In this short update, we’d like to let you know that while all is well with the team and the game, as we keep working on Act 3, we discover new things to resolve for a satisfying ending for the main story and the many character relationship states.
At the same time, the localization of the previous acts is in full swing and while we work with experienced translators, they do need our assistance with context here and there which results in hundreds of questions due to the sheer amount of text.
So we'd like to ask you for a little bit more patience while waiting for Act 3 - it’ll be ready by the end of Q2 2023.
I can't wait to see which routes, self-expression choices, and endings players will favor in their playthrough, and plan to collect your experiences with the complete story in a survey afterward.
The next sale for the game will be the Steam Spring Sale starting on March 16th.
If you haven't already, you can join the community on Discord, or leave feedback here on Steam forums and let me know what you think about the game.
Hi everyone! First, I'm sorry that this update took me such a long time. The EA launch was an incredibly great success, that I had not anticipated at all and so i have been completely overwelmed by feedbacks and everything around the launch. I'm still very late on reading the forum, but I will! Thank you so much to everyone answering and helping players.
Also :
- I've setup a crowdinpage for anyone to help improving the translation. The initial localization was done by pro translators but it seems there was still a lot of issues. So if you wish to help, don't hesitate to check a few sentenes in your langage. It will also be much easier to handle the little changes on each game update. You can discuss in on the discord (channel #translation-crowdin)
- We now have a wiki: It's still a very early state. I will (as soon as possible...) add items pages with data from the game, including all recipes. I created a #wiki channel on the discord to discuss it.
And here is the update:
Plan B - v0.6.5 build 647 HOTFIX
- add "no stop" warning in home screen, with link to game news
Plan B - v0.6.5 build 645 HOTFIX
- fix crash in some non english langages
Plan B - v0.6.5 build 644
Improvements: - lines creation complete rework. Build trucks & trains directly from the build menu, no need to build stops anymore.
Balance: - increase the city minimum altitude (at world creation) - lower the water initial creation altitude - change the gray overlay, light gray for future oceans bottom
Bugs fix: - fix vehicles kept alive after creating a new world
Minor: - text, help, hints changes
EDIT : I have received a few crash alerts, I'm investigating it, but in the meantime you can activate the "safe" branch (cf. steam properties of the game) to get back to the previous version `
Time to start blasting goblins with a variety of different spells... that we need your help to balance. There's so many different combinations of spell effects and casting archetypes that we need some feedback to really balance it properly. Hence, Early Access.
Hope everyone enjoys the game, or at the very least finds the owl cute!
"Mostly fixes", but the new ~dere Skills also reach Stable builds!!
Uniquely quirky characters will join your party if you're willing to come to terms with their... shortcomings~
There's also the (VERY) often requested States Booklet, a useful guide to the tiny icons you'll see popping up beside your characters!
But yea... "mostly fixes", right?
Size: 805.5 MBs
Additions and changes:
ːswirliesː Added States Menu ːswirliesː Bird Princess NSFW Animation #3 added ːswirliesː Mermaid NPCs NSFW Animation #2 added (90 different color combinations...) ːswirliesː Bird NPCs NSFW Animation #2 added ːswirliesː Victoria NSFW Animation #1 added ːswirliesː Victoria has been added as DLC character ːswirliesː New Progeny Skill added: "Yandere" ːswirliesː New Progeny Skill added: "Tsundere" ːswirliesː New Progeny Skill added: "Kuudere" ːswirliesː New Progeny Skill added: "Dandere" ːswirliesː New Progeny Skill added: "Nemuidere" ːswirliesː New Progeny Skill added: "Erodere" ːswirliesː Erodere / Tsundere / Dandere / Kuudere now have some conditions to reduce stats around the party ːswirliesː Added Screen Filters to select in the System Menu ːswirliesː Optimized Sunken Ruins map ːswirliesː Optimized Beach map ːswirliesː Reworked Goblin siege Boss battle ːswirliesː "Ronyan" costume added for Cat Princess and Progeny (Svaara Forge) ːswirliesː Added new icons for many weapons (Sun Sickle, Sweet Water, Minescraper, Ballooney, Wild Staff, Stalagmight, Mummifier, Swolf) ːswirliesː Optimized events in World Map North and South to reduce performance issues ːswirliesː Guild Lady NSFW Animation #1 added to the Gallery (2 versions) ːswirliesː Improved flight distance calculator ːswirliesː Added new battle Sound Effects for the Knight ːswirliesː New Cheat added: "Get every Armor" ːswirliesː New Cheat added: "Get every Weapon" ːswirliesː New Cheat added: "Get every Costume"
Fixes:
ːswirliesː Fixed Moth's route debuff not being healed when going to NG+ ːswirliesː Fixed Mouse Princess showed at war in the Kingdom Status menu against ːswirliesː Harvest/Finhead/Mermaid/Bird/Oni when it should be showing the "tax" icon instead ːswirliesː Fixed Dog Princess bugging the Progeny she removes from the party during her intro scene ːswirliesː Added automatic fix to "disappeared" Progeny once the Progeny Box menu gets accessed ːswirliesː Fixed "Grim Orb" magic skill not being assigned to ghosts but to goblins instead ːswirliesː Added a new method to stop eggs from hatching during scenes or animations ːswirliesː Fixed screen remaining zoomed after being refused to proceed in Oni Princess' tent because of not enough STR ːswirliesː Moved Fairy/Holstaur expressions showing over hairstyles ːswirliesː Fixed big Mermaid Progeny sprites ːswirliesː Fixed Crystal Progeny allowing "Sexy Times" in Chillbite Festival and Spookfests ːswirliesː Fixed Cinder Ribbon and S.C.R.A.B. being labeled as "Usable" rather than "Consumables" ːswirliesː Fixed wrong children number being shown in Princess Diaries when there's a triplet incoming ːswirliesː Fixed available points not being shown in the Level Up menu when reaching 20+ ːswirliesː Fixed missing Nun portraits in the Chapel when the Knight is also wearing a Monastic Veil ːswirliesː Fixed black screen after going up and down stairs of Gazer Prison during Dragon Princess II's route ːswirliesː Fixed Knight slowdown in NG+ if Autodash is left ON ːswirliesː Fixed some Oni Progeny sprites missing face assets ːswirliesː Fixed buggy dialogues with Bird and Oni Progeny in the Spookfest room ːswirliesː SPRITE RELOADER Debug item now works on Progeny too ːswirliesː Fixed Moss Princess' recruitment event not starting on some occasions ːswirliesː Fixed "Charge!" Skill breaking sprites if used around Scarecrow Fields ːswirliesː Fixed Hematite weapons forging checking for "Wood" rather than "Blood Iron" ːswirliesː Fixed Rabbit Garderie crashes ːswirliesː Fixed "See Man's..." quests showing their completion more than once ːswirliesː Fixed Dance Dance Desert events not resetting correctly ːswirliesː Fixed the Knight being shown as if still underwater after defeating Orata ːswirliesː Fixed recruitable Patron NPCs often not having their own Skill ːswirliesː Fixed missing Scarecrow Princess expression ːswirliesː Fixed Lapin Headband and other "transforming" items working on eggs ːswirliesː Fixed Shade Princesses not being able to wear "Crown" items ːswirliesː Fixed invisible skeleton dancers in the Old Church while the Courtesan event is happening ːswirliesː Fixed "Toxin" and "Scorch" States icons being inverted ːswirliesː Fixed buggy transfer up from the Sea Reign while using a gamepad ːswirliesː Fixed Goblin NPCs wearing a musket being randomized after every interaction ːswirliesː Fixed custom-haired Rabbit NPCs expressions ːswirliesː Fixed Slime Princess being NEVER shown as pregnant ːswirliesː Fixed crashes when talking to most Princesses ːswirliesː Fixed quest dialogue box changing the width and ending off screen ːswirliesː Fixed NPCs sprites not reappearing after the Beach quest ːswirliesː Fixed some nuns bugging dialogues ːswirliesː Fixed buggy Spookfest/Chillbite/Bloomgaze costumes given upon recruitment ːswirliesː Fixed Beach minigame ending not making the Player leave the "Underwater" state ːswirliesː Entering buildings mid-flight causing sprites to bug out ːswirliesː Fixed some menus (Reign Menu, States Booklet...) causing bugs if opened during fights ːswirliesː Fixed Bubbly Soap causing errors during the fight against Daimyo/Shogun monsters ːswirliesː Reworked Bubbly Soap effect ːswirliesː Fixed Nun Educator lacking collision ːswirliesː Fixed Diana in the Rumbling Cave bugging the Battle HUD ːswirliesː Fixed Tinhead Talker quest not showing the correct objectives / not being considered completed upon delivery ːswirliesː Fixed Stone Knife brothel being available even if the Knight has depleted his Endurance for the day ːswirliesː Fixed buggy font after leaving the Reing Menu and States Booklet ːswirliesː Fixed the Knight remaining stuck inside the Tent when starting a NSFW event with no Endurance ːswirliesː Fixed wrong dialogue when trying to sneak in Oni Princess' tent ːswirliesː Fixed crashes happening when the number of party members changed before going to NG+ ːswirliesː Fixed Oni Princess fighting in the Colosseum before all her 5 Champions have been defeated ːswirliesː Fixed transfer into Little Mice Inn at midnight in Clocktown not canceling weather effects ːswirliesː Fixed player no-clipping in Clocktown and outside Wendigo Tower ːswirliesː Fixed movement and transfers being possible while area CGs are being shown ːswirliesː Fixed Chicha in Pullet Inn not having collisions ːswirliesː Fixed Brawler Trait description ːswirliesː Fixed buggy Mhyrr dialogues ːswirliesː Fixed missing Bobba sprite in Greenkin Brewery ːswirliesː Fixed depleting flight stamina over impassable tiles not interrupting flight events correctly ːswirliesː Fixed flights stop in water areas failing even if the leading party member has Water Breathing ːswirliesː Prevented autosaves inside the Knight's Tent if midnight is spent there ːswirliesː Fixed Garderie crashes and other bugs ːswirliesː Fixed Progeny deposited in the Garderie also ending in Faun's Tavern ːswirliesː Removed decimals being shown in battle damages and in stat screens (re-depositing Progeny in the Daycare may be needed for that) ːswirliesː Added a "broken equipment" remover script ːswirliesː Fixed failing the Beach event resulting in a black screen ːswirliesː Fixed crashes after selling certain races (Drider, Lamia, Holstaur...) at the Goblins' slave market
Hi everyone! We have decided to start doing monthly devlogs instead of the biweekly work-in-progress posts. This way, each team member can go more in-depth into what they have been working on this week as well as share their thoughts on the process. This is the first monthly devlog of this year, and there will be many more to come!
Horse tweaking and clothes making
By Mathilde - 3D-artist
This month I have been working on more polishing of the Norwegian Warmblood horse. It all started with me tweaking the horse’s body after getting great community feedback and pointers, which then turned into me looking at many references and realizing that some of the muscular details were off. Since there were so many adjustments being made, especially in the face, I decided I wanted to revisit the high-detailed mesh where all the details lie. Or rather, make a new high-detail mesh instead. Since we already have the low-detailed mesh, I simply had to import this mesh into my sculpting software and up the resolution. This way I could sculpt in new details while keeping the shape of the low-detailed mesh which would save a lot of time when baking the high to the low.
The new details of the Warmblood corrected the odd-looking shoulder, the disproportionate face, and other muscular parts. While the new version isn’t as muscled as the old version, it looks more natural and less strained. This also fixed the transition from shoulder to barrel, as the previous version had a very unnatural grove there. After applying the new normal/detail map to the low-detailed mesh, I did some further tweaking to the neck, belly, and thigh.
The base coat colors for the horse have also had an update. Since the previous base colors were very flat but served as a good placeholder. This month I had time to rework these coats and make them have more shading and color variations. This also gave me the chance to look more into different shades of the bay coat color. Previously, we just had some different color shades with a slight variation in light/darker shades. But I was able to explore a bit more and add shading layers to the agouti gene. This means that we still have different color shades of the bay, but on top of this, we can add variation in darker pigments. Take an example in a seal bay which can appear almost black. And speaking of shade variations, I also added darker shades of chestnut after wishes from the community. I introduced two shades that are more liver chestnut-shaded.
Moving on from horse colors, I’ve started helping out the character artist with the rider clothes at the end of this month. This includes fixing and tweaking the low-detail meshes, creating UVs, and finally doing some light texturing to serve as examples of what kind of detail level we are looking for. I’m excited to keep working on the clothes in the coming month as well as some finishing up and polishing of other aspects.
The spring splash art
By Maja - Concept Artist
This February has gone by so fast that I’ve been primarily working on splash art only. The main splash art in focus is the spring splash art of 2023. Though I did not have time to work on it every single day because of lots of application writing, office moving, and pitch planning.
The spring splash art is not released yet, but I finished it last week. My idea for this drawing was a cute and cozy concept of a Jutland horse saying hello to a cuddly and happy Oskar with small chickens on his back in a bright and colorful landscape. The core colors in this are green, yellow, orange, and blue. Oskar is a grumpy cat, but when the cuddling is on his terms he’s happy to do so. But I did not foresee the amount of work the flowers would cause me. For spring and easter, it’s common for people in Norway to plant yellow daffodils named “Påskelilje”, I believe they are named “lent lily” or “wild daffodils” in English. Flowers are hard to draw. But I made it in the end.
The last time I drew Oskar was almost a year ago and I’ve had quite a drawing growth in that amount of time which I'm very happy about. That is the point of being an artist, you keep evolving every day. You never stop growing! One of my main goals for this art piece was to make Oskar as fluffy as possible. I’ve not been drawing that many cats before, but I absolutely love how he turned out in the end.
This is kind of the first time I’ve had more large art projects going on at the same time. Mostly I’ve had one splash art at a time with concept art tasks at the same time. I am not going to lie, it has been quite stressful for me to have that in the back of my head at all times. Especially when I got to a point where I thought the drawing wasn’t going anywhere. But I luckily managed to turn it around in the rendering phase.
This was also my first time pitching and I was really scared. I'm a quiet and introverted person and I have social anxiety so it was challenging for me, I was so nervous. But this was something I really wanted to work on. I want to be good enough at talking in front of a crowd. We can’t let extroverts be the only ones that are being seen and heard, you know. Everyone has a voice. Anyways, the pitch went great and I was so proud of myself. I probably looked stressed and nervous but I said everything I wanted to say. And it’s much easier doing it together with my amazing team!
Forward, I will be working on a poster for the early access release, a “secret” large drawing, and some concept art from now on.
The Horse Creator
By Green Horse - Programmer
We released a big update to the Horse Creator this February. Instead of having just a randomize button, we added the ability to create a horse from scratch using all kinds of drop-down menus and sliders. Very nice! This enabled us to iterate faster on horse-related assets internally because we can see the changes instantly. Next up is finishing the last parts like having the ability to join a server with the horse you’ve made.
We’re reaching the point where we’re happy to put the stamp of approval on the Horse Creator for now and move along to the second part of the Early Access release which is the show jumping game mode. That doesn’t mean we’re done with the Horse Creator yet. It just means we’re going to finish the rest of it after the release of Early Access up until the full launch of the game.
Early Access will contain two main features. The Horse Creator and the Show Jumping game mode. Moving forward into March I’m very happy I got the multiplayer work done in December as having that in my head would have created a lot of anxiety. So with that already done I think I’m ready to start prototyping some jumping mechanics. But first I’m going to make a proper server list so that our Patreon Testers can see who’s hosting a test server.
Buildings and textures
By Tirna - 3D-artist
The riding arena has undergone some updates to enhance its appearance. The walls are now adorned with more decorative items that later will include Maja's art on the picture frames. The circular model made of marble will eventually be transformed into a watch. We aimed to maintain the older look of the arena, so we made some changes to the textures, replacing the previous ones with darker, more damaged wood and rougher metals. The ceiling lamps are inspired by 1920s factory lamps, and the idea is that they are original to the building, adding to the authenticity of the experience. Riders will get to enjoy their time in a 100-year-old arena, which can be renovated or upgraded to a more modern version in the future if they chose to.
In recent weeks I have been working on blocking the main house on the property. The style of this house was popular among the upper class in Scandinavia from 1860 - 1930. The version you see in this post is our first iteration but I have been working on a new iteration that is a better representation of this style. The new iteration will be posted this week! The interior of the house is yet to be fully planned, our focus is the outside for now since there is no need for the inside at the early access. However, it has been useful to test out a room so that we can estimate better how long time I’ll spend on each room. And it is looking promising when it comes to the full release of the game.
The focus now shifts to the environment, now that most of the buildings are in place. This will likely take up most of my time until the early access release is ready.
Tail animations and human character
By Marius - Animator
This month I have been working on a couple of different things. First and foremost I have been working on fixing the more noticeable faults in the horse animations in general, after adding the new horse mesh to the rig. Luckily the mesh was similar enough not to cause any additional problems and just needed some minor weight paint adjustments. Otherwise, a lot of time has gone to redoing the tail, as most of you have seen the current version is quite buggy and at the same time, the mesh got an upgrade and the tail mesh got an upgrade too. The tail is probably the hardest part to update at the moment, as it is a lot of manual work that the more automated tools have problems with.
While adding the new tail mesh is a project in itself, the most time-consuming is to redo and fix the tail animations. The animations are made with a mix of physics simulations and manual animation techniques, as physics simulations by themselves can be unreliable; especially as none of us are physics aficionados. I will get more into detail about the tail some time in a future Patreon post and have developed it further.
From right to left: Old version with its physics setup, new tail mesh, and animation.
Other than the horse I have been working on remaking a rig for the human character, as the old character is outdated and won’t be used. It is also to know the rig more thoroughly since the last time I rigged the character I tried to use the built-in humanoid rig; which, while good, has a lot of features we don’t need and don’t know the intricacies of. This let me have a session of learning rigging tricks that shortens the animation time and increases the quality of deformations.
While I am in the process of rigging the character, the mesh itself is not done as we only have the feminine presenting version as of now.
Please note that everything shown in these devlogs is mostly showcasing work that is in progress and is not finished. To see work in progress daily, join our Discord server community here! To get more information about Astride, check out our website.
Hello! February is coming to an end and it seems to be getting warmer. Here's the 19th Little Lemon Bulb Developer Note!
1. FunctionKey application and editing update
The Functionkey editing is added to the Options window. You can edit multiple keys, such as rotating, inverting, and pasting items through the corresponding window. Some Functionkeys can be edited and applied after purchase.
2. The Inventory FunctionKey feature is added.
You can manipulate your inventory through Functionkey(z~b) during gameplay. Functionkey of inventory can be modified in Options.
3. Update 'Recently Sent Items List' function
Update the function to load a list of recently sent shipments through the specified key (default Tab key). This function is available after purchasing from Dr. AA's store.
4. An English/Japanese prototype translation of the tutorial pop-up is added.
A translation of the tutorial has been added. This translation is a prototype and is not complete. It will continue to be modified through updates.
5. The event replay is added.
Click on the penguin in the lobby to play the story again until the end of the ban.
The contents that were announced in the February notice will be developed and updated later.
English ############Content############## [Dr. Kyofu]After you met Dr. Kyofu for the first time, her relationship with you will now display in the relationship UI. [Dr. Kyofu]New quest: Dr. Kyofu's Living Specimen Research (Repeatable random mission. Reward money and improve your relationship with Dr. Kyofu. More details here: https://neolithia.fandom.com/wiki/Dr._Kyofu%27s_Living_Specimen_Research) [Persona Masks]Whenever you let Dr. Kyofu craft a persona mask, your relationship with her will slightly increase. [Persona Masks]If you have a good relationship with Dr. Kyofu, she will offer you a discount when crafting Persona Masks. (Start from relationship value 20, and gradually increase the discount all the way to 50 when the price will be halved.) [Wiki]Added a sector about the relationship on Dr. Kyofu's wiki page: https://neolithia.fandom.com/wiki/Dr_Kyofu#Relationship 简体中文 ############Content############## 【恐怖博士】在你首次遇到恐怖博士之后,在关系界面中现在会显示你和她的关系。 【恐怖博士】新任务:恐怖博士的活体样本研究 (可重复的随机任务。奖励是金钱和提高和恐怖博士的关系。更多的细节可以参考这个维基页面: https://neolithia.fandom.com/wiki/Dr._Kyofu%27s_Living_Specimen_Research ) 【人格面具】每次你让恐怖博士制造人格面具的时候,都会略微提高和她的关系度。 【人格面具】如果你和恐怖博士有不错的关系,她会在制造人格面具的时候对你有一些价格上的优惠。(关系度20开始,折扣会不断提升,直到关系度达到50时价格减半。) 【维基】在恐怖博士的维基页面上加入了一段关于关系的描述:https://neolithia.fandom.com/wiki/Dr_Kyofu#Relationship