Visual updates around the various water/liquid features in the Savannah Dungeons.
Fixes
Fixed an issue where a chest on the Savannah 8 dungeon floor was always empty
Fixed issue where units would not fade out of focus during combat while using the Ghost effect from Hallow Haunt
Fixed issue where discovering a recipe for an ingredient that’s already in your inventory could cause a duplicate ingredient to appear in cooking experiment options
Fixed issue where the combat UI HP bars would not start showing the correct health value on enemies during Hallow Haunt.
Fixed issue where difficulty scaling was affecting more than just an enemy’s primary stats
Reduced the bonus dodge chance gained by monsters during Hallow Haunt to 33%
Fixed Farm action buttons no longer being clickable with the mouse
Fixed click to move handling so that click to move “state” can be held during protagonist animations, such as when interacting with crops on the farm.
Fixed some sorting issues on the farm
Adjusted some colliders in dungeon floors to prevent player getting stuck or pushed out of bounds
Fixed the dropdown arrows on the new game setup not being clickable
Fixed some typos
Fixed dialog error triggered when viewing the Savannah 5 Stonebreaker statue after Mason moves to Savannah 7
Fixed some cases where it was possible to repeat an interaction before it fully completed, causing exceptions when data attempted to update twice
Fixed Time Played on the the load game menu not displaying total hours when selecting a world slot
Fixed Male Lamias facing the wrong direction when carrying goods back from storage, while working at the docks
Attempted a fix to an issue where companion jump animations could fail to complete on slower machines
It’s that time again! Ursa’s brought us the latest state of the game address and how things are planned to play out on the back end going forward now that our last big project is done, and a massive amount of programmer resources have been freed up as a consequence!
Two important notices first:
'XUnity.AutoTranslator' is an unsupported modification which breaks the game.
At this time it appears AutoTranslator causes unavoidable errors & possibly corrupts save files. Steam players have been reporting errors such as 'Collection does not contain entry with data', which are caused by this modification. I recommend players who have installed AutoTranslator to uninstall the modification/reinstall the game into an empty folder, and load an earlier save from before they began using the modification. Cloud Meadow does not support modifications at this time.
New 'High Definition' sex scenes are being developed again!
Previously we've made very confident statements that all HD sex scenes that were planned are fully completed, and that no more are planned. Over time our circumstances have changed and under the guidance of our animation lead LucidLemonLove, the animation team is now significantly ahead of schedule. After much deliberation we've decided to allocate the creation of a limited number of new HD sex scenes, starting with select few NPCs from Cloverton.
What's been happening since the previous major update?
As you know, the long-anticipated conclusion to the Savannah Dungeon zone went live on the 24th of October after a lengthy internal review process. Development on the final Savannah floor has been a long time coming; we hope you can enjoy the content and the end of what will be the main storyline's first act.
With this major piece of content completed, there are several ways the dungeon content will unfold in the future;
When dungeon development changed hands in Q2 2020, numerous things were left unfinished. The first 3 floors will receive visual and structural changes, as well as improvements & fixes to visual issues such as incorrect layering, as well as upgrading everything to our new visual standard
The Poachers were meant to be more of a driving force in the Savannah's story arc, so there are plans to retroactively give them an appearance over many of the previous Savannah floors; what could they be up to?
We've been collecting feedback over which parts of the dungeon are most difficult to progress, especially when it comes to difficult navigation or vague quests. There are plans to streamline these painful parts to be a better experience, especially for newer players
We want the questfaring player to have more things to do - Katarina Station is determined to become a quest hub for optional content taking place in the dungeons, including vendors, NPCs and more
What else are you working on? How about…
Taking lessons learned from Savannah development, the next dungeon area - Forest - is slated to be a departure from the usual linear dungeon format. We've revised the structure of the upcoming Forest areas to make better re-use of areas, as well as segmenting development in an effort to shorten development time between dungeon content updates. More on this will unfold next year.
We are still revising the design stages of our next major content update; the Brownie Caravan; a recurring calendar event that will occupy a fairgrounds nearby to Cloverton.
Kaleida will be recruitable from this event. Kaleida is one of the 10 major NPCs that can be utilized in combat and will eventually become a romanceable companion.
For players that are already familiar with Kaleida, her combat toolkit will receive a significant overhaul
New unique vendors & storytellers for the lore fans
New consumable item recipes to craft
New minor NPCs to share a tent with
Behind-the-scenes:
Our tireless development team have been hard at work studiously rebuilding, replacing & improving tools & backend systems to support the better, faster creation of new gameplay content. When these major systems are complete, anticipate we can fully utilize our programmer output to serve content-driven updates.
Something that we've noted as sorely missing is a lively town. With the empowerment of our recently-completed internal dialogue scripting tool, we aim to give Cloverton NPCs a breath of life and more activities to grant the player in the non-dungeon portion of the game
Meanwhile in the world of combat mechanics, soon you will finally have the ability to rank up your party's ability skills - offering better power, utility and sometimes even transforming the ability entirely
If you have any questions we are always readily available in the following places:
Fixed a conversion issue. First time startup on this version may take a lot longer as we need to review all save game slots to restore files flagged by the conversion issue.
Fixed issue where “EXP” and “Affection” icon on character cards was colored white, and too hard to see
It's finally here folks! The Long awaited conclusion to the Poacher's Arc of the story, and the end of the first half of the story of the game. In time this will be extended out, and I know Ursa has some things he'd like to tell you all about our future plans, but for now, boot up the game, head over to Floor 7, and get yourself down to finally help Sieger put paid to the nefarious plans of the monster poachers! You'll find a ton of new improvements, including items that will let you change Ev's gender or that of your monsters, the ability to collect plankton and raise them on your farm properly (allowing you to harvest certain pantry ingredients), and several improvements to farming, combat, and breeding systems.
It has been a long hard road for us to get this far, with a lot of back and forth, refinements, and trememendous amount of work polishing this level and getting it all up to snuff. We could not have done it without all of your support! Thank you once again!
Additions
Added a new animation and UI for hatched monsters
Added new background images to the “standard” character card, for selected characters
Savannah Dungeon Floor 8 is now accessible from the end of Floor 7. This dungeon floor is the end of the Savannah area, containing a huge area full of quests, new sexual encounters, secrets, a climatic boss battle and a narrative conclusion to the first act of the game scenario
Added collectable Plankton nests to Floors 4, 5 & 7. The player can utilise these critters once they have unlocked & built the Plankton Pen, which is available after clearing Floor 8
Added a new monster palette; “Mermaid”, which is obtainable via hidden item
Added a new hidden item to switch the sex of a target monster or player, where applicable
New cursor icons for movement & loading
Overworld sex scenes (such as in the Farm or Dungeon) that do not meet the player’s preference options will now be hidden by a cloud of mist
Added 7 new loading screens
Changes
Improved some tooltip positions
Crops planted after 10pm count as having been planted for the next day, so will not die at midnight if not watered.
Reduced the price of Sourhead seeds from 20 to 10
Monsters working on farm fields now prioritize crops that are further along in the growth cycle
Reharvestable crops now only have a chance to drop seeds on the first harvest
Tuned Kelpie boss combat so that they cannot remain submerged for too many turns in a row.
Quest tracker will show a scrollbar when oversize, so that it can handle more active quests
The quest tracker panel will no longer expand when moving the cursor over it.
Reduced number of overlapping lights in Savannah F7, since they were causing performance issues
Shortened all Savannah quest log names
Jail cages will now appear in the Cloverton training hall to denote each boss monster the player has defeated
Some friendly characters will now migrate around the dungeon based on the player’s story progression
Restored some new & previously-hidden background animations to Cloverton, also correcting layering issues for autumn & winter town layers
All cinematic sequences now use an improved pathfinding solution
Updated union marine idle animation
Slightly lowered Diamondnium Key drop rate from pirate mobs
Fixes
Fixed a number of layering and collider issues on the farm
Fixed issue in Edline’s Royal Match Maker date sparkles would disappear behind an invisible box above the fireplace.
Fixed issue where monsters in your party wearing Sebastion’s Shackle would appear invisible with a slight outline instead of appearing as a ghostly shade of blue.
Fixed issues with transitionary weather & lighting fx when moving between indoor & outdoor environments
Harvestable crop node particles should appear at the right scale while zoomed
Sprites that used an interaction outline were previously suppressing any glow-in-the-dark fx on the same sprite
Fixed windows not being illuminated at night in Provision Day combat scenes
Fixed a handful of unit sprites whose interaction outline was distorted
Player’s name should now display correctly in dialogue menu options
Some shading layers in Savannah F6 that fade in and out based on time-of-day were previously not appearing correctly
Loading screens were sometimes encountering a small amount of distortion
Giant catxolotl in Cloverton should be pattable again, along with the statue in union barracks
Fixed an issue where character movement during cutscenes could become stuck
Fixed some typos and formatting in dialogs
Fixed an issue where the player’s walk animation wouldn’t stop, if the last keyboard input was against a blocking object.
Fixed an issue where player could sometimes become stuck after loading completed when triggering a harvest animation before moving.
Fixed an issue where the Sav 8 Centaur/Cat cave would become blocked after a weekly reset, even though the related quest was completed.
Optional quest to return the Plankton Pen blueprints to a sailor on F8 will no longer reward items on each repeat interaction. If the player has any extra copies of this item, they will be removed upon loading this game version.
Sieger’s optional Savannah F8 quest will no longer be available for players who have already cleared the Savannah
Improved some sequencing in the ‘end of Act 1’ cinematic
What's good? For your informative entertainment, i've generated a timelapse video of our programmers - past & present - working on the project over the years. This video also contains some unreleased music from the game, composed by our very own Cilantro. https://youtu.be/SJmszJW-JbQ What's been happening since the last major update?
The hefty Savannah Floor 8 is currently having the finishing touches applied before it enters internal review
Assuming review goes well, the new dungeon area will be playable very soon™ indeed.
This area will also include a couple of new unique consumable items - including one that can grant a monster of your choosing the pink 'Mermaid' palette
Programming work on combat ability levels are underway
Players will be able to gain a 'rank up' for their ability skills at a rate of one rank per level, to spend on an ability belonging to that unit
Rank levels include a range of combat boosts from extra damage, strong DOTs, multi-target hits and sometimes transforming the effect of a unit's attack entirely
Putting the 'cloud' in Cloud Meadow, the pending skybox improvements will become a more vibrant, living & breathing backdrop for the animated world of Cloud Meadow
Clouds that move, responds to changes in weather and breathes some life into the world
Also frees up some texture memory
Behind-the-scenes:
Working hard on refactoring the existing quest system
This is perhaps the single most essential framework improvement to support content-driven development for the rest of the game's lifespan
We know that have a main town full of NPCs that don't quite feel alive, a farm that players are often confused by & a dungeon that updates too infrequently to be the main focus of the game's content
However, once we've got this out of the gate, we can begin properly transforming Cloud Meadow into the more immersive & compelling experience we intended it to be
Updated dialogs to allow using the configured “Interact” key(s) for skipping single lines, in addition to left clicking.
Fixes
Fixed some issues with possible active ingredient selection after cooking/experimenting.
Fixed Female Cat pregnant and sleep animations being swapped
Fixed the Breeding/Harvest window not always opening to the correct group
Fixed issue in Yonten dialog, where stocking option would constantly repeat when trying to stock during hot weather.
Fixed a bug with resolving the rarer trait to inherit, when resolving exclusive traits
Fixed new weather always rolling as snow during summer event. Fix won’t affect already saved/predicted days, only future ones.
Fixed a bug in Headhunter ability targeting
Fixed a bug with bloodline trait slots not resetting when switching been monsters in ancestry
Fixed description of cat Nine Lives trait to no longer indicate that it has multiple charges. For that trait, grade determines chance of triggering, which can only occur once per day.
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