This update comes with a pretty huge overhaul of combat we've been wanting to push out for a while, and will act as a foundation for changes we'll be making to various other systems such as how status effects function and some of the party members' various personal mechanics. The highest level change is that now, resources of companion characters in combat will persist between battles provided you don't sleep. Yonten for example will retain the ice build up, and Camellia will retain her heat, letting both of them build up on previous combats and then go all out on later ones. There's also a new party UI, and some small changes to how stats are distributed.
In addition to the combat changes, we've enacted a new event, with a new, horny villain by the name of Brume! Play through the events of the week beginning on Winter 15th to meet him and understand his motivations and get a taste of his tasty krampus dick!
There are more than a few other balance changes and various fixes included in this build as well, and we hope they make your experience all the better. As always, thank you for your support, and we hope that we continue to satisfy!
Additions
Combat stance & charge level will now persist between fights, for units that have either, this mostly will impact companion characters such as Yonten, Camellia, and Jaero.
Cooldown time for combat abilities will now persist between fights
Updated Unit Profile UI - in use with Party Selection & Active Party windows
This brings the UI in-line with other new UI (such as the Breeding window) to maximize readability, navigation & ease-of-use
Protagonist & monster units can now be renamed at any time!
New selection filters for easily sorting NPC & monster units by type/species, level range & primary stats
Equipped items are shown alongside primary stats
Improved layout for stat point allocations, including a ‘preview’ of the stat spending changes before confirmation
More & improved tooltips
Extended Winter Holiday content
Added a new Boss/NPC with their own combat encounter and sex scene, unlockable during the middle week of the Winter calendar
Dungeons floors now contain collectible presents during the event, which can be opened for new foods, or turned into the new NPC for a “special reward”
Changes
Breeding Window/farm signposts will now only show monsters assigned to one group (Pasture or Barn) at a time (instead of all monsters on farm). This will enable you to use them to organize your monsters better.
Breeding Window monster group management button has been moved to the bottom of the UI
NPC combat companions now use Ev’s level & exp values - keeping them all at the same level
Combat NPCs have had all their allocated stats refunded due to the previous change
Significant number of adjustments to combat calculations - chance to crit, resist a debuff, or evade an attack should be dramatically different
Reduced Max HP gained per Stamina
Increased Damage gained per Physique
Critical hits now deal at least 125% of max damage instead of 100%
Food items that provide over 100% healing can now be used to resurrect in combat
Brontide’s Disarm ability now has a 50% chance to affect target with Sleep
Ev’s Rake Throw & Pirate Headhunter’s Bear Trap abilities are now cast upon opposing units, interrupting their attack if they move to use any ability
Improved tooltip information for all abilities & ability descriptions
Improved tooltip information for active combat Buffs & Debuffs
New Buff types - Evasion Up, Non-threatening (reduces chance to be targeted), Resistance Up, Disable Immune (immunity to Sleep & Stun)
New Debuff Type - Vulnerable (takes more damage)
Taunt debuff now has a 50% chance of applying, but forces the targeted unit to use their basic (1st slot) ability on their own turn
Barrier & Max HP Up buffs now apply as a percentage of the unit’s max HP instead of a flat value
Removed the Party menu from combat
Targeted debuff now reduces unit’s evasion
Cloverton’s combat Training Room Menu has been improved
Added tooltips to the top bar UI buttons
Monsters are now more likely to inherit a trait from a parent
Player can no longer hold more than 2 billion Korona at a time
Added an initial loyalty value to new monsters so they don’t start out on the verge of angry
Made monsters that are children of the protagonist start with a higher loyalty
Added a new icon to the character card that appears when a monster/NPC has active food buffs - the tooltip will list those active buffs.
Hollow Haunt foods have had their effects updated to new buff types
Fixes
Fixed game crash when browsing item pages in the guidebook
Fixed a bug where new monsters could generate mutually exclusive traits - such as a positive and negative trait for the same stat type - affected monsters will keep only the positive trait
Fixed new plankton traits displaying their value as 0
Fixed combat Accelerate & Slow buff/debuffs not affecting unit turn speed correctly
Fixed Cat Stalker enemies not having their second attack ability. This attack strikes from behind, ignoring defenses, but is used less often
Fixed some issues with ability icons not updating correctly between party UI and combat
Ev now shows 100% Domesticity in the breeding menu
Fixed intercepted combat units still being affected by debuffs
Fixed Narcoleptic monster trait
Fixed issues with monster units being added to the party while on the farm
Dialogue options should no longer overlap at some screen resolutions
Fixed currency value won from combat not showing up at certain resolutions
Fixed monsters complaining about being hungry when they haven’t been fed yet on the current day (Monsters shall still complain if they weren’t fed on the previous day)
Fixed bug on character reaching max level
Fixed bug with monster graduations
Fixed temporary buffs from food expiring immediately
Fixed player’s male cats appearing as female cats while in a dungeon
Fixed tooltips on new card UI sometimes appearing behind card
Fixed bugs with Summer Event fight
Fixed plants not being watered by rain/storm
Fixed an issue where autosaves made when breeding Ev with a monster (time tick) would save Ev and the monster in an invalid state
Fixed two Kreytons showing up during the winter holiday
Fixed Jubelle’s Idle not animating properly
Fixed issue with using Garst’s “Hold The Line” ability twice in one fight
Fixed monsters/eggs with more than max domesticity (100)
Fixed issue when harvesting monsters with more than 100 domesticity (possible with items)
Fixed Harvest UI to update data along with equipment changes; since equipment can be seen/changed with new card design.
Fixed issue with milk momma action trying to harvest monsters currently in the party
Fixed issue with missing data for Hallow Haunt items
The Autumn sale is here, and with it, more discounts and more game updates!
Additionally the game is discounted during the Autumn sale, so if you haven't picked it up yet, or know a friend who wants it, now is the time to get it! More discounted adult games can be found on our publisher's catalog here- https://store.steampowered.com/publisher/tinyhat-studios
Additions
Added a new UI which includes a summary of yesterday’s events, as well as logs for background changes from monster work or weather. Background events like crops being harvested or dying are now logged, including why, for the previous 7 days. The new UI is accessed with a new icon on the top bar, and also opened at the start of the day after sleeping in your bed.
Added the Plankton Pen Building, which is built on docking spaces and allows monsters to generate ingredients from different plankton types.
Added two new universal monster traits related to working at the Plankton Pen
Changes
Out of season seeds can no longer be planted
Items refined at the Mill now go directly into the player’s inventory
Many buildings, such as Plankton Pen or Mill, are now locked by story progression
Improved building UI tooltips to better match construction with spaces on the farm map, and to improve descriptions of their function
Updated summer event items and dialogs with new names so more clear that they are supposed to be grown during the week of the event
Fixes
Fixed dialog with trapped miners on Savannah 3 repeating
Fixed weather balloon not being able to predict Hallow Haunt weather
This month we have a big expansion to the Hallowed Haunt, with spooky hauntings of the dungeon with evasive ghostly forms of the dungeon foes within! Fight creatures who hit harder, and have a chance to completely evade your attacks, all to gather up the spirit essences that can be traded for bags of Hallowed Haunt candy! Trade in enough of them, and you'll be rewarded with a spooky item of necromantic booty call! Just use it in your bed room to bring forth a spirit from the beyond looking for a good time!
Additionally, the game will be discounted during the Steam Halloween Sale! If you're interested in adult games, check out our full catalog of TinyHat Published games!
Additions
Added new content to the Hallow Haunt Event
Added a new NPC with a sprite sex scene
Added a dungeon modifier that changes enemies in the dungeon, and give them a unique item drop, which is used to unlock the new NPC
Added a unique weather that happens during the duration of the event
Added new music that plays for the duration of the event
Added new worn equipment, and food items that are only obtainable through the event.
Changes
Reduced the value of monster byproducts
Reduced the value of Milk, and milk products
Rebalanced all food prices based on the changes to Milk, made them round to the nearest Fifth.
Reduced the value of eggs
Jaero and Birma stock now increases with Farm size, so with a max size farm Jaero will sell 200 seeds instead of 25, and Birma will sell 240 bread instead of 30
Changed a lot of the light & weather environments
Calendar now shows the current weather and information about it in the side panel
Fixes
Fixed an exception being thrown when holding both mouse buttons on a draggable ally.
Fixed a Z-Sorting issue with Jerikan’s stand.
Fixed a variety of typos and dialogue inconsistencies.
Fixed bringing Camellia in the centaur cave sequence causing an exception
Improved handling of saves that cannot be loaded.
Some very dark dungeon rooms should now be brighter at night
Fixed not being able to leave the upgraded incubator building
Updated Hallow Haunt PomPom to better indicate it has to be used in your bedroom
Fixed a bug where it was possible to hatch an egg before Jubelle was ready for related tutorial event.
Restored player light aura while in Tro’s Lab
Some minor improvements to weather fx during certain camera motions
Fixed teleport locations in Tro’s Lab
Fixed a location where player could get stuck on Savannah 7
Changed fertilize action to work like seed action, opening inventory for selection when no fertilizer is selected
Updated game to create an autosave before descending dungeon floors, regardless of time since last save
Fixes
Fixed Giev not charging the shard price shown in dialog
Fixed fertilizer levels not decaying
Fixed fertilize action not updating when selected fertilizer changed
Players who managed to arrive at the Abandoned Mines without a quest to do so will now be able to continue progress
Adjusted a pillar on savannah 6 to prevent player being able to get stuck behind it
Fixed issue where player could walk away from chest opening animation, preventing them from gaining the contents if they triggered an encounter before animation completed
Fixed some typos
Addressed issue with loading a save on the farm/cloverton when other characters were still in the party
Fixed an issue with a lamia sex scene using the wrong palettes
Fixed weather predictions to account for season changes
Already predicted weather is converted to a clear day if invalid for the season it’s predicted in
Fixed a house floating off the island near the bridge to the player’s farm, in Cloverton
Camellia’s dialogue was previously missing from Savannah 6 Stonebreaker sequence
This update brings a few pretty hefty changes. The biggest of these is of course the continuation of the story to the end of Floor 6, and onto Floor 7 of the Savannah, into the salt lakes deep inside the Savannah Dungeon Island. Meet new friends and contest old foes in this ground as you pursue the Poachers to the deepest Savannah.
In addition to this, we've revamped farming entirely, added in the rest of the special buildings such as the Weather Balloon, and updated the calendar UI. There's also multiple quality of light features like adding a light source to the combat scenes during night so you can actually see what is going on, and a bunch of small balancing tweaks and small fixes to hopefully improve the overall experience.
Thank you again for all of your support, and we look forward to finishing off the first story arc of our game shortly, with the confrontation of the Poachers in the Deepest Savannah in an upcoming release.
Additions
After returning from Tro’s Lab with Garst, the player will receive a visitor...
Added Savannah dungeon floor 7 with multiple new sprite sex scenes
A nice little update that'll allow you to communicate with your monster under specific conditions! When they are working, hungry, pregnant, resting, or at specific loyalty thresholds, they'll have various things to say to you based on their personality type (which is randomized between 6 variants) and their species. We've also made it easier to discover new recipes through experimentation, and adjusted how the camera works in Cloverton, along with several other fixes and small adjustments.
Additions
You can now talk to your monsters!
Each monster can have one out of 6 different personalities
A new dialogue bubble system introduced to handle this new dialogue
Talking counts as a daily interaction for loyalty
Responses affected by current status, such as unhappy, or if they haven’t been fed in a few days
Changes
Made it easier to discover new recipes with cooking experiments
Ingredients are only shown if they’re still used in a unknown recipe
Ingredients will now disable as you add ingredients to an experiment. Additional ingredients can only be added if they’re used in an unknown recipe with the other active ingredients. These changes mean you can always discover a new recipe, as long as you have all the required ingredients.
Experiments will still fail if you’re missing one or more of the required ingredients. If you can’t add any more ingredients, and the experiment fails, it means you’re missing an ingredient (you’ll need to keep the pantry fully stocked to experiment successfully).
Made the barn ladder highlight on mouse over, like other interactables
Made camera snapping in Cloverton less jarring while zoomed in
Birma now stocks more bread
Fixes
Fixed being able to zoom during the intro camera scroll over Cloverton
Fixed issue where harvesting a monster returning to their home group would cause them to start sleeping in the middle of their current path (instead of returning to home group)
Fixed an issue related to new popup dialogs when a monster is removed from the farm scene (such as for a missed graduation)
Fixed monster merchants sometimes removing the wrong monster from their stock when purchased. This was allowing the same monster to be purchased multiple times, by closing and open the store. Doing so would cause ID issues with those monsters on subsequent loads.
Fixed Garst’s This is It ability tooltip to describe resurrection mechanic.
Fixed issue where Jaero’s Ability descriptions and UI wouldn’t switch to “withered” when his water reached zero
Fixed a bug that would allow an experiment ingredient to be added despite player not having enough in inventory for active uses.
Fixed an issue where building a new training yard, linked to an existing, could “hide” the previous trainer. Change now allows for one trainer per plot (was one per two).
Fixed refinement queue not updating correctly, allowing for related items to be “duped”
Fixed issue where party would not be cleared when returning from seasonal event combat encounters
Fixed bad save data from these monsters still being in party, which could trigger an exception if they were no longer working on the farm
Fixed bad test, which would cause errors linking game data if a monster was given the same name as the player
Fixed issue where ActionSet target arrow was not scaling correctly at larger resolutions
Fixed bug where reassigning a monster carrying goods back from the shed, would fail to clear a related flag, keeping that monster using the carry animation in other states (such as working in the fields)
Fixed “consumedatefood: x” showing as dialogue in the dialogue window
Fixed Primary stat universal traits (e.g. Green Thumb, Herculean) affecting stat limits. These traits now modify the “base” stat. Base stat (improved by food) is limited to bloodline range, but these modifiers are applied after, using the base stat. This means these traits can increase a stat outside it’s normal limits.
Fixed bad logic that was blocking unintended breeding scenes on the farm, when either GuyGuy or GirlGirl scenes were disabled.
Fixed conversion error which was deleting eggs for pregnant protagonists. Status of player in affected saves has been corrected, avoiding the exception during the daily “tick”.
Value now scales with domesticity (<50 worth less. >50 worth more)
Total value now starts at 50% and increases to 100% as a monster nears it’s graduation date
Updated the incubator tutorial to avoid sequence breaks. Jubelle now “holds” the egg until you interact with the incubator
Now preventing random merchants from appearing in town until the tutorial is complete to avoid issues with unintended transactions (like selling the egg from Montalvo)
Player can no longer sleep during tutorial, while Jubelle still has tasks to complete for that day
Disabled accuracy, so all abilities will hit 100% of the time
DOTs will now do a minimum damage equal to their percentage. I.e. A 10% poison will now do a minimum of 10 damage each tick.
Lowered enemy scaling based on level by 15%
Lowered enemy scaling based on current floor by 17.5%
Lowered enemy extra stamina scaling by 75%
Lowered the Cat Boss’s Ora Ora Ora attack damage multiplier from 2x to 1x
Lowered the base damage of Ora Ora Ora from 20 to 10
Lowered the Cat Boss’s Healing with Cat Lick from 5% to 2% per buff stack absorbed
Cat Boss’s zamboni summoning passive now has a 1 turn cooldown
Increased the Cat Boss’s stamina from 70 to 100
Decreased the Cat Boss’s Physique from 80 to 50
Increased the self stun chance for the Drunken Pirates Healing Brew from 5% to 100%
Increased the stun chance for the Drunken Pirates Full Brew from 1% to 20%
Lowered the healing multiplier for the drunken pirates abilities from 2x to 1x
Lowered the Drunken Pirate’s Physique from 30 to 25
Lowered the Drunken Pirate’s Stamina from 30 to 25
Increased the Holstuar’s bull rush attack multiplier from 1x to 2x
Increased Cat’s minimum Stamina from 10 to 15
Decreased Cat’s minimum Intuition from 20 to 15
Increased Demon’s minimum Stamina from 10 to 15
Decreased Demon’s minimum Intuition from 10 to 5
Increased Harpy’s minimum Stamina from 10 to 15
Decreased Harpy’s minimum Intuition from 10 to 5
Increased Lamia’s minimum Stamina from 10 to 15
Decreased Lamia’s minimum Intuition from 20 to 15
Increased Jaero’s starting Stamina from 10 to 15
Decreased Jaero’s starting Intuition from 20 to 15
Increased Fio’s starting Stamina from 10 to 15
Decreased Fio’s starting Intuition from 25 to 20
Brontide’s Disarm ability now inflicts the Disarm debuff (reduced damage) instead of stun
Fixes
Fixed issue where party members weren’t being cleared when returning to town. This fixes a related issue if one of those party members is subsequently removed from the farm (sold, graduated, unhappy)
Fixed missing icons in guidebook
Fixed Female Centaur x Crab sex swapping palettes on the farm
Fixed issue with transparent monsters on the farm
Fixed closet UI not having a character limit for renaming the player
Existing saves truncated to current limit (10 characters) on conversion
Fixed issue where monsters located barn could fail to find a sex spot, triggering related exceptions when interacted with
Fixed issue where Jerikan (monster merchant in town) was not preventing player from hiring monsters when farm was full
These extra monsters (which cause exceptions on the farm) are removed during conversion
Fixed issue where player’s could purchase/hire when they did not have enough Korona (going into infinite debt)
All debt is being erased (korona set to 0) during conversion to this version
Fixed issue where monsters in merchant stocks (Jerikan) were not initializing correctly, which could cause exceptions when viewed to purchase
Fixed bug with leaving input field blank on transaction and cooking menus
Fixed bugs with inventory updating for new items gained by working monsters (time passed with manual refining)
Fixed issue where exception triggered during new save data initialization would soft-lock the game during load (prevent loading screen or exception dialog from appearing)
Fixed issue where player could sell breeding monsters to Montalvo, triggering an exception on load, or when returning to farm
Only idle monsters are now able to be sold (can’t be sleeping, working, pregnant, etc)
Fixed issue where inventory window didn’t block clicking on menus behind it (could interact with party select window behind it)
Fixed issue where usable inventory items (like bundles) would not be cleared when stack was used up
Fixed female holstaur idle animations being the wrong directions
Fixed the storm clouds on the farm and in Cloverton
Fixed bug with resolving active ingredients for a selected recipe when recipe needed to start with a mix of qualities, to be able to cook (would show as 1/0)
Fixed hatching tutorial event triggering when the player didn’t have enough room on the farm to hatch an egg, which was soft-locking the player on the farm
Fixed bugs with Chimera passive traits
Fixed Steam players stuck in “god mode” (since accidentally given access to menu, and after update, can no longer turn it off)
Fixed issue where special patreon contest monsters were not initializing their base stats