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The Summer Fun Update Part 2

This update brings a few pretty hefty changes. The biggest of these is of course the continuation of the story to the end of Floor 6, and onto Floor 7 of the Savannah, into the salt lakes deep inside the Savannah Dungeon Island. Meet new friends and contest old foes in this ground as you pursue the Poachers to the deepest Savannah.

In addition to this, we've revamped farming entirely, added in the rest of the special buildings such as the Weather Balloon, and updated the calendar UI. There's also multiple quality of light features like adding a light source to the combat scenes during night so you can actually see what is going on, and a bunch of small balancing tweaks and small fixes to hopefully improve the overall experience.

Thank you again for all of your support, and we look forward to finishing off the first story arc of our game shortly, with the confrontation of the Poachers in the Deepest Savannah in an upcoming release.

Additions
  • After returning from Tro’s Lab with Garst, the player will receive a visitor...
  • Added Savannah dungeon floor 7 with multiple new sprite sex scenes
  • Expanded Savannah dungeon floor 6’s marine camp sequence
  • A lantern will now illuminate combat taking place at night-time
  • Added the Hot House, which can incubate 20 eggs at a time
  • Crops have new particle effects
  • There is now a particle effect when a crop is upgrading
  • There are now a variety sound effects to farming animations
  • Some crops are now considered re-harvestable
  • Added the Weather Balloon, which employs monsters to predict up to 14 days of weather
  • Updated the Calendar UI



Changes
  • Minor improvements to font punctuation symbols
  • Lowered threshold to pass Savannah 6 Centaur Cave sequence by half, and threshold will now scale with game difficulty options
  • Minor adjustments to Savannah 6 paths & interactables, to make objectives clearer
  • Path to Diamondnium Chest on Savannah 5 is less obstructed
  • Savannah 4 Boozant Core sequence shows more context clues
  • Echo Stone item is now maximum quality
  • Party Window skill-up buttons should now be more noticeable
  • Centaur’s Patience & Rage combat ability will no longer end the Centaur’s turn
  • Changed Homunculus Zombie’s display name from “Zombie” to “Lost”
  • Increased the price of the Mill from 2000 to 4000
  • Increased the price of the Silo from 2000 to 4000
  • Removed the cat rock from the cat event, so you can still access your monsters, before completing Savannah 3
  • Simplified and Standardized crop farming, so now:
    • A crop just has a growth time
    • If you forget to water a crop it dies
    • Crops now have a random chance to upgrade quality, increased with fertilizer
    • Removed tending from the farm cycle
  • Extreme weather such as Storms, or Blazing Heat will have a small chance to kill your crops at the start of the day
  • Made it so that extreme weather cannot happen two days in a row
  • Rebalanced growth times, so no more waiting 17 days for a crop to grow! The range is now from 2 days to 7 days.
  • Rebalanced stat values for each crop to be more balanced with their growth times
  • Rebalanced the price of all of the crops, so they are not the same value, despite having different stats
  • Rebalanced the price of all of the seeds to account for the price changes to crops, and re-harvestable crops giving more crops over there lifespan
  • Updated the Guidebook with the new farming information
  • Made it so that in the dungeon floor change Katarina Station is now clickable
  • Changed the Tender Trait to Foreknowledge, and made the Intuition buff work on any job that uses Intuition.
  • Change Sangrina recipe, so not the same recipe as Forbidden Fruit
  • Winning in combat now plays the victory music
  • Lower the shard prices of island expansions by 20%
  • Updated the visuals Construction UI
  • Better visualization of what weather is on the Calendar UI
  • Calendar now shows when monsters are graduating
  • Calendar now shows when the dungeon resets
  • Calendar now shows when random merchants arrive
  • Calendar now allows viewing other seasons
  • Removed any mention of being able to do the Summer Event more than once per year.
  • Updated “Gempas” Plemonade with an altered name and new description
  • Fixed an area where you could get stuck on Savannah 6
  • Fixed being able to interact with Garst more than once causing an exception
  • Fixed the wall on Savannah 4 not staying blown up


Fixes
  • The dungeons should now reset on the first time the player enters them per-week
  • Some combat backgrounds were causing combat units to appear distorted
  • All combat damage frames should now hold for the correct length of time
  • Some indoor areas in Savannah 6 were too dark at certain times of the day and have been adjusted
  • Fixed the weather not changing if you stayed up past midnight.
  • Fixed a crash upon entering winter
  • Fixed magenta appearing as a background color in Giev’s Lab and the Abandoned Mine
  • Fixed not seeing two digits in the birthday selection
  • Fixed a dialogue duplication when it was based on pronouns
  • Fixed Epoch Seeds dying
  • Removed being able to interact with the Dock
  • Fixed being able to save and load to instant hatch an egg
  • Fixed camera getting stuck on Savannah 6
  • Fixed a bug that was causing item purchased from Savannah 7 bartender to not stack
  • Fixed Magenta appearing in Tro’s Lab
  • Fixed construction UI icons having bad positions at larger resolutions
  • Fixed typos in the Joy King dialogue
  • Fixed typos in Orchid’s day 1 introduction dialogue
  • Fixed typos in Clodagh's day 1 introduction dialogue
  • Fixed typos in the day 1 boarding station dialogue
  • Fixed typos in the introduction monologue of the food bin
  • Fixed typos in the Wild Cell item description
  • Fixed the construction window showing wood cost twice instead of stone cost
  • Fixed the Cloverton training room and farm bedroom not lighting correctly after a load/scene change
  • Fixed Z-Sorting issues towards the end of the farm.
  • Fixed some more bugs with the dungeon reset trigger.

Hotfix Beta Summer Update Hotfix 5

A nice little update that'll allow you to communicate with your monster under specific conditions! When they are working, hungry, pregnant, resting, or at specific loyalty thresholds, they'll have various things to say to you based on their personality type (which is randomized between 6 variants) and their species. We've also made it easier to discover new recipes through experimentation, and adjusted how the camera works in Cloverton, along with several other fixes and small adjustments.

Additions
  • You can now talk to your monsters!
    • Each monster can have one out of 6 different personalities
    • A new dialogue bubble system introduced to handle this new dialogue
    • Talking counts as a daily interaction for loyalty
    • Responses affected by current status, such as unhappy, or if they haven’t been fed in a few days
Changes
  • Made it easier to discover new recipes with cooking experiments
    • Ingredients are only shown if they’re still used in a unknown recipe
    • Ingredients will now disable as you add ingredients to an experiment. Additional ingredients can only be added if they’re used in an unknown recipe with the other active ingredients. These changes mean you can always discover a new recipe, as long as you have all the required ingredients.
      • Experiments will still fail if you’re missing one or more of the required ingredients. If you can’t add any more ingredients, and the experiment fails, it means you’re missing an ingredient (you’ll need to keep the pantry fully stocked to experiment successfully).
  • Made the barn ladder highlight on mouse over, like other interactables
  • Made camera snapping in Cloverton less jarring while zoomed in
  • Birma now stocks more bread
Fixes
  • Fixed being able to zoom during the intro camera scroll over Cloverton
  • Fixed issue where harvesting a monster returning to their home group would cause them to start sleeping in the middle of their current path (instead of returning to home group)
  • Fixed an issue related to new popup dialogs when a monster is removed from the farm scene (such as for a missed graduation)
  • Fixed monster merchants sometimes removing the wrong monster from their stock when purchased. This was allowing the same monster to be purchased multiple times, by closing and open the store. Doing so would cause ID issues with those monsters on subsequent loads.
  • Fixed Garst’s This is It ability tooltip to describe resurrection mechanic.
  • Fixed issue where Jaero’s Ability descriptions and UI wouldn’t switch to “withered” when his water reached zero
  • Fixed a bug that would allow an experiment ingredient to be added despite player not having enough in inventory for active uses.
  • Fixed an issue where building a new training yard, linked to an existing, could “hide” the previous trainer. Change now allows for one trainer per plot (was one per two).


Hotfix Beta Summer Update Hotfix 4

Fixes
  • Fixed refinement queue not updating correctly, allowing for related items to be “duped”
  • Fixed issue where party would not be cleared when returning from seasonal event combat encounters
  • Fixed bad save data from these monsters still being in party, which could trigger an exception if they were no longer working on the farm
  • Fixed bad test, which would cause errors linking game data if a monster was given the same name as the player
  • Fixed issue where ActionSet target arrow was not scaling correctly at larger resolutions
  • Fixed bug where reassigning a monster carrying goods back from the shed, would fail to clear a related flag, keeping that monster using the carry animation in other states (such as working in the fields)
  • Fixed “consumedatefood: x” showing as dialogue in the dialogue window
  • Fixed Primary stat universal traits (e.g. Green Thumb, Herculean) affecting stat limits. These traits now modify the “base” stat. Base stat (improved by food) is limited to bloodline range, but these modifiers are applied after, using the base stat. This means these traits can increase a stat outside it’s normal limits.
  • Fixed bad logic that was blocking unintended breeding scenes on the farm, when either GuyGuy or GirlGirl scenes were disabled.

Hotfix Beta Summer Update Hotfix 3

Fixes
  • Fixed conversion error which was deleting eggs for pregnant protagonists. Status of player in affected saves has been corrected, avoiding the exception during the daily “tick”.

Summer Fun Update Hotfix 2

Changes
  • Updated monster value calculation.
    • Value/Penalty of traits is increased (and fixed)
    • Value now scales with domesticity (50 worth more)
    • Total value now starts at 50% and increases to 100% as a monster nears it’s graduation date
  • Updated the incubator tutorial to avoid sequence breaks. Jubelle now “holds” the egg until you interact with the incubator
  • Now preventing random merchants from appearing in town until the tutorial is complete to avoid issues with unintended transactions (like selling the egg from Montalvo)
  • Player can no longer sleep during tutorial, while Jubelle still has tasks to complete for that day
  • Disabled accuracy, so all abilities will hit 100% of the time
  • DOTs will now do a minimum damage equal to their percentage. I.e. A 10% poison will now do a minimum of 10 damage each tick.
  • Lowered enemy scaling based on level by 15%
  • Lowered enemy scaling based on current floor by 17.5%
  • Lowered enemy extra stamina scaling by 75%
  • Lowered the Cat Boss’s Ora Ora Ora attack damage multiplier from 2x to 1x
  • Lowered the base damage of Ora Ora Ora from 20 to 10
  • Lowered the Cat Boss’s Healing with Cat Lick from 5% to 2% per buff stack absorbed
  • Cat Boss’s zamboni summoning passive now has a 1 turn cooldown
  • Increased the Cat Boss’s stamina from 70 to 100
  • Decreased the Cat Boss’s Physique from 80 to 50
  • Increased the self stun chance for the Drunken Pirates Healing Brew from 5% to 100%
  • Increased the stun chance for the Drunken Pirates Full Brew from 1% to 20%
  • Lowered the healing multiplier for the drunken pirates abilities from 2x to 1x
  • Lowered the Drunken Pirate’s Physique from 30 to 25
  • Lowered the Drunken Pirate’s Stamina from 30 to 25
  • Increased the Holstuar’s bull rush attack multiplier from 1x to 2x
  • Increased Cat’s minimum Stamina from 10 to 15
  • Decreased Cat’s minimum Intuition from 20 to 15
  • Increased Demon’s minimum Stamina from 10 to 15
  • Decreased Demon’s minimum Intuition from 10 to 5
  • Increased Harpy’s minimum Stamina from 10 to 15
  • Decreased Harpy’s minimum Intuition from 10 to 5
  • Increased Lamia’s minimum Stamina from 10 to 15
  • Decreased Lamia’s minimum Intuition from 20 to 15
  • Increased Jaero’s starting Stamina from 10 to 15
  • Decreased Jaero’s starting Intuition from 20 to 15
  • Increased Fio’s starting Stamina from 10 to 15
  • Decreased Fio’s starting Intuition from 25 to 20
  • Brontide’s Disarm ability now inflicts the Disarm debuff (reduced damage) instead of stun

Fixes
  • Fixed issue where party members weren’t being cleared when returning to town. This fixes a related issue if one of those party members is subsequently removed from the farm (sold, graduated, unhappy)
  • Fixed missing icons in guidebook
  • Fixed Female Centaur x Crab sex swapping palettes on the farm
  • Fixed issue with transparent monsters on the farm
  • Fixed closet UI not having a character limit for renaming the player
    • Existing saves truncated to current limit (10 characters) on conversion
  • Fixed unintended input handling (enter/spacebar opening menus, joystick input being read)
  • Fixed issue where monsters located barn could fail to find a sex spot, triggering related exceptions when interacted with
  • Fixed issue where Jerikan (monster merchant in town) was not preventing player from hiring monsters when farm was full
  • These extra monsters (which cause exceptions on the farm) are removed during conversion
  • Fixed issue where player’s could purchase/hire when they did not have enough Korona (going into infinite debt)
  • All debt is being erased (korona set to 0) during conversion to this version
  • Fixed issue where monsters in merchant stocks (Jerikan) were not initializing correctly, which could cause exceptions when viewed to purchase
  • Fixed bug with leaving input field blank on transaction and cooking menus
  • Fixed bugs with inventory updating for new items gained by working monsters (time passed with manual refining)
  • Fixed issue where exception triggered during new save data initialization would soft-lock the game during load (prevent loading screen or exception dialog from appearing)
  • Fixed issue where player could sell breeding monsters to Montalvo, triggering an exception on load, or when returning to farm
    • Only idle monsters are now able to be sold (can’t be sleeping, working, pregnant, etc)
  • Fixed issue where inventory window didn’t block clicking on menus behind it (could interact with party select window behind it)
  • Fixed issue where usable inventory items (like bundles) would not be cleared when stack was used up
  • Fixed female holstaur idle animations being the wrong directions
  • Fixed the storm clouds on the farm and in Cloverton
  • Fixed bug with resolving active ingredients for a selected recipe when recipe needed to start with a mix of qualities, to be able to cook (would show as 1/0)
  • Fixed hatching tutorial event triggering when the player didn’t have enough room on the farm to hatch an egg, which was soft-locking the player on the farm
  • Fixed bugs with Chimera passive traits
  • Fixed Steam players stuck in “god mode” (since accidentally given access to menu, and after update, can no longer turn it off)
  • Fixed issue where special patreon contest monsters were not initializing their base stats