Bats: Difference between revisions
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{{Version|1. | {{Version|1.9.5}} | ||
[[File:Bat Portrait.png|thumb|300px|A Bat]] | [[File:Bat Portrait.png|thumb|300px|A Bat]] | ||
== Overview == | == Overview == | ||
Bats are a stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored. Bats excel at | 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. | ||
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 [[ | 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't have a comfort [[specialization]]. | ||
'''Bats are only available as part of the Nightwatchers DLC'''. They are unlocked at [[level]] 11. | '''Bats are only available as part of the Nightwatchers DLC'''. They are unlocked at [[level]] 11. | ||
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{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
| {{ | ! {{species link|Beavers}} | ||
! {{species link|Foxes}} | |||
! {{species link|Frogs}} | |||
! {{species link|Harpies}} | |||
! {{species link|Humans}} | |||
! {{species link|Lizards}} | |||
|- | |||
| {{rl|Biscuits}}<br />{{rl|Coats}}<br />{{Service link|Education}} | |||
| {{rl|Skewers}} | |||
| {{rl|Paste}}<br />{{Service link|Brawling}} | |||
| {{rl|Paste}}<br />{{rl|Coats}}<br />{{Service link|Education}} | |||
| {{rl|Biscuits}}<br />{{rl|Coats}} | |||
| {{rl|Skewers}}<br />{{Service link|Brawling}} | |||
|} | |} | ||
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{{MainArticle|Hearths#Firekeeper_bonus}} | {{MainArticle|Hearths#Firekeeper_bonus}} | ||
<sup> | {{Perks|id=Bats Lower Food Consumption|skip_sources=skip|show_price=no|show_rarity=no|caption=Bat Firekeeper Ability}} | ||
=== Steel Gut interactions with other mechanics === | |||
# 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|<sup>[1]</sup>]] | |||
# 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|<sup>[1]</sup>]] | |||
# 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|<sup>[1]</sup>]] | |||
# 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. | |||
== Proficiency & Comfort == | == Proficiency & Comfort == | ||
:''Main Page: [[Metallurgy]] | |||
{{:Metallurgy}} | |||
Bats don't have a Comfort specialization. Instead, they have Dedication and bring the Manorial Court [[blueprint]] ([[Starting Ability]]). | Bats don't have a Comfort specialization. Instead, they have Dedication and bring the Manorial Court [[blueprint]] ([[Starting Ability]]). | ||
=== Manorial Court === | === Manorial Court === | ||
{{MainArticle|Manorial Court}} | |||
=== Dedication === | === Dedication === | ||
[[File:Icon Effect Dedication.png|right|border|{{ImgH}}]] 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. | |||
{{clear}} | |||
== Bat-specific buildings == | == Bat-specific buildings == | ||
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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]]. | 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]]. | ||
* | * {{bl|Academy|medium}} | ||
* {{bl|Grill|medium}} | * {{bl|Grill|medium}} | ||
== Orders == | |||
{{MainArticle|Orders}} | |||
{{#invoke: OrdersController|main|search=bat|show_difficulty=show|show_tier=skip|show_timed=skip|show_time_limit=skip|collapsed=true|exclude=Resolve, Resolve HIGH, Resolve LOW, III Service Harpy}} | |||
== Cornerstones and Perks == | == Cornerstones and Perks == | ||
{{Perks|description=bat|id=Bats Lower Food Consumption|exclude=Corruption Per Removed Cyst -50,Institution Slower Leaving,Institution Global Production Rate}} | |||
== Strategy == | == Strategy == | ||
* 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. | |||
* 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 may struggle to use them effectively. | |||
** 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. | |||
** The World Event [[World Events#Hanged_Viceroy|Hanged Viceroy]] 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. | |||
** World Event [[World Events#Followers of the Forsaken Gods|Followers of the Forsaken Gods]]' 2nd option does not benefit from the Manorial Court, as villagers are exiled, not executed, so they do not count as deaths. | |||
== Trivia == | == Trivia == | ||
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* Bats are the only species to not have a container-based [[Complex Need]]. | * Bats are the only species to not have a container-based [[Complex Need]]. | ||
* Bats are the only species that has all [[Complex Food]] available from the [[Field Kitchen]]. | * Bats are the only species that has all [[Complex Food]] available from the [[Field Kitchen]]. | ||
* 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}}. | |||
* At 9 [[blueprints]], Bats are tied with {{species link|Humans}} for most Proficiency bonuses of all species. | * At 9 [[blueprints]], Bats are tied with {{species link|Humans}} for most Proficiency bonuses of all species. | ||
{{SeeAlso|Humans|Harpies| | == References == | ||
# Testing done by Reddit user u/nightw17 (Discord username: nightw7176) | |||
{{SeeAlso|Beavers|Foxes|Frogs|Humans|Harpies|Lizards}} | |||
[[Category:Complex Needs]] | [[Category:Complex Needs]] | ||
Latest revision as of 23:55, 7 August 2026

Overview
Bats are a stern and fiercely devoted people, they take pride in enduring what breaks others and cannot stand being favored. Bats excel at
Metallurgy but find no particular comfort in any type of work.
Their Starting Ability is the 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. In addition to not being available for favoring, they don't have a comfort specialization.
Bats are only available as part of the Nightwatchers DLC. They are unlocked at level 11.
Consumption and Satisfaction
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 Needs, every need fulfilled grants an additional effect, like
Skewers'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.
Needs overlap
The table below lists the needs Bats share with other species:
Bat firekeeper ability
- Main article: Hearths#Firekeeper_bonus
| Name | Description |
|---|---|
| Focused minds forget hunger. Villagers have a 15% chance of not consuming food during a break. |
Steel Gut interactions with other mechanics
- 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. [1]
- 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. [1]
- 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. [1]
- 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.
Proficiency & Comfort
- Main Page: Metallurgy
Metallurgy is the Proficiency specialization of
Bats. It grants them a 10% chance to produce twice the amount of resources when working in the following buildings:
Cooperage
Flawless Cooperage
Finesmith
Furnace
Mine
Rainpunk Foundry
Smelter
Flawless Smelter
Smithy
Stamping Mill
Tinkerer
Bats don't have a Comfort specialization. Instead, they have Dedication and bring the Manorial Court blueprint (Starting Ability).
Manorial Court
- Main article: Manorial Court
Dedication

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.
Bat-specific buildings
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.
Orders
- Main article: Orders
Cornerstones and Perks
| Name | Rarity | Description | Sources | Price | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Alt | Cor | Ord | Rel | Tra | Dec | Por | Fir | Ser | Bio | ||||
| Rare | Bats have always been wary and somewhat hostile, but you've proven yourself worthy of their trust. (+3 to Bats Resolve) | x | x | Ord | x | x | x | x | x | x | x | 0 | |
| Legendary | Some old grudges still linger. Bats gain +2 Resolve for every 2 Frog villagers that leave or die. Global Resolve drops 30% faster. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| Legendary | Seeing Bats excel at their craft has a motivating effect on the rest of the settlement. Gain +8% global production speed for every Bat working in a building with the Metallurgy (?) specialization. | x | Cor | x | x | x | x | x | x | x | x | 0 | |
| None | Focused minds forget hunger. Villagers have a 15% chance of not consuming food during a break. | x | x | x | x | x | x | x | Fir | x | x | 0 | |
Strategy
- 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.
- 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 may struggle to use them effectively.
- 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
Pipes, so be aware of potential shortages. - The World Event Hanged Viceroy 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.
- World Event Followers of the Forsaken Gods' 2nd option does not benefit from the Manorial Court, as villagers are exiled, not executed, so they do not count as deaths.
- 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
Trivia
- Bats are currently the only species that doesn't have a representative among traders.
- As with all species, Bats have two skins. The female model is slightly smaller, with a slender build, and has a blueish black coat.
- They also have two voice pitches, high and low.
- Bats are the only species to not have a container-based Complex Need.
- Bats are the only species that has all Complex Food available from the Field Kitchen.
- Bats are the only species that shares exactly 1 Complex Food need with each other species.
Lizards share at least 1 Complex Food need with each other species, but shares 2 with
Foxes. - At 9 blueprints, Bats are tied with
Humans for most Proficiency bonuses of all species.
References
- Testing done by Reddit user u/nightw17 (Discord username: nightw7176)


