Hello farmers, and a bold welcome to everyone who joined us from the Steam sale.
I hope you are enjoying the new Royal Matchmaker event - and if you haven't found it yet, all you have to do is enter the town between 15th and 21st of Spring (in-game time, not real time..). The long-awaited Savannah Dungeon Floor 8 will be arriving soon
New largest dungeon area, this overworld area has roughly double the size of Floor 6's overworld
Culminating with a boss fight, this will further the main story and hint at the next arc
More dungeon mechanics, more sexual encounters, more quests, more plankton
Also in the dungeon department:
New upcoming Forest Dungeon is going through it's design phase - this area will have a radically different layout and interconnection with the Savannah as well
Current dungeon floors are getting a tidy-up or a full overhaul as they don't meet our quality standards
Behind-the-scenes:
robust quest system; plans including farming/breeding/cooking quests, proper town NPC interactions, Katarina Station dungeon quest hub & more
User Interface overhauls for Inventory & Farm Jobs
Better tools for our writing team to create more complex sequences - as seen in some of the Royal Matchmaker dates
What about future update content?
A caravan of travelers will arrive in Cloverton; introducing Kaleida, one of the 10 major NPC recruitable combatants & romance partners
'Monster migration' system; new enemy monster types will cycle through the dungeons
'Combat contest'; a seasonal, self-contained arc for truly specialised monster breeders as they climb their way through a combat tournament
I'll keep making these public posts at regular intervals, you'll get to hear about it
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There seems to be a bit of uncertainty from some fans as to what we're doing. We've always been VERY open & transparent, but maybe not as outgoing as we need to be. Starting now, I hope to be making these posts regularly to make sure that what we're working towards is highly visible to the players and casual followers alike.
If you have any urgent questions we are always readily available in the following places:
An update including a slew of dates with various characters from around Cloverton! From the dutiful Jubelle, to the valiant Sieger! Go shopping with Morghan, or even spend time in the cells with Goldra in refusing to participate despite the royal decree! You can access this event starting on Spring 15th, even right after you start the event! Not satisfied with one date? Enter the raffle multiple times for a small fee, or wait until next year for another free ticket!
Additions
Spring seasonal Matchmaker event has been greatly expanded
During the calendar event week the player will be able to go on various friendly & romantic dates
Selection of 8 minor NPCs from around Cloverton and a bonus scenario for abstainers
Added alternative monster dialogue for monsters related to the player, when interacting with them while on the farm
Changes
Incubator now shows hours and minutes remaining before hatching (previously only showed hours)
Fixes
Fixed an issue that would reset global settings
When inheriting traits from parents with mutually-exclusive traits, now the stronger trait will always be inherited
Fixed acid damage continuing to apply after death
Fixed an error that would occur while traversing rooms in a dungeon after returning from death
In-game time will no longer pass during dialogue sequences
The dialogue history scroll position will now reset to a new dialog line when opened
Fixed ‘time played’ text on save file slots showing the incorrect value
Restored color palette selection for Ev x Monster HD sex scenes viewed in the Album
Fixed an issue where draggable icons could continue to be held after closing a window
Fixed crash that could occur after returning to main menu from a game session, then loading a save file again
‘Scene unlocked’ banner messages should no longer trigger from viewing sex scenes in the Album
Brontide should no longer be able to target himself while in combat
Fixed an issue where it was possible to trigger dialog with a merchant twice
Fixed the ability to invoke dialogue from a merchant twice within the same frame
Fixed an issue with the Option window where the Gameplay Settings options could be active while on the main menu. These settings are part of the save data and can only be active after loading a game.
Fixed UI sound setting not affecting UI sounds
Fixed some icon position issues on the Construction Window
Fixed the sign board used in empty special building plots on the farm still appearing after a building has been constructed in that location
Fixed Sentinel Hoop item not working as intended
Fixed an issue where the watering can bar could move out of position
Fixed the silo not appearing in the correct location on the farm
Fixed an issue with rolling random loading screen art
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