The Winter Update - Now Available!
This update adds two major things to the Steam Build. Firstly, it adds the Winter Event, which begins on the 15th of Winter and ends at the end of that week. You'll be able to fight off dastardly pirates attempting to steal the provisions meant for the poor and needy, as well as celebrate the coldest nights of the year together with your friends and family in Cloverton!
Secondly we've added the 5th Floor to the Savannah Dungeon. If you've never traveled to Tro's Lab before, then here's your chance to do so now, the location of Tro's Lab's entrance has been moved to the rear of Floor 5, and even if you've completed Tro's lab previously, you'll be able to access and experience Floor 5, complete with giant fuzzy centaurs, cute mason sculptors, and chatty treasure chests!
In addition- the game can be gotten on a discount for 25% off until the end of the Steam Winter Sale on January 5th!
Saves are compatible
Additions
Changes
Fixes
Secondly we've added the 5th Floor to the Savannah Dungeon. If you've never traveled to Tro's Lab before, then here's your chance to do so now, the location of Tro's Lab's entrance has been moved to the rear of Floor 5, and even if you've completed Tro's lab previously, you'll be able to access and experience Floor 5, complete with giant fuzzy centaurs, cute mason sculptors, and chatty treasure chests!
In addition- the game can be gotten on a discount for 25% off until the end of the Steam Winter Sale on January 5th!
Saves are compatible
Additions
- Savannah Dungeon 5th floor added - includes new subquests & unlockable sprite sex scene
- Six new random Savannah combat backgrounds
- Added the provision day event, it takes place in winter starting on the 15th of winter, and lasting one week, it also includes a new set of sprite sex scenes.
- Added holiday banners to the calendar to tell when the holiday events are.
Changes
- Added “related” traits to new Breeding/Harvesting UI, using new UI design
- Sweeping changes to egg generation which captures new trait design - preparation for new hatching UI in a pending update
- Breeding UI & Harvest UI now have a mirrored layout, with added “name” and “gender” text search
- Began integrating new sound effects for combat animations
- Banner messages will now be displayed one after another (previously, a newer message would suppress an older one) & fade quickly if many messages become queued
- Retrieving processed items from the farm Mill will now show a banner for each type of item produced, rather than a single banner with a long description
- Increased damage from standing in dungeon hazards from 1% to 5% & your party will now take a proportion of the player’s damage as well, which can KO
- Halved gold income factor for any coin gained from dungeon sources
- Greatly reduced combat item reward drop rates for seeds, essences & monster eggs
- Restricted seasonal seed type from item drops based on the active dungeon (eg: Savannah combat will only drop Spring crop seeds)
- All pirate units have a tiny chance to drop a Diamondnium Key
- Entrance to Tro’s Lab moved from end of Savannah 4 to end of Savannah 5
- Can now exit from Tro’s Lab via the entrance (previously you’d be stuck inside once entered)
- Added skyboxes & time of day light/shading fx to all combat scenes
- Animated snow weather effect
- Minor scene fx added to Abandoned Mine
- Made the waterfall entrance in Savannah 2 more noticeable
- Changed the sprite layering formula slightly, which may result in some minor visual errors in some scenes
- Updated Pasture management UI
- New design now groups linked plots together and allows pasture groups to be given a custom name
- Harvest and Breeding layouts updated with new pasture group selection as an additional filtering option
- New design now groups linked plots together and allows pasture groups to be given a custom name
- Update worktables on the farm so that any remainder (< 1.0) value in all work rates is saved and applied to the next work tick (i.e. partial work rates still contribute to work)
- Work rates on all job cards now show partial work rates (decimal value) to reflect this
- Work rates on all job cards now show partial work rates (decimal value) to reflect this
- When changing building types on farm field plots (fields, pastures, and training yards) the plot’s level is now reset.
- Updated some Intro dialogs by giving the people new names
- Fio romance is locked until you complete the first 3 floors of the savannah dungeon now
- Changed the days of the market day event, so a market day and holiday event don’t happen in the same week
- Increased the seed drop rate from 20% to 25% chance
- Seed drops are increased by 10% when harvested in the same season as the seeds preference
Fixes
- Fixed many layering issues with Savannah 1 - 3
- Savannah doors that were previously unlocked but didn’t stay open should now permanently open
- Some more monster traits should now be functioning correctly - May need to sleep for one day for these charges to reset correctly the first time
- Fixed tooltips so they stay within screen boundaries
- Fixed issue where using a food item without a healing effect during combat would leave the menu open, unrefreshed, allowing the user to use more item (including one that was just removed)
- Fixed issue with lootbox items not opening correctly
- Fixed issue where some new items were setting their quality to a junk field, and the related quality was being lost when loaded from a save
- Fixed issue where “ringout” animation was being queued without respecting new “death prevention” handling (such as for new Stonebreaker)
- Fixed issue where Savannah 3 boss could trigger an exception by trying to spawn new Zamboni’s when enemies were already at max count
- Fixed issue where harvest menu would update, as though the monster was harvested, when it actually wasn’t due to the player not having enough stamina.
- Fixed issue where merchants were not restocking their inventories.
- Fixed faulty logic in combat loot table calculation - previously would guarantee an item will drop per-unit, even if rare (eg: Cat Bell from Munchkin Cats)
- Prevented saving while in mid-air after using a jump pad
- Significantly brightened the night lighting/lit windows effect in Cloverton
- Further reduced memory usage in Savannah 3 & 4
- Fixed issue with Big Cat enemy not animating correctly when afflicted with sleep during CatNap ability
- Fixed issue where cooked food would not stack
- Fixed bug in new loot resolution during Day 3 cat fight event
- Fixed bad label in shady merchant dialog
- Fixed wrong album art being used for Evan x Jubelle scene
- Fixed bug where amount of a recipe that could be cooked was not being updated/used properly, allowing for zero quantity food in the inventory
- Fixed the wrong sprites being assigned to the male demon, harpy, and lamia, when viewed in a store
- Fixed wrong stat being assigned to the Adaptable trait
- Fixed bug where a Chimera or Crab monster could get pregnant when paired with a female partner
- Corrected plot layout in build menu, so the plots there match the plots on the farm
- Fixed bug where an animation stopped by a menu opening would never trigger it’s end callback, resulting in locked farming actions
- Fixed bug in determining whether a pasture/barn spot was actively being used for sex
- Fixed bug where player could end up out of bounds after jumping into Stonebreaker fight from above
- Fixed bug where Eggtrap items were not clearing legacy saved description
- Fixed issues with linking farm field plots of the same type
- Workable job locations now save and use name changes assigned from job menu
- Made code improvements to how crop and shed sprites update
- Crops are now cleared when inactive (such as when plot type changes), preventing them from being checked when applying monster work to that field.
- Crops are now cleared when inactive (such as when plot type changes), preventing them from being checked when applying monster work to that field.
- Fixed issues where related monsters could still breed with one another in rare exceptions.
- Fixed construction menu to allow replacing any field plot with a different building type allowed in that plot
- Added new banner messages explaining why you cannot place a specific building if it's being placed in the wrong plot type.
- Added new banner messages explaining why you cannot place a specific building if it's being placed in the wrong plot type.
- Fixed issue where several merchants (Rekk, loot-box bandit, Jerikan, and Vodan) gave access to the wrong tab when the player was only allowed to buy, or sell, rather than both from that merchant.
- Fixed a typo in the Savannah 2 trivia dialog
- Fixed this dialog awarding multiple keystones if the player failed to answer all the questions correctly
- Fixed this dialog awarding multiple keystones if the player failed to answer all the questions correctly
- Fixed an error in Fio’s dialog where she gave two different responses to being asked about her gauntlet
- Made buttons on Breeding/Harvest menu stand out more
- Fixed bug where fertilizer bag icon on farming UI would shrink when you use all of the selected fertilizer
- Adjusted Simon’s position in town to fix some rendering issues
- Fixed player being able to push around NPCs when they weren’t following the player
- Fixed issue where Jubelle would permanently stop following the player during day 2 of the tutorial, if the player walked into the Union Station
- Fixed an issue with combat soft-locking if the player opened the party UI during “special” attack animations
- Fixed issue where monsters laying multiple eggs, would generate the same monster for each egg
- Fixed issue where there were duplicates in the known recipes list
- Fixed issues with stacking more items when the inventory contained a max stack (999)