0.9.5_11127 🐟 Fishing balance, wallpaper dyes, and other fixes
Meowllo~
We are taking a few days break from 0.9.6 to work on some bug fixes and polish.
[h2]🎣 Fishing Changes[/h2]
Looking into some of the drop tables and sell values for fish, I realized that they were, uh, deeply imbalanced. Going through it all, I've made some sweeping changes that should address the feeling of certain fish feeling absolutely useless to catch while others felt overtuned in value for how rare and how early you were able to obtain them.
Increases
Some of the factors that contribute to these changes include their spawn rate, which biome they appear in first, and how important money is at that point in the MSQ.
For example, the selling price of Haddock was greatly increased to match the change in which they were removed from the town spawn pool, and now mostly found in the Mushroom Forest and beyond.

Spawn Changes
Hopefully, with the value changes along with the spawn changes, there will feel like there's more of a progression with the different fish you can find as you go through the game, instead of having too many fish varieties available in the beginning, causing the game to feel stale when you discover new bodies of water.
[h2]⛏️ Mines (Legacy)[/h2]
[h2]📐 Builder Kit[/h2]
Floors and Wall dye experience has been improved
[h2]✨ Misc[/h2]
We are taking a few days break from 0.9.6 to work on some bug fixes and polish.
[h2]🎣 Fishing Changes[/h2]
Looking into some of the drop tables and sell values for fish, I realized that they were, uh, deeply imbalanced. Going through it all, I've made some sweeping changes that should address the feeling of certain fish feeling absolutely useless to catch while others felt overtuned in value for how rare and how early you were able to obtain them.
Increases
- Catfish 75 → 80
- Haddock 75 → 180
- Betta 50 → 200
- Tilapia 90 → 750
- Squid 4,800 → 7,800
- Mystfish 9,800 → 10,000
- Softshell Turtle 320 → 150
- Clownfish 480 → 230
- Guppy 400 → 240
- Angelfish 560 → 300
- Koi 780 → 320
- Fire Goby 460 → 340
- Crawfish 500 → 400
- Tuna 2,800 → 2,200
- Great White Shark 8,900 → 8,500
Some of the factors that contribute to these changes include their spawn rate, which biome they appear in first, and how important money is at that point in the MSQ.
For example, the selling price of Haddock was greatly increased to match the change in which they were removed from the town spawn pool, and now mostly found in the Mushroom Forest and beyond.

Spawn Changes
- Decreased spawn rate of Catfish and Tuna in farm and town
- Removed spawn of Haddock, Angelfish, Sea Bass and Betta in farm and town
- Decreased spawn rate of Softshell Turtle and Crawfish in Plains
- Added Sea Bass an Fire Goby to Desert
- Added and increased spawn rate of Haddock in Forest and Tundra
- Increased spawn rate of Salmon in Tundra
Hopefully, with the value changes along with the spawn changes, there will feel like there's more of a progression with the different fish you can find as you go through the game, instead of having too many fish varieties available in the beginning, causing the game to feel stale when you discover new bodies of water.
[h2]⛏️ Mines (Legacy)[/h2]
- Fixed glitchy elevator audio that wouldn't stop in some cases
- Increased resource health to prevent some things from dying too easily
- Fish now appear based on which floor you're on (1/2, 3/4, and 5)
[h2]📐 Builder Kit[/h2]
Floors and Wall dye experience has been improved
- Previewing no longer breaks the state of the wall/floor and will properly revert itself
- Dyes should now properly consume and reflect in the UI
[h2]✨ Misc[/h2]
- 0.9.6 death animation has been added (when you die, how sad)
- Fire Goby properly added to Desert Canyon's saltwater spawn table
- Quest board no longer re-focuses onto "reoccuring" tab after accepting a card
- Fixed issue where the quest "Reel Improvement" couldn't be completed if you had already upgraded your rod at least once