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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!

Hotfix: Beta v0.1.0.1b

We have another minor set of fixes for everyone! We'll be providing some more information about the next major content update soon- but in the mean time, we hope that this helps make for a smoother game experience!


Saves are compatible

    Fixes
    • Fixed monsters having a job, but not being assigned to a job in the job board, causing it to appear as if the monster had been ‘eaten’ by the board.

    • Fixed the item description of the Avenger to tell the player what it does.

    • Interacting with the staircase in the player’s house was not starting the Fio Introduction story quest under the right circumstances

    • An issue with daily autosaves should no longer cause time to stop

Hotfix: Beta v0.1.0.1a

Greetings again everyone! We’ve received some useful feedback on the last update- thankfully the changes required to resolve the reported issues were much smaller this time. We’ve put out an additional hotfix to change these. Feel free to let us know if any other major issues are still bouncing around- but things should be more stable now. Anyways, assuming no large issues still, the next update is planned to be a major content update! We’ll have more information for you guys sometime early next month.

Saves are compatible



  • Changes
    • End of day cycle changed from 03:00 to 00:00 each day
    • As a result, saves between those times will incur an immediate day cycle on load


  • Fixes
    • Fixed numerous time-based issues never updating, such as crop growth, monster pregnancy and egg incubation
    • Fixed numerous issues with save data, such as repeating the Stonehead riddle
    • Fixed Merchants incorrectly restocking their stocks
    • Fixed Job Board allowing you to put more than one monster on it
    • Fixed inability to buy monsters from merchants that sell them
    • Fixed daily quests preventing story quests from activating for Fio Cat Fight intro sequence
    • Fixed save UI not showing all other saves when encountering corrupted data
    • Better save compatibility for conversion from 0.1.0.0 to current

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