I’m Dwarf2500, from the programming team, here to share a progress and plans update. First off, let’s take a look back over the last year! (or just skip to 2022 to see what’s coming up)
Winter 2021
A year ago we were still in the middle of addressing major stability issues. It had become clear the previous fall that there were a variety of structural issues in the project’s original code, which we could not effectively continue forward with, without addressing.
However, thanks to your support over the previous year (2020), Team Nimbus was able to bring in additional staff and these new team members not only allowed us to tackle more tasks, but they also brought in a lot of new experience to the team, experience which helped us identify and address these issues. The first batch of these improvements were still wrapping up at the start of the year, (any new code creates new bugs), and things were still a little shaky. Despite these “background” changes, we still wanted to introduce new content. While part of our team continued to focus on building new dungeon floors, another began focusing on introducing more seasonal event mechanics, which for this season meant the first components of the spring Royal Matchmaker event (which is coming up again soon😏).
Spring 2021
This led up to our first major updates of the year: Savannah 6 and Monster Palettes! Savannah 6 included a lot of new mechanics, while also being the intended floor for Tro’s lab (which we had been sneaking into the end of previous floors, pushing it along with each update). The Monster Palettes were also a major milestone and introduced quite a bit of variety to farms, combat, and breeding.
Along with the implementation of palettes, all monster abilities were now working, all monster types were enabled for combat, and a little later, SFX were finally introduced for those abilities. During this period additional changes were introduced.
We’d started trickling in some new pirate types (Drunken, Musket, Poacher, and Headhunter), which were seeded throughout existing floors.
The Joy King event was introduced.
Improvements were made to Save game handling including optimizing version conversions, and recycling autosaves.
Meanwhile in the background we had also been hard at work making significant improvements to our item data…
Summer 2021
A significant number of item changes (prices, value, recipes, etc), as well as some performance improvements to related UIs (Inventory and Cooking) were finally released.
Bug fixes were now established as a major priority with each build and, thanks to our generous players taking the time to report issues on our discord👍, the game was growing more stable than ever; despite the sweeping background changes made during this period. This even meant new bugs were being discovered, as players began to interact with more of the game’s systems😂
Mid-summer also saw additional changes:
The new Summer Event put the new item changes to good use. The event included new mechanics requiring special seeds, “harvested” pages, it’s own “boss” encounter, and a special fertilizer reward.
A new popup dialog was introduced, along with monster personalities, allowing you to talk to your monsters.
We updated the cooking mechanics to make it (a little) easier to discover new recipes.
We began trying to improve combat balance and scaling issues (ongoing).
Finally, at the end of summer, Savannah 7 was finally released, as well as two more structures: the Hot House to support hatching more eggs, and the Weather Balloon to predict the weather. Along with weather prediction, we also updated the Calendar UI, making it easier to track future events, like holidays or graduations.
Fall 2021
New content to wrap up the year included:
A new Log window, to better inform the player about background changes on the farm.
New gameplay and event changes to the Hallow Haunt and Provision Day (Autumn and Winter) events.
The Plankton pen which, while the player’s variety of types is currently limited, is an additional source of ingredients on the farm; including ones the player cannot refine from crops.
As well, just in time to make it out this year, we also released our second set of significant code changes; this time related to character (protagonist, monster, companion, and enemy) data. We’d been working on these since the start of the summer which, in addition to addressing background issues, added intended function (cooldowns and states persisting), new design (companions now use the player’s level, instead of their own), and laid the groundwork for future features (ability levels).
Along with these changes, the Party Window, Party Selection, and Training Room UIs were updated. Those new UIs included new changes to the new standard “character card” which were added to the previously updated Harvest/Breeding UI, such as: new filters, new sorting, equipment, improved point spending (level up), as well as a variety of new and improved tooltips for that information. Fun fact: To give an example of how much the project has been cleaned up: a legacy save [0110f] made in the current version [0125c] is 30% the size (70% smaller), for all of the same data. None of that is improved compression, just junk/duplicate data removed.
2022
So what’s coming up this next year? Well immediately going into the new year we’re trying to wrap up:
Improved scaling and leveling changes.
Improvements to how Buffs/Debuffs stack and are displayed.
An updated traits UI, which includes “links” to parents (allowing you to step through a monster’s ancestry).
The final floor of the Savannah, and the events and encounters that will wrap up that “arc”.
Further along:
Ability leveling will finally be functional
A variety of UIs are still due to be updated, such as: Inventory, Combat Rewards, Hatching, Jobs Board & a new Monster Contracts board!
Early Savannah floors should see a polish pass
A new Forest dungeon will be introduced, populated with new enemy monsters & bosses
Further tweaks and balance changes to the Farm based on player feedback.
Multi-tier upgradable farm house, with plans for customizable rooms
As well, a third (and hopefully the last for a while🤞) set of “sweeping” changes will be started; this time improving our dialog and quest data. Those changes should finally allow us to make larger, and more frequent, additions to the game: adding story, tutorial, dating, and town content throughout the game (which we are well aware is sorely missing). To put it another way, after these improvements are made we should be able to switch a lot of focus away from stability and start introducing new content and story at a much more regular pace.
I don’t think anyone on the team expects to finish up the game this year (2022)... But I believe we all expect this to be our best year yet, and to finally put the end in sight. Thank you for all your support so far, as well as your continued support going forward.
And keep those error reports coming. They help so much. Dropping reports off on our Discord ( https://discord.gg/GXt973Q ) is effectively handing your report directly to the programming team. (We programmers monitor Discord directly, though not other platforms, such as Patreon or Steam).
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).