Blight Post: Difference between revisions
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== Blightfighters == | == Blightfighters == | ||
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts | The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts, which means: The number of Blight Posts determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.<br> | ||
<br> | <br> | ||
Starting into an active Corruption phase with a Corruption value well above 100% isn't a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.<br> | Starting into an active Corruption phase with a Corruption value well above 100% isn't a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.<br> | ||
Revision as of 12:52, 17 April 2025
Blight Post
Building
(City Buildings)
A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare
Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm.
Specialization bonus:
Alchemy (Proficiency)
Warmth (Comfort)
Cooperation (Comfort)
ID = 'Blight Post'
Overview
The Blight Post enables the production of
Purging Fire, which is needed to destroy Blightrot Cysts during the Storm Season or while they're awakened from their dormant state by a Glade Event in any other season.
The structure is unlocked with the Smoldering City's level 6 Obsidian Archive upgrade (for 30
Food Stockpiles), which also enables the entire Rainpunk game mechanic.
With the level 18 Obsidian Archive upgrade (for 156
Food Stockpiles) each single Blight Post can be upgraded up to 2 times, allowing the choice between 1 of 3 upgrades with each upgrade level.
The game mechanic that makes The Blight Post necessary is only active on Veteran (or higher) difficulty. Blightrot Cysts may still spawn due to specific Glade Events that may eventually be encountered once this structure has been unlocked.
Game Mechanic Overview
The entire Rainpunk technology only becomes available after the Smoldering City's level 6 Obsidian Archive has been acquired.
This is speculative: I think the appearance of Glade Events that create Blightrot Cysts is related to having that level 6 Obsidian Archive upgrade unlocked, as otherwise it'd be possible to encounter Glade Events with negative effects that can't be dealt with.
The entire Blightrot & Corruption game mechanic is only active on Veteran (or higher) difficulty but rain engines can be used on any difficulty once the Rainpunk tech has been unlocked.
Rain Engines:
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.
To do so the Rainpunk tab needs to be selected, where first 4
Pipes need to be installed with a button click.
This enables the use of Rain Engines in the structure. There's the same 2 types of them installed into all structures that can have them and with a left-click (higher) / right-click (lower) their settings are made.
Rain engine #1 - production: 4 settings
1 - off (no rainwater used, no bonus active)
2 - +50% production speed
3 - +25% extra yield chance for any production
4 - +50% production speed
The effects stack. The higher the setting the more rainwater is used per worker that's currently producing anything.
Workers sitting idle, taking a break, fetching goods or delivering their produce don't cause this rain engine to drain any rainwater.
Hint: The +25% extra yield chance is granted at the start of a worker's production cycle. Turning the rain engine off right after production has started (or lowering its setting by 1 to keep the production speed buff) will stop (or lower) the use of rain water and thus help saving resources and preventing (or slowing) the spawn of Blightrot Cysts. This requires a lot of micro-management for the right timing. Forgetting to make the setting in time results in either time or material wasted or both.
Rain engine #2 - resolve: 3 settings
1 - off (no rainwater used, no bonus active)
2 - +5 resolve for all workers assigned to this structure
3 - +5 resolve for all workers assigned to this structure
The effects stack. The higher the setting the more rainwater is used per worker that's currently assigned to the structure - without actually having to be in the structure, while sitting idle, taking a break, fetching goods or delivering any produce.
There's a good +15 resolve possible from this alone if a worker benefits from the Comfortable (+5 resolve) effect as well (without any other bonus effects).
Blightrot, Blightrot Cysts, Corruption:
Let's clear up what each of these terms refers to.
1) Blightrot
A structure that got 4
Pipes (Rain Engines) installed gets a counter in its Rainpunk tab that counts +1 up for each 1 rainwater used. That's the purple Blightrot counter. Aside from the bar's filling state providing a visual indicator for its value it's also possible to move the mouse over the bar to get a number displayed (example: 24 / 32). This counter increases with each unit of rainwater used, which is displayed as "water usage" on the very same tab, indicating the type of rainwater needed and how much has already been used up from the currently used 1 unit of rainwater.
2) Blightrot Cyst
If the Blightrot bar hits its maximum value it'll a Blightrot Cyst will spawn on the structure (up to a fixed limit depending on the structure, switching to another nearby structure instead of there's no more space on the current one or the Ancient Hearth to if no valid structure is in range). The Blightrot counter is then reduced by the same amount as the current Blightrot counter maximum value, which most often means it resets to 0, but that can change with effects that modify the counter.
3) Corruption
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each Storm Season and while Glade Events are active that cause the Blightrot Cysts to awaken from their dormant state in any season.
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).
The Ancient Hearth's default resistance to Corruption is 1000, but effects that may modify this exist.
Upgrading either the Ancient Hearth's or any Small Hearth's level grants +150 Corruption resistance to the Ancient Hearth per upgrade level of any type of Hearth, meaning: The more Hearths with upgrade levels the higher the Ancient Hearth's Corruption resistance.
While the Blightrot Cysts are trying to corrupt the Ancient Hearth a bar is displayed above it, indicating the progress of that. If that bar is completely filled it resets to 0 and 3 random villagers are killed, resulting in an impatience growth of +0.3 per Villager (Prestige 20: +0.8 instead) - but there are some effects that allow for villager deaths to have no negative consequences.
The bar then starts filling up again, so long as the Blightrot Cysts remain active and according to the Corruption per minute generated vs the Corruption resistance that needs to be met to reach a 100% bar fill state again.
Other than losing 3 random villagers with each 100% Corruption bar nothing happens, no matter how often it ticks. The Ancient Hearth will never stop burning unless running out of fuel and it won't be destroyed either.
The current level of Corruption always depends on the number of existing Blightrot Cysts, which can be displayed when selecting the Ancient Hearth and checking the Blightrot tab. Other than that the bottom right of the UI has a percentage indicator for the current Corruption level vs the Corruption resistance.
Blightfighters
The workers assigned to a Blight Post are called Blightfighters. They (and any Automatons tied to their Blight Post via upgrade choice) are the only ones fighting Blightrot Cysts, which means: The number of Blight Posts determines how many Blightrot Cysts you can remove in a given time. The more Blightrot Cysts the more Blight Posts and Blightfighters there are needed to combat the Corruption.
Starting into an active Corruption phase with a Corruption value well above 100% isn't a death sentence for anyone though - given the right preparation: Blightfighters assigned to a Blight Post will position themselves next to a Blightrot Cyst before the Storm starts and additionally it takes 10s after the start of the Storm for the Cysts to become active.
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1
Purging Fire that the Blightfighter then needs to refuel at the nearest Blight Post or Hydrant.
Harpies receive
Alchemy Proficiency bonus (+10% extra yield chance).
Lizards receive the
Warmth Comfort (+5 resolve before any other bonus effects).
Both species have a 1min 40s break intervall, compared to 2min with any other species or 2min 30s with
Frogs.
This means that even during 2min the Storm other species should be used for better Blightrot Cyst removal results, if available.
Production Chain
Recipes in the Blight Post
| Building | Grade | Ingredient | # | Product | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| ★★★ 0:40 |
|
1 |
Blight Post Upgrades
Blight Posts can be upgraded up to two times:
LEVEL I (Choose 1)
Cost: 2
Pack of Building Materials + 4
Pipes
- Triple Ignition System: Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a Blightrot Cyst.
- Mobile Sparkcasters: Blightfighters assigned to this Blight Post move 30% faster.
- Blight Automaton: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can't produce
Purging Fire and don't take up worker slots.
LEVEL II (Choose 1)
Cost: 2
Pack of Building Materials + 6
Pipes
- Manned Lookout: the use of water in Rain Engines generates Blightrot Cysts 10% slower for every worker assigned to this Blight Post.
- Alchemical Forge: +50%
Purging Fire double production chance in this Blight Post. - Blight Automaton: assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can't produce
Purging Fire and don't take up worker slots.
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed ("Settlement Map" / "Survivor Bonding") the Automatons don't.
IMPORTANT: "Manned Lookout" is a high risk high reward upgrade.
High reward (1):
Reaching a 100% value with this means all Blightrot counters freeze at their reached values and any amount of rainwater can be used without any negative consequences.
High risks (2):
1) underestimating the "Manned Lookout" buff
Let's say you have 3x Blight Posts, each with a "Manned Lookout" upgrade and each with 3x workers assigned to it. That's 9 workers for a "Manned Lookout" buff of 90%.
With that a standard 32 Blightrot counter turns into 320:
32 / (1 - 0.9) = 32 / 0.1 = 320
That's 10x the amount of rainwater you can use until a single Blightrot Cyst spawns. Now let's say you unassign 3 workers and the buff drops from 90% to 60% because of that:
32 / (1 - 0.6) = 32 / 0.4 = 80
The 320 Blightrot counter just dropped to 80, a 75% loss despite having only unassigned 3 of 9 people, worth 30% of buff loss. Don't underestimate the relevance of people assigned to the "Manned Lookout" Blight Posts with the higher numbers.
2) Blightrot counter mechanic
Let's say you remove or lose the 90% "Manned Lookout" buff completely and are back from a 320 Blightrot counter value to a value of 32. Instead of the structures keeping a ratio in relation to the maximum value the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it's now at 80 / 32. That means that each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32, which will happen 2 times until it's below the maximum of 32. This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills people, causing impatience to spike.
Strategies
- Depending on the extent of Blightrot in your settlement, you may need the Blight Post right in the center of your industrial area. Your workers will need to go back and forth often to the Blight Post during the Storm, and you may need to minimize their walking distance.
- If you aren't actively generating Blightrot with Rain Engines, it may be worthwhile to deconstruct the Blight Post for building materials once you burn the cysts from an Event or Prestige 3's modifier.
- Among the level 1 upgrades, Blight Automaton is always better than Triple Ignition System. Mobile Sparkcasters is the best choice when the average distance between Cysts and Blight Posts/Hydrants is more than 10 tiles.
Hints:
- The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.
- The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit
Foxes it may be helpful to leave at least 1 Blightrot Cyst on a structure they're working at, so they get their Comfortable (+5 resolve) effect, which is done by clicking the lock-symbol either before any Cysts are removed or before the last one gets removed by Blightfighters as well.


