Bats

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This article was last updated during version 1.8.6. 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 Some information may be out of date.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.

A Bat

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 favoring, 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 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:

Beavers Beavers Foxes Foxes Frogs Frogs Harpies Harpies Humans Humans Lizards Lizards
Biscuits Biscuits
Coats Coats
Education Education
Skewers Skewers Paste Paste
Brawling Brawling
Paste Paste
Coats Coats
Education Education
Biscuits Biscuits
Coats Coats
Skewers Skewers
Brawling Brawling

Bat firekeeper ability

Main article: Hearths#Firekeeper_bonus

pending template update

Not eating effect interactions with other mechanics

  1. 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
  2. If multiple complex foods are avilable then the game will have a separate 15% roll for each available complex food to check if the food will be eaten or not (reolve will always be gained for each, see previous point)
  3. 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 at the same go saving around 22.5% of total food consumption on average instead of 15% making the abilty more powerful in Prestige 7+ games. (FIXME: this is _very_ likely, but only validated with a smallish sample size of rolls in a training expedition)

Proficiency & Comfort

Bats' Proficiency specialization is Metallurgy. It grants Bats a 10% chance to produce twice the amount of resources when working in the following buildings:

Bats don't have a Comfort specialization. Instead, they have Dedication and bring the Manorial Court blueprint (Starting Ability).

Manorial Court

Dedication

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.

Cornerstones and Perks

pending template update

Strategy

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.
  • At 9 blueprints, Bats are tied with Humans Humans for most Proficiency bonuses of all species.

See also