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Cloud Meadow News

May Hotfix #3

Changes
  • Catarella will become non-interactable instead of giving the quest in progress dialogue to avoid confusion
Fixes
  • Fixed error when opening the Save/Load menu due to impossibly high total play time in save slot; save files with these values will have time progress reset to zero for safety
  • Fixed error immediately after loading a save in which the player has collected a quest twice from Savannah F8 Pirates
  • Fixed error when talking to Summer Solstice NPCs after planting only some event seeds
  • Fixed becoming stuck in combat with a Matron trying to heal itself after being defeated on the first hit of a multi-hit attack
  • Wolf’s upgraded War Scent ability should no longer be able to stack infinitely
  • Fixed Lamia’s combat buffs adding way more HP than expected

Farming Sale Update Hotfix #2

Fixes
  • Fixed error when Catarella is introducing Katarina for players who’ve just returned from the F3 Cat Ripper boss fight
  • Fixed behaviour with F1 waterfall peasants for cases where the nearby enemy mob was already defeated

Farming Sale Hotfix

Changes
  • Visual and stylistic improvements for new Quest UI
  • Grenadier Pirate enemy units will no longer appear more than once per mob
  • Accidentally clicking at the wrong time should no longer skip a banner message (item popup, warning etc.)

Major Update! Kiram, Floor 1 Remake, and other changes!

Hey guys! It's been a hot minute, but we finally felt we had something worth pushing to Steam after the last few months! There's been a ton of backend work to get to this point, including fully implementing the new quest system into old writing, new environments, new monsters, new party member mechanics, and a ton of other clean up work including work on the UI, the combat visuals, and the various other parts. We hope to have Floors 2, 3, and Tro's Lab, all placed within the game in the upcoming months, and from there work on Forest Floors and the second major story arc of the game: Vaskin and his minions.

As always, we couldn't do this without your support, and are forever grateful for it, from the fan work you produce, to the bugs and testing you do for us as we work through Early Access.

Additions
  • New story cinematic events introducing main quest Act II
    • Act II quests & Forest dungeon content pending future updates
    • You may see some new familiar faces around Cloverton at different times of day...
  • Added Kiram, the 10th and final recruitable NPC with powerful ranged attacks, healing and party buff abilities
    • Full ability skill ranks included - 15 rank levels per ability
    • Kiram can be recruited after the Act II opening events
    • After recruitment, Kiram will move between the Docks & Monarch Inn on a daily schedule
  • 4 new enemy Harpy combat units have been added
  • 4 new enemy Lamia combat units have been added
  • 3 new enemy Pirate combat units
  • All new enemy types can appear during migration
    • New abilities for enemy Pirates
  • Lots of new sound FX for UI, dialogue & combat abilities
  • Training Dummy enemy unit added to the combat training room
  • Full overhaul for Savannah dungeon F1
    • A complete visual and gameplay overhaul to better introduce dungeon gameplay and narrative to players
    • The first of many dungeon floors to introduce new quest content, obtained in Katarina Station hub
    • 4 new sprite sex scenes as quest reward
  • Fully revised Katarina Station introduction sequence
    • The sequence now introduces Catarella & Joaqim, NPCs who will routinely offer quests related to Savannah as you progress through the game
  • Some UI animation improvements
    Modified 10 recipes to ensure all recipes only contain unique ingredients


Changes
  • Updated Quest UI - this is a WORK IN PROGRESS that is part of a larger overhaul to support better new quest content
    • Button to open new Expanded Quest UI
    • Expanded UI shows all current quest progress including relevant NPCs & locations
    • Quest panel font & UX improvements
  • Greatly improved performance on Inventory UI for players with a very large amount of items
  • Modified general message/item pickup UI banner
  • New UI banner to show when the player has recruited an NPC for the first time
  • Intercept buff will now activate 100% of the time instead of a hidden 50% chance
  • Availability of Farm Upgrades will now be tracked via repeatable Quest, letting the player know when to visit Giev
  • Chimera’s passive provides bonus damage and incoming damage reduction against specific monster types
  • Reduced enemy Lamia healing & Shield buff factor
  • Cloverton seasonal clutter (Winter snow, Autumn leaves etc.) should now slowly fade instead of abruptly vanish
  • Cloverton event music & confetti should no longer follow the player onto the Farm


Fixes
  • Fixed combat becoming soft locked when using the same consumable item twice
  • Fixed combat becoming soft locked when Brontide’s Brace passive activates for certain new enemy monster units
  • Garst’s ‘This Is It’ now triggers the explosive resurrection after the correct number of turns
  • Fixed error caused when viewing Monster Traits of an egg being hatched
  • Bruisemaker, Jawberker items & ‘Sting Like A Bee’ trait now correctly increase crit damage
  • Holstaur’s ‘Happy Cow’ trait should now provide correct bonuses to healing & essence production
  • Summer Solstice boss units should now summon correctly when in the training hall
  • Summer Solstice rain seed will no longer be kept after the seasonal event
  • Fixed soft lock where the Calendar UI couldn’t be opened during Migration tutorial
  • Macrinas crop nodes on Savannah F5 should animate correctly when harvested
  • Adjusted position of wood resource node in Savannah F8 to avoid the player getting stuck below it
  • Fixed numerous interactables & NPCs with distorted interaction outlines
  • Fixed crash in combat when using Kiram's Take a Swig ability
  • Fixed Male Lamia's portrait showing up as a Female Lamia Silhouette
  • Fixed Job Board monster slots becoming unresponsive
  • Fixed tooltip blocking interaction with the Mill farm building manufacturing queue
  • Fixed exception caused by enemy Lamia’s Injection & Defray Cost abilities
  • Fixed error when Lamia’s Coil Strike or Roughback’s Roll Out steals a player-only buff
  • Fixed crash when harvesting Macrinas nodes on Savannah F5
  • Fixed crash when enemy Poacher attempts to summon an ally during the Kiram Getaway sequence
  • Fixed crash after the Godseed battle during Summer Solstice event
  • Fixed save data handler exception when loading saves from 0.1.2.5e or earlier
  • Fixed crash that would sometimes occur when exchanging the Storehouse Key in Savannah F8
  • Corrected layering on Katarina Station battlement walls


State of the Game: 2023 in Review


Hey everyone! Judge Heath here, Ursa is normally the one to write these, but given the chaos of the last year and the last month in particular, he’s taking a break to focus on getting the code back on track. In future, these will be written by our new Project Manager, Onion Volcano.

2023 was a rough year no doubt. Our entire original programming team besides Ursa left the team for various reasons. Our plans for development were put on pause while we diverted resources and time towards hiring and training a new team. By mid-summer, we had Norimoo, Neuropa, and Dofi on the team, and were making amazing headway with new eyes and fresh ideas to tackle challenges that came to us.

However, that didn’t stop things from being rough of course: various real life events, including Spurple being hospitalized after a car accident (he is expected to make a full recovery), affected our progress significantly during the past year. Shortly after, we expanded the Art department to include a new background and environment artist, Immunity, while Nedo took the reins of the art department. Together, with Immunity, they started making massive strides refining the second forest floor and with the revisions for floors 1-3 of the savannah. And while it didn’t effect our pipeline nearly as much, we did end up losing Crom from our artists, and Johnny Law from our writers, while welcoming on Togari as a new writer.

At the end of the year the team expanded a final time with us hiring first Rimmo to be our technical artist and asset integrator. With this hiring, we removed a massive logjam in our art-to-development implementation pipeline. During this time, we also hired OnionVolcano, our new Producer and Project Manager, who will be taking over for me now so that I can step back and focus my efforts more on the game design side of things.

2023 was rough for us, yes, but we’ve come out of it wiser, stronger, and better able to handle issues in the future. So let’s look at what we did accomplish during this year! today’s post is going to be about looking back on the year of 2023, and giving all of you an idea of how far we’ve come and what is on the horizon!


Going department by department, I’ve listed out what has been added to the game, and you’ll see some pretty fantastic additions when taken as a whole!

Art
On the art side of things we massively expanded our work on the dialogue sprites for various npcs across the map, revised savannah floors 1-3, and gave Katarina Station an entirely new look to prepare it for its expansion as a quest hub!



  • Dialogue Sprites
    • Work on full body dialogue sprites
    • Work on expressions
  • Dungeon and Floor Content
    • Forest Floor 1 and 2 work
    • Savannah Floor 1-3 Redux Work
    • Tro’s Lab
    • Katarina Station

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Programming
Programming has had the most tumultuous year of the various departments, having to go through so much change and transition. However, they still covered incredible ground despite the challenges involved. While not easily summarized, here is a list of notable additions and work completed!

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  • Major
    • Fairegrounds & Brownie Caravan event, sex scenes
    • Magical saturation system
    • New enemy wolf units
    • New enemy holstaur units
    • Combat Ability skill ranks
    • Dungeon Fast Travel
    • Katarina Station visual overhaul + preparing for quest hub
    • Monster migration system
    • New enemy pirate units
  • Minor
    • Stackable equipment
    • New farm action icons
    • Camellia & Jaero combat balancing
    • Numerous fixes to keybinding, NPC interactions, farming, UI, combat, sprites/outlines
    • Calendar & events system reworked
    • New Cave environment music varieties
    • Enemy combat mob balancing
    • Performance & memory improvements for dungeons, town scenes, town events
    • 64-Bit Version of the game made available.

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Animation
Of all our departments, the Animation department has had the smoothest sailing; managing to get far ahead of their set milestones. The groundwork was laid for more HD Sex Scenes, as well as various world sprite animations (including those found in the Brownie Caravan.)

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  • Minerva HD Content
  • Sieger HD Content
  • Orchid HD Content
  • Kellam HD Content
  • Lots of Combat and HD Animation Fixes to make them run smoother and nicer such as the Market Day Stalls
  • Travel System Animations
  • Town idle assets for various characters.
  • Ev Sleeping Animations for different places:
  • Dungeon and Combat Assets for Forest Floor and other areas
  • Tro’s Lab Animations

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Writing
On the writing side of things we’ve seen enormous improvement across the board. The writing team expanded the number of written sex scenes and sprite sex animations that lacked a written component. Entirely new characters were penned, and several events and story segments were completed. In addition multiple areas of the content have been written out and are awaiting implementation currently.

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  • Completed and Implemented
    • Brownie Caravan Update: The Writing team completed the Brownie Caravan update, introducing several new characters and eight new sex scenes and a number of minor sex scenes. We are confident this this major content update will provide a number of fun interactions for players to take a break during their busy schedule of farming and fighting.
  • Completed and in the process of being implemented
    • Arc 2 Opening Quest Line
    • Kiram Recruitment
    • Forest Isle Content for floors 1 and 2
    • Various Romance and Date Dialogues.
    • Various sex scene written segments



At the end of last year S-Purple had a serious accident resulting in his hospitalization, while he is expected to make a full recovery, it still left us in a lurch with our plans, which was to focus on finishing off Forest Floors 2 and 3 and continue implementation. As Forest Floor 2 was only partially complete, and Floor 3 only designed, there was no question we needed to change priorities on our roadmap.

Much of January has been spent reorganizing the team (to integrate new leadership and staff), and get early planning and revisions done to continue forging ahead.

While the full extent of changes will be announced at a later date, for the time being our plans are to focus on the scenarios and backend systems which are nearly asset complete. We look forward to sharing more details for revamps of Tro’s lab, and Savannah Floors 1-3. After the new development team has cut their teeth on these revamps, we plan to dive headfirst into continuing the development of content for the forest isles, Companion social links, and more!

Below you’ll find a full list of our future plans along with some samples of the work already done for them!


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  • Focus on revising the savannah floors 1-3 to make them more engaging and better able to onboard new players
  • New Quest system and greatly expanded quest content, making the floors more alive, and less a simple pretty painting you walk through.
  • Tutorialization of basic game concepts such as farming, breeding, and cooking.
  • Back End Improvements and new UI for the Quest System.
  • Kiram NPC Combat unit
  • Story Arc II intro sequences
  • Inventory UI performance improvements
  • Sex scene unlock hints system
  • Quest system overhaul + preparing for quest hub
  • Tro's Lab overhaul
  • UI & combat sound FX
  • NPC Barks both for normal NPCs and party members
  • Companion Social Links




If you have any questions we are always readily available in the following places: