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Setting Roots Part 1 - Hotfix

We've received a lot of good feedback from you guys, regarding the changes and new content in Setting Roots! We haven't been able to respond to everyone individually- but we have been paying attention. If you've been having any issues with the game, check here, as we've likely resolved it!

Hotfix Patch Notes:
Saves are compatible

Notes: On loading a game you will receive a warning that all your monsters were unassigned from jobs. This is due to a change in the way we track monsters assigned to work.

Additions
  • Added short little monologues tutorial on how to use various farm equipment.
  • Kiram X Evan HD scene
  • Calendar now has tooltips
  • Monsters will now leave you if you let their loyalty get too low, and you will be fined.
  • Add the Graduation Day, where monsters your monsters will join Society, if they are loyal enough they will want to stay on the farm(If their loyalty )
  • Food bin allows the automatic feeding of monsters with produce gained from the farm and provides the stats of the produce added.
  • 61 new cookable foods



Changes
  • Dungeons no longer reset if you haven’t completed the first dungeon quest.
  • Nerfed enemy scaling by 40%
  • Enemies scale more with the current floor than the player level
  • Nerf the random random of enemy bonus swiftness from “0 to 5” to “-3 to 3”
  • Monsters that are unavailable will have their status mentioned in the tooltip
  • Changed first cooking tutorial from Shrubstick Tendies to Baguette, also gave the player the correct recipes & some additional Shrubstick Seeds
  • Players who have previously completed or skipped the cooking tutorial will receive some bonus Shrubstick Seeds
  • Message and item prompts will now last longer (2 seconds, was 1 second)
  • Talking to Giev in the Wizard’s Tower will unlock all non-unlockable sex scenes in the gallery - the rest can be unlocked through character interaction in gameplay
  • Removed self-heal from Brontide’s Close Quarters attack, which will now apply a taunt insead
  • Increased loyalty gain from petting
  • Increased loyalty gain from feeding manually
  • Reworked how loyalty is gained or lost. Monsters must now be fed daily to prevent loyalty decay.
  • Loyal monsters will have higher penalties for ignoring them.
  • Updated ability tooltips visuals
  • Updated the visuals of the petting hearts
  • Updated loading screen tips
  • Updated existing recipes and refinements
  • Modified "Report to Sieger" quest to "Return to farm" to avoid confusion



Fixes
  • Fixed all monsters disappearing when the player has more monsters than barn capacity - however the extra monsters will not be available and may leave the farm due to neglect.
  • Fixed all inventories acting like the food bin after using it.
  • Fixed not being able to remove items from the food bin.
  • Fixed items not being removed from the shop inventory when being bought
  • Fixed Jerkian’s collisions on the market day not letting the player in and out of the Union Barrack.
  • Fixed an issue where you could buy unlimited amounts of items
  • Fixed monsters bought from Jerikian having a blank palette
  • Fixed monsters already having a blank palette with a consistent check
  • Fixed doors in the dungeons reappearing when they shouldn’t.
  • Doubled the wait time to unstop the player from moving from 1/20 of a second to 1/10 of a second
  • Fixed the Mill not correctly producing refined items.
  • Fixed the Mill not confirming that you received refined items.
  • Fixed Jobs eating monsters, the job system was remade from the ground up to promote stability.
  • Fixed an issue when monsters abandoning the farm during the night would cause an endless loop
  • Fixed an error caused by talking to Montalvo
  • Fixed an issue where monsters would work twice as fast as normal.
  • Fixed an issue where monsters would only work on 2/3rd of the field.
  • Fixed Eve x Female Holstaur animation showing Evan x Female Holstaur
  • Zooming the camera while the player is sleeping should be centred on the bed
  • Corrected materials on Farm Mill building and Food Bin
  • Fixed resources not being consumed by the construction window
  • Fixed the tooltips of the construction window not giving the correct values
  • Female Holstaur standing backward in UI
  • Party members not loading palettes correctly
  • Big level scroll not appearing on screen
  • Enemies were not scaling
  • Options window fullscreen button text not updating to reflect the current state
  • Clicking on the last line of dialogue moving the player
  • Barn tutorial popping up every time you enter the barn
  • Calendar icons jittering when hovering over them
  • Too long text descriptions on some items.
  • Monster equipment icons showing when they are not an equippable item
  • Items that show flat amounts showing percentages while at a shop
  • Player tab showing on a Buy Only Shop
  • Job Board monster name tooltips showing off-screen
  • Selecting an option to hangout and preventing the player from hanging out with Fio for that day
  • Draggables being moved when you hold more than one mouse button at a time
  • Fertilizer not being removed from the inventory
  • Cheats items appearing in the random item pool when they shouldn’t
  • Gifted items not being removed from the inventory
  • Monster icons not showing in the inventory
  • Cooked items not being removed from the inventory
  • Some lines of dialogue being too long
  • The player can now repeatedly enter the abandoned mine on Savannah floor 3
  • Time of day lighting was sometimes becoming twice as bright as intended
  • Ambient lighting was not being applied immediately on transporting through a doorway
  • Petting hearts displaying on startup when they shouldn’t
  • Some farm plots not displaying when they should.
  • Paletted album scenes being black when they shouldn’t
  • Party window showing party member tabs when it shouldn't


Setting Roots Update - Part 1 - Is Now Live!

So Setting Roots will be rolling out in two parts, as the implementation of the Dungeon Features was enormously hampered by the sheer size of the files, requiring us to repackage and reorganize our file architecture in order to avoid image corruption. That said, the farming portion of the update is all ready to go, and includes a freaking butt load of new recipes, the ability to expand and upgrade your farm, the loyalty system for your monsters, the first step in the palette system, and a method of automatically feeding your monsters on days that you are too busy to do so, and a bunch of fixes, tweaks, and improvements all pushed together.

Additionally, the game now has Steam Trading Cards! Collect them all to earn badges, backgrounds, and emotes! To help new players experience the new content and features, Cloud Meadow is also available at a discounted rate for the Steam Summer Sale!

If you're interested in finding more discounted adult game goodness, check out these games!



You can read through all the changes below, but to highlight the biggest changes
  1. Loyalty: Monsters have always had a loyalty value, but now that actually does some real things.

    One year after a monster hatches, they will be set to graduate from your farm and go out into the Central Kingdom to make lives for themselves. The Union will compensate you for your work at this point automatically. That said, there is a way to retain your favorite monsters. Monsters who you pay particular attention too, who you personally feed, check in on every day, breed, and take with you into the dungeon will very rapidly gain Loyalty.

    If they have enough, they'll volunteer to stay with you even after graduation when you go to Montalvo. Don't try to delay however, Graduation will happen regardless of whether or not you speak to Montalvo on their birthday, and otherwise loyal monsters will leave even in that case as you obviously didn't care enough to show up for their graduation. Loyalty can also be lost.

    Monsters with high loyalty will gradually lose loyalty to a certain point if you ignore them (though not enough to out and out abandon you). That said, if you abuse a monster, by forgetting to feed it for example, it will eventually push it's loyalty into the negatives. Get too low, and the monster will leave the farm and go to the Union for help, and the Union will fine you for the value of the monster.

  2. Farm Upgrades: You can now use ley shards to upgrade your farm, expanding the size of it, and allowing you to spend metal, wood, and stone on building pastures, fields, training yards, as well as the Mill where you can refine goods. Finally, we're adding in a new feature, the Food Bin, which will take raw crops and feed them to your unfed monsters at midnight, preventing any loyalty from being lost, and boosting their stats by whatever crop they are randomly fed.

  3. The Romance System: The basic romance system has been put into place, just for Fio for the moment, but we're already hard at work on expansions for the various NPCs. We wanted to give Fio first as she is the easiest Romance to get into, and it makes for a decent test run of our planned dating and Romance systems.


Now, that's everything for Part 1, Part 2 will be coming later in July, and will include at least 3 new dungeon floors, an expanded story, as well as expanded romance options for more of the companions.


Full Patch Notes:
  • Additions
    • Story & Dialogue
      • Story quest extended to prepare the player for savannah dungeon floor 4+ in the near future
    • Farming
      • Farm Expansion and Construction upgrades are now available
      • Food bin allows the automatic feeding of monsters with produce gained from the farm and provides the stats of the produce added.
    • Monsters & Companions
      • Monster Loyalty Fully Enabled. Interact with your monster by feeding them, petting them, boinking them, and taking them into the dungeon with you. Avoid abusing them by overworking them or forgetting to feed them, or they might leave you! Loyalty is a semi hidden stat, you can guess at it by petting your monster and seeing how many hearts fly up from their head.

      • Monsters will now leave you if you let their loyalty get too low, and you will be fined for abusing them.

      • Added the Graduation Day, where monsters your monsters will join Society, if they are loyal enough they will want to stay on the farm provided their loyalty is high enough. Otherwise they will leave your farm and you will be paid for raising them by the Union as if you had sold them.

      • All monsters have their overworld animations paletted.

      • Breeding monsters now has a chance to inherit the palette from another species
    • Crafting & Items
      • 61 new cookable foods
    • Smut & Romance
      • Kiram X Evan HD scene
      • Fio is now romanceable!
    • Quality of Life
      • Added short little monologues tutorial on how to use various farm equipment.
      • Calendar now has tool-tips
      • Reworked dungeon loading mechanism - should no longer hang after loading screen
  • Changes
    • Story & Dialogue
      • Modified "Report to Sieger" quest to "Return to farm" to avoid confusion
      • Extended the dialogue when entering Katarina Station a bit.
    • Farming
      • All buildings now have a construction cost
      • Changed farm expansion to only use Shards
    • Monsters & Companions
      • Reworked how loyalty is gained or lost. Monsters must now be fed daily to prevent loyalty decay.
      • Increased loyalty gain from petting
      • Increased loyalty gain from feeding manually
      • Loyal monsters will have higher penalties for ignoring them.
      • Updated the visuals of the petting hearts
      • Domesticity Bar on the trait window now changes color depending where it is at.
    • Crafting & Items
      • Updated existing recipes and refinements
      • Changed the recipe of Gempas Plemonade
    • Combat
      • Removed self-heal from Brontide’s Close Quarters attack, which will now apply a taunt instead
      • Enemies now scale 7.5x harder with player level and 2.5 harder with current floor. This is the first in a series of changes we intend to make to enemy scaling code in order to try and find a happy medium between ‘the player is slogged to death’ and ‘the player steam rolls everything’.
    • Quality of Life
      • Talking to Giev in the Wizard’s Tower will unlock all non-unlockable sex scenes in the gallery - the rest can be unlocked through character interaction in gameplay
      • Updated ability tooltips visuals
      • Updated loading screen tips
      • Updated dialogue containing misleading information about farming.
      • Improved the delay between click move when clicking out of dialogue
      • Mouse right-click shortcut to remove a monster from the Job Board
  • Fixes
    • Story & Dialogue
      • Fixed some lines of dialogue being too long and overflowing the screen.
      • Fixed a typo in Yonten’s dialogue
      • Fixed a grammar error in the intro
      • Fixed intro text being cut off
      • Fixed Vodan dialogue being cut off
      • Fixed dialogue options not clearing properly causing dialogue options to show when they shouldn’t
      • Fixed a dialogue error when the player enters Giev’s tower
    • Farming
      • Fixed Job Board being inaccessible
      • Fixed job board monster name tooltips showing off-screen
      • Fixed fertilizer not being removed from the inventory
      • Fixed a font UI issue with seeds having too long of a name
      • Fixed barn tutorial popping up every time you enter the barn
    • Monsters & Companions
      • Fixed Female Holstaur standing backward in UI
      • Fixed monster equipment icons showing when they are not an equippable item
      • Fixed monster icons not showing in the inventory
      • Fixed trait tooltips
      • Fixes to various trait descriptions
      • Fixed various traits not having descriptions
      • Fixed monster name tags missing
    • Crafting & Items
      • Fixed cooked items not being removed from the inventory
      • Fixed a dialogue error in the cooking tutorial
      • Fixed un-equipping weapons from the party screen throwing an error
      • Fixed too long text descriptions on some items.
      • Fixed items that show flat amounts showing percentages while at a shop
      • Fixed item stat blocks not displaying correctly on worn and equipable items
    • Cloverton & Dungeons
      • The player can now repeatedly enter the abandoned mine on Savannah floor 3
      • Fixed being able to get more than one blasting charge from the Scout
      • Fixed Lucia’s collision box being rather small
      • Fixed a bad collider in Kreyton home, where you could get stuck
      • Fixed Cloverton music playing during the market day event after leaving Giev's tower
    • Smut & Romance
      • Fixed sprite sex not receiving lighting as it should.
      • Fixed a black line in Yonten X Evan HD
      • Fixed an extra frame existing in the Garst X Evan HD
    • Quality of Life
      • Fixed big level scroll not appearing on screen
      • Fixed options window fullscreen button text not updating to reflect the current state
      • Fixed licking on the last line of dialogue moving the player
      • Fixed calendar icons jittering when hovering over them
      • Fixed player tab showing on a Buy Only Shop
      • Fixed draggables being moved when you hold more than one mouse button at a time
      • Time of day lighting was sometimes becoming twice as bright as intended, now it should show the correct values.
      • Fixed ambient lighting was not being applied immediately on transporting through a doorway
      • Fixed save slots showing the floors as 0 indexed instead of 1 indexed.
      • Fixed inventory window items not being aligned with the top.
      • Fixed scroll wheel in the inventory being too slow

Cloud Meadow: Setting Roots - Preview #3



Due to how large it is, as well as us wanting more time to properly polish everything- we've decided to split Settings Roots into 2 parts.

Settings Roots Update: Part One- will feature the new core gameplay mechanics and features, such as the romance system, expanded farming system, and the stuff we're showing off today. Part One launches on June 25th, so only a couple of days more!

Setting Roots Update: Part Two- will feature the previously teased Tro's Lab area + story content, as well as floors 4 through 6 of the Savannah dungeon. We plan to release part two around July 25th.

This way we'll be providing more content a little more consistently.

In the meantime, check out some of the exciting stuff coming up in Setting Roots part one!



[h3]Expanded Cooking[/h3]
With the farm expansions explained below, we'll be enormously expanding the list of available recipes and options for creating foods. There will be recipes not only created from ingredients in season, but from combining ingredients from various seasons. For future updates, we also have plans for expanding your ability to learn recipes, not just from experimentation, but from purchases and events.




[h3]Palette Swapping[/h3]
While it won't be fully implemented, we hope to get it implemented for, at the very least, all over-world sprites so that you can clearly see the different looks of monsters being passed down from parents to children!

Cloud Meadow: Setting Roots - Preview #2



We have another preview at our next big update for you guys! Not only will there be new story content, there's still some new mechanics, systems, and other goodies to look forward to!

New Systems




[h3]Farm Expansion[/h3]
Using charged ley crystals, found through story events or purchased on market day, you will be able to expand your farm! Farm Expansion does not just include gaining new plots of land in which to grow crops, but also the ability to build specialized structures and even repurpose the farming plots and docking spaces!

Farm Plots Structures:
  • Fields: Just what it says on the tin, the more of them you have adjacent, the more planting spots open up and add more worker slots. They can also be upgraded to expand their ability to accept new seeds, and workers.

  • Pastures: While the barn can contain 20 monsters, each Pasture will add additional slots for monsters to live and frolic on your farm.

  • Training Yards: While these won't produce any direct benefits for your monsters, you can assign both teachers and students. The stats of the teachers will impact how much experience the students accrue each hour, and let them level up without having to travel with you into the dungeon.


Docking Point Structures:
  • Docks: Exactly like your starting one. Assign monsters to this, and then, based on their stats, they'll transport goods from your storage to the dock they're assigned too to be sold automatically.


Special Structures


  • The Mill: A special structure that allows you to refine base ingredients and crops into forms that will allow for a greater variety of recipes to be made. You can spend time in the mill refining ingredients yourself, or assign monsters to do so at a rate based upon their stats.

Cloud Meadow: Setting Roots - Preview #1



The Setting Roots Update is our first major update to the game, focusing entirely on you establishing yourself as a figure in the community of Cloverton! This will be the first major update for our users here, and provided completely free to those who already own the game.

Today we're giving a first look at some of the features coming up- with more news, information, and eventual release date to be announced in the coming weeks!

Story Updates




[h3]The Fallen Lab[/h3]
Following your discovery of a fully charged Ley Crystal in the mines, they now find that the mysterious door set into Cloverton's centerpiece of a windmill has become active! This Gateway leads them to the labratory and abode of one of the mysterious Wizards of the Central Kingdom, inhuman figures and masters of magic and science beyond mortal ken, though Giev is an affable, if wordy, sort with a great love of Tea.

Giev is more than a little impressed with your shown abilities, and feels that you would be the perfect person to investigate the disappearance of one of his fellow wizards: A geneticist by the name of Tro. It helps that Tro's last known location was in a lab located deeper within the Savannah Dungeon! And so that is where you must head too next, once Giev has displayed his own ability to help you by using the energies of your acquired Ley Crystal to expand your Island home!



New Systems





[h3]Expanded Romance Systems[/h3]
The game will begin tracking your interactions with your companions, building affection for you with them, and unlocking greater and greater benefits, as well as story quests, as their affection grows deeper and deeper for you!

We'll be adding activities to spend time with several of the starting companions, including Yonten, Camellia, Jaero, Kreyton, Brontide, Garst, and Fio!