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Plans for the Beta v0.1.0.1 Quality of Life Patch


Hello everyone! Team Nimbus here,

Before I begin, I want to thank everyone who has been leaving reviews on our pages, and those of you who have been on the forums leaving bug reports, feedback and suggestions. All of this has been enormously helpful, and we’ve been taking the last half-week to dig into them and make plans for the Beta v0.1.0.1 release, as well as preview what we’re going to be doing for the Beta v0.1.1.0 release.

In the next 2-3 weeks we’ll be releasing the Beta v0.1.0.1 release to address some of the requests we’ve gotten so far. Prior to launch, the entire team spent a lot of time internally testing the game and we had reached a point that appeared stable- however thanks to the sheer number of folks who have supported us in our endeavors, we’ve been able to get a lot more eyes, and a lot more good feedback, on the current problem spots! With that in mind, here’s a list of the things we’re looking to improve, for the Beta v0.1.0.1 release. After that, I’ll talk about the high points of what we’re going to be shooting for in 3 or so months for the Beta v0.1.1.0 release (the next major content update release).

Beta v0.1.0.1 Quality of Life Patch Plans

Definite Inclusion
  • Dungeon Functions
    • Doors, once opened, stay open.
    • Removing HP Loss from the Riddle, answering a majority of the questions correctly will get you the key, while answering all of them will get you the treasure map.
    • Adding NPCs to help direct you more closely through the first two levels of the dungeon.
  • UI and Visual Updates
    • Make it so that all interactable items will highlight like doors and npcs in Cloverton do.
    • Keystone Ley Acumen Crystals will be tracked separately from the Charged Ley Crystals and reduced in number when you use them.
    • More obvious presentation for the "waterfall entrance"
    • Highlighting the Chest behind the Mine Boss once it has been defeated.
  • Combat
    • Adjusting Speed Formula so it is not such a god-stat.
    • Making it so that all NPC character special mechanic buffs transfer between combat.
    • Axe/Hammer Switch change for Yonten to be a free once per turn action.
    • Changing all Fights so that no more than 1 Stalker Cat (the thin speedy one) will appear at a time, unless there are only stalkers (or munchkins) in the fight
  • Massively decoupling the questing system from the time and date system, so that everything will run independently of each other, allowing you to take as much time as you like at each stage of the tutorial.
    • Including a few more hand holding tutorials like how the breeding mechanics work, possibly with a short dialogue with your monsters.
    • Market Day and meeting the Miners to fix up your farm will happen independently of one another, with Market Day still marking the point when the energy system gets turned on.
  • Removing the Arbitrary “Fall Asleep at 3:00am and wake up at 7:00am” system and replacing it with the following:
    • The player can stay up for as long as they like. Shops and Systems still roll over for the day at 3:00am.
    • Going to bed has you wake up at the next 7:00am period, with all of your health and energy restored, for both you and your monster, regardless of how long that stands.
    • More info on what we have planned for this in the next section.
  • Change Completion Times for Various Activities
    • Breeding will only take 1 hour.
    • Reduce Time for Cooking to 2 Minutes per Ingredient
    • Trip to Katarina Station changed to 1 hour each way.
  • NPCs
    • Add more shop keepers to Katarina Station, and make sure they sell healing items.
    • Bugs & Technical Issues
    • Working on resolving various bug reports that have been filed.


Additional Goals (Not guaranteed by next minor update) Town and Farm
  • Removing the Job Board until the Miners arrive, and then putting it in then along with a short monologue style tutorial about it’s usage.
  • Random Merchants appearing every Tuesday and Thursday, from the list of Market Day Merchants.
  • Have monsters default to appearing on the ground floor of your Barn.
Dungeon
  • Adding Animated Objects and Characters to the Savannah Dungeon.
  • Katarina NPCs completed and given Quests as well as a shop.
  • Randomize Enemy Encounters that reset each week once you’ve completed the dungeon quest.
  • Rework the collision system so walking around is easier.
  • Make the player flash green and play a noise when they’re walking around in acid to make it clear damage is being taken.
  • Adjust artwork for Floor 3 to make it more obvious where you can and can’t walk.
Combat
  • A Revival Item of some sort.
UI and Visuals
  • Adding in information about single target and area of effect attacks for ability tool tips.
  • Tool tips for the calendar.
  • New Icons on the Calendar for Shopkeepers and Market Day.


Now, that is our goal set for the next minor update for the Steam Build, and as we get bits and pieces of it working, they’ll be tested thoroughly, and then come here in 2 to 3 weeks time. Following that, we’ll be getting down to work on the Beta v0.1.1.0 Build, and below is a general list of the features we’re hoping to include:
  • All of the (addtional goals) above.
  • The Farm Upgrading System.
  • Part 2 of Act 1: Journeying to a ruined Wizard’s lab and discovering an artifact capable of summoning ancient power.
  • Savannah Dungeon Floors 4 through 6.
  • Palette Swap System for Monster Coloration, including enabling it to be passed down from parents to children.
  • The Refinement System for turning crops into pantry goods and other things.
  • Further Combat Fixes and Implementations.
  • Garst Party NPC Combat Implementation.
  • Physical Tutorial Pages in the Codex


Once we have the Beta v0.1.0.1 build out, then we’ll take some time and give a more comprehensive report on what we plan on putting out for the next major build.