The 0.1.4.3c update is the first 64-bit release of Cloud Meadow. This build architecture should have an affect on stability & performance, especially for players with a very long playtime on their save file.
We will tentatively continue to maintain 32-bit builds alongside this for those players who do not have a 64-bit operating system.
Players will automatically install the preferred build that matches the architecture of their operating system.
Changes
Build has been converted to 64 bit windows builds, improving preformance on most computers. This may cause it to stop working on some machines.
Fixes
Fixed distorted mouse-over outlines on many characters & objects
Fixed crash caused by Kelpie’s dive attack
Fixed a soft-lock when a combat unit buffed to Ontercept an ally cannot counter-attack because they are stunned
Fixed issue with Demon’s Overcharge transformation automatically happening at the start of combat
After returning home after recruiting Garst, Sieger should now immediately show up at the player’s door to continue the main story
Fixed Hallowed Haunt weather & atmosphere being applied on every non-event day in Autumn
It's been a while getting here but here it is! Just in time for All Hallow's Eve! A huge number of updates with tweaks to party members ranging from their new skill ranks to changes in how their personal mechanics work! In addition to that, we've breathed new life into the Dungeons in the form of migrations!
Below you'll find a big list of a thoroughly tested and expanded system intended to help breath more life into playing the game. As time progresses, the number of monsters and the types of encounters will be expanded and refined, and we very much look forward to your assistance in this matter! With your help testing the game, we know it will continue to improve and expand! Once again, thank you for supporting all of us here at Team Nimbus, and we hope you enjoy the update!
Additions
Combat ability skill ranks for all Monster & NPC units (except Kiram)
Max 15 ranks per ability slot
Each unit gains 1 spendable rank point per level
New Monster Migration system replaces Dungeon Reset system
Each migration changes which monster types will appear in enemy dungeon mobs
Enemy Cats, Centaurs, Holstaur & Wolves will rotate through the Savannah on new Migration weeks
Pirates & Homunculus mobs will also appear regularly
A brief tutorial segment will notify the player when Migration has been unlocked
Migration is first unlocked when resting after clearing the Savannah F3 boss
Migration is enabled in stages of dungeon progress; Savannah F1-F3, F4-F6 & F7/8 after major story events
Changes
Adjusted Jaero’s abilities for a faster water/wither cycle
Balance changes for Camellia’s combat abilities
A confirmation panel will now require you to accept (or cancel) before resting in your bed
Farm Weather Balloon now also reveals Migration species in addition to weather
Calendar UI updated a lot of visuals & icons to improve readability
If Migration is discovered, migratory species will be viewed as hidden or unlocked on the event day
When viewing a farm monster’s graduation day, buttons will appear on the sidebar that allow you to view the character sheet for each of those monsters
Fast Travel UI updated to show active migration species
Updated all Farm Monster Interaction icons
Migration units are now selected from a 3-tiered unit table that matches the player’s level
Tiers are divided into level ranges 1 - 14, 15 - 39, 40 - 60
Third tier also introduces a small chance to include boss units to enemy mobs
Balancing improvements for migration mobs rules to eliminate unfair combat encounters
Migrations will also have no more than 1 healer class unit
Added item drops to numerous enemy unit loot tables
New music for cave interior rooms
Slowing debuff from Pirate Headhunter’s Caltrops ability will no longer stack
Updated visuals for Alpha Wolf’s Huff n Puff ability
Fixes
Combat units involved in both Counter & Interception should now properly return to their original position
When selecting units to embark for the dungeon, unassigning a character slot should now behave as expected
Enemy Cat Nap should now correctly end the status effect if sleep is interrupted early
Shuffle behaviour used in Kaleida’s combat passive should now be producing more random results
Fixed migration-related error when entering Tro’s Lab or Poacher’s boss stage
Fixed Joy King locking the player into a repeated dialogue on Prank Day
Fixed Kaleida’s fortune-telling schedule only meeting with Simon
Fixes monster migration activating on floors that are not yet unlocked for migration
Fixed an error in Floor 6 Stonebreaker sequence when the party contains multiple party members of the same name
In monster selection UI the party level filter will no longer fully obscure the first row of monsters
Cloud bridge from Cloverton to Farm now using the correct material again
Prevented integer overflow when generating fixed random numbers for seeding migration results
Long overdue - we've got some things to share! The Summer Update pt 2
Development of the major Summer Update has now concluded
Beta branch release is playable now for those who want to get involved in playtesting & feedback
Steam general release will be ready in a week or more - just for stability & balance
The major features of this update include:
Ability skill ranks, allowing you to rank up & change the affect of all playable combat abilities
Monster migration (replacing the old Dungeon Cycle system) to introduce new & different enemy mobs to the dungeons
8 new wild enemy monsters; 4 Holstaur & 4 Wolf units will now appear in the Savannah on different weeks
If you would like to playtest the new update immediately you can join the beta branch by reading the pinned topic at the top of our Steam Forum
This will help us rapidly shape this update for our general Steam release by solving issues & balancing new content appropriately
It's nearly the end of 2023! How is development progressing?
Roadmap progress is behind schedule
This latest update's major feature took longer than expected, especially when deliberating on combat balance
We have hired a 4th programmer to join our team in a fulltime capacity
This will give us the best possible chance of staying on-target and with the full feature set laid out in the roadmap
We actually started some of the content for next update ahead of time
See more below in 'what else are you working on?'
Will Cloud Meadow's development be affected by Unity licensing changes?
As we are quite far into development it would likely not be viable for us to change engines for Cloud Meadow
The proposed runtime fees in addition to our ongoing Unity Pro licenses would approximately double (or more) our total license costs to Unity, for no benefit to us.
However at the time of writing this, Unity have declared their intention to adjust the proposed policy changes again
What else are you working on? How about...
In addition to the new Holstaur & Wolf enemy units, we've also close to concluding several new sets of enemies for the dungeon;
3 new pirate units
4 new wild Lamia units
4 new wild Harpy units
We're preparing to begin work on introducing Kiram - the 10th & final recruitable NPC
Kiram's combat toolkit is getting a revision from the old playable prototypes
We're setting up his introduction with a unique story sequence
This will branch the end of the Poacher's story arc into beginning a new arc, setting up their shadowy benefactor & leading into the Forest dungeon
More work behind-the-scenes:
On the art side of the team...
Environment assets on the first zone & additional boss area for the Forest dungeon
Concept art for sections of the second Forest zone, including new harvest nodes
New expression portraits for dialogue characters!
The writing team has been busy finalising dialogue & cinematic scenes for the story Act II introduction, especially Kiram's introduction sequence
Progress is also being made on narrative sequences for the Forest dungeon
New plans for written content to make Cloverton feel more alive are also in the works
Our animators have been progressing well in their many-months work on the new HD sex scenes
Evan x Orchid loop section was completed quite recently
Animation improvements & finalisation work has been contributed to future upcoming combat units; demons, cyclops & others
If you have any questions we are always readily available in the following places:
Significantly reduced memory consumption in the method used to load ambient sound fx
This should also fix a crash in Sieger's Royal Matchmaker date scene
Fixes
Thaumaturgical Absorption Book & Collar of the Companion will now correctly reduce Magical Saturation in monster offspring instead of increasing it
Corrected all Magical Saturation values (converted from old Domesticity value) for all eggs held by pregnant monsters, all merchants & all eggs stored in the incubator or hot house
Monsters that had a safe level of Domesticity should no longer immediately go feral upon hatching
Fixed an error when using Kaleida's Karmic Intervention in the Poachers boss fight
Restored missing chest & loot interactables in Savannah 1-3 that would cause an error if the player tried to interact with them
NPCs should no longer disappear when Kaleida is reading their fortune while on Market Day
Jerikan will no longer sell contracts for monsters below 100 korona value
Camera should no longer become stuck after opening the barricade to the Union Camp in Savannah F6
Interaction bubbles should no longer become detached from characters when repeatedly talking to an NPC
Fixed error when trying to rename a monster through the Job Board & then deselecting the monster
We hope you're enjoying the first Summer Update! This update adds 8 new enemy units, new dungeon travel features, new visuals and a wealth of improvements.
We are happy to announce our commitment to another four (4) HD sex scenes
We can now confirm that work has begun on HDs for Orchid - with Sieger to follow!
Both characters will have a scene with Evan & Eve each
What can I expect in Summer Update part 2?
All Ability Skill Ranks for playable combat units
You can finally spend those skill points from levelling to improve your combat abilities
Monster Migration system replaces the Dungeon Reset system
This will become the framework that changes dungeon mobs & possibly more in the future
This first iteration add the new Holstaur & Wolf units throughout the dungeon based on migration schedules
When can we play the Summer Update part 2?
We hope to get this ready in a few weeks - with test builds appearing sooner
Ability ranks are in their final stages of internal review
Migration system development is > 50% complete
Was anything dropped from the roadmap? Not at this stage!
An overhaul of Tro's Lab and some early Savannah floors have been pushed back until after the Monster Migration feature update
We believe this is important to fix older dungeon content - especially visual & functional issues - and also provide a framework for using Katarina Station as a quest hub within the dungeons
Part one of this Summer's Update is a preliminary update laying the foundation for the furture monster migration system, where new monsters and mobs will spawn into the dungeon every week within the game! To help test out the new mobs, we've added them as a preliminary thing to the arena which can be found under the Union Marine Barracks in Cloverton, the same building you find Goldra and Brontide in.
In addition to this, we've added a fast travel system! On Floors 2, 4, 6, and 8 there are broken flags that you must track down and mend, upon doing so, you will be able to summon the RESCUE PUFFER who will transport you from that point to any other fast travel points in the dungeon that you have unlocked!
In the coming weeks we hope to have the monster migration update handled, and Ursa's state of the game will go into more details about our future plans! Have a wonderful summer everyone, and as always, thank you for your support!
Additions
8 New Enemy Units have been added to the game!
4 new enemy Wolf units: The Pygmy, the Wild Wolf, the Bone Singer, and the Alpha
4 new enemy Holstaur: The Neophyte, the Wild Holstaur, the Matron, and the Herd Mistress
Currently these units are only accessible in the Training Hall pending a future update that will include them in dungeon mobs
Sky backgrounds have been replaced with an overhauled dynamic skybox system, which should also consume less texture memory in most scenes
Dungeon Fast Travel system
Player can repair travel points to travel between Katarina and some dungeon floors
Dungeon entrance now grants the player option to return to last floor visited or re-enter from F1
Changes
Reduced memory usage for all Royal Matchmaker date sequences, which was potentially causing crashes
Widened the gap between two static camera trigger zones by Cloverton docks to prevent player moving off-screen
Revised ambiguous language in daily log crop harvesting description
Prevented switching menu tabs or closing the menu while modifying a key binding
Monster 'domesticity' stat is now 'magical saturation' with almost the same function
Breeding two monsters of the same species increases magical saturation, which improves the traits passed on, but risks the monster becoming unruly if the saturation reaches maximum
Holding the ‘skip dialogue’ keybind will no longer move to the next page until the key is pressed again
Intro splash screen will now default to dark mode
Added option menu to change between dark & light modes for splash screens
Added option menu to reset all keybinds to default
Reduced colour saturation at low-light times of the day - this effect can be reduced or turned off in the Options menu at any time
CPU & GPU performance improvements for new Skybox
Minor CPU performance improvements for Fairegrounds & new Katarina Station scenes
Reduced texture memory usage in all scenes with clouds - Farm, Cloverton & several Savannah floors
Added visible overworld units for the Miner quest cutscene in Katarina Station
Fixes
Fixed a crash when moving monsters between barn & pastures
Revised Kaleida’s Karmic Intervention ability which causes an error during Sting’s boss fight
Monster UI portraits should no longer appear distorted
Fertiliser now correctly protects against weather on the last day before it’s expiration
Fixed in-season fertiliser appearing as if it were the incorrect season
Fixed lower-middle farm plots on Lucia’s construction UI being linked to the wrong plots
Fixed jobs board showing the incorrect work amount for Shipping
Merchants visiting Cloverton should no longer arrive a day early
Centaur’s Quick Draw ability is now considered a ranged attack
Sealed walkable space around hole in Savannah F8 poacher island
Bireli’s sex scene is now correctly categorised as male
Guidebook UI should no longer be able to open two pages on top of each other
Adjusted layering of bushes in Cloverton that were overlapping certain merchants
Building a dock on top of an existing dock should no longer throw an error, nor withdraw the construction cost again
Restored Kreyton's sleep combat status visuals
Kaleida's frog interaction radius should no longer be overlapping the incubator while on the farm
Fixed some seasonal visuals in Cloverton
Fixed player loading out of dungeon boundaries
Fixed two farm plots that behaved as if they were merged
Fixed skybox overlapping several Matchmaking scenes
Fixed converted monster magic saturation values, which were meant to be inverted
Fixed magic saturation infographic in guidebook
Starting the game in Windowed mode should now apply the correct screen scale
Monster's magical saturation level should now be properly applying to the quality of traits & byproducts
Prevented dungeon loot objects from granting loot twice, if the loot animation was interrupted by combat
Combat units that are summoned over the place of defeated units will not have their unit portrait greyed-out
Hey everyone! It's been a LONG road to get here, but this is a pretty significant update for us! The Brownie Caravan is a small side event, but the effort of hundreds of hours of coding, writing, animation, and artistic labor along with the introduction of a new area of Cloverton and several new activities and shops! We encourage you to explore and have fun with them as you experience everything the wandering, fortune telling Brownies have to offer the charming folks of Cloverton!
Additions
The Brownie Caravan - access to the Faire Grounds will open, and the Caravan will visit for two days of every season!
8 new unlockable sprite sex scenes with full narration are obtainable as part of this event
New high-tier consumable items will be available only from a Caravan merchant
Added Kaleida, a recruitable NPC that can serve as a ‘utility spellcaster’ in the player’s dungeon party
Kaleida can be recruited during the Brownie Caravan event
After recruitment, Kaleida will move around between the Farm and Cloverton on a basic daily schedule
Kaleida’s passive ability - Card Reading - where each turn Kaleida will be able to select a tarot card from a random draw in order to enhance her spellcasting abilities
Characters shown in dialogue can now show various expressions or emotes - currently this is limited to the new Brownie Caravan dialogue content
Changes
Replaced placeholder visuals for Kaleida’s combat abilities & UI
Calendar window will highlight the selected day with greater visibility
Reduced memory usage for all Royal Matchmaker date sequences, which was potentially causing crashes
Widened the gap between two static camera trigger zones by Cloverton docks to prevent player moving off-screen
Revised ambiguous language in daily log crop harvesting description
Prevented switching menu tabs or closing the menu while modifying a key binding
Fixes
Updated Popondopolous’ dialogue portrait
Corrected colours on Morgan x Thrund sprite scene
Corrected incorrectly filled colour in Cat F Wild dialogue sprite
Some Cloverton NPCs has distorted outlines on mouse-over
Interaction bubbles should no longer be distorting on mouse-over
Fixed a crash when moving monsters between barn & pastures
Revised Kaleida’s Karmic Intervention ability which causes an error during Sting’s boss fight
Monster UI portraits should no longer appear distorted
Fertiliser now correctly protects against weather on the last day before it’s expiration
Fixed in-season fertiliser appearing as if it were the incorrect season
Fixed lower-middle farm plots on Lucia’s construction UI being linked to the wrong plots
Fixed jobs board showing the incorrect work amount for Shipping
Merchants visiting Cloverton should no longer arrive a day early
Centaur’s Quick Draw ability is now considered a ranged attack
Sealed walkable space around hole in Savannah F8 poacher island
Bireli’s sex scene is now correctly categorised as male
Guidebook UI should no longer be able to open two pages on top of each other
Adjusted layering of bushes in Cloverton that were overlapping certain merchants
Welcome back again farmers, for another round of news coming-up in Cloud Meadow's world
We've expanded our team - two more developers!
The last couple of months have honestly been hectic, and hopefully this will be remembered as the darkest point in the project's development
Between core staff leaving unexpectedly, illness & overwork, we have persevered to bring you the next major update - in full - albeit later than expected
However the silver lining to lapsing on our short-term goals is that we've achieved the best outcome for mid- and long-term goals!
We welcome two new full-time developers to Team Nimbus; Norimoo & Neuropa!
Both developers are experienced professional Unity3D/C# game programmers with a solid history and real commercial experience bringing Unity games through to completion
We hope you can welcome them on their journey with Team Nimbus and bringing Cloud Meadow to full release by our early 2025 launch target
If you missed the launch date memo, please revisit our previous announcement for details
So where's the update?
The Brownie Caravan update is staged & ready to go - it's just around the corner for the Steam public to enjoy
We're just waiting to coincide the update launch with some other events between ourselves & our publisher
Steam Beta branch
Thank you all who joined the early development branch AND assisted with bug reporting!
The popularity of Steam users on this branch is at it's peak - 1.3% of all players - which means potentially thousands have played the latest 0140a build
This has allowed us to receive better-quality and earlier bug reports from players who are on-the-ball, allowing a faster turnaround in producing qualitative updates to keep the game stable - especially after a significant update
Soon the normal branch will catch up with the beta branch and all Steam players will receive the same update version
If you're interested in switching to beta, check the steam forums
What else are you working on? How about... Here's what you can expect in the upcoming Monster Migration update:
New enemy combat units
8 new wild enemy monsters will roam the wild lands outside of town
The next major update after Brownie Caravan new enemy Wolf & Holstaur units
Monster migration system
Introducing a bit more variation & replayability to the Savannah - instead of the dungeon 'resetting' unexpectedly, wild enemy monsters will migrate in and out based on a calendar cycle
This will allow the new enemy types to be found in the existing dungeons from time to time, also offering different loot drops and a way to gather different essences & eggs
Will be used to introduce new enemy monsters when those are integrated later
Enables us to extend this system in the future, with more ways to change the dungeon between migration cycles
Combat ability ranks
One of the benefits to leveling-up characters is not just the permanent stats gain, but also the option to rank-up the unit's skills
This content will allow the player to max out each ability at 15 ranks for combat NPCs and party Monsters
Each rank permanently adds extra power, duration or special extra effects to an ability's behavior
Dungeon Fast travel
No more need to painfully revisit every floor en route to a specific part of the Savannah - we will be adding curios to some dungeon floors that thorough explorers can use as a quick-travel point
Overhaul for dungeon visuals
Most players have definitely noticed some issues with sprite layering in the dungeons
We know - this is something we've known about basically since they were created, but has been a pretty low priority to revise until now
Tro's Lab, Savannah F1, F2 & F3 will receive some visual updates to bring them up to standard for our newer dungeon floors
These floors and others may revise the level flow to improve navigation
More work behind-the-scenes:
Integrating HD sex scenes & their questlines
Town NPCs Minerva & Kellam have new HD sex scenes, with the animations for these are in various stages of near-completion
We're in the process of designing a series of quest objectives leading to matchmaker-style date sequences
The goal of these is to enable the player to get to know these characters more, gain their trust, take them out on a date, romance and bed them!
Way more town NPC dialogue
You ever noticed how one of the first things you can do after arriving in Cloverton is talk to almost everyone - once and only once?
It's been our biggest shame that the Cloverton area is filled with NPCs who offer almost nothing - so we're going to bring the town to life
Town NPCs will have a wealth of dialogue, commenting on everything from the player's storyline progress, seasonal events, weather and more
This plus more plans are slated for Katarina station; we aim to turn this walk-through town into a bustling quest hub for dungeoneers in the future. Stay tuned
Way more emotive dialogue
One of the dialogue improvements showcased in the Brownie Caravan update is the addition of player & NPC expressions
Characters in dialogue will show joy, fear, sadness, arousal and more
Since this is a new feature, we will be adding it to newer dialogue sequences going forward
Revising existing dialogue to include these expressions will take a lot longer and is lower-priority task for now
We hope this makes reading dialogue more enjoyable for casual players & loremasters alike
If you have any questions we are always readily available in the following places:
Welcome back again farmers, for my first (albeit late) post of 2023 - we have some announcements to make
We're opening a Steam Beta branch
We want to keep the game as stable as possible - meaning no crashes, bugs, quirks or unexpected behaviour - by fixing reported issues as fast as possible
We've been getting a lot of feedback and vital bug report info primarily from Steam players - thank you!
We'd like to get that info earlier, so we can put out important bug fixes faster and keep the game stable
Players can opt-in to get 'Beta' branch updates instead of regular updates:
✅ The Pros:
Steam Beta updates will be delivered more frequently than non-Beta updates
🔻 The Cons:
Steam Beta updates will consist mostly of mechanical changes & small updates
Almost guaranteed to include more bugs
You will also not be able to switch back to the non-Beta branch easily
I repeat - this is for hardcore players who are engaged and actively contribute bug reports & feedback!
If this interests you, we'll put Beta branch access - and more vital info - in the forums
After a lot of discussion, argument, planning, plans falling through, team members joining and leaving, we've finally put our heads together to produce this game plan
This is our content roadmap* from now until the full release we want to see - we aim to launch Cloud Meadow v1.0 in early 2025
*⁽ᵃⁿ ᵃᶜᵗᵘᵃˡ ʳᵒᵃᵈᵐᵃᵖ ᵗʰᶦˢ ᵗᶦᵐᵉ⁾
❓ What happens if we're behind schedule?
To put it simply; no matter how carefully a project is planned, something may still go wrong with it
The roadmap features we've listed later in the timeline will be scaled-down, pushed back to post-launch, or dropped entirely in order to pursue our deadline
❓ What about after v1.0? What does the future hold?
We can guarantee we'll keep maintaining Cloud Meadow after v1.0 to polish it to be a stable game for the future and fill out some of the features that were long-since set into motion but never fully realised
After that - we don't know!
We have an abundance of ideas for everything from romance partners, to lore, new zones, plenty of scrapped monster species and more
However what we don't have is infinite time, nor infinite revenue nor the will to continue working on Cloud Meadow forever. Only time will tell, as things unfold post-launch
❓You're wrong about everything!
I hope not! What we really want is to deliver on what we promised
Cloud Meadow is our flagship game - it would be pretty difficult for Team Nimbus to continue to exist without the ongoing goodwill of our fans and followers
Ultimately we have aspirations to produce more new & different, high-quality adult games with a strong balance of gameplay and erotic content - this cannot begin without a satisfying delivery of a fully completed Cloud Meadow.
Hence, actualizing the completion of the game remains our singular goal at this point in time
What else are you working on? How about...
Within the month we aim to push another major content update 0.1.3.2.
As a quick recap of contents from previous announcements, this includes;
Kaleida Companion as a playable combat character
Brownie Caravan event - a seasonal event taking place in the Faire Grounds
Updated skies & weather, putting the 'cloud' in Cloud Meadow
And after that:
New high-definition sex scene content; Minerva's sex scenes are nearing completion, while Kellam's scenes are progressing through planning phases
Monster & NPC skill ranks; leveling skills will soon have an effect
More quality-of-life improvements such as dungeon fast travel
More work behind-the-scenes:
Forest Dungeon designing is in full swing
This dungeon is going to have a radically different layout to the previous dungeon, neutral NPCs, merchants and at least one tavern!
Home to wild enemy Holstaur & Wolf varieties, as well as several key story bosses
A more sprawling, interconnected layout spanning multiple sub-regions - including connection to the Savannah - that gradually expands in access as you progress
Multiple paths to encourage exploration and repeated visits - hello, sidequests!
Necessary design and documentation for the next big update - if you want to peek ahead - just look at our development roadmap!
If you have any questions we are always readily available in the following places: