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Against The Storm Cheats

The compiled mod is meant to be loaded into the game with BepInEx. I tested with BepInEx_x64_5.4.22.0 on Windows 11 (https://github.com/BepInEx/BepInEx/releases/download/v5.4.22/BepInEx_x64_5.4.22.0.zip). Simply download the loader and unzip it into your game directory. For the Steam version of the game, this will likely be C:\Program Files (x86)\Steam\steamapps\common\Against the Storm\.

The .dll file created by this mod (Josiwe.ATS.Cheats.dll by default) can then be dropped into the BepInEx\plugins subdirectory inside the game directory. You might have to make this directory yourself, or run the game once to have it made automatically.

You can use one of the .json files which are preset changes. Put these in the same directory and rename them to Josiwe.ATS.Cheats.Config.json. If you do not have one and you're using thunderstore then a default one will be made and you can use thunderstore instead.

We've also added example configs to fit a few playstyles! Feel free to replace single lines, or whole sections in the main config file:

  • If you prefer the vanilla game, there's now a Vanilla.Config.json file for you
  • If you like exploring, for instance, there's an Explorer.Config.json you can use as a reference
  • If you're one of those people looking for a real challenge, take a crack at the GluttonForPunishment.Config.json =)

Feel free to mix and match them all, there's a million ways to have a blast with this game.

Cheat Settings Data

Here you'll find a detailed description of the type and effect of each setting in the config files, split by sections.

World Map:

ZoomLimitMultiplier

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • allows both the playable map and the world map to be zoomed out by a factor of X (the value you define)
  • great at 3, will work nicely with most machines
  • awesome at 7 or higher, but can slow things down to a crawl on low end machines

AllRacesInWorldMap

  • Boolean: true or false
  • when set to true it should allow a more random choice of races when picking a cell in the world map
  • when set to false uses the game's default logic
  • experimental feature

BonusPreparationPoints

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • setting this to any number greater than 0 will give you more embarkation points in the world map
  • setting this to 0 uses the game's default logic

Game Map:

WildcardBlueprints

  • Boolean: true or false
  • when set to true it replaces the game's random blueprint logic with wildcard picks; can be used in conjunction with the BlueprintsMultiplier setting
  • when set to false uses the game's default logic

InfiniteCornerstoneRerolls

  • Boolean: true or false
  • when set to true it allows the player to reroll cornerstones an infinite amount of times (also updates the UI to always show 99 rerolls left)
  • when set to false uses the game's default logic

ResolveMultiplier

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • used as a multiplier for resolve gains (blue bars for each race at the top left of the map game UI)
  • setting this to any number between 0.0 and 1.0 will make the peon's resolve bar fill at a slower rate
  • setting this to any number higher than 1.0 will make peon's resolve bar fill at a faster rate
  • setting this to 1.0 uses the game's default logic

ReputationMutiplier

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • used as a multiplier for reputation growth (blue bar at the bottom centre of the map game UI)
  • setting this to 0.0 will make it so that only loyalty map events and uber happy peons can increase your reputation
  • setting this to any number between 0.0 and 1.0 will make the reputation bar fill at a slower rate
  • setting this to any number higher than 1.0 will make the reputation bar fill at a faster rate
  • setting this to 1.0 uses the game's default logic

ImpatienceMultiplier

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • used as a multiplier for impatience growth (red bar at the bottom centre of the map game UI)
  • setting this to 0.0 will make it so that only impatience map events can increase your impatience
  • setting this to any number between 0.0 and 1.0 will make the impatience bar fill at a slower rate
  • setting this to any number higher than 1.0 will make the impatience bar fill at a faster rate
  • setting this to 1.0 uses the game's default logic

ReputationStopgap

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • setting this to any positive value greater than zero will stop the reputation bar at X points from the max
    • only loyalty map events may increase it
    • e.g. when playing on prestige 20 the max is 14, so if you set the stopgap at 2 the bar won't fill up past 12 points
  • setting this to 0 will allow the game's default logic to end your game when the max value for the map is reached (win scenario)

ImpatienceStopgap

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • setting this to any positive value greater than zero will stop the impatience bar at X points from the max
    • only impatience map events may increase it
    • e.g. when playing on prestige 20 the max is 14, so if you set the stopgap at 2 the bar won't fill up past 12 points
  • setting this to 0 will allow the game's default logic to end your game when the max value for the map is reached (lose scenario)

MoarMaxReputation

  • Integer: accepts any signed whole number (i.e. -10, 30, 15, -20)
  • setting this value will grow (or shrink) the reputation bar on maps
  • setting this to 1.0 uses the game's default logic

MoarMaxImpatience

  • Integer: accepts any signed whole number (i.e. -10, 30, 15, -20)
  • setting this value will grow (or shrink) the impatience bar on maps
  • setting this to 1.0 uses the game's default logic

BlueprintsMultiplier

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will allow a user to pick more blueprints
    • after either gaining a whole reputation point or buying the extra blueprint from a vendor
  • setting this to 1 uses the game's default logic

CashRewardMultiplier

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will allow a user to get more money when declining a cornerstone pick
  • setting this to 1 uses the game's default logic

CornerstonePicksPerSeason

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will allow a user to pick more cornerstones per season
  • setting this to 1 uses the game's default logic

EnableAllBuildingsMoving

  • Boolean: accepts true or false
  • When set to true, most buildings can be moved allowing the user to tweak the layout of their empire.
  • setting this to false uses the game's default logic
  • uncertain how this will act if the world map feature which grants it is used at the same time

Seasonal:

MoarSeasonRewards

  • Boolean: true or false
  • when set to true it maxes out the amount of items displayed for each cornerstone pick to 7 (the max the UI can display without major issues)
  • when set to false uses the game's default logic

StormLengthMultiplier

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 1.0 will make storm seasons shorter
  • setting this to any number higher than 1.0 will make storm seasons longer
  • setting this to 1.0 uses the game's default logic

DrizzleLengthMultiplier

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 1.0 will make drizzle seasons shorter
  • setting this to any number higher than 1.0 will make drizzle seasons longer
  • setting this to 1.0 uses the game's default logic

ClearanceLengthMultiplier

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 1.0 will make clearance seasons shorter
  • setting this to any number higher than 1.0 will make clearance seasons longer
  • setting this to 1.0 uses the game's default logic

Difficulties: (work in progress...)

Prestige_2_Amount
Longer Storm - One of the seals is loosening its grip, leaking darkness upon this land. Storm season lasts 100% longer

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 1.0 will the penalty a bit smaller
  • setting this to any number higher than 1.0 will make the penalty larger
  • setting this to 1.0 uses the game's default logic

Prestige_4_Amount
Higher Blueprints Reroll Cost - The Archivist assigned to your settlement is fiercely loyal to the Royal Court, so bribing him will be more expensive. Blueprint rerolls cost 10 Amber more

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will make the penalty larger
  • setting this to 10 uses the game's default logic

Prestige_5_Amount
Faster Leaving - Villagers are less understanding than they used to be. They're probably getting a bit spoiled by now. Villagers are 100% faster to leave if they have low Resolve

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 1.0 will the penalty a bit smaller
  • setting this to any number higher than 1.0 will make the penalty larger
  • setting this to 1.0 uses the game's default logic

Prestige_6_Amount
Wet Soil - It's particularly hard to build anything in this region. Buildings require 50% more materials

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 0.5 will the penalty a bit smaller
  • setting this to any number higher than 0.5 will make the penalty larger
  • setting this to 0.5 uses the game's default logic

Prestige_7_Amount
Parasites - One of the villagers was sick, and infected the rest of the settlement with a parasite. All villagers have a 50% chance of eating twice as much during their break

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 0.5 will the penalty a bit smaller
  • setting this to any number higher than 0.5 will make the penalty larger
  • setting this to 0.5 uses the game's default logic

Prestige_8_Amount
Higher Needs Consumption Rate - Villagers have forgotten what a modest life looks like. They want to enjoy life to the fullest. Villagers have a 50% chance to consume double the amount of luxury goods

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 0.5 will the penalty a bit smaller
  • setting this to any number higher than 0.5 will make the penalty larger
  • setting this to 0.5 uses the game's default logic

Prestige_9_Amount
Longer Relics Working Time - Villagers are reluctant to venture into Dangerous Glades. Scouts work 33% slower on Glade Events

  • Float: accepts any negative floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number lower than -0.33 will the penalty larger
  • setting this to any number between -0.33 and -0.0 will make the penalty smaller
  • setting this to -0.33 uses the game's default logic

Prestige_10_Amount
Higher Traders Prices - Traders gossip about you doing pretty well lately. All your goods are worth 50% less to traders

  • Float: accepts any negative floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number lower than -0.5 will the penalty larger
  • setting this to any number between -0.5 and -0.0 will make the penalty smaller
  • setting this to -0.5 uses the game's default logic

Prestige_12_Amount
Fewer Blueprints Options - The greedy Royal Archivist sold most of the blueprints to traders and fled the Citadel. You have 2 fewer blueprint choices

  • Integer: accepts any negative whole number (i.e. -1, -3, -5)
  • when set to any negative number, will make the penalty larger
  • setting this to -2 uses the game's default logic

Prestige_13_Amount
Fewer Cornerstones Options - The Royal Envoy comes to you with bad news. The Queen has restricted your cornerstone choices by 2

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will make the penalty larger
  • setting this to 1 uses the game's default logic

Prestige_14_Amount
Lower Impatience Reduction - The Queen expects a lot from a viceroy of your rank. Impatience falls by 0.5 points less for every Reputation Point you gain

  • Float: accepts any positive floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number between 0.0 and 0.5 will the penalty a bit smaller
  • setting this to any number higher than 0.5 will make the penalty larger
  • setting this to 0.5 uses the game's default logic

Prestige_15_Amount
Global Reputation Treshold Increase - You took a very peculiar group of settlers with you. They seem perpetually dissatisfied. The Resolve threshold at which each species starts producing Reputation increases by 1 more point for every Reputation Point they generate

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will make the penalty larger
  • setting this to 1 uses the game's default logic

Prestige_17_Amount
Hunger Multiplier Effects - Famine outbreaks in your previous settlements have made the villagers particularly sensitive to food shortages. Every time villagers have nothing to eat during a break, they will gain two stacks of the Hunger effect instead of one

  • Integer: accepts any positive whole number greater than zero (i.e. 1, 3, 5)
  • when set to any number greater than one, will make the penalty larger
  • setting this to 1 uses the game's default logic

Prestige_18_Amount
Faster Fuel Sacrifice - The Ancient Hearth seems to have a defect. No matter how hard the firekeeper tries, sacrificed resources are burning 35% quicker

  • Float: accepts any negative floating point number, usually only one or two decimals (i.e. 1.0, 0.3, 2.45)
  • setting this to any number lower than -0.35 will the penalty larger
  • setting this to any number between -0.35 and -0.0 will make the penalty smaller
  • setting this to -0.35 uses the game's default logic

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