The following changes will be introduced in game during Halloween event (26 Oct - 2 Nov):
Three costumes are available: Cat Girl, Vamp Girl, and Bat Boy; in order to wear an event costume select one in the Main Menu by using buttons above penguin; the presence of DLC or items in inventory are NOT required;
Two boss levels are accessible by clicking "Happy Halloween" in the Main Menu;
Special Halloween badge is granted for defeating event bosses;
The screen turns dark red, but don't worry it will return to common light blue after Halloween is over;
Additional changes (permanent):
Added config option "stacking" that controls how game manages items in inventory, for more details on this check the guide "Game files and config parameters"
Now it's possible to exchange gold coins in the Main Menu: one coin for one random ball;
-warehouse: * Added warehouses that can be used as storage points for various resources, In addition to extending the work scope of the villagers and providing rest and supplies, It can also increase the storage limit of resources.
-Added actual divine power level: *Now there is a calculation value used to determine the king’s attack power, Allow the late king to produce higher damage based on actual divine power.
-Move up, down, left and right keys: *In addition to WASD, the movement of the up, down, left and right buttons has been added, There is additional teaching.
-Operation UI below: * Added new tips for divine power and summoning various buttons, The scroll bar was restored and the button layout was adjusted.
-Summon flag prompt optimization: *Now there is a better description.
-Town villagers also look for parks: *Now townspeople like teachers, merchants, and priests will also look for parks.
-Back to the Home camera button to close the banner: *Fixed an issue where the flag would remain displayed when using the home button, Now both the file saving and initialization will close the enlarged flag.
-The upper left frame is closed by default: *Fixed a small problem that defaults to open when blank.
-Remove daily invaders and increase the number of buildings: *The map will now be based on enemy villages and towns on the map. There will no longer be a large number of off-map enemies invading out of thin air.
-Speed up terrain movement: * Fixed various slow movement situations.
2020/10/21 # 86
-Defense building strengthening: * Increased the amount of shots shot by the tower, And damage to the musket tower and castle.
-Reduce the number of enemies: *Fixed the issue of enemies spawning quickly on normal difficulty.
2020/10/22 # 87
-Try to fix the problem of unit collection and rotation in place: *Optimized the search logic of the unit.
-Resource change back to single collection: * Adjusted the balance of resources.
-Accelerate arrow speed: * Arrows will now be shot more neatly.
-Increase the number of enemy buildings per day: * Slightly increased the building efficiency of the enemy.
2020/10/24 # 88
-Population, happiness, energy UI: *Now there are clearer markings, And will automatically move up when opening the lower field.
-Pause can put the convening flag: *Fixed an issue where placing the convening flag was invalid when suspended.
-The movement speed of the lens frame cancels the exponential square: *Fixed the problem of moving too fast when the lens is large.
-Enemy large towns, main menu construction warehouse: *Now various large cities and towns will also plan warehouses to expand the scope of collection.
-Increase the mining rate of workers: * Reduced the chance of not being dug.
-Fixed various villager stepping problems in small resource points: *Try to use the actual location at the bottom left of the plot to correct the problem.
2020/10/24 # 89
-Fixed the movement problem of the actual position at the bottom left of the plot: *Now it will only determine the plot instead of actually going to the lower left corner, Corrected the situation of collective displacement.
2020/10/24 # 90
-Change to magnification in the later stage of resource creation: *Now as the level increases, the efficiency of creating resources will also increase.
-Shop owners do not require knowledge: * Reduce the dilemma that resources cannot be balanced when there is a lack of knowledge and gold mines at the same time.
-Change the amount of divine power recovery back to hourly: *Fixed the situation where the divine power only increased by half.
We are delighted to announce the first major update to Monstermonger. "Rare" monsters have been sighted in the Realms of Dragoris!
Rare monsters can be sold to dungeon keepers for more gold than usual, and introduce more complex tactical decision making in the mid-game phase of play. We've also added a new tactical menu giving an overview of what sorts of monsters might be lurking in the shadows and allows you to better plan your long term strategy for capturing them right from the start of the game.
Full change list is as below:
Added rare monsters
Added tactical menu showing summary of remaining monsters
Fixed tweening of monsters when taming/selling them
Fixed random number generator often giving low values
Updated Tutorial 4 to explain rare monsters
Updated Tutorial 3 to explain tactical summary menu
Updated Tutorial 2 to make it harder to end in a draw
Updated Tutorials to handle draws better
Updated AI to take account of rare monsters
Updated AI to take account of tactical summary data
Updated UI to highlight when you can capture monsters
Updated UI to highlight when you cannot recruit villagers
Updated UI to better display larger amounts of gold
Updated UI to better display larger changes in XP
Updated XP curve to better handle larger amounts of gold
Updated menu text to make the level ordering clearer
Updated online multiplayer matching algorithm
Updated online multiplayer timeouts
Updated the Expert AI speed to allow you to see its moves
As always, your feedback is really appreciated. Please drop by the discussion forums as it would be great to chat with you more about what you'd like to see in future updates. What kinds of challenges would you like to see? What more tactical options would you like to have? Where would you like to see the game evolve and develop into what you would like it to be?
We look forward to hearing your ideas, and working with you to make your game the best it can possibly be.
It took us some time, but the next pumpkin patch is finally out!
PATCH NOTES
Babies and kids implemented in single-player mode (multiplayer needs more work)
Festivals set up in Diamond Falls
Ability to assign partners and roommates to specific plots
New festival items added as well as festival prizes
Fixed Npcs being unable to marry after breaking up
More polish and added extra things in the main map
Bug repellent added
Fixed more typos
Fixed and polished some models in the game world
Spoonie Island characters can be dated and married
Diamond Falls characters are not dateable yet! Hopefully, the writing will be finished and proofread by next weekend! Sorry again for the wait.
PLEASE NOTE: Since this was a large new feature we anticipate bugs. Please let us know about any issues with this patch. We try to fix bugs within 24 hrs of them being reported. We'll be doing multiple hotfixes as well throughout the week as the bugs reports roll in. If you make videos of Pumpkin Days or stream it, I always recommend waiting 3 days after we put out a pumpkin patch to allow time to fix any critical game-breaking bugs.
CLOSE TO FINAL RELEASE!
We're gearing up for coming out of early access. Possibly in November, but also possibly in December because our team needs time off for the Thanksgiving holiday.
The main last-minute additions to the game.
Add goats
Add dogs and cat as pets
Diamond Falls characters are fully dateable
Multiplayer bug fixes
Fixing navigation with the mouse and keyboard.
VOLUNTEER TESTERS APPRECIATED
I'll make an announcement again next month, but in our Pumpkin Discord Server, you can assign yourself a tester role no need to ask us to be a tester, just jump right into the community and contribute if you want. Shoutout to members on the Pumpkin Discord Server who have been reporting bugs and recommending suggestions since we launched in early access last year. You guys are amazing and the game would not have been improved to the degree it has been without your help. This also goes for players who make reports on the steam discussions thank you for alerting us to any issues.
Thank you again for your support. I hope everyone enjoys playing Pumpkin Days@
These are new buildings that spawn in unpurchased territory. They always offer 3 randomly assigned trades that are very advantageous. However, they are classified as NPC buildings so you can not move them around - you have to bring goods to them! By default, 8 of them spawn on a map but you can change this value in the 'edit map' section when creating a new game.
You can build them and change their recipes in creative mode. You can also add new trading post recipes in the Game Rules Editor. Any recipes assigned while editing the map will be fixed in place during non-creative playthroughs, opening up some interesting possibilities for custom map scenarios.
Campaign Map 4
After a long delay, Campaign Map 4 is now available. I wanted to make this one pretty unique, so it needed some additional features to be built before I could finish it.
The setting is one large main island, with a different trading post on each of the 4 major shorelines. There is an abandoned railway running through a desert region. Perhaps it was once used to move goods across the island?
To win the scenario you will need to generate Elixirs and other goods that can only be acquired from the Trading Posts. So you must establish some trading routes and probably make use of Freight Rail cars to deliver large quantities of items for trade.
Other Feature Additions & Changes
Added new Create Game property: Trade Recipes. This is a list of recipes that the Trading Posts will choose from on map creation. New trade recipes can be added here. Any of these recipes can be assigned to the trading post in Creative mode.
New option when customizing new random map: Trading Posts, which let you choose how many trading posts should spawn
Rail Cars now default to including top-level Train filter in its logic, but the rail car can specify whether the Train filter should be active or not. This also fixes a bug where a fixed-filter rail car (like Hopper) would ignore train filters for specific goods due to its built-in Loose Bulk filter always taking precedence.
‘Packed only’ and ‘Unpacked only’ filter restrictions can now be specified for item categories like ‘Gourmet’
Recipes with inputs that are not produced in map (based on custom rules) are no longer automatically removed, as they may be produced by Trading Posts
Replaced NPC building particle effects (when they appear on a newly purchased terrain chunk) with an exclamation point icon that disappears when you select the building
Updated ‘Rail’ tutorial map to include Freight Cars
Alert icons are hidden during Campaign intro cutscenes
Balance Changes
Freight Cars are now dependent on Steam Locomotive research, not Steam Engine research
Removed Red Coin cost from Farm Herbs recipe
Campaign 2 starts player with General Store and a worker delivering Planks so they get an example of how Red Coins are produced. Also flattened out some terrain near starting area and disabled several Kitchen recipes which were impossible to produce or consume.
Bug Fixes
Fixed bug: Steam Connectors over Water Pumps could be assigned “Water” filter if an outlet pipe built from them in the same session they were created. Similar bug with Water Connectors and the Steam Generator.
Fixed bug: Custom recipes defaulted with Enabled property set to Off
Fixed bug: In creative mode, some objects were not appearing in build menus if they had been disabled by active rule set or if map launched with creative mode off
Fixed bug: When moving rail cars and re-attaching them to existing train, would create a bad train link that could cause errors when highlighting or deleting that train car in the future. Any bad links currently in games are automatically fixed during game load.
Fixed bug: Transfers to or from Rail Cars were being accidentally limited during train station stops. New behavior is that an unlimited number of items can be transferred to a single Rail Car per transfer attempt.
Fixed bug: Non-physical items like ‘Steam’, ‘Fuel’, ‘Knowledge’, etc would appear as pick-up options for workers, and would be transferred by ‘Deliver All’ commands
Fixed missing localization on ‘PlayerActionCloseTopMenu’
Fixed bug: placing structures would immediately show 'occupied' error after successful placement, instead of waiting for cursor to move
Fixed bug: when placing Farm Tiles over crops the crop icon would obscure placement position
Fixed bug: ALT key activation of ‘remove block’ tool would prevent correct hotbar assignments to top row
Fixed bug: Context commands menu would be displayed when backing out to the main menu
Fixed bug: Item filters specifying categories like ‘Gourmet’ would ignore packaged versions of items matching that category.
Fixed bug: attaching a new rail cart wouldn’t immediately apply the relevant top-level train filter
Hotfix .171k:
- Fixed missing recipes for basic medicine items in Campaign Map 4 (bandage, remedy, fish oil, protein shake). Also disabled Mana Brick, sellable books, and Specialty Goods Store. Retroactively affects campaign maps already in progress - Removed sellable books from Campaign Map 3 - Fixed hotbar items loading with incorrect locked display state
Beast Master will have a building system where players will able to build towns and villages. One of the features will allow players to build marketplaces. Each marketplace will require to finish a certain type of quest. These markets will sell and buy goods like armors, weapons, potions and other general crafting items.
We will post more detailed information about village building and how the system will work. We want Beast Master allow players to build little towns, villages and large cities.
Thanks for watching and reading. We will be looking forward to hear feedback and ideas from everyone.
Fixed bugs: 1. Auto Sounds. 2. Stickers. 3. Miscalculations of physics.
We remind you that to get to the alpha test, you need to select beta versions> alpha test in the tab. The world map is temporary, downloaded from the hosting to your computer in the cache memory.
Happy Birthday to Flatspace II 15 years ago the world looked at you And across the Flat Space you flew Happy Birthday to you!
Today marks exactly 15-years since Flatspace II was released and for this magical 24-hours there is a special 50% off sale for all Flatspace things on Steam: FlatspaceIIk, all of the music packs, and both Flatspace Soundtrack albums. Offer ends in... under 16 hours and counting.
Happy Birthday to Flatspace II 15 years ago the world looked at you And across the Flat Space you flew Happy Birthday to you!
Today marks exactly 15-years since Flatspace II was released and for this magical 24-hours there is a special 50% off sale for all Flatspace things on Steam: FlatspaceIIk, all of the music packs, and both Flatspace Soundtrack albums. Offer ends in... under 16 hours and counting.
Happy Birthday to Flatspace II 15 years ago the world looked at you And across the Flat Space you flew Happy Birthday to you!
Today marks exactly 15-years since Flatspace II was released and for this magical 24-hours there is a special 50% off sale for all Flatspace things on Steam: FlatspaceIIk, all of the music packs, and both Flatspace Soundtrack albums. Offer ends in... under 16 hours and counting.