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Hello Citizens!


First off, happy Spring!!!! Also happy Winter to our Oceania folks!

Part one of the Nature Update is now live!

ヾ(・ω・)メ(・ω・)ノ
Thank you all so so so much once more for being here with us as we further develop the game - everything has been so helpful as we continue to develop the game.

This update includes new features such as an overhaul to the UI and lighting, new buildings and citizens, mutant tuskars, the greathammer, a lantern and more! There are also a bonkers amount of changes that we have made to the game based on everyone's feedback and suggestions!

You can find the full patch notes below, but here is a look at the major new content, as well as a little devlog going over a few of the major points.



Mutant Tuskars


The Mutant version of Tuskars have powered there way into Overthrown! These big boys will mutate from their smaller versions, and are much angrier than before.



Greathammer


Greathammer is the newest weapon to the game (and made even bigger thanks to everyone's amazing feedback) that can cause knockout and stun enemies. Also it gives you extra cool points because who doesn't want to carry around a ridiculously large hammer?



Lantern


His name is Igni and he is everything. Igni the Fire Elemental lives within your Royal Lantern and can set fire to anything you smack your lantern with so you can commit arson. Igni loves crime.



Overhauled UI and Lighting


It's here! We've been working on replacing the UI in the game - and while there is still a lot more to do, it's definitely starting to come together and should give way more clarity to the game!

So what happens next?


The Nature Update ended up being much larger than we initially anticipated, and we're working on a second part that will release in late spring. Part 2 will have a polluted biome, new creature nests, new takedowns and more! We'll share more information in the future.



Something Break or Have Feedback?


( ͡• ͜ʖ ͡• ) For any bug reports, you can gently reach out to support@brimstone.games or slide on over to the Brimstone Discord and toss your report in the Bug Reporting section! We'll also be checking the Steam discussions.

Patch Notes


Features


Gameplay
  • New creature: Mutant Tuskar
    • Tuskars who have been alive for a full day will mutate
    • Mutant Tuskars are stronger and capable of uprooting and destroying buildings!

  • New equipment: Greathammer
    • Slow to attack, but deals massive Wrecking damage as well as stunning and knocking down enemies
    • Unlocked by the Fortifications research

  • New off-hand equipment: Lantern
    • Illuminate your surroundings! RMB on mouse and keyboard or LT on controller, by default, to raise the lantern
    • Commit arson! Attack while raising the lantern to swipe it, dealing a small amount of burn damage and setting entities on fire
    • Unlocked by the Incendiaries research

  • New resource: Entertainment
    • A luxury good that citizens can consume for a happiness bonus

  • New building: Theatre
    • Employs a Bard and produces Entertainment from Coin

  • New building: Farmstead
    • Employs a Farmer who sows and harvests crops

  • New building: Forager’s Hut
    • Employs a Forager who extracts and gathers wild plants

  • Removed the Pantry building, as its functions have been separated to the Farmstead and Forager’s Hut
  • New decoration: Frog Chair
  • New decoration: Workbench
  • New decoration: Scarecrow (2 variants!)
  • Physics collisions no longer deal damage or stagger, stun and knock down characters under most circumstances
  • Physics collisions where one of the colliding entities was charge thrown deal massive damage and knock down NPCs
  • Physics collisions where one of the colliding entities was dropped or thrown using a non-charged throw can still stagger, stun and knock down characters
  • Physics collisions that destroy, absorb or knock down an entity (e.g. sawmills absorbing trees or a boulder destroying a tree) no longer impede the other entity's movement
  • Enemies thrown using non-charged throws will no longer be knocked down immediately, and will land upright
  • NPCs can now take fall damage
    • Any thrown friendly NPC will not take fall damage
    • Enemies thrown using non-charged throws will not take fall damage



Quality of Life
  • Stopping a charge run on ground while holding movement input will now immediately enter a dash run rather than regular run


UI
  • Replaced various placeholder HUD elements with updated visuals
  • Updated all resource icons
  • Updated all Equipment icons
  • Updated all HUD hotkey icons
  • The total amount of stored food is now listed in HUD by the clock, with its color changing to indicate whether food supply is low
  • The amount of soldiers in the kingdom is now listed separately from civilians in the HUD by the clock
  • When citizen spawning is paused, a pause icon is now shown on the citizen counter in the HUD by the clock
  • A popup banner is now displayed whenever the main objective changes


Graphics
  • Fir tree foliage visuals have been updated
  • Fir bush visuals have been updated
  • Added VFX to creature mutation
  • Added sleeping VFX for all NPCs


Sound
  • Added a sound effect to creature mutation
  • Added sound effects to Weaving Mill rooting, uprooting and operation
  • Added sound effects to Bakery rooting, uprooting and operation
  • Added sound effects to Alehouse rooting and uprooting
  • Added a sound effect to Well rooting


Changes


Gameplay
  • The Town Hall’s citizen spawn rate now increases with average citizen happiness, and spawning is paused while average happiness is non-positive
  • The max citizen limit (settable in the Population menu) has been increased to 200
  • A setting has been added to the Population menu to toggle whether or not the citizen limit is set automatically to the amount of available jobs
  • Military buildings, and buildings that employ workers who gather resources from the world, now provide housing for their employees
  • The Town Hall no longer provides any citizen housing
  • The Population menu now lists the various housing structures and their occupied and full capacities
  • Commoners can construct blueprints and repair damaged buildings again, but will prioritize taking a job first if available
  • Burning now decays naturally for characters over a few seconds. Burning them again resets the decay timer
  • Added “Pioneer Spirit” as a happiness bonus to citizens when the kingdom’s population is small (below 16). This bonus is reduced by 1 for every citizen in the settlement
  • The Unemployed and Homeless happiness penalties for citizens now scale over time, up to a cap
    • Added tooltips to these penalties in the Citizens tab of the Population menu to indicate how long a citizen has been homeless and/or unemployed for

  • Bushes now drop Fuel instead of Fodder
  • Sunflowers now drop Fodder instead of Grain
  • Outlaw raids can now trigger on any day of a season except the first (excluding the first season, during which no raids will trigger), and will only trigger once per season
    • This is only relevant for the Aggressive world hostility difficulty setting, since outlaw raids are disabled for any other hostility setting

  • If there are enough outlaws at the start of a day for a raid to occur, they will attempt to launch a raid that night
    • During that day, an objective will appear and count down time until the raid begins, as well as inform the player how many outlaws need to be defeated for them to cancel the raid

  • There are now fewer initial progression objectives, containing more sub-objectives instead
  • Removed various emergency/fallback objectives (e.g. “Rebuild Town Hall”), which are now shown in the issue tracker instead
  • Issues will now be shown in the issue tracker when stored food is below the amount needed to sustain the current population for 1 day, 3 days or rest of Winter, replacing removed objectives
  • Removed the Carpentry research and updated Frontier Settlement to be the initial research unlocked by default
    • Certain buildings unlocked by the Frontier Settlement research will only be available in the build menu once the relevant objective is reached
    • Builders are now civilians, rather than soldiers, and no longer costs Coin to recruit
    • The Builder’s Barracks has been renamed to Builder’s Workshop, and its roof recolored blue (from red), to reflect this
    • The Builder’s Post banner has been recolored blue (from red) to reflect this

  • The shield bash attack is now triggered by attacking, rather than interacting, while blocking with the Shield, matching the controls for the new Lantern swipe
  • The new Citizens tab in the Population menu displays effects affecting all citizens’ happiness (currently, Pioneer Spirit and Crownless)
  • The Seaside Cliffs level has been reworked to be more mountainous and slightly larger


Quality of Life
  • The “Show Resources” key (T on mouse and keyboard and D-pad up on controller by default) can now be used while in map mode


UI
  • The Population menu now has separate Citizens, Creatures and Needs tabs, to display information more clearly
  • The player’s health bar is now hidden while they’re not in combat if it’s full
  • Map mode icons with special statuses now flash the status icon more quickly for better clarity
  • Renamed the “Block” key binding to “Use Off Hand” under the Controls tab of the settings menu, as it is now also used for the new Lantern


Graphics
  • Updated light and colors for all times of day
  • Tweaked fog density for all times of day
  • Updated daytime light with softer shadows
  • Updated night visuals for a more fitting overall atmosphere
  • Tweaked some underwater lighting
  • Updated Grassland grass color for all seasons
  • Updated Forest grass color for all seasons
  • Updated Highland grass color for Autumn and Winter
  • Tree foliage now fades out partially based on camera and player proximity, rather than the entire tree’s foliage all at once
    • Tweaked how tree foliage fades out in map mode to look nicer, making use of the new partial fading

  • Outlaws’ faces have been updated to better differentiate them from citizens (and give you a bit more of a 😡)
  • Recolored the Weaving Mill’s roof to blue (from dark grey)
  • Recolored the Soaper’s Workshop roof to blue (from dark grey)
  • Ferns now drop a dry variant of their fodder loot during Fall and Winter to match the look of the plants themselves


Sound
  • The sound for burning entities is now differentiated better for entities of different sizes


Balancing


Gameplay
  • Removed the 50% damage bonus crowned players used to receive, and instead slightly increased base damage of all weapons
  • All weapons’ final ground combo attack deals significant bonus damage
  • Generally decreased the costs of later research nodes, and reduced the amount of nodes that require Components to research
  • Reduced the percentage of outlaws who started a raid that needs to be defeated to cause them to rout
  • Slightly increased the initial amount of stored Wood when starting a new playthrough
  • Increased the Composter’s work radius


Fixes


Gameplay
  • Fixed being unable to load any save after failing to load a save once
  • Fixed Mutant Woolies loaded with a save being unable to move at all, and not disappearing after being defeated
  • Fixed NPCs being entirely unable to execute attacks anymore after defeating another NPC with an attack
  • Fixed Tuskars being able to get stuck in place during their charge attack
  • Fixed human NPCs often failing to jump onto terrain that’s higher than the water surface. They will now climb ledges at those heights, rather than attempting to jump onto them
  • Fixed wet entities being able to burn from effects that apply burning immediately, such as Powder Keg explosions
  • Fixed jumping next to tall bushes causing the player to float
  • Fixed being able to root existing objects or build new ones partially inside castle arches
  • Fixed being able to raise terrain into arches using the shovel
  • Fixed demolishing arches leaving any entities that were rooted to them rooted in midair
    • For all the players who were enjoying this exploit to create incredible builds: we love you, so you can now enter disableFoundationLossUprooting true in the console to disable objects being destroyed or becoming uprooted when the foundations they're rooted to are destroyed or altered. If you’re unsure how to use the console, you can refer to our cheat guide here: https://steamcommunity.com/app/1133500/discussions/0/601889972151212260/

  • Fixed Builders being unable to construct castle block blueprints (as well as Commoners, now that they’re allowed to construct blueprints again)
  • Fixed thrown NPCs being able to pass through other NPCs under some circumstances
  • Fixed player charge run and Tuskar charge attack impacts not pushing friendly NPCs out of the way
  • Fixed thrown entities being able to collide with the thrower, causing their trajectory to deviate
  • Fixed fruiting apple trees not dropping apples if destroyed due to being uprooted
  • Fixed apple trees sometimes being able to create floating apples that can’t be interacted with
  • Fixed some jarring camera field of view transitions when charge and dash running
  • Adjusted all NPC water buoyancy heights to look better, also taking individual character height into account


Graphics
  • Fixed burning Mutant Woolies having their flame VFX obscured almost entirely due to their size
  • Fixed build mode grid not adjusting its height to castle blocks built and demolished on top of terrain in some cases
  • Fixed Z-fighting between some overlapping terrain tile types, causing them to flicker back and forth
  • Fixed small fir tree foliage impostors (which replace the tree models when seen from far away) having their Summer and Spring colors swapped
  • Fixed player movement VFX not matching snow and Highland grass


Performance
  • Fixed performance degradation during long play sessions
  • Reduced autosaves’ impact on framerate
  • Improved performance in worlds with lots of farmland, infrastructure and/or buildings
  • Implemented castle block LODs for far castle block columns, improving rendering performance
  • Implemented dynamic reduction in the accuracy of throw trajectory preview calculations to drastically speed them up for large, complex objects like oak trees. This will be further optimized in the future to allow for less accuracy loss on such objects
  • Reduced the duration of every level load by a few flat seconds




✿ [i]Bonus
Super secret sneak peek at Content Udpate number 3



Windows 64-bit Depot 1133501
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