What caused the issue: There was a bug in a previous save converter. If there's an bug in the save conversion, then the game saves a flag for that file, and you won't be able to load it, though it allows you to resume playing with any other valid save files. These files are not modified, or deleted, by this process and can be restored in a future version, once the converter issue is fixed.
IMPORTANT: You WILL experience a delay on startup.the game will need to parse all of your save games to regenerate the meta data (which optimizes startup/loading save games, limiting the amount in info we need to parse). Currently this occurs immediately after the splash screens, and it can seem like the game is hanging (just a white screen). This may take a few minutes, depending on just how many save games you currently have, and the speed of your computer. The game "shouldn't" be frozen in this state, and you'll just need to be patient, waiting for it to complete (when it'll load the main menu). We apologize for the necessity of this, and ask you to be patient with the system while it sorts our your saves.
If prompted by Windows, you should "Wait for the program to respond". Simply wait, it WILL sort itself out.
Changes
Weekly crop logs have been updated with sorting, making it easier to identify events by crop type.
Fixes
Fixed save conversion issue, preventing many saves from being able to load
While we're still working on a larger themed update- we still have a bunch of improvements, changes, and fixes ready for you all to hold you over until our next major release!
Changes
Updated the Monster Traits UI. New UI now shows parents and allows clicking them to step through a monster’s ancestry.
The roll to determine which traits are inherited by offspring is now weighted by grade. Higher grade traits - positive or negative - now have a higher chance of being inherited.
Improved Incubator and Hot House UI. Parent icons on these menus now link to the Monster Traits UI.
The Cooking UI has been improved:
Added context tooltips & UI changes elements to the Cooking UI to make it easier to understand mechanics and interactable components, such as active ingredient quality selection.
The quality of the cooked items is now shown when cooking recipes.
Each ingredient in the cooking experimentation tab now only shows once, instead of one for every quality stack. When selecting an ingredient in the experimentation tab the lowest quality available is always selected first. The best is always selected first when cooking with a recipe.
Trying to cook a known recipe from the experiments tab now results in a related message about cooking with the recipe, instead of being a failed experiment.
Combat Status Effect changes:
Units can now gain the same status from multiple sources. This allows us to design and adjust combat abilities, while avoiding certain unit ability combinations canceling each other’s effects.
The only current exception to this is Stun and Sleep. Each unit will only ever have one active source of these statuses: new sources will refresh the active duration.
Other Combat Status effects will now only refresh/stack when that status is applied by the same ability and same unit as an existing effect.
Damage over time Status Effects now deal a flat damage value per turn. This value is determined by 25% of the caster’s Intuition stat, instead of being a percentage of the target unit’s current health.
Combat UI changes:
Unit status bars are now shown on the sides of the screen instead of above each unit, along with an icon for that unit, to reduce the amount of clutter above each unit.
Active status icons in combat will now show one icon for multiple/combined effects. This includes opposite effects, such as Defense Up and Sunder.
e.g. If Defense Up is active and a Sunder effect is applied that has a higher value than the active Defense Up, then the Sunder icon will be shown with a value minus the value of Defense Up.
The tooltip for combined Statuses can now be right-clicked, which will show each of the individual statuses that are being combined.
Combat floating text now shows more details about status changes, or statuses that fail to apply: a change icon, as well as the related status icon.
Previous floating text, like “Crit” or “Resist”, was replaced with new icons to reduce crowding when lots of floating text displays at the same time, from multiple units.
Changed the position of Brontide’s ‘Brace’ minigame icon, and added floating text to show the damage blocked by a successful brace.
Combat will now show a nameplate at the top of the screen for every active unit, as well as any active ability. This is true for both allied and enemy units now.
Updated the sprite scaling in the scene window to double each increment: 1, 2, 4, and 8.
Added new idle and attack animations for Tro’s Lab boss slime summons.
Added a new run animation to the protagonist
Overhauled the combat victory rewards UI
Now shows experience and level changes for each character
Stat growth from leveling up is now displayed when a character levels up
Added new images for enemy unit icons in combat
Removed the banner message that warns the player when a party member has unspent points
Goldra’s Speed Demon minigame changes
Charge changes are now multiplied by the combo count
Region detection is now more accurate
‘Close’ region now generates 1 charge point, but is smaller
‘Miss’ region now loses 3 charges
‘Poor’ region now loses 6 charges
Reduced the chance to resist status ailments at higher levels - 50% chance to resist at 2000 combined Stamina + Intuition
Added flour to the Bitecake recipe
Tireless and Atlas' Will traits had their rarity increased to match similar primary stat traits
Updated pregnancy logic, so that a monster with the Dry trait can get pregnant, but can’t make other monsters pregnant.
Fixes
Fixed an exception that would occur when canceling an item selected to use in Combat.
Fixed an issue with inherited trait design, where it was occasionally impossible for new monsters from the same pair of parents to ever be created with certain combinations of their traits.
Fixed issue where some ingredients were still being displayed in the cooking experiment tab, after all related recipes for that ingredient were discovered.
Fixed an issue where Cloverton could sometimes fail to load after frequent visits.
Fixed an issue where it was possible to use the protagonist’s fourth slot ability while it was still on cooldown.
Fixed issue with harvesting Speedweel nodes on first dungeon floor
Fixed issue that was preventing crop nodes from dropping both crops and seeds on all dungeon floors
Fixed enemies being significantly stronger than intended during Hallow Haunt event
Fixed some issues with Camera following and zoom
Fixed an issue related to ambient sounds in Cloverton
Fixed issue with corrupt/invisible combat animations
Fixed Crit Chance Up combat status not being applied correctly
Fixed Barrier combat status in UI not updating correctly after being consumed
Fixed an issue that was allowing the camera following the player to drift further away from the protagonist over time
Fixed a bad test that was triggering hatching tutorial event before an egg was ready to hatch
Fixed an issue with work calculation that could allow a unit of work to be applied, even when no monsters were working at the related job.
Fixed issue with incorrect plankton harvest logs appearing in daily logs
Fixed bad icon positions in the incubator windows
Fixed bad icon position for the male dragon
Fixed overhead bar display in combat not clearing when canceling the current ability selection
Fixed monster dialog sprite positions
Fixed some typos
The Demon Magic Harvester trait was incorrectly set up as a bloodline trait, but was only being applied to demon abilities. This trait has been changed to a Demon species trait, and is being removed from non-demons.
Fixed the Infertile trait not preventing pregnancies
Fixed the bad page order in the Guidebook farming tab
Fixed Harpy Skyborn trait so that a higher grade only scales the percentage of evasion, and not also the swiftness required. Swiftness value changed to 150.
Monsters assigned to farming work will now also dig holes after removing all dead crops
Changes
Enemies now only scale with the protagonist’s level. This was done to make it easier to test/tune scaling.
Enemy stats have been changed, tuning them around the more fixed growth of the protagonist and companions. This should keep enemies from being too easy, too soon; though a well bred/fed monster can still be significantly stronger than all enemies, due to how powerful many max grade traits are.
All party characters now improve their primary stats each time they level.
Protagonist and Companions:
This growth per level is in addition to the stat points they already gained every level, letting those characters scale better with stronger monster species.
Each character has their own min/max range (and related growth rate per level) for each primary stat.
Due to these new points and ranges, stat points have been reset again so you can reallocate your points around these new “base” values.
You can now only spend a max of 100 stat points in a single primary stat (out of a possible 180).
Monsters:
This growth per level is 50% of the range of their bloodline limit traits. This portion can now -only- be gained by leveling, so some of your monsters may have had their stats reduced (you can no longer max out a monster's stats without leveling). For the same reason, monsters you have already leveled will have their stats increased, if they weren't already maxed out from feeding.
The stat limit ranges of most species have been updated, improving the total points in most cases.
Dragon limit traits are still among the best stat limit traits, but Dragon limit traits are no longer the best limit trait for each stat.
In some cases -mostly cat traits- limits were incorrect, and so those limits have been fixed (reduced).
Weak bloodline trait limits were updated to be 80% of the normal species limit (easier to maintain) so those ranges have been updated.
The point spend UI has been updated:
The “input” value will now show/track points spent in each stat (player and companions) or stats gained from food (monsters). This value will now change color (reddish brown) when a character has reached the max points for that stat.
You can now hold shift to add 5 stat points at a time (and there's a tooltip for this).
The Farm UI seed selection menu will no longer include out-of-season seeds.
Crops will no longer die on season change, allowing them to complete their next harvest.
Re-harvestable crops are removed during this final out of season harvest.
Crop nodes on dungeon floors will now always drop BOTH crops and seeds; currently 1-3 of each. This should help ensure a supply of food for your monsters at the start of the game, when the farm is not regularly producing crops.
Fixed an issue with applying the protagonist's Crop/Seed drop modifier to these drops.
Changed the Wolf's Alpha Strike ability to choose a random ally to join in the attack, instead of a targeted one. This was done because 90% of the time the best “choice” was always the same character (most damage), making that choice tedious.
Changed Fio's Rigged Roll result to no longer reset cooldowns on all of her abilities. Since this result always rolls all of Fio's abilities, having the cooldowns reset meant that the best “choice” was Spade Shooter, almost all of the time.
Changed "Skip turn" in combat to "Delay Turn". Instead of a double-cooldown, now resets that unit's turn timer to 50%. We think this will make this option more tactically useful.
We tweaked a couple of the floor 5/6 enemy groups to make them a little bit easier; these fights included a double Mason, double Headhunter, and double Drunken Pirate.
The poacher can no longer summon Stonebreaker or Denmother enemies.
The Stonebreaker cave challenge on Savannah 6 now resets the volunteer's health to full, before the challenge begins. This way a character that has the required stats won't fail from being damaged from prior fights.
The combat ability selection UI now has an “active” animation on top of selected abilities, or active passive abilities.
Added a new overlay to abilities that are “passive only” (can’t ever be selected).
Abilities that can’t currently be used, such as ones that require an allied target when all allies are defeated, are now darkened to better indicate they can’t be used.
Added tooltips to companion combat UIs to describe related effects.
Added a new timescale “button” to combat, allowing a player to increase the game (animation) speed from 1x to 3x.
Added a tooltip to the new button which describes the “hidden” option to add a 1x increase to combat speed while the spacebar is being held.
Fixes
Improved character descriptors in Prank Day & Mason Sex dialogue scenes
Fixed some typographical errors
Goldra’s combat minigame is no longer sped up while fast-forwarding
The animation to move a character into position before each attack in combat has been shortened.
Removed the short delay that was at the end of every combat unit’s turn
Fixed issue where non-existent Blanbala crops were being logged as killed by extreme weather
Removed sugar from Poached Plemon recipe, so not a duplicate of “Gempas” Plemonade
Fixed an exception related to Kreyton’s hunger statuses after switching from max charge no charge between turns (fed multiple times).
Fixed a soft-lock in the Kelpie boss fight related to sleeping or stunning the boss at the same time the boss was being forced to dive
Fixed an issue where it was possible to interact with the game world in the background at the end of dialog sex scenes.
Fixed an issue that allowed a chest to be opened twice using a combat.
Edited the dialogs at the end of Tro’s Lab to make events of the sequence more clear.
Fixed exception from attacking with Kreyton at full charge
A stack of Macrinas will be granted to the food bin after the farm is repaired - ensuring monsters are fed on the first night. Players who have already passed the farm repair event in a save file will also have this stack of Macrinas added to their food bin.
Fixes
Testing if Unity device error “<RI.Hid>” can be ignored without impacting performance. We are now no longer showing an error dialog for this case to avoid blocking gameplay.
If encountered, this issue can often be prevented by unplugging additional USB input devices, like gamepads or joysticks, and restarting.
Fixed issue caused by Goldra’s Saboteur ability when none of the attacks hit.
Light aura in Tro’s Lab should no longer double in brightness sometimes.
Fixed animation bug between Harpy’s Hover dodges and multiple hit enemy attacks.
Fixed issue where some players had multiple Bubzilby item stacks due to the 0.1.2.4j converter not handling cases where the player had multiple quality levels (stacks).
Fixed issue with loading saves where items with too high of a quality value had been created by monsters with too high domesticity (issue fixed in 0.1.2.5b).
After clearing Tro’s Lab, Sieger will no longer arrive to inform the player to report to the Savannah 6 Camp Commander if they have already reported to the Camp Commander.
Fixed being able to drag and build locked/unavailable buildings.
Fixed Construction UI tooltips not updating after a building was constructed.
Plankton pen job card now shows “No plankton in pen!” instead of work rate, when no plankton is assigned.
Fixed a chest collider on Savannah 5 where the player could get stuck
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