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== Overview ==
== Overview ==


The Blight Post enables the production of {{rl|Purging Fire}}, which is needed to destroy Blightrot Cysts during the [[Seasons#Storm | Storm Season]] or while they're awakened from their dormant state by a [[Glade Events | Glade Event]] in any other season.
<!--
Anchor issue: When using links to other pages on the wiki that are meant to use their anchors (pointing at certain sub-entries of a topic) this absolutely doesn't work and everything I've tried to make it work didn't work.
I can't link the Hydrant to show the Hydrant entry but instead it only loads the main page and shows its top but fails to position the scrollbar at the right height where the Hydrant is found.
Same for the Comfort link which only loads the buildings page but doesn't select the specialization entry as it should and is linked to. I've given up on trying to fix this. If anyone knows how to achieve this: Please fix it.


The structure is unlocked with the Smoldering City's level 6 Obsidian Archive upgrade (for 30 [[File:Icon MetaResource FoodStockpiles.png|16px]] Food Stockpiles), which also enables the entire [[Rainpunk | Rainpunk game mechanic]].
The 2 links in question:
Hydrant: <span class="plainlinks">[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]</span>
Comfort: <span class="plainlinks">[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]</span>
I also tried replacing the _ with a space, a - and %20. Didn't work.
But as seen on the Specializations link, which also doesn't use the anchor, any special characters aren't the issue causing this.
I also tried to place a manual anchor on the pages and point to that one. Failed as well, did remove it again.
-->


With the level 18 Obsidian Archive upgrade (for 156 [[File:Icon MetaResource FoodStockpiles.png|16px]] 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 structure becomes available once unlocking the Smoldering City's level 6 Obsidian Archive at the cost of 30 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.<br>
 
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.<br>
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.<br>
<br>
<br>
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.<br>
It's the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.<br>
It's also the only structure in the game on which Blightrot Cysts will never grow.<br>
<br>
<br>
Rain Engines:<br>
While the Blightrot mechanic is only active on Veteran (or higher) difficulty it's still possible to have Blightrot Cysts spawn on lower difficulties:<br>
With the Rainpunk technology unlocked any structure that has crafting recipes can have Rain Engines installed.<br>
Some [[Glade Events]] can spawn Blightrot Cysts.<br>
To do so the Rainpunk tab needs to be selected, where first 4 {{rl|Pipes}} need to be installed with a button click.<br>
{|
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.<br>
|[[File:SpellBookPage09_98.png|64px|link=|frameless|middle|link=https://wiki.hoodedhorse.com/Against_the_Storm/List_of_Cornerstones_and_Perks]]
Rain engine #1 - production: 4 settings<br>
|Overexploitation (Cornerstone)<br>Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.
1 - off (no rainwater used, no bonus active)<br>
|}
2 - +50% production speed<br>
Once unlocking the level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles the Blight Post can also be [[#Blight Post Upgrades | upgraded]] up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.<br>
3 - +25% extra yield chance for any production<br>
4 - +50% production speed<br>
The effects stack. The higher the setting the more rainwater is used per worker that's currently producing anything.<br>
Workers sitting idle, taking a break, fetching goods or delivering their produce don't cause this rain engine to drain any rainwater.<br>
'''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.<br>
<br>
<br>
Rain engine #2 - resolve: 3 settings<br>
Speculative (needs  testing): Blightrot related events (and Cornerstones) shouldn't be encountered while the [[Rainpunk]] tech (and the Blight Post along with it) hasn't been unlocked yet, as otherwise there'd be a game mechanic in play that can't be countered.<br>
1 - off (no rainwater used, no bonus active)<br>
2 - +5 resolve for all workers assigned to this structure<br>
3 - +5 resolve for all workers assigned to this structure<br>
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).<br>
<br>
<br>
Blightrot, Blightrot Cysts, Corruption:<br>
Helpful UI features:<br>
Let's clear up what each of these terms refers to.<br>
* the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings
1) Blightrot<br>
* the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a <span class="plainlinks">[https://wiki.hoodedhorse.com/Against_the_Storm/Blightrot#The_Hydrant Hydrant]</span> would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way
A structure that got 4 {{rl|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.<br>
* The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause
<br>
* the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause +1 Blightrot Cyst spawn by hitting their Blightrot counter
2) Blightrot Cyst<br>
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.<br>
<br>
3) Corruption<br>
Each existing Blightrot Cyst causes Corruption - but only while the Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while [[Glade Events]] are active that cause the Blightrot Cysts to awaken from their dormant state in any season.<br>
The Corruption generated per Blightrot Cysts is +60 / min (Prestige 11: +90 / min instead).<br>
The [[Hearths | Ancient Hearth's]] default resistance to Corruption is 1000, but effects that may modify this exist.<br>
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.<br>
<br>
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.<br>
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.<br>
<br>
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.<br>
<br>
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.<br>
<br>
== 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 with Blightfighters (and Automatons) 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>
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>
Each Cyst takes 15s to burn (there are modifiers for this value), which reduces the current Corruption by -50 and consumes 1 {{rl|Purging Fire}} that the Blightfighter then needs to refuel at the nearest Blight Post or [[Blightrot#The_Hydrant | Hydrant]].<br>
<br>
{{Species link|Harpies}} assigned to the Blight Post receive {{sl|Alchemy}} Proficiency bonus (+10% extra yield chance when creating {{rl|Purging Fire}}).<br>
{{Species link|Lizards}} assigned to the Blight Post receive the {{sl|Warmth}} Comfort (+5 resolve before any other bonus effects).<br>
Both species are the worst Blightfighters though, as they have a 1min 40s break intervall, compared to 2min with any other species (or 2min 30s with {{Species link|Frogs}}).<br>
This means that even with just 2min [[Storm]] duration they'll take a break at least once, interrupting their task.
<br>
<br>
Helpful links:<br>
* [[Rainpunk | Rainpunk technology]]<br>
* [[Blightrot | Blightrot & Corruption]]<br>
== Blight Fighter behavior ==
When ordering the production of [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire this will only be crafted while Blightrot Cysts can't be attacked or while running out of it while they can be attacked.<br>
While any Blightrot Cysts are active, which is during each [[Storm | Storm Season]] and while working on certain [[Glade Events]] with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.<br>
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.


== Production Chain ==
== Production Chain ==
Line 79: Line 55:
== Blight Post Upgrades ==
== Blight Post Upgrades ==


Blight Posts can be upgraded up to two times:
This becomes available when unlocking the Smoldering City's level 18 Obsidian Archive at the cost of 156 [[File:Icon MetaResource FoodStockpiles.png|16px|link=]] Food Stockpiles.


'''LEVEL I''' (Choose 1)</br>
{| class="wikitable"
Cost: 2 {{rl|Pack of Building Materials}} + 4 {{rl|Pipes}}
|colspan=4 style="text-align:center;" |Only 1 of 3 upgrades can be chosen per level.
* ''Triple Ignition System'': Blightfighters and Blight Automatons in this Blight Post need 5 fewer seconds to burn a [[#Blightrot Cysts and Removal | Blightrot Cyst]].
|- style="vertical-align:middle;"
* ''Mobile Sparkcasters'': Blightfighters assigned to this Blight Post move 30% faster.
|rowspan=2 style="text-align:center;" |Level 1 upgrades cost:<br>4 {{rl|Pipes}}<br>2 {{rl|Pack of Building Materials}}
* ''Blight Automaton'': assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can't produce {{rl|Purging Fire}} and don't take up worker slots.
||[[File:Icon_BlightPostUpgrade_TripleIgnition.png|center|64px|link=]]
'''LEVEL II''' (Choose 1)</br>
||[[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|center|64px|link=]]
Cost: 2 {{rl|Pack of Building Materials}} + 6 {{rl|Pipes}}
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]
* ''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% {{rl|Purging Fire}} double production chance in this Blight Post.
|Triple Ignition System
* ''Blight Automaton'': assigns a Blight Automaton that helps burn Blightrot Cysts to this Blight Post. They can't produce {{rl|Purging Fire}} and don't take up worker slots.<br>
||Mobile Sparkcasters
<br>
||Blight Automaton
NOTE: While Blightfighters benefit from any effects that increase the generic villager speed ("Settlement Map" / "Survivor Bonding") the Automatons don't.<br>
|-
<br>
|rowspan=2 style="text-align:center;" |Level 2 upgrades cost:<br>6 {{rl|Pipes}}<br>2 {{rl|Pack of Building Materials}}
IMPORTANT: "Manned Lookout" is a high risk high reward upgrade.<br>
||[[File:Icon_BlightPostUpgrade_MannedOutlook.png|center|64px|link=]]
High reward (1):<br>
||[[File:Icon_BlightPostUpgrade_AlchemicalForge.png|center|64px|link=]]
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.<br>
||[[File:Icon_PumpUpgrade_Automaton.png|center|64px|link=]]
<br>
|-
High risks (2):<br>
||Manned Lookout
1) underestimating the "Manned Lookout" buff<br>
||Alchemical Forge
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%.<br>
||Blight Automaton
With that a standard 32 Blightrot counter turns into 320:<br>
|}
32 / (1 - 0.9) = 32 / 0.1 = 320<br>
'''LEVEL I'''</br>
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:<br>
* [[File:Icon_BlightPostUpgrade_TripleIgnition.png|float|24px|link=]] ''Triple Ignition System'': -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.
32 / (1 - 0.6) = 32 / 0.4 = 80<br>
* [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|float|24px|link=]] ''Mobile Sparkcasters'': +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don't benefit from this upgrade.
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.<br>
* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] ''Blight Automaton'': Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn't use up a worker slot. Automatons can't produce [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire but also don't take any breaks. Their move speed is increased while moving on roads but isn't affected by any other positive or negative modifiers. Automatons also don't get targeted by effects that directly kill villagers.
<br>
 
2) Blightrot counter mechanic<br>
'''LEVEL II'''</br>
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 for their Blightrot counter the values are absolute, meaning: If there was a structure that had a value of 80 / 320 before it's now at 80 / 32. If ratio keeping was a thing that would mean 80 / 320 = 25% filled bar that stays at 25% no matter what the maximum value changes to. Due to that not being a thing each single use of rainwater will cause +1 Blightrot Cyst to spawn and the Blightrot counter to decrease by -32 (its current maximum value), which will happen 2 times until it's below the maximum of 32 (its current maximum value). This mechanic can cause massive Blightrot Cyst spawns, which then causes extreme Corruption that kills a lot of people, causing impatience to spike.<br>
<ul><li>[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|24px|link=]] ''Manned Lookout'': -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.<br>Calculation:<br>[Blightrot counter maximum] divided by (1 - [summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus percentage])<br><br>Example:<br>- the Blightrot counter per structure with Rain Engines installed goes up to 32 (default value), meaning that for every 32 units of rainwater used by rain engines in that structure +1 Blightrot Cyst will spawn<br>- 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' effect of 90%<br><br>With this we have:<br>Blightrot counter maximum = 32<br>summed up [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout bonus = 90% = 0.9<br><br>Calculation with this:<br>32 / ( 1 - 0.9) = 32 / 0.1 = 320<br>So due to the [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.<br>
<br>
<br>
Table: What multiplier for the Blightrot counter and actual values you get depending on the active [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' bonus:
{| class="wikitable"
|style="text-align:center;"|[[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] Manned Lookout<br>%value
|style="text-align:center;"|resulting<br>multiplier
|style="text-align:center;"|buffed value<br>(Blight counter: 32)
|style="text-align:center;"|absolute<br>bonus
|-
|10%
|1.111
|36
|<nowiki>+</nowiki>4
|-
|20%
|1.25
|40
|<nowiki>+</nowiki>8
|-
|30%
|1.428
|46
|<nowiki>+</nowiki>14
|-
|40%
|1.666
|53
|<nowiki>+</nowiki>21
|-
|50%
|2
|64
|<nowiki>+</nowiki>32
|-
|60%
|2.5
|80
|<nowiki>+</nowiki>48
|-
|70%
|3.333
|107
|<nowiki>+</nowiki>75
|-
|80%
|5
|160
|<nowiki>+</nowiki>128
|-
|90%
|10
|320
|<nowiki>+</nowiki>288
|}
Special cases: <br>1) If a calculation for the Blightrot counter's new value doesn't result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.<br>2) If [[File:Icon_BlightPostUpgrade_MannedOutlook.png|float|16px|link=]] ''Manned Lookout'' reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally
'''High risk and threat of this upgrade''': The higher the buff's value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter's game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn't stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.<br>
Example:<br>
Due to unlucky circumstances a 90% buff was partially lost and you're now at 60%.<br>
Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.<br>Any structure that had its Blightrot counter's current value at a higher value (let's say 177) than the Blightrot counter's new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter's maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter's current value is lower than its maximum value. The one exception when it doesn't is when reaching a 100% bonus, which disables the Blightrot counters.<br>The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It's not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.</li></ul>
* [[File:Icon_BlightPostUpgrade_AlchemicalForge.png|float|24px|link=]] ''Alchemical Forge'': +50% extra yield chance when producing [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire at a Blight Post with this upgrade.


* [[File:Icon_PumpUpgrade_Automaton.png|float|24px|link=]] ''Blight Automaton'': Adds +1 Automaton that functions the same as its level 1 version.<br>
== Strategies ==
== Strategies ==
 
* If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the [[Blightrot | Corruption mechanic]] works.
* 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.
* 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.
* It may be worthwhile to deconstruct the Blight Post for building materials once you've burned all the Cysts during the Storm or an [[Event]].<br>Beware  the [[Prestige]] 3 modifier: [[File:Icon_PrestigeMod_BlightSwarm.png|frameless|16px|link=]] Blightrot appears every 3rd Clearance Season.<br>
* 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.
Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by
 
* any effects that increase move speed, such as: good roads, villager move speed perks, the [[File:Icon_BlightPostUpgrade_MobileSparkcasters.png|frameless|16px|link=]] ''Mobile Sparkcasters'' Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles
Hints:
* nearby Blight Posts / Hydrants that reduce the travel time for [[File:Icon_Resource_PurgingFire.png|16px|link=]] Purging Fire reloads
* The rainpunk overlay (default: Tab) can be used to inspect which structures use how much rainwater and of which type.
* having a nearby Hearth for short travel distance when taking a break
* The Blightrot overlay (default: Z) can be used to view how many Blightrot Cysts are on which structures. To benefit {{Species link|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.
* any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)<br>
* Among the level 1 upgrades, [[File:Icon_PumpUpgrade_Automaton.png|float|16px|link=]] ''Blight Automaton'' is always better than [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] ''Triple Ignition System''.
* the [[File:Icon_BlightPostUpgrade_TripleIgnition.png|frameless|16px|link=]] ''Triple Ignition System'' Blight Post upgrade that reduces the time spent on each Blightrot Cyst's destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it<br>
The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which {{Species link|Foxes}} are working, so that they can keep their [[File:Icon Spec Cysts 64x64.png|{{ImgS}}]] Blightrot <span class="plainlinks">[https://wiki.hoodedhorse.com/Against_the_Storm/Buildings#Specializations Comfort]</span> effect, granting them +5 resolve (before any other modifiers).


== See Also ==
== See Also ==

Revision as of 20:29, 21 April 2025

This article was last updated during version 1.7.5. The game is now in 1.11.2. Some information may be out of date. Help us keep the wiki up to date by comparing this article against the patch notes and updating it.

Blight Post

Building
(City Buildings)

A specialized building dedicated to fighting Blightrot. Blight Fighters will prepare Purging Fire Purging Fire during drizzle and clearance seasons, and use it to burn Blightrot Cysts during the storm.

Specialization bonus:
Alchemy Alchemy (Proficiency) Harpies
Warmth Warmth (Comfort) Lizards
Cooperation Cooperation (Comfort) Foxes

3 Workers

Recipes

20 Storage

Construction

4Planks Planks
3Bricks Bricks
2Parts Parts
5City score
40Build time
3 × 3Building size

Not movable

ID = 'Blight Post'

Overview

The structure becomes available once unlocking the Smoldering City's level 6 Obsidian Archive at the cost of 30 Food Stockpiles.

It's the only structure in the game that is used to deal with Blightrot Cysts and the Corruption those cause.
It's also the only structure in the game on which Blightrot Cysts will never grow.

While the Blightrot mechanic is only active on Veteran (or higher) difficulty it's still possible to have Blightrot Cysts spawn on lower difficulties:
Some Glade Events can spawn Blightrot Cysts.

Overexploitation (Cornerstone)
Global gathering speed is increased by 30%, and newly discovered gathering nodes have more charges (+10 charges to small gathering nodes, +25 charges to large gathering nodes). For every 40 gathering node charges used, 1 Blightrot Cyst will spawn.

Once unlocking the level 18 Obsidian Archive at the cost of 156 Food Stockpiles the Blight Post can also be upgraded up to 2 times - with 1 out of 3 upgrades to chose from per upgrade level.

Speculative (needs testing): Blightrot related events (and Cornerstones) shouldn't be encountered while the Rainpunk tech (and the Blight Post along with it) hasn't been unlocked yet, as otherwise there'd be a game mechanic in play that can't be countered.

Helpful UI features:

  • the Tab-key (Rainpunk overlay) displays which structures use what type of rainwater at which settings
  • the Z-key (Blightrot overlay) displays what structures have how many Blightrot Cysts on them, which is great to see where a Hydrant would be useful to shorten the travel time and increase the overall Blight Fighter efficiency that way
  • The Ancient Hearth can also be selected to inspect its Blightrot tab to view how many Blightrot Cysts exist in total and what amount of Corruption they cause
  • the bottom right of the UI also displays the current Corruption percentage - but this can change quickly, like if multiple structures cause +1 Blightrot Cyst spawn by hitting their Blightrot counter


Helpful links:

Blight Fighter behavior

When ordering the production of Purging Fire this will only be crafted while Blightrot Cysts can't be attacked or while running out of it while they can be attacked.
While any Blightrot Cysts are active, which is during each Storm Season and while working on certain Glade Events with the effect of awakening them from their dormant state, the Blight Fighters will try to destroy them.
Like all other villagers Blight Fighters will still take their regular breaks, even with Blightrot Cysts active, which is to be considered.

Production Chain

Recipes in the Blight Post

1 Recipe in the Blight Post
Building Grade Ingredient # Product
Blight Post ★★★
0:40
10 Wood Wood
4 Oil Oil
3 Coal Coal
3 Sea Marrow Sea Marrow
1 Purging Fire Purging Fire


Blight Post Upgrades

This becomes available when unlocking the Smoldering City's level 18 Obsidian Archive at the cost of 156 Food Stockpiles.

Only 1 of 3 upgrades can be chosen per level.
Level 1 upgrades cost:
4 Pipes Pipes
2 Pack of Building Materials Pack of Building Materials
Triple Ignition System Mobile Sparkcasters Blight Automaton
Level 2 upgrades cost:
6 Pipes Pipes
2 Pack of Building Materials Pack of Building Materials
Manned Lookout Alchemical Forge Blight Automaton

LEVEL I

  • float Triple Ignition System: -5s to destroy a Blightrot Cyst - from 15s to 10s. Affects Blight Fighters and Automatons of the Blight Post with this upgrade.
  • float Mobile Sparkcasters: +30% move speed for Blight Fighters of this Blight Post. Blight Automatons don't benefit from this upgrade.
  • float Blight Automaton: Assigns an Automaton to this Blight Post that helps fighting Blightrot Cysts but doesn't use up a worker slot. Automatons can't produce Purging Fire but also don't take any breaks. Their move speed is increased while moving on roads but isn't affected by any other positive or negative modifiers. Automatons also don't get targeted by effects that directly kill villagers.

LEVEL II

  • float Manned Lookout: -10% Blightrot growth per Blight Fighter assigned to a Blight Post with this upgrade.
    Calculation:
    [Blightrot counter maximum] divided by (1 - [summed up float Manned Lookout bonus percentage])

    Example:
    - the Blightrot counter per structure with Rain Engines installed goes up to 32 (default value), meaning that for every 32 units of rainwater used by rain engines in that structure +1 Blightrot Cyst will spawn
    - 3 Blight Post, all of them with this upgrade, each of them with 3 Blight Fighters assigned, resulting in a float Manned Lookout effect of 90%

    With this we have:
    Blightrot counter maximum = 32
    summed up float Manned Lookout bonus = 90% = 0.9

    Calculation with this:
    32 / ( 1 - 0.9) = 32 / 0.1 = 320
    So due to the float Manned Lookout bonus of 90% the Blightrot counter increases from 32 (default value with no bonus) to 320 (10x as much), allowing the use of 10x the rainwater before +1 Blightrot Cyst is spawned by any structure with Rain Engines installed and active that hits that limit.

    Table: What multiplier for the Blightrot counter and actual values you get depending on the active float Manned Lookout bonus:
    float Manned Lookout
    %value
    resulting
    multiplier
    buffed value
    (Blight counter: 32)
    absolute
    bonus
    10% 1.111 36 +4
    20% 1.25 40 +8
    30% 1.428 46 +14
    40% 1.666 53 +21
    50% 2 64 +32
    60% 2.5 80 +48
    70% 3.333 107 +75
    80% 5 160 +128
    90% 10 320 +288

    Special cases:
    1) If a calculation for the Blightrot counter's new value doesn't result in a whole number the final result is always rounded, which means: Rounded up at .5 value, otherwise rounded down. Verified by in-game testing.
    2) If float Manned Lookout reaches a value of 100% then rainwater can be used without any negative effects: the Blightrot counters just stop counting globally

    High risk and threat of this upgrade: The higher the buff's value (maximum is 100%) the more important it is to keep it at that. Otherwise massive Blightrot Cyst spawns can happen, which is possible because of the Blightrot counter's game mechanic: Whenever it changes its maximum value due to positive or negative effects the ratio of already gained corruption doesn't stay the same, meaning: A 50% filled Blightrot counter bar will not stay at 50% whenever its maximum value adjusts to a lower or higher number but instead the current number stays the same as the maximum number shifts to a new value.
    Example:
    Due to unlucky circumstances a 90% buff was partially lost and you're now at 60%.

    Blightrot counters that previously ran at a 320 maximum are now at a new maximum of 80, which is only 25% of what they used to support, or a 75% loss in other words.
    Any structure that had its Blightrot counter's current value at a higher value (let's say 177) than the Blightrot counter's new maximum (which is 80) will spawn +1 Blightrot Cyst per unit of rainwater used in its Rain Engines, which increases its current value by +1 (to 178) and then lowers it by the Blightrot counter's maximum (178 - 80 = 98). This keeps repeating until the Blightrot counter's current value is lower than its maximum value. The one exception when it doesn't is when reaching a 100% bonus, which disables the Blightrot counters.
    The higher the buff value the more important it is to keep the people alive and assigned that provide this buff or have extra people as backup to secure the buff or have many Blight Posts in case the Blightrot actually goes off like this. It's not always about people leaving due to low resolve, getting killed by a random event or other negative effect or starving. Sometimes a charming Kelpie can also cause disaster.
  • float Alchemical Forge: +50% extra yield chance when producing Purging Fire at a Blight Post with this upgrade.
  • float Blight Automaton: Adds +1 Automaton that functions the same as its level 1 version.

Strategies

  • If facing Corruption levels well above 100% setting up and manning multiple Blight Posts can still save villagers from dying because destroying Blightrot Cysts also removes existing Corruption, see: How the Corruption mechanic works.
  • 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.
  • It may be worthwhile to deconstruct the Blight Post for building materials once you've burned all the Cysts during the Storm or an Event.
    Beware the Prestige 3 modifier: Blightrot appears every 3rd Clearance Season.

Since destroying Blightrot Cysts requires a lot of movement Blight Fighter efficiency is generally improved by

  • any effects that increase move speed, such as: good roads, villager move speed perks, the Mobile Sparkcasters Blight Post upgrade that only affects the Blight Fighters assigned to a Blight Post with it, which is the best choice when the average distance between Cysts and Blight Posts / Hydrants is more than 10 tiles
  • nearby Blight Posts / Hydrants that reduce the travel time for Purging Fire reloads
  • having a nearby Hearth for short travel distance when taking a break
  • any effects that reduce the interval at which villagers take their breaks (allowing for more uninterrupted Blight fighting)
  • Among the level 1 upgrades, float Blight Automaton is always better than Triple Ignition System.
  • the Triple Ignition System Blight Post upgrade that reduces the time spent on each Blightrot Cyst's destruction but only affects any Blight Fighters and Automaton assigned to a Blight Post with it

The Blightrot overlay needs to be used to stop Blightfighters and Automatons from destroying all the Cysts on structures at which Foxes Foxes are working, so that they can keep their Blightrot Comfort effect, granting them +5 resolve (before any other modifiers).

See Also