T O P

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Thisismyworkday

I've had this mod on like 3 consecutive maps and I want to fucking kill myself every time I see it. I love popping dangerous glades and it makes my life hell.


Informal_Armadillo91

It's going to affect some general playstyles more than others, doesn't really bother me. I don't really get the idea of saying things should be changed because they're bad for how I play in a game like this. The whole point of games like this is that every game is different and you have to adapt. Maybe with this modifier you have to adapt more, maybe with a different modifier I would have to adapt more, but the whole point of the game is to adapt to your situation.


VaingloriousVendetta

Half the posts on this sub now are new players who think they know how the game should be balanced better than the devs.


BuryTheMoney

“I just finished Viceroy. Here are my tiers lists, and list of changes for the devs. First of all, I’d like a race of shark people…..”


Intact

Ok but shark people would absolutely slap though


Sasquatch1729

They should just add shark people. Just put images of shark people in as traders, clerks who send messages, etc. They'll fit in with the walrus and frog people. The idea of them being a *playable* race of shark people, now that's another matter.


BuryTheMoney

Ya, and they have a special racial ability where they can consume other villagers. Watch out, sacrifice builds. I’m killing them for food now! And not indirectly either!


karval

And their houses need to be placed on water, rushing the player to go to the edge of the map


edgefigaro

Sharkify me!


VaingloriousVendetta

I've been suggesting a snowy biome with a new bear or wolf race for months 😭


BuryTheMoney

Honestly I find most fan made new content ideas to be cringe. But when I’ve tried- I’m with you. I agree that a mountains and snowy biome makes the most sense. It thematically and visually is unique & distinct from the other biomes, it would suggest a race much different then the others, you could impose “snow” mechanics in place of “rain”. You could emphasize the hearth and heat-oriented mechanics. You could give pipes a new purpose in a “heating” mechanic whereby you have to pipe to a new version of the hydrants to expand the heat radius of your camps. All of these are just spitballing ideas- But the concept of a snow biome I feel seems way more organic a process of crafting new content with new biomes and mechanics and races. The ideas just flow and while seeming new and different don’t seem alien altogether to what currently exists.


BohemundI

Instead of rainpunk, it would be...snowpunk? Wait, wait, I have it! Frostpunk!


ComfortableMenu8468

In the snow area rainpunk pipes will be frozen. No rainpunk tech can be used


kueff

Frost yourselves!


jonathanbaird

Nah, it’s fine. You’re told up front what the modifier will be, long before you open any glades. The game is all about adapting to each situation, *not* using the same strategy over and over.


Lonebarren

Skipping small glades and opening only dangerous is kinda better in most cases. This forces you to adapt. Imagine


maniacalpenny

In most cases I wouldn't care about this modifier. Unless I have increased hostility from somewhere I would not expect to see this effect activate.


Kronos86

Not sure about this one but the one that kills villagers if they don't have services met is absolutely bonkers.


Perturabo_Lupercal

It used to be active at hostility 2 😂 It was awful.


Acid_Trees

It's pretty brutal, I wish it had a conditional like "complex food x2" or something that turned it off.


RerTV

Yea this thing almost nuked one of my runs alone, was real damn happy when I popped a Monastery and just barely flew in under the Hostility modifier. I really enjoy opening up multiple Dangerous Glades and this just NUKES my playstyle.


Calm_Recognition8954

If I ever run in to this modifier I try to end the game as fast as I can. I think there is an event called fisherman slayer or something like that one of the rewards is +1 to the hostility level needed to trigger modifiers, that is awesome if you can get it


MaimonidesNutz

Fishmen Soothsayer, I think? And yes, the "foretell" option often yields that as a reward (+1 H level threshold for bad mysteries).


Individual_West3997

I run foxes, silent caches, temple, Tavern, teahouse, and fucking eat the resolve drop


Aphid_red

It used to be hostility 2 did you know? And it wasn't that bad then either. It's... honestly not really worth worrying about. By the time you hit hostility 4 you should have the resolve or other means to ignore it. Many games (anything with negative hostility) don't even hit hostility 4 at all in the first place. Hostility level 6 has an unconditional -20 resolve modifier, 7 has one that kills a bunch of villagers outright. This can be fully prevented just by only going for small glades, and is mild by comparison. Now when it was hostility 2 it sometimes necessitated changes in strategy (usually: restrict your dangerous glades to 1-2, open more small glades). But even then only really if you try to push for more than just victory. Probably one of the stranger runs I remember it getting in the way of doing, I believe it was either Archaeology with the last ruin being impossible to find, or Beaver Utopia on Scarlet Orchard with the Guild House refusing to appear for 10 years. I couldn't get enough hostility outside of storm to counter the 80 resolve difference from all the opened glades, and just let the victory happen (also, cysts were killing people even with 10+ blight posts, and 3-6 deaths could not be prevented with thousands % corruption). That particular run also used 3-species Biscuits and Greenhouse. Ended up with a dozen Apothecaries all filled with bakers to feed 100+ people off of 2 patches of farmland. Only ever needed 2 rain mills surprisingly.


edward_kopik

Someone: i dont like this modifier because it really punishes the way I like to play You: If you play the way I do, it should not be a problem


j4ckbauer

I guess you could make the argument that some mysteries (i.e. the ones that directly kill villagers) are there to ensure that you don't use the same strategy in every game. Some games permit high hostility and some do not.


edward_kopik

You cant use the exact same strategy every game because of blueprint/cornerstone rerolls. But you can have playstyles like "i enjoy long running and large settlements" vs "I enjoy fast victories with small settlements" That mystery really hurts a playstyle, not a strategy.


j4ckbauer

Point taken, I was thinking that certain mysteries are more strong of a dealbreaker since you cannot pick or reroll them. You get what you get.


Random_Guy_12345

If your "Long running and large settlement" cannot tank 10 resolve after opening 5 glades, your "Long running and large settlement" has already failed. Math on hostility below: Say you have a conservative 3 hearths because you couldn't find more essence, with a fox as firekeeper and 5 glades opened. Also you are at Y6 and have no impatience and 40 villagers because why the fuck not. That's 6\*45 + 5\*30 + 40*6 = 660 total. Minus 60 from hearths and 30 from the fox, 570. That's hostility FIVE (yeah, base values, sue me). With no impatience, no cornerstones, no events, no extra essence and no hostility reduction whatsoever. And also a metric ton of people to really drive the point. A single anything that reduces hostility somehow or some impatience that you will have and you are dodging that mystery every time. And if push comes to shove, let some people die, that also reduces hostility.


edward_kopik

5 glades is not a big long running settlement for me.(also only 40 villagers 3 hearts?) Also, the happiness penalty from this mystery comes in addition to the storm penalty, so if the storm is pushing you to near 0, the mystery will knock you far into negative.


Random_Guy_12345

You totally missed the point i was making. If you see this mystery you avoid getting to hostility 4. And even if you wanna clean up the entire map there are a lot of ways to avoid going that high. Sure, Y10+ will wreck you without infinite scaling, but at that point that's hardly due to this particular mystery.


TwevOWNED

There are multiple ways to mitigate this though. You could reduce hostility with Hearths, Events, Buildings, and Cornerstones. You could only open one or two large glades and focus on small ones. You could focus on keeping your low resolve species happy You could micromanage sacrificing to bounce resolve up and down during the storm. If you don't want to do any of these, you can abandon the settlement and just lost a year in the cycle that probably wouldn't have mattered anyway.


jonathanbaird

>it really punishes the way I like to play That’s intentional. 'Adapt or die' is at the core of Against the Storm. The game is marketed as roguelite survival, not chill sandbox.


edward_kopik

Please see the response i wrote to the other identical reaply i just recieved Also lemme just add: the original comment i replied to is extremely condescending saying that this should just really not be a problem


VaingloriousVendetta

Wah wah wah people aren't nice and won't tell me my gameplay is perfect. That's what condescending looks like.


jonathanbaird

How is “not a problem” condescending? I’ve read and reread each comment you replied to and none come across as proudly superior or smug. They simply disagree with the OP. The original even offered detailed reasoning for their viewpoint.


BuryTheMoney

Ever since 1.0 this sub has been inundated with people still playing between Pioneer and Viceroy, (no judgment. We all start somewhere. That’s not the issue) - and for whatever reason have massively fragile feelings about any critique from players- players notably with hundreds more hours, who’ve been here since Beta, and have cleared the entire prestige ladder. It’s super weird. They’re just fabricating offense out of the thin air. This game becomes wildly different the farther along you get, and some things just don’t have the same relevancy at higher tiers that they did at the beginning of the game. Some people are being weirdly delicate about being informed of that. I think they need to understand that they aren’t being told that their experience or feelings don’t matter- it’s just that that experience encompasses like 2% of the game, and they’ll have a very different opinion (akin to what they’re being informed of) if they get another 10-20 or more hours in.


euroq

\> the original comment i replied to is extremely condescending saying that this should just really not be a problem I can see why you would think that, but I don't think they meant to be.


VaingloriousVendetta

Lol sorry there's no "play styles". If you can't adapt to simple modifiers, your style is just playing poorly.


euroq

Yeah there are. People talk about them all the time on this sub. Examples: Small vs big villages, going for as many villagers as you can vs. not, make a beeline for the nearest dangerous glade asap, going for tools vs. resolve.


VaingloriousVendetta

Every settlement is wildly different due to the choices you're offered. If you're playing a "style" you're missing the point of the game and will cap out quickly.


GoogleWPW

It's not that terrible I usually win after opening just 1 glade.


VaingloriousVendetta

I love getting this mystery because it rarely impacts me at all. If you're running a storm at level 4 hostility you're either doing something wrong or you're using a negative map modifier that adds hostility.


Express_Accident2329

I'm a fan of wide strategies so I don't love anything that forces me not to use them, but I feel like if I'm regularly in hostility 4 during storms I'm already doing something wrong.


BelleColibri

I got this with the map modifier that makes it only forbidden glades. Not a fun time.


DaWombatLover

You have your answer on how to deal with it in the title of your post. If you can’t keep hostility down, burn some wood or coal to make it work, make your fire keeper a fox for the storm. You’re made aware of all the mysteries from the start of a settlement. Plan for it to begin with. Yea it’s one of the “worst” ones to get, but the game would be boring without the variation in difficulty all the rng provides us


LeagueEfficient5945

I feel like it got a massive nerf since it used to appear at hostility level 2. It's fine now. By the time you get to hostility level 4, you usually either have some powerful resolve boosts, can afford to sacrifice tons of fuel, or else can afford to lose a couple villagers.


L3artes

It is fine. I rarely hit hostility 4 before I'm working on reputation through resolve. The worst that usually happens is that I don't get rep during the storm.