Weather & Seasons
The weather system in Wanderfolk cycles through 5 dynamic weather types (clear, cloudy, rain, storm, snow) across 4 seasons, directly affecting movement speed, crop growth, and village economies. Rain boosts crop growth by 50%, snow halts farming entirely, and storms cut movement to 75%.
Weather Types
There are 5 weather conditions, each with distinct effects:
| Weather | Movement | Crop Growth | Particles | Visual Overlay |
|---|---|---|---|---|
| Clear | 100% | 100% | None | None |
| Cloudy | 100% | 80% | None | Light dimming (15%) |
| Rain | 90% | 150% | 200 raindrops | Moderate darkening (25%) |
| Storm | 75% | 120% | 400 raindrops | Heavy darkening (40%) |
| Snow | 85% | 0% | 150 snowflakes | Light white overlay (20%) |
Clear
Blue skies, no modifiers. The best weather for traveling long distances or exploring dangerous biomes where you need full movement speed.
Cloudy
Overcast skies with slightly reduced crop growth. No movement penalty. A transitional weather that often precedes rain.
Rain
Steady rainfall that slows movement by 10% but boosts crop growth by 50%. Rain is a farmer’s friend — plan your planting around wet weather for faster harvests.
Storm
Heavy rain with lightning flashes and thunder. Movement drops to 75%, making combat and escape significantly harder. Lightning illuminates the landscape in brief flashes. Good for crops (120% growth) but dangerous for travelers.
Snow
Winter weather that blankets the world in white. Movement slows to 85%, and crop growth stops entirely. Snow only occurs in winter (30% chance). Villages consume 2x wood during snowfall for heating.
Seasonal Cycle
The game cycles through four seasons, each with different weather probabilities:
| Season | Clear | Cloudy | Rain | Storm | Snow |
|---|---|---|---|---|---|
| Spring | 40% | 25% | 30% | 5% | 0% |
| Summer | 60% | 20% | 15% | 5% | 0% |
| Fall | 35% | 30% | 25% | 10% | 0% |
| Winter | 30% | 25% | 10% | 5% | 30% |
Spring
Frequent rain makes spring ideal for planting crops. The 30% rain chance combined with rain’s 1.5x crop growth bonus means fields flourish. Moderate storm risk (5%).
Summer
The warmest and clearest season. With 60% clear weather, summer is the best time for exploration and long-distance travel. Crop growth benefits from warm temperatures even without rain.
Fall
Increasingly unpredictable weather. Storm chance doubles to 10%, and clear days become less common. This is your last chance to harvest crops before winter. Stock up on food and wood.
Winter
The harshest season. Snow replaces rain (30% chance), stopping all crop growth. Villages consume twice the normal amount of wood for heating. Food stockpiles dwindle. If a village enters winter without adequate reserves, it may trigger labor directives — emergency rationing and redirected labor.
Strategic Implications
- Farm during rain — the 50% crop growth bonus compounds over time
- Travel in summer — clear skies and full movement speed
- Stockpile before winter — food and wood reserves are critical
- Avoid storms in dangerous biomes — the 25% movement penalty can be lethal when fleeing monsters
- Snow stops farming — plan your planting schedule to complete harvests before the first snowfall
Related Articles
- Farming — how seasonal weather affects crop growth and planting strategy
- Village Economy — winter wood consumption and seasonal production effects
- Day/Night Cycle — how time phases interact with weather and season
- Biomes — biome hazards that compound with weather effects
- Population & Growth — how bad winters trigger death spirals in vulnerable villages