We've had more great feedback coming in and we've been working hard to work with it! Check out the latest set of changes and updates we have for the game!
Hotfix Patch Notes: Saves are compatible
Additions
Added the Silo building to the farm
Proper gameplay transitions between death, afterlife, and returning to the dungeon
Player character now has a light aura that appears in the evenings
More visible indication when the player takes damage in the dungeon levels
Changes
Light blending is less bright but more vibrant
Damage reflection should no longer interrupt the instigator’s attack animation
Fixes
Fixed Yonten’s hangouts being repeatable in the same day
Fixed Gifting not telling you how much affection gained
Fixed an error being thrown when using food and drink when hanging out
Fixed pregnancies failing
Fixed not being able to collect eggs
Fixed Graduation causing errors that preventing exiting the loop
Fixed an issue with palette swapping on UI
Fixed docks with incorrect states
Fixed showing an upgrade message, when building in an incorrect slot
Improved messages to let the player know why they cannot build in that slot.
Fixed the difficulty slider not working at some resolutions
Fixed the difficulty slider not having resolution support
Fixed an issue related to the rocks/plants on one of the fields
Fixed some cases where combat would lock up, such as using the Genodriver
A unit that takes damage will wearing Ring of Trust Alpha should no longer have damage recursively applied
Prevented the player using consumable items between turns through the party equipment menu
Opening a UI in combat that displays a banner message should no longer malfunction
Resolved Combat UI layering issues with other UI (Inventory, Party, etc.)
General tooltips should no longer be hidden underneath other UI
Dungeon interactable objects should self-illuminate properly
Potentially fixed a case in which the game crashing would wipe the gallery unlocks
Setting Roots Part 2 has been an update which has brought with it a slew of content- which also means that there are more breakpoints for us to be wary of. We've been gathering feedback from you guys about new and existing bugs which we've gone ahead and tackled. There's still work for us to do, but we hope this next wave of fixes helps smooth out some of the cracks for the time being.
Hotfix Patch Notes: Saves are compatible
Changes
Updated and corrected information in the Guide book, and added tooltips to the items section.
Player can leave the Abandoned Mine at any time - except when they need to open the chest
Less abrupt combat failure screen
Reformatted Mill output items message to better indicate the quantity of produce
Moved the quest that unlocks the rest of the gallery from Giev to Garst
Fixes
Restored the code events that destroy the rock wall with a Blasting Charge on Savannah 3
Fixed certain combat sprites appearing solid white due to a shader issue
Resolved some issues with entering the afterlife - especially strange interactions with the Abandoned Mine boss fight
Fixed Yonten’s shopkeeper and romance dialogue locking the game
Fixed the loyalty bar in the party window not working
Fixed not being able to shop at Yonten
Fixed Yonten hub menu options not working
Fixed items not stacking in the inventory
Fixed the job board not scrolling monsters
Fixed the pasture UI not working
Fixed the tooltips in the pasture UI not closing
Fixed inconsistent tooltips for monsters names
Fixed monsters going into a broken pregnancy
Fixed an error being thrown when the player is breeding with monsters
Fixed not being able to sleep due to a bug when mating is finished
Players who saved their progress in alpha version of Tro’s Lab will be restored to the new area
Some players were erroneously able to construct a Pasture as a farm dock building - these have been removed and will subtract the number of barns built for each one
Due to the size of the update and the things we still want to include in Settings Roots, in addition to this second part of the update, there will in fact be a Part 3 shortly, including even more content, updates, and fixes!
In the meantime, we've included patch notes showing off the new additions coming with Settings Roots: Part 2, the big one being new dungeon content!
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Additions
New dungeon content: Savannah dungeon floor 4 and Tro’s Lab side-area
Added a boob jiggle to the character selection
Added a difficulty slider with a range of 50% to 150% of base difficulty.
Added tutorialization to Lucia, and Giev’s quests
Added tutorialization to the Mill
Added Yonten Romance and first Date
Added a Death Screen, you will no longer be thrown the main menu
Changes
Monsters byproduct quality is now based on their Base Domesticity the higher it is the higher quality of byproduct
Added some variation to the amount of money or resources yielded from looting in a dungeon
Fixes
Fixed all instances where items were not being removed from the inventory
Fixed getting a wait for pending update quest more than once
Monsters that are over the capacity of the farm no longer age or loss loyalty (This only applies if the bug happened in an older save where you can get more monsters than you had the capacity for)
Fixed sleeping not changing weather effects
Fixed snack bars not working
Fixed traits that give extra breed times not working on same-sex pairing
Fixed monsters not changing their status correctly from having sex to idle correctly
Fixed monsters forever having sex
Fixed the cooking UI telling you that you unlocked the recipe every time
Fixed building a field not taking resources
Fixed Caramel Cone having the wrong icon
Fixed a variety of monster palettes resulting in a shadow instead of the palette
Fixed an issue with monster Graduation
Fixed monsters not gaining Experience from training fields
Fixed docks not showing up in the Job Board
Fixed crops not saving how long they were alive, so they would never grow
We want to thank everyone for being patient and working with us to help figure out how to improve the game! We've been able to draft up another set of hotfixes, changes, and additions to tackle some of the things you guys have brought up!
Saves are compatible
Notes: On loading a game you will receive a warning that all your monsters were unassigned from jobs. This is due to multiple bugs that caused bad states for Jobs.
Additions
There is now a pop-up when you heal a party member outside of combat for how much they healed for and what their current health is at.
Enemy Combat Scaling Changes
Enemies scale based off average party level rather than player level
Nerfed scaling from party level by 33%
Stamina Scaling reduced by 25%
Reduced Denmother’s Intuition from 60 to 50
Increased the Cat Sidhe Swiftness from 30 to 35
Changes
Improved the layout of crops on the field.
Updated monster Cells description with information about what season they are used in.
Improved the visuals of the seed selection window and included information on seed growth time.
Party window now shows stats with the buff value separately.
Fixes
It is no longer possible to take in more monsters than you have space for.
Corrected bosses not scaling with levels.
Fixed an issue with the HD seen via the farm being blacked.
Fixed an issue with the options UI cutting off test in the audio panel
Fixed Fertilizer not showing what season they belong to.
Fixed removing a monster from the top slot of the training field not removing the bonus.
Fixed being able to assign multiple monsters to the same jobs.
Fixed not being able to fire a monster from a job correctly
Fixed crops not progressing past Quality 2
Fixed items refined in the Mill not using the quality of the base item.
Fixed being damaged by the acid pool when the UI is open.
Fixed selecting a monster in the inventory would make all other items pure black
Fixed grass assets showing up on the farm incorrectly.
We've received a lot of good feedback from you guys, regarding the changes and new content in Setting Roots! We haven't been able to respond to everyone individually- but we have been paying attention. If you've been having any issues with the game, check here, as we've likely resolved it!
Hotfix Patch Notes: Saves are compatible
Notes: On loading a game you will receive a warning that all your monsters were unassigned from jobs. This is due to a change in the way we track monsters assigned to work.
Additions
Added short little monologues tutorial on how to use various farm equipment.
Kiram X Evan HD scene
Calendar now has tooltips
Monsters will now leave you if you let their loyalty get too low, and you will be fined.
Add the Graduation Day, where monsters your monsters will join Society, if they are loyal enough they will want to stay on the farm(If their loyalty )
Food bin allows the automatic feeding of monsters with produce gained from the farm and provides the stats of the produce added.
61 new cookable foods
Changes
Dungeons no longer reset if you haven’t completed the first dungeon quest.
Nerfed enemy scaling by 40%
Enemies scale more with the current floor than the player level
Nerf the random random of enemy bonus swiftness from “0 to 5” to “-3 to 3”
Monsters that are unavailable will have their status mentioned in the tooltip
Changed first cooking tutorial from Shrubstick Tendies to Baguette, also gave the player the correct recipes & some additional Shrubstick Seeds
Players who have previously completed or skipped the cooking tutorial will receive some bonus Shrubstick Seeds
Message and item prompts will now last longer (2 seconds, was 1 second)
Talking to Giev in the Wizard’s Tower will unlock all non-unlockable sex scenes in the gallery - the rest can be unlocked through character interaction in gameplay
Removed self-heal from Brontide’s Close Quarters attack, which will now apply a taunt insead
Increased loyalty gain from petting
Increased loyalty gain from feeding manually
Reworked how loyalty is gained or lost. Monsters must now be fed daily to prevent loyalty decay.
Loyal monsters will have higher penalties for ignoring them.
Updated ability tooltips visuals
Updated the visuals of the petting hearts
Updated loading screen tips
Updated existing recipes and refinements
Modified "Report to Sieger" quest to "Return to farm" to avoid confusion
Fixes
Fixed all monsters disappearing when the player has more monsters than barn capacity - however the extra monsters will not be available and may leave the farm due to neglect.
Fixed all inventories acting like the food bin after using it.
Fixed not being able to remove items from the food bin.
Fixed items not being removed from the shop inventory when being bought
Fixed Jerkian’s collisions on the market day not letting the player in and out of the Union Barrack.
Fixed an issue where you could buy unlimited amounts of items
Fixed monsters bought from Jerikian having a blank palette
Fixed monsters already having a blank palette with a consistent check
Fixed doors in the dungeons reappearing when they shouldn’t.
Doubled the wait time to unstop the player from moving from 1/20 of a second to 1/10 of a second
Fixed the Mill not correctly producing refined items.
Fixed the Mill not confirming that you received refined items.
Fixed Jobs eating monsters, the job system was remade from the ground up to promote stability.
Fixed an issue when monsters abandoning the farm during the night would cause an endless loop
Fixed an error caused by talking to Montalvo
Fixed an issue where monsters would work twice as fast as normal.
Fixed an issue where monsters would only work on 2/3rd of the field.
Fixed Eve x Female Holstaur animation showing Evan x Female Holstaur
Zooming the camera while the player is sleeping should be centred on the bed
Corrected materials on Farm Mill building and Food Bin
Fixed resources not being consumed by the construction window
Fixed the tooltips of the construction window not giving the correct values
Female Holstaur standing backward in UI
Party members not loading palettes correctly
Big level scroll not appearing on screen
Enemies were not scaling
Options window fullscreen button text not updating to reflect the current state
Clicking on the last line of dialogue moving the player
Barn tutorial popping up every time you enter the barn
Calendar icons jittering when hovering over them
Too long text descriptions on some items.
Monster equipment icons showing when they are not an equippable item
Items that show flat amounts showing percentages while at a shop
Player tab showing on a Buy Only Shop
Job Board monster name tooltips showing off-screen
Selecting an option to hangout and preventing the player from hanging out with Fio for that day
Draggables being moved when you hold more than one mouse button at a time
Fertilizer not being removed from the inventory
Cheats items appearing in the random item pool when they shouldn’t
Gifted items not being removed from the inventory
Monster icons not showing in the inventory
Cooked items not being removed from the inventory
Some lines of dialogue being too long
The player can now repeatedly enter the abandoned mine on Savannah floor 3
Time of day lighting was sometimes becoming twice as bright as intended
Ambient lighting was not being applied immediately on transporting through a doorway
Petting hearts displaying on startup when they shouldn’t
Some farm plots not displaying when they should.
Paletted album scenes being black when they shouldn’t
Party window showing party member tabs when it shouldn't
So Setting Roots will be rolling out in two parts, as the implementation of the Dungeon Features was enormously hampered by the sheer size of the files, requiring us to repackage and reorganize our file architecture in order to avoid image corruption. That said, the farming portion of the update is all ready to go, and includes a freaking butt load of new recipes, the ability to expand and upgrade your farm, the loyalty system for your monsters, the first step in the palette system, and a method of automatically feeding your monsters on days that you are too busy to do so, and a bunch of fixes, tweaks, and improvements all pushed together.
Additionally, the game now has Steam Trading Cards! Collect them all to earn badges, backgrounds, and emotes! To help new players experience the new content and features, Cloud Meadow is also available at a discounted rate for the Steam Summer Sale!
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You can read through all the changes below, but to highlight the biggest changes
Loyalty: Monsters have always had a loyalty value, but now that actually does some real things.
One year after a monster hatches, they will be set to graduate from your farm and go out into the Central Kingdom to make lives for themselves. The Union will compensate you for your work at this point automatically. That said, there is a way to retain your favorite monsters. Monsters who you pay particular attention too, who you personally feed, check in on every day, breed, and take with you into the dungeon will very rapidly gain Loyalty.
If they have enough, they'll volunteer to stay with you even after graduation when you go to Montalvo. Don't try to delay however, Graduation will happen regardless of whether or not you speak to Montalvo on their birthday, and otherwise loyal monsters will leave even in that case as you obviously didn't care enough to show up for their graduation. Loyalty can also be lost.
Monsters with high loyalty will gradually lose loyalty to a certain point if you ignore them (though not enough to out and out abandon you). That said, if you abuse a monster, by forgetting to feed it for example, it will eventually push it's loyalty into the negatives. Get too low, and the monster will leave the farm and go to the Union for help, and the Union will fine you for the value of the monster.
Farm Upgrades: You can now use ley shards to upgrade your farm, expanding the size of it, and allowing you to spend metal, wood, and stone on building pastures, fields, training yards, as well as the Mill where you can refine goods. Finally, we're adding in a new feature, the Food Bin, which will take raw crops and feed them to your unfed monsters at midnight, preventing any loyalty from being lost, and boosting their stats by whatever crop they are randomly fed.
The Romance System: The basic romance system has been put into place, just for Fio for the moment, but we're already hard at work on expansions for the various NPCs. We wanted to give Fio first as she is the easiest Romance to get into, and it makes for a decent test run of our planned dating and Romance systems.
Now, that's everything for Part 1, Part 2 will be coming later in July, and will include at least 3 new dungeon floors, an expanded story, as well as expanded romance options for more of the companions.
Full Patch Notes:
Additions
Story & Dialogue
Story quest extended to prepare the player for savannah dungeon floor 4+ in the near future
Farming
Farm Expansion and Construction upgrades are now available
Food bin allows the automatic feeding of monsters with produce gained from the farm and provides the stats of the produce added.
Monsters & Companions
Monster Loyalty Fully Enabled. Interact with your monster by feeding them, petting them, boinking them, and taking them into the dungeon with you. Avoid abusing them by overworking them or forgetting to feed them, or they might leave you! Loyalty is a semi hidden stat, you can guess at it by petting your monster and seeing how many hearts fly up from their head.
Monsters will now leave you if you let their loyalty get too low, and you will be fined for abusing them.
Added the Graduation Day, where monsters your monsters will join Society, if they are loyal enough they will want to stay on the farm provided their loyalty is high enough. Otherwise they will leave your farm and you will be paid for raising them by the Union as if you had sold them.
All monsters have their overworld animations paletted.
Breeding monsters now has a chance to inherit the palette from another species
Crafting & Items
61 new cookable foods
Smut & Romance
Kiram X Evan HD scene
Fio is now romanceable!
Quality of Life
Added short little monologues tutorial on how to use various farm equipment.
Calendar now has tool-tips
Reworked dungeon loading mechanism - should no longer hang after loading screen
Changes
Story & Dialogue
Modified "Report to Sieger" quest to "Return to farm" to avoid confusion
Extended the dialogue when entering Katarina Station a bit.
Farming
All buildings now have a construction cost
Changed farm expansion to only use Shards
Monsters & Companions
Reworked how loyalty is gained or lost. Monsters must now be fed daily to prevent loyalty decay.
Increased loyalty gain from petting
Increased loyalty gain from feeding manually
Loyal monsters will have higher penalties for ignoring them.
Updated the visuals of the petting hearts
Domesticity Bar on the trait window now changes color depending where it is at.
Crafting & Items
Updated existing recipes and refinements
Changed the recipe of Gempas Plemonade
Combat
Removed self-heal from Brontide’s Close Quarters attack, which will now apply a taunt instead
Enemies now scale 7.5x harder with player level and 2.5 harder with current floor. This is the first in a series of changes we intend to make to enemy scaling code in order to try and find a happy medium between ‘the player is slogged to death’ and ‘the player steam rolls everything’.
Quality of Life
Talking to Giev in the Wizard’s Tower will unlock all non-unlockable sex scenes in the gallery - the rest can be unlocked through character interaction in gameplay
Updated ability tooltips visuals
Updated loading screen tips
Updated dialogue containing misleading information about farming.
Improved the delay between click move when clicking out of dialogue
Mouse right-click shortcut to remove a monster from the Job Board
Fixes
Story & Dialogue
Fixed some lines of dialogue being too long and overflowing the screen.
Fixed a typo in Yonten’s dialogue
Fixed a grammar error in the intro
Fixed intro text being cut off
Fixed Vodan dialogue being cut off
Fixed dialogue options not clearing properly causing dialogue options to show when they shouldn’t
Fixed a dialogue error when the player enters Giev’s tower
Farming
Fixed Job Board being inaccessible
Fixed job board monster name tooltips showing off-screen
Fixed fertilizer not being removed from the inventory
Fixed a font UI issue with seeds having too long of a name
Fixed barn tutorial popping up every time you enter the barn
Monsters & Companions
Fixed Female Holstaur standing backward in UI
Fixed monster equipment icons showing when they are not an equippable item
Fixed monster icons not showing in the inventory
Fixed trait tooltips
Fixes to various trait descriptions
Fixed various traits not having descriptions
Fixed monster name tags missing
Crafting & Items
Fixed cooked items not being removed from the inventory
Fixed a dialogue error in the cooking tutorial
Fixed un-equipping weapons from the party screen throwing an error
Fixed too long text descriptions on some items.
Fixed items that show flat amounts showing percentages while at a shop
Fixed item stat blocks not displaying correctly on worn and equipable items
Cloverton & Dungeons
The player can now repeatedly enter the abandoned mine on Savannah floor 3
Fixed being able to get more than one blasting charge from the Scout
Fixed Lucia’s collision box being rather small
Fixed a bad collider in Kreyton home, where you could get stuck
Fixed Cloverton music playing during the market day event after leaving Giev's tower
Smut & Romance
Fixed sprite sex not receiving lighting as it should.
Fixed a black line in Yonten X Evan HD
Fixed an extra frame existing in the Garst X Evan HD
Quality of Life
Fixed big level scroll not appearing on screen
Fixed options window fullscreen button text not updating to reflect the current state
Fixed licking on the last line of dialogue moving the player
Fixed calendar icons jittering when hovering over them
Fixed player tab showing on a Buy Only Shop
Fixed draggables being moved when you hold more than one mouse button at a time
Time of day lighting was sometimes becoming twice as bright as intended, now it should show the correct values.
Fixed ambient lighting was not being applied immediately on transporting through a doorway
Fixed save slots showing the floors as 0 indexed instead of 1 indexed.
Fixed inventory window items not being aligned with the top.
Fixed scroll wheel in the inventory being too slow
Due to how large it is, as well as us wanting more time to properly polish everything- we've decided to split Settings Roots into 2 parts.
Settings Roots Update: Part One- will feature the new core gameplay mechanics and features, such as the romance system, expanded farming system, and the stuff we're showing off today. Part One launches on June 25th, so only a couple of days more!
Setting Roots Update: Part Two- will feature the previously teased Tro's Lab area + story content, as well as floors 4 through 6 of the Savannah dungeon. We plan to release part two around July 25th.
This way we'll be providing more content a little more consistently.
In the meantime, check out some of the exciting stuff coming up in Setting Roots part one!
Expanded Cooking
With the farm expansions explained below, we'll be enormously expanding the list of available recipes and options for creating foods. There will be recipes not only created from ingredients in season, but from combining ingredients from various seasons. For future updates, we also have plans for expanding your ability to learn recipes, not just from experimentation, but from purchases and events.
Palette Swapping
While it won't be fully implemented, we hope to get it implemented for, at the very least, all over-world sprites so that you can clearly see the different looks of monsters being passed down from parents to children!
We have another preview at our next big update for you guys! Not only will there be new story content, there's still some new mechanics, systems, and other goodies to look forward to!
New Systems
Farm Expansion
Using charged ley crystals, found through story events or purchased on market day, you will be able to expand your farm! Farm Expansion does not just include gaining new plots of land in which to grow crops, but also the ability to build specialized structures and even repurpose the farming plots and docking spaces!
Farm Plots Structures:
Fields: Just what it says on the tin, the more of them you have adjacent, the more planting spots open up and add more worker slots. They can also be upgraded to expand their ability to accept new seeds, and workers.
Pastures: While the barn can contain 20 monsters, each Pasture will add additional slots for monsters to live and frolic on your farm.
Training Yards: While these won't produce any direct benefits for your monsters, you can assign both teachers and students. The stats of the teachers will impact how much experience the students accrue each hour, and let them level up without having to travel with you into the dungeon.
Docking Point Structures:
Docks: Exactly like your starting one. Assign monsters to this, and then, based on their stats, they'll transport goods from your storage to the dock they're assigned too to be sold automatically.
Special Structures
The Mill: A special structure that allows you to refine base ingredients and crops into forms that will allow for a greater variety of recipes to be made. You can spend time in the mill refining ingredients yourself, or assign monsters to do so at a rate based upon their stats.
The Setting Roots Update is our first major update to the game, focusing entirely on you establishing yourself as a figure in the community of Cloverton! This will be the first major update for our users here, and provided completely free to those who already own the game.
Today we're giving a first look at some of the features coming up- with more news, information, and eventual release date to be announced in the coming weeks!
Story Updates
The Fallen Lab
Following your discovery of a fully charged Ley Crystal in the mines, they now find that the mysterious door set into Cloverton's centerpiece of a windmill has become active! This Gateway leads them to the labratory and abode of one of the mysterious Wizards of the Central Kingdom, inhuman figures and masters of magic and science beyond mortal ken, though Giev is an affable, if wordy, sort with a great love of Tea.
Giev is more than a little impressed with your shown abilities, and feels that you would be the perfect person to investigate the disappearance of one of his fellow wizards: A geneticist by the name of Tro. It helps that Tro's last known location was in a lab located deeper within the Savannah Dungeon! And so that is where you must head too next, once Giev has displayed his own ability to help you by using the energies of your acquired Ley Crystal to expand your Island home!
New Systems
Expanded Romance Systems
The game will begin tracking your interactions with your companions, building affection for you with them, and unlocking greater and greater benefits, as well as story quests, as their affection grows deeper and deeper for you!
We'll be adding activities to spend time with several of the starting companions, including Yonten, Camellia, Jaero, Kreyton, Brontide, Garst, and Fio!
We have another minor set of fixes for everyone! We'll be providing some more information about the next major content update soon- but in the mean time, we hope that this helps make for a smoother game experience!
Saves are compatible
Fixes
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Fixed monsters having a job, but not being assigned to a job in the job board, causing it to appear as if the monster had been ‘eaten’ by the board.
Fixed the item description of the Avenger to tell the player what it does.
Interacting with the staircase in the player’s house was not starting the Fio Introduction story quest under the right circumstances
An issue with daily autosaves should no longer cause time to stop