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Beta v0.1.0.1

This came more than a little late due to the massive undertaking. The time handling code for the game had literally not been touched by anyone in over 2 or 3 years, and thus ripping it out entirely and replacing it, as the initial build of the game proved to be necessary, was far more difficult a task than we first suspected.

In the meantime, here are our patch notes:

Additions
  • The Incubator now tells you how much time is left on egg incubation.
  • Main Menu & Credits interaction UI improvements
  • Added Scouts around the boss doors to direct the player on what to do.
  • Birma is now a shopkeeper who sells varying types of bread, all of which are HP restoration items.
  • Added an option to the options to disable mouse movement.
  • Added animations throughout the dungeon
  • Added Partial Controller Support (X to interact, B to sprint , A to left click, left stick to move, Right Stick to move cursor(Controls are written as an Xbox Controller, but all Joypads should work))


Changes
  • Stonehead now only gives you both items if you get all the questions correct, if you get half of them correct you get only the door key, this is repeatable until you get all questions correct.
  • Yonten's weapon switch no longer ends his turn.
  • Increased font sizes on Player Inventory & Jobs Board for readability
  • Skip Introduction restored - this will take the player to the next day before Fio’s introduction scene
  • Tutorial quests are streamlined and can be completed back-to-back within the same day
  • Quests and events no longer need to happen on specific days as time will continue
  • The player is no longer required to sleep at 3am, and can sleep any time to fully recover. Daily quest/farm/monster events will update at 3am.
  • Updated fonts to be more consistent throughout the game.
  • Nerfed turn rate gain from Swiftness by 70%, math wise instead of 100 Swiftness being 10x stronger than 10 swiftness, it is now 3x stronger
  • A trip to Katarina Station only takes 1 hour both ways
  • Reduced time to cook from 4 minutes to 2 minutes per ingredient
  • Reduced time to breed with monsters from 2 hours to 1 hour
  • You no longer take damage from the Stonehead on Savannah 2
  • Rebalanced the difficulty of some of the combat encounters.
  • Boss door will no longer respawn when a dungeon is reset
  • Improved the rendering of the text for dialogue
  • Updated the appearance of the tooltips
  • Changed food value to be based on the value of the ingredients rather than an arbitrary value
  • Player now flashes green while in acid.
  • Party followers now show up at Katarina Station
  • When the sprint key is assigned to either left or right shift, the other shift works for it.
  • Enemy now scale higher with the current floor and player level more than before
  • Enemies have a slightly randomized swiftness
  • Always run is now saved to options rather than the game save.
  • Removed some old dated sprites
  • Improved many colliders on the market day event
  • Locked scenes in the album have a lock symbol on them now
  • Players will receive a quest informing them when there is no further quest content
  • Temporarily disabled Album palette changer to prevent visual issues



Fixes
  • Fixed followers not appearing at Katarina Station
  • Fixed some items in the dungeons not conforming to time of day.
  • Fixed an issue where jumps in dungeons were tied to frame rate, causing the player to go to places they shouldn’t after the jump.
  • Fixed small monsters not appearing on the first floor instead of the second floor of the barn like they should.
  • Fixed minor grammar and writing issues
  • Fixed some events not working in the dungeons
  • Fix many layering issues in the dungeons
  • Fixed Yonten’s walk cycle being the wrong direction
  • Fixed an issue with the Harpy X Evan climax looping
  • Fixed some items that should be stackable not being stackable
  • Fixed some colliders being too large
  • Fixed the player’s outline not appearing
  • Fixed layering issues on Kreytron’s farm
  • Fixed stat area on the inventory window is some places it shouldn’t
  • Fixed follower sprinting when they are not following the player.
  • Fixed some misc collisions
  • Fixed Female Cyclops X Eve not unlocking
  • Fixed positioning on the egg stand for the market day, so the play can still access Yonten’s shop
  • Improvements to NPC pathing when not following player
  • Cloverton generic NPCs are talkeable after the first day
  • Farm Jobs board is useable on all days
  • Farming tutorial initialises farming plots so that quest is always completeable
  • Male name suffix “ID” changed to lowercase

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.