've never seen it on the map, it's really dumb.
enable some of the earlier seals, they don't require as many crystal skulls to activate
Like other anon said, go for some mid tier seals to increase cycle length. It's a boss stage and the journey to the seal lets you stack bonuses from events and chests. The faster you can win games the more settlements you can fit in a cycle so high prestige is pretty counterproductive. P6-10 usually takes me 7-8 years.
I played the shit out of this game a year ago, but I felt like it was regressing with updates. Right before the camp update and before the rainpunk engines. The game was very cohesive for lack of a better word. It was tight. Know what I mean? And it was brutal, you could just run out of food if you greeded for higher efficiency industry since you needed to actually take the camps to reliably have a food source.
It looks pretty good now though and I love the idea of the new limited upgrade thing. Gonna try it again soon
are rocks the best embarkation item?
for two points you can open any chest
and since chests often have a perk or something that can help you solve a glade event which itself yields a perk, it's like you're getting 25-50 amber's worth of value for 30 rocks
it's way better than taking a few bricks
I always take wood and extra villagers so I can set up the essentials in the first year. The rest are map dependant.
Yeah I always take them for that reason. Even on maps with rock nodes, starting with 30 stockpiled is nice for beelining events.
I'm too hooked on picking farms and villagers to pick something else. It almost feels like meta to pick farms on a map without wheat bushes with average fertile soil.
I bought it and played the tutorial but there's a lot of numbers and I'm scared of failure
Why do the assets look AI generated?
autist face blindness has found a new frontier, i see
I’m not sure about the specific art assets in Against the Storm, but it is possible that AI was used to generate them. There are several AI-powered tools available that can help game developers create game assets quickly and efficiently. For example, Scenario is a tool that allows game developers to create unique and style-consistent game assets with custom-trained AI models 1. It is also possible that the game developers used other AI-powered game asset generators such as Hotpot.ai or Fotor 23. However, it is important to note that using AI-generated assets in games can be a tricky business. Recently, Steam rejected a game because it contained AI-generated art assets that appeared to be relying on copyrighted material owned by third parties 4.
have a nice day homosexual
It's possible you're a wienersucker. Likely even.
can't go wrong with more labor and a camp
Irl soijak is playing it
>used to listen to this homosexual years ago before I could even own a debit card
>"hey he is playing this game I really like, wonder what his opinion is"
>spends 1834734095908209834083498 minutes talking about completely random shit whiles completely fricking ignoring the game, all of his takes are completely midwit garbage
I swear Northernlion wasn't this annoying to listen to before.
His vod also apparently stated he's never playing it again
He's gone from Youtuber to exclusively a Twitch streamer, and that's a step change in obnoxiousness from which he won't recover.
Game is very addicting and very chill with some good challenge. Gets boring after a while but I'll have to check it out again as I have not played in like 7 months.
Very neat new take on Settlers. Surprisingly kino setting as well.
Some funny comic
>SOUL
Let me guess, Russians see themselves as sensible and hard-working beavers, and not the blight cysts they are in real life.
And a funny picture
Lizard wife.
And more funny picture
Played it half a year ago. Did a few normal and then hard city runs. Ultimately, I disliked it, at least back then - the rng isn't that random and you'll almost always end up going for a similar build with maybe one or two different morale goods buildings. In modifiers you'll just take the one that gives morale upon discovering a clearing and beat the game easily. If you're in trouble, you then just trade all your shit and buy tools to open the victory point boxes on the map. It never felt like I needed to build a good city - instead to make a haphazard orc encampent that looted all the shit and ran away before logistics started to break down. I never had the need to use the waterpunk mechanisms to their full extent so I didn't get much corruption either. I dunno, maybe if I played more maps I would have gotten a dificulty increase or more toys, but I couldn't be asked to continue.
>he didn't make it to prestige 10 which halves all your trade value
You didn't beat the game.
What a journey. Seal should be smooth with all the buffs. Some map events feel cheesy since citadel resources are meaningless after you get all upgrades, but others were win with 150(or 250?) amber, 300 storm water or increased hostility, which feels a lot harder to pull the farther you go.
I just wish it didn't have those shitty roguelite elements.
yeah it should just give you every building
that w ould make sense
Couldn't disagree more. There's already some limited amount of decisions you're making. If you had every building, you half the amount of decisions you're making each run.
A mate gifted it to me over Christmas. I was a bit sceptical at first, mainly about "finishing" each settlement so quickly, but it's so well integrated in to the flow of the game that I don't mind it at all. The actual city building part of it is so forgiving that the challenge comes more from managing resources and morale/threat. I probably would never have bought it for myself before playing it, but now I'm very glad to have it
>open seal screen
>ah gotta take a piss
>go piss
>feed the dogs
>come back 10 min later
>forgot to pause
>2 humans and a fox left
FRICK
fricking scammers lmfao
"First Dawn Company" more like "First Scammer Company"
0-standing trades are always awful, just gotta take the bad deal to get to the later tiers
This cornerstone is locked behind prestige 15 but still feels ridiculously op, triple base wood production and it gives you insects regardless of how much you had after each storm. Don't mind me burning 2 levels of wood every storm and using it in all the recipes instead of coal.
it's in the legendary tier for a reason. there's several that are game-winning on their own
it's also a lot less impressive if you've already got a kiln or a press.
yes, if you manage to get a temple it's just free real estate every storm
lost interest once I realized how repetitive the game really is.
I dont understand the seal mission. Both times i got to one i got to the final step, was on my way to complete the last objectives and seemingly at random the seal awakens and its too late and the games over. Is there a timer I'm not aware of? All I saw was next curse and my impatience wasnt anywhere close to ending a game.
Finite number of curses. You are supposed to be fast in this game, why did you expect the seal mission to be any different?
I'm starting to get into middle prestige and seem to have consistent trouble with either resolve during storms, or food. Usually both. Any tips there?
Relatedly, do people usually make multiples of one building? Is there a good rule of thumb for that?
>Relatedly, do people usually make multiples of one building? Is there a good rule of thumb for that?
not counting camps you should not be doing this very often. if you've filled the building and still need more output, install a rain engine.
the exception is a few workshops that have few slots, high demand, and/or awful throughput, like clothiers and carpenters. there's also the supplier that has schizophrenic output - planks and flour?
>carpenters
meant lumber mill - two workers is fine if you only need planks from it, but if it's also your main source of trade goods or scrolls you may want to double up.
>Relatedly, do people usually make multiples of one building?
For production pretty much never. Only wood camps, warehouses, blight posts.
>Any tips there?
Forbid consumption and use luxury items/food during storm or when needed, upgrade hearth asap. You can intentionally increase impatience by calling traders or letting people die/leave which will lover hostility, useful if storms have especially nasty effects. For general optimization build warehouses near active tree lines, camps, glade events then destroy when they are not needed or if you need parts.
On prestige 6+ parts are a massive issue, I try to only rely on geysers for water and fertile soil buildings for food unless I get good bonuses for gathering. Stockpile 1 resource, destroy camp to gather something else.
don't be afraid to build a field kitchen. five extra resolve from soup can be a lifesaver.
First thing to remember with food is that complex/processed food is always better (more efficient) than raw. Even the Field Kitchen, which is the shittiest food building in the game still produces 20% more complex food as an output than it takes as an input. You want to always be converting your raw food into some kind of complex food basically. Make complex food even if some of your villagers don't like it! If I have a bunch of leeches around me that give raw meat, then I'm disabling raw meat with the consumption control menu and turning all of it into beef jerky, even if I only have the Field Kitchen, and even if only one of my races likes Jerky. Villagers will still eat whatever you force them to even if they don't prefer it. In the early game sometimes survival is more important than comfort
For resolve put down a new Hearth every 8 villagers and upgrade it to the first level (have at least 8 villagers living inside its radius and place comfort decorations inside its radius). Every upgraded Hearth gives +2 permanent base resolve. Unassign woodcutters during storm to lower hostility. Block certain luxuries or complex food items from being consumed, then turn them on only during storms.
Beavers will starve to death before eating jerky, they are herbivores.
20% more food for constantly using labor and other resources to produce food is not a good deal, I pretty much only use filed kitchen if I have abundance of some ingredients, not shortage.
>Beavers will starve to death before eating jerky, they are herbivores
I don't know where you got that idea from because it's not a game mechanic. Villagers will eat whatever food is available to them (and that they're allowed to eat). Their preference is to eat the foods they like but if they can't do that they will eat any food.
To add to what you said, the full preference is:
1 of each preferred complex food that is available
If none of the above, eat 1 raw food
If none of the above, eat 1 complex food they don't like
Weird, I was sure that was the case from way before rainpunk update, not sure if it was changed or I misremember. But you are right, tested it in training and everyone can eat anything as long as some form of food is enabled.
>First thing to remember with food is that complex/processed food is always better (more efficient) than raw.
using precious labor time to slowly turn 6 berries into 8 meals is extremely wasteful.
what if you're at max prestige using rainpunk engines to get +35% chance of double production?
then you're thinking rather than just throwing out inane falsehoods
and you're probably still better off with another berry-picker
I've played it a bit.
It simultaneously feels too random and very repetitive.
Does complex food satiate villagers for longer than raw food? I thought I remembered reading long ago in early access that it did. If not, then it doesn't seem like it's worth letting a species that doesn't benefit from it consume it if you have anything less than a 2-star recipe.
It does not. The main reason to eat complex food regardless is that you get extra food for making it compared to raw, but if you have raw food that isn't going into complex food then yeah that should be eaten first.
Frick me, 4 frags short for last seal
gotta sealmaxx for the adamantine
>12 stages wasted
And I thought wasting 6 stages getting to the gold seal without enough fragments was excessive.
Does the queen make her viceroys long-lived/immortal?
The game as released is fine but it feels like the bare minimum was done. Terrain isn't complex; there's no social element other than resolve; the lore is kinda ad hoc and not introduced or explained very well; animation work is limited and so settlements don't feel very alive; once you get used to glades they're not threatening, only resolve impact matters really; even blight is kinda eh the cysts just sit there being mean; and things get monotonous and repetitive, so it's game, for me at least, you play in sessions and then drop for a while. Pet peeve of mine is flamethrowers in the middle of a huge storm, makes no sense whatsoever.
That's what I'd assume since cycles take decades and no viceroy would have more than a few in them before they died.
>Porridge is a complex food
Not only that, but it requires charged rainwater. So it's literally like you're picture.
>eating the same shit that grows blight cysts
i never understood how this was a good idea
maybe it's just the storm water which is bad for you
Well if I only have storm water geyser, that's what everyone's getting.
The only reason foxes like it is probably because it has rain water in it.
>eating the same shit that grows blight cysts
JUST BUY THE FRICKIN FILTERS
Maybe it's okay if you boil it.
>45 expensive gears, each worth their weight in amber
>or a few extra pops, idk
90% of morons will pick beavers because they think they're good without checking the goods.
Beavers are good though. And it's usually not that hard to make tons of amber by shitting out packs or trade/luxury goods.
by the time you have stacked up that much +group goods the consumables are more valuable
like what are you going to do, build 20 warehouses?
sell it at 50% and buy 20% lumberjack walk speed? what a gamechanger
>like what are you going to do, build 20 warehouses?
outside of every production building
hold my ale while i fire everyone
okay you're all laborers and now we're redesigning this settlement
it's okay the queen can wait she'll understand
that does sound cool so it won't happen
Would this game be cool if, after every expedition, you got to play a persistent city builder with the volcano city?
>We brought back these X Y Z resources.
>Upgrade tech tree.
>Build some buildings in the city that won't be deleted, scratching that classic city builder itch.
>fee for every glade
I have never wanted to hate-frick a gecko before in my life. But this.... this thing...
Why are the fees even a thing? It seems random.
Just a prestige thing
Which is probably one of my largest gripes with the game, especially for new-ish players. If you play along difficulty levels from the bottom, it will outright teach you bad habits due to how breaking some changes are (selling price, opening glades etc)
That's a common thing I've noticed about the game. It's the same with blightrot. Lower difficulties doesn't have it, so you end up not knowing how to fight it at all or even what it is. Easily fixable by just adjusting what blightrot does or how fast the corruption happens.
taking a mechanic from "it's there but it's not important" to "ok now x will frick you up - deal with it" is much more interesting than just marginally reducing the margins over time
>got filtered by Prestige 8
Frick me I don't even know what happened I just looked and my impatience was nearly maxed
can you incite racial pogroms?
also produces a better learning curve since the player can focus on one thing at a time
https://store.steampowered.com/news/app/1336490/view/5797888151160865057
>tfw no Harpy wife
>fire the lead artist and replaced her with AI
You can't make this shit up.
qrd?
just a well-poisoner
new forbidden glade icon is awful
So do harpies reproduce with some bullshit astrel impregnation during lesbo sex or the males just all equally feminine as the females?
yes
Did Colbalt Seal on P11, chased 2 timed orders which fricked me in the ass and dropped my colony from 22 to 8, with 6 solving glades and a woodcutter to keep the hearth going, but managed to win by year 8 or 9, marking my 50th win, with my only loss being the first time I did a seal and not understanding the mechanics.
/blog
Also, gotta say, P6 and P9 have been the best difficulty jumps so far.
When do you guys make your second hearth, at 8, 14, or 20 pop?
for me, it's 14
it's almost always easier to get a second hearth up before your first service building
I don't consider pop when doing it, I build one when I want to have workers in a distant grove (typically a farm or salvaged building) without them running all the way back to the main hearth for every break. I should probably be building them more often though just for the hostility/resolve bonus though.
when i find a good industry ruin to reclaim or resource cluster to work, otherwise at like 34
and obviously marshland hearths are always placed in a forbidden glade, or at worst in the next glade over from it
How the frick are you supposed to win a no glades no trades run?
Female Lizards look like this?
Wife
God I hate marshlands, P15 with no fertile soil and I had to use altar for the first time to beat the map. By the end, I opened about 10 nodes and only got 1 coal node, and wasn't able to get any rep via resolve.
marshlands is feast or famine, yeah. can be very easy going, can be a complete shitfest
What are some gamebreaking strategies you guys figured out?
I accidentaly discovered that going for an ASAP oil production(or I guess sea morrow too) and temple basicaly turns the hostility mechanic off on top of the 25-75% global production speed buff. Which is funny considering that the temple just got buffed in the last update.
>take farm on embark for the grain (you can also use meat or fiber for oil production)
>pray for oil press or druids huts for dat 3 start oil
>Go all in to increase output and start sacrificing the oil, the more the better. enjoy the global production bonus feedback loop
>get your temple
>build your temple
>staff your temple
>say good bye to hostility because if you have been sacrificing oil while waiting for temple to drop, it counts retroactively
>just get building x
not sure your strategy is all that reliable m8. wildcard blueprints cost 80 amber for a reason
Its not about reliability and as far other things go in this game it could be worse
It it a about knowing how to best exploit the opportunities, and if it does show up you got self an easy win
except it's predicated on burning oil long before you get a temple
the sane version of the strategy is just "if you've been sacrificing a lot the temple is good", which is bordering on trivial
You benefit from every step of to process. the temple is the culmination of the strategy. And yeah it really works with anything you can sacrifice on the hearth. It is just that oil/morrow has better synergy and is better economicaly both short and long term.
Im not sure what is your issue here.
>You benefit from every step of to process
once again utterly trivial - all blueprints are beneficial.
>get a guild house
>win
Mine is more of the same: Baptism of Fire + rainwater-heavy economy. Early pipe production, more rainwater engines than needed, max rainwater consumption - all for more cysts to burn. My default strategy is usually to spam tools and open a lot of crates in the end game, so I'm usually prepared for Baptism of fire even if I pick it up later, since I try to get bars production as soon as possible for tools anyway. But if it's not your playstyle - you need to pick Baptism early, year 2 max, to know what to focus on. You also need A LOT of fuel (I was lucky enough to get Burnt to a Crisp with this strategy only once, so don't count on it) but if it works - it works. The only big upside compared to temple trick is that you can quickly finish the map early by switching all 6-10 of your rain engines to the second option and win with resolve.
>that it's out of early access
Does it mean that they stopped erasing your progress with every update because saves were not backward compatibile?
Yes
>get a guild house ruin
>I'm on a bandit camp modifier
hey if you use your buildings you win
did you know that some things in this game have synergy?!
meds
that is some schizo talk anon
Seriously, HOW do you start in this game without a small farm? It gives you oil material, flour material, porridge material for field kitchen, unlocks full potential of ranch, and, like its competitors, even gives you an alternative material for pickled goods and raw food. The only reasons not to pick it, as far as I can see, are either low fertile soil (still, with humans you at least know where it is) or just for additional challenge/out of boredom
Camps produce faster than farms. Take a scavengers camp and charge bravely into dangerous glades.
I check map soil availability first. If it's meager I skip. I usually bring a camp that can harvest two of the food resources present, so if there is meat+egg I would obviously get trapper. If nothing has 2x I get the cheapest one. Farms are nice, but you don't need them as you will find some reliable food source and the game doesn't take long enough to fully deplete node resources.
I honestly prefer greenhouse if I have drizzle, having less micro to worry about greatly offsets the worse throughput.You can set limits, you don't have to remove workers when they're waiting around for harvest, and you get a constant output rather than bursts. Though I've beaten maps without either on P17 by just harvesting or solves/trades that can get me just enough flour for resolve rep, or cases where I was able to get tools and win without getting any resolve rep at all and eeking by with jerky. I'm winning on Y6/7, so I think being able to burn oil constantly is just a win more result.
I meant farm as an embarkation bonus not as a regular blueprint pick
all those things you mention have something in common - they do nothing on their own. a farm on its own is useless. great enabler, but you gotta have something to enable with it too
if you're going into a tricky embarkation a camp is often the safer play
small farm value also goes way down if the biome has wild grain, and turns into a complete joke if you find a protowheat
I feel like Workshop is a trap
Why? It's great if you have it as your first ever blueprint pick. Even if you later get some other blueprints with 2-3 star materials, you still can use them in tandem with workshop - for example you limit plank production in lumber mill to 30 and in workshop to 10, so it starts producing planks only if you're low on them.
The real issue with workshop is you don't really want to make planks they're much more efficient to just buy instead. Its fine for pumping bricks and cloth and getting a decent supply for buildpacks, 2 of em can pretty much build a fully upgraded hearth in 2 seasons. But you need the mill if you want to produce planks at any usable rate later on when houses cost alot more.
Oh cool this game released. Time to finally play it again.
How do I make use of Clan Hall that I found in a dangerous glade? Does it only work in a hearth that I build next to it?
Just put people in it like any other building?
Ah, I'm moronic, I need resources to make it fulfill needs
the staffing bonus works regardless
Does leaking cauldron bullshit -8 resolve stay permanently even if you fix it? I'm late by like 10 seconds because of some bullshit worker behavior that I didn't micromanage properly and I feel like deleting the game.
I don't think I've ever failed that event, but if you hover over the tooltip in the bottom left it should display a timer if it's temporary. If not you're shit out of luck.
I'm like 95% sure timer used to stop ticking when you worked on one of these
Frick my life, everything was going so well
If there's no special text about this effect being permanent - it'll go away after resolving the event.
This fricking thing needs another building with a bricks recipe
just make them in the crude workshop like you're a israelite in egypt. you rarely need that many anyway.
I had a glitch where 3x speed made the event progress tick slightly slower than the countdown and I didn't have any sea marrow which triggered some villager deaths which sucked, but still won.
Dare I settle here? It's on the way to the nearest seal.
>Viceroy
Keep your head on and you should be fine, Fishman Ritual Site and Fewer Cornerstones aren't as bad as you think esp at that difficulty
I'm very bad at stopping folks from leaving during the early years. What do?
Don't open glades unless you have to, small one especially. That hostility adds up.
you can open glades early by making the queen seethe, the forest loves it
Just realized the Queen has a clear racial favortism towards humans.
I love humans. I hate every other race.
Lizards and Foxes suck. Beavers are overrated and stupid. Harpies are cute but moronic. It makes sense that Humans are the Queen's favorite race since they can work without dying or leaving at the first hurdle. Love me humans. Turn every other race into aesthetic trophies and harpies into comfort women.
>Lizards and Foxes suck.
Not only do they suck but they also frick.
Brothel building when? Sex update required.
Total Furry and Scalie Sex.
If this game was made by germans instead of polacks, we'd have three tiers of brothels by now.
I thought the implication was that the forest is scared when the queen is impatient
worry less about it
I keep falling in a trap where I have one horrible storm season where a dozen people leave and once it's over everything is fine and the game is won
Wow. Beaten cobalt, finally. Resolved fourth seal through rainwater/cysts just because I dared to crack open a couple of drills with a lot of pipes in them to connect 8 buildings for my first seal. I had everything going for me: baptism of fire, temple, early druid's hut/farms to burn oil, cranked out all rainpunk engines to 11 to get more cysts, and still barely managed to finish the run. Now I'm scared and don't want to play further.
It's nothing like Frostpunk.
Frostpunk is more like a VN that gives the illusion of gameplay while Against the Storm has actual gameplay.
10 hours in, getting close to that first sacred spot on the map and it feels like i've already tried everything that the game has to offer. There's this update that allows me to apparently mine some more complex materials, but otherwise are there any interesting new mechanics coming up in the later stages of the game?
I feel like the game is also too reliant on RNG, if the map only has one specific type of farm but you never roll that particular building, you're fricked. Not too much gameplay variety either, the metagame is essentially rushing into the dangerous glaives to get the best resources, and hoping that the roll doesn't frick you over with a requirement that you can't produce.
>I feel like the game is also too reliant on RNG, if the map only has one specific type of farm but you never roll that particular building, you're fricked. Not too much gameplay variety either, the metagame is essentially rushing into the dangerous glaives to get the best resources, and hoping that the roll doesn't frick you over with a requirement that you can't produce.
you have no idea what you're talking about.
The point of the game is to manage RNG, I have NEVER been rolled into an unwinnable situation, especially not on lower prestige where you can solve literally any problem by just calling MOAR TRADERS. The meta game is the EXACT OPPOSITE of rushing dglades because they will frick you up with hostility (not the event it contains lmao). The variety in the gameplay is dealing with the combination of resources and blueprints you get to find a winning strategy.
>any interesting new mechanics coming up in the later stages of the game?
yes, the prestige levels are quite interesting and force you to start thinking about what you're doing. I'll just tell you that many people have >90% winrate to p20, so your RNG troubles is unironically a skill issue.
>The meta game is the EXACT OPPOSITE of rushing dglades because they will frick you up with hostility
Well I've just been playing on Veteran difficulty, and honestly if I remove all my woodcutters the hostility drops from 3 to 1.
Didn't know about these prestige levels, what do I need to do to unlock them?
Win a game on Viceroy and you'll unlock Prestige 1. Complete that and you'll unlock Prestige 2, etc.
>many people have >90% winrate to p20
Do you know if the devs have any plans to increase the difficulty or add more prestige levels? I think >90% is an understatement, I don't really see how you would ever lose a game without difficult map modifiers. Even without using the altar.
Did they make the game easier in the past 8 months? I got it when it launched and started to struggle around 17.
Yes. Dangerous glades are significantly easier than they were a year ago.
I don't know the exact timeline, but I played the game a shitton when it first released on Steam in early access and it has gotten much easier since then.
>camp update
The game used to have serious food pressure because a lot of nodes required blueprint camps to harvest. Instead of the small camps there was only the scavengers camp, which could only harvest eggs, berries and roots iirc, maybe insects too. This resulted in you being in a lot more of a rush to get blueprints and open glades so you could get farms, more efficient food production chains and more raw food. It was rough sometimes because you could get royally fricked by bad RNG, but I kind of miss it.
Now you can harvest all small nodes without needing a blueprint and in general there's a lot more food around the place, especially in small glades I think.
>Blightrot / water update
Production recipes used to create progress towards blightrot cysts with the exception of production during the storm. Now cysts are only spawned if you use the new rainpunk water system, which basically gives select buildings a substantial boost to productivity.
It wasn't a very interesting mechanic to always generate blightrot, but it definitely made the game harder by essentially being a constant fuel tax.
>Events update
This is the biggest one, events now always have two ways to solve them while it used to only be 1. One of the event solutions is usually very easy even for an unprepared prepared player and also doesn't have a negative effect while working it.
This means that opening a glade has basically a 0% chance of fricking you over even if you don't have any fuel / tools / seamarrow / incense. It used to be that opening a glade even was kind of risky if you had those because there were events with very unpleasant effects while being worked.
This all combines to make the game a lot easier. They are good changes mostly, but they really need a bump in difficulty to go with them imo.
If I build a road on top of a resource (eg copper vein), can my production buildings still extract it?
When you delete the road vein of farmable soil will still be there, if that's what you are asking. Mine only extracts the tiles underneath it.
Does anyone even assign villagers to work as dedicated haulers?
Yeah, why not if you have spare work force, which isn't often I guess. It's nice when they haul from logging camp so woodcutters can keep chopping instead of running back and forth to wh.
Against the Storm? So the goal is to build some sort of... Stormgate?
I'm gonna stab you.
I've seen this game pop up on Steam a lot and this thread made me finally give it a try. It's actually a lot better than I expected. For some reason I was expecting something really shitty and half-baked.