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		<id>https://wiki.hoodedhorse.com/Against_the_Storm/index.php?title=Bats&amp;diff=10998</id>
		<title>Bats</title>
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		<updated>2025-09-14T18:42:42Z</updated>

		<summary type="html">&lt;p&gt;76561198030424302: &lt;/p&gt;
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&lt;div&gt;{{Version|1.8.6}}&lt;br /&gt;
[[File:Bat Portrait.png|thumb|300px|A Bat]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Bats are a stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored. Bats excel at {{Specialization link|Metallurgy}} but find no particular comfort in any type of work.&lt;br /&gt;
&lt;br /&gt;
Their [[Starting Ability]] is the [[#Manorial Court | Manorial Court]] [[blueprint]]. Bats have a base [[Resolve]] of 5, with a [[Break]] interval of 01:40 minutes. Their [[Resilience]] is listed as High, while their first [[Resolve Threshold]] is 12. With a [[Decadence]] level of 4, [[Hunger Tolerance]] of 4, and no ability to [[favor]] them for extra Resolve, Bats are quite fragile without a few stacks of [[#Dedication | Dedication]]. In addition to not being available for favoring, they don&#039;t have a comfort [[specialization]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bats are only available as part of the Nightwatchers DLC&#039;&#039;&#039;. They are unlocked at [[level]] 11.&lt;br /&gt;
&lt;br /&gt;
== Consumption and Satisfaction ==&lt;br /&gt;
&lt;br /&gt;
Like all [[species]], Bats need to fulfill [[Complex Needs]] to start generating [[Reputation]]. The more [[Complex Needs]] you fulfill, the higher their Resolve will go, up to a maximum of 50. With the exception of the [[Housing Need]]s, every need fulfilled grants an additional effect, like {{rl|Skewers}}&#039;s increased double production chance. With a [[Break]] interval of 100 seconds, Bats require noticeably more goods to keep their [[Resolve]] up, compared to other species.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery mode=nolines class=&amp;quot;center&amp;quot; widths=&amp;quot;100px&amp;quot; heights=&amp;quot;100px&amp;quot;&amp;gt;&lt;br /&gt;
Icon Resource Biscuits.png | [[Biscuits]]&lt;br /&gt;
Icon Resource Paste 1.png | [[Paste]]&lt;br /&gt;
Icon_Resource_Skewers.png| [[Skewers]]&lt;br /&gt;
Icon Need Brawling.png| [[Brawling]]&lt;br /&gt;
Icon Need Education.png | [[Education]]&lt;br /&gt;
Icon_Need_BasicHousing.png | [[Basic Housing]]&lt;br /&gt;
Icon Needs BatHousing.png | [[Bat Housing]]&lt;br /&gt;
Icon Resource Coats.png | [[Coats]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Needs overlap ===&lt;br /&gt;
&lt;br /&gt;
The table below lists the needs Bats share with other species:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! {{species link|Beavers}}&lt;br /&gt;
! {{species link|Foxes}}&lt;br /&gt;
! {{species link|Frogs}}&lt;br /&gt;
! {{species link|Harpies}}&lt;br /&gt;
! {{species link|Humans}}&lt;br /&gt;
! {{species link|Lizards}}&lt;br /&gt;
|-&lt;br /&gt;
| {{rl|Biscuits}}&amp;lt;br /&amp;gt;{{rl|Coats}}&amp;lt;br /&amp;gt;{{Service link|Education}}&lt;br /&gt;
| {{rl|Skewers}}&lt;br /&gt;
| {{rl|Paste}}&amp;lt;br /&amp;gt;{{Service link|Brawling}}&lt;br /&gt;
| {{rl|Paste}}&amp;lt;br /&amp;gt;{{rl|Coats}}&amp;lt;br /&amp;gt;{{Service link|Education}}&lt;br /&gt;
| {{rl|Biscuits}}&amp;lt;br /&amp;gt;{{rl|Coats}}&lt;br /&gt;
| {{rl|Skewers}}&amp;lt;br /&amp;gt;{{Service link|Brawling}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Bat firekeeper ability ==&lt;br /&gt;
&lt;br /&gt;
{{MainArticle|Hearths#Firekeeper_bonus}}&lt;br /&gt;
{{Perks|id=Bats Lower Food Consumption|skip_sources=skip|show_price=no|show_rarity=no|caption=Bat Firekeeper Ability}}&lt;br /&gt;
&lt;br /&gt;
=== Steel Gut interactions with other mechanics ===&lt;br /&gt;
&lt;br /&gt;
# If the 15% chance of not eating triggers for a complex food, the villager will not eat, but the resolve bonus of the given complex food will still apply until the next break of the villager. [[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
# If multiple complex foods are available then the game will have a separate 15% roll for each available complex food to check if the food will be eaten or not. Resolve will be gained for each complex food available, even if the effect of the bonus prevented one or more foods from being eaten. [[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
# If the Parasites effect is active in a Prestige 7+ game, then the 15% chance of not eating if triggers will prevent both the original consumption and the 2nd (50% chance) consumption simultaneously, saving around 22.5% of total food consumption on average instead of 15%, making the ability more powerful in Prestige 7+ games. [[#References|&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;]]&lt;br /&gt;
# If there is no food available to eat (either because of consumption control or completely running out of food) a hunger stack will always be gained by villagers on break, so Steel Gut does not prevent hunger if there is no food to eat in the first place.&lt;br /&gt;
&lt;br /&gt;
== Proficiency &amp;amp; Comfort ==&lt;br /&gt;
&lt;br /&gt;
[[Bats]]&#039; Proficiency specialization is [[File:Icon Spec Metallurgy 64x64.png|16px]] [[Metallurgy]]. It grants Bats a 10% chance to produce twice the amount of [[resources]] when working in the following [[buildings]]:&lt;br /&gt;
* {{bl|Cooperage|medium}}&lt;br /&gt;
* {{bl|Finesmith|medium}}&lt;br /&gt;
* {{bl|Furnace|medium}}&lt;br /&gt;
* {{bl|Mine|medium}}&lt;br /&gt;
* {{bl|Rainpunk Foundry|medium}}&lt;br /&gt;
* {{bl|Smelter|medium}}&lt;br /&gt;
* {{bl|Smithy|medium}}&lt;br /&gt;
* {{bl|Stamping Mill|medium}}&lt;br /&gt;
* {{bl|Tinkerer|medium}}&lt;br /&gt;
&lt;br /&gt;
Bats don&#039;t have a Comfort specialization. Instead, they have Dedication and bring the Manorial Court [[blueprint]] ([[Starting Ability]]).&lt;br /&gt;
&lt;br /&gt;
=== Manorial Court ===&lt;br /&gt;
{{MainArticle|Manorial Court}}&lt;br /&gt;
&lt;br /&gt;
=== Dedication ===&lt;br /&gt;
Bats take pride in surviving what breaks other species, and they do not take failure lightly. Bats gain +1 [[Resolve]] for every 2 members of other species who leave or die. One stack of Dedication is removed each time a Bat leaves or dies.&lt;br /&gt;
&lt;br /&gt;
== Bat-specific buildings ==&lt;br /&gt;
&lt;br /&gt;
These [[buildings]] appear as [[Reputation]] rewards only when Bats are on the map. They can still spawn as [[Ruins]]. Bats are the only species to have only 2 species locked blueprints, as the third one is their [[Starting Ability]] -  [[#Manorial Court | Manorial Court]].&lt;br /&gt;
&lt;br /&gt;
* {{bl|Academy|medium}}&lt;br /&gt;
* {{bl|Grill|medium}}&lt;br /&gt;
&lt;br /&gt;
== Cornerstones and Perks ==&lt;br /&gt;
&lt;br /&gt;
{{Perks|description=bat|id=Bats Lower Food Consumption|exclude=Corruption Per Removed Cyst -50,Institution Slower Leaving,Institution Global Production Rate}}&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
* The ability to exile villagers on a whim from the Manorial Court can be used to manage hostility and trigger Cornerstones that benefit from villagers leaving in addition to the benefits from Dedication and Diligence.&lt;br /&gt;
* Conversely, without the Manorial Court, Bats are extremely fragile and vulnerable to downward spirals due to their low base Resolve and lack of easy to access bonuses like Comfort specialization and Favoring. Players who have just unlocked Bats but have not unlocked their starting ability, or players attempting the [[Queen&#039;s Hand]] Trial may struggle to use them effectively.&lt;br /&gt;
** Judicious use of Rainpunk engines to increase the Resolve of Bats working in buildings and building Bat Houses to fulfill their species housing need can offset this weakness somewhat, but both options require the use of {{rl|Pipes}}, so be aware of potential shortages.&lt;br /&gt;
* The [[World Events|World Event]] &#039;&#039;&#039;Hanged Viceroy&#039;&#039;&#039; has an option that requires you to win without any villagers leaving your settlement. This makes the Manorial Court useless, as using it would instantly fail the challenge.&lt;br /&gt;
* The [[World Events|World Event]] &#039;&#039;&#039;Followers of the Forsaken Gods&#039;&#039;&#039; 2nd option does not benefit from the Manorial Court, as villagers are exiled, not executed, so they do not count as deaths.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Bats are currently the only [[species]] that doesn&#039;t have a representative among [[traders]].&lt;br /&gt;
* As with all species, Bats have two skins. The female model is slightly smaller, with a slender build, and has a blueish black coat.&lt;br /&gt;
* They also have two voice pitches, high and low.&lt;br /&gt;
* Bats are the only species to not have a container-based [[Complex Need]].&lt;br /&gt;
* Bats are the only species that has all [[Complex Food]] available from the [[Field Kitchen]].&lt;br /&gt;
* Bats are the only species that shares exactly 1 [[Complex Food]] need with each other species. {{Species link|Lizards}} share at least 1 [[Complex Food]] need with each other species, but shares 2 with {{Species link|Foxes}}.&lt;br /&gt;
* At 9 [[blueprints]], Bats are tied with {{species link|Humans}} for most Proficiency bonuses of all species.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
# Testing done by Reddit user u/nightw17 (Discord username: nightw7176)&lt;br /&gt;
&lt;br /&gt;
{{SeeAlso|Beavers|Foxes|Frogs|Humans|Harpies|Lizards}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Complex Needs]]&lt;br /&gt;
[[Category:Complex Food]]&lt;br /&gt;
[[Category:Need]]&lt;br /&gt;
[[Category:Resolve]]&lt;br /&gt;
[[Category:Villagers]]&lt;/div&gt;</summary>
		<author><name>76561198030424302</name></author>
	</entry>
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