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Cloud Meadow News

January Hotfix

Fixes
  • Fixed error caused when viewing Monster Traits window

Hotfix: Beta v0.1.4.3d

Changes
  • Removed fake checkpoint from Savannah F5


Fixes
  • Fixed error when hatching an egg under certain conditions
  • Fixed Yonten’s shopkeeper sprite missing
  • Fixed tooltips for Camellia’s Absorb & Fantasise abilities for skill ranks 3 and above
  • Fixed error when Herdmistress Cage Match attacks a unit with Counter or Interception

Hotfix: Beta v0.1.4.3c

The 0.1.4.3c update is the first 64-bit release of Cloud Meadow. This build architecture should have an affect on stability & performance, especially for players with a very long playtime on their save file.

We will tentatively continue to maintain 32-bit builds alongside this for those players who do not have a 64-bit operating system.

Players will automatically install the preferred build that matches the architecture of their operating system.

Changes
  • Build has been converted to 64 bit windows builds, improving preformance on most computers. This may cause it to stop working on some machines.


Fixes
  • Fixed distorted mouse-over outlines on many characters & objects
  • Fixed crash caused by Kelpie’s dive attack
  • Fixed a soft-lock when a combat unit buffed to Ontercept an ally cannot counter-attack because they are stunned
  • Fixed issue with Demon’s Overcharge transformation automatically happening at the start of combat
  • After returning home after recruiting Garst, Sieger should now immediately show up at the player’s door to continue the main story
  • Fixed Hallowed Haunt weather & atmosphere being applied on every non-event day in Autumn

Game Build: Beta v0.1.4.3b

It's been a while getting here but here it is! Just in time for All Hallow's Eve! A huge number of updates with tweaks to party members ranging from their new skill ranks to changes in how their personal mechanics work! In addition to that, we've breathed new life into the Dungeons in the form of migrations!

Below you'll find a big list of a thoroughly tested and expanded system intended to help breath more life into playing the game. As time progresses, the number of monsters and the types of encounters will be expanded and refined, and we very much look forward to your assistance in this matter! With your help testing the game, we know it will continue to improve and expand! Once again, thank you for supporting all of us here at Team Nimbus, and we hope you enjoy the update!

Additions
  • Combat ability skill ranks for all Monster & NPC units (except Kiram)
    • Max 15 ranks per ability slot
    • Each unit gains 1 spendable rank point per level
  • New Monster Migration system replaces Dungeon Reset system
    • Each migration changes which monster types will appear in enemy dungeon mobs
    • Enemy Cats, Centaurs, Holstaur & Wolves will rotate through the Savannah on new Migration weeks
    • Pirates & Homunculus mobs will also appear regularly
  • A brief tutorial segment will notify the player when Migration has been unlocked
    • Migration is first unlocked when resting after clearing the Savannah F3 boss
    • Migration is enabled in stages of dungeon progress; Savannah F1-F3, F4-F6 & F7/8 after major story events
Changes
  • Adjusted Jaero’s abilities for a faster water/wither cycle
  • Balance changes for Camellia’s combat abilities
  • A confirmation panel will now require you to accept (or cancel) before resting in your bed
  • Farm Weather Balloon now also reveals Migration species in addition to weather
  • Calendar UI updated a lot of visuals & icons to improve readability
    • If Migration is discovered, migratory species will be viewed as hidden or unlocked on the event day
    • When viewing a farm monster’s graduation day, buttons will appear on the sidebar that allow you to view the character sheet for each of those monsters
  • Fast Travel UI updated to show active migration species
  • Updated all Farm Monster Interaction icons
  • Migration units are now selected from a 3-tiered unit table that matches the player’s level
    • Tiers are divided into level ranges 1 - 14, 15 - 39, 40 - 60
    • Third tier also introduces a small chance to include boss units to enemy mobs
  • Balancing improvements for migration mobs rules to eliminate unfair combat encounters
    • Migrations will also have no more than 1 healer class unit
  • Added item drops to numerous enemy unit loot tables
  • New music for cave interior rooms
  • Slowing debuff from Pirate Headhunter’s Caltrops ability will no longer stack
  • Updated visuals for Alpha Wolf’s Huff n Puff ability
Fixes
  • Combat units involved in both Counter & Interception should now properly return to their original position
  • When selecting units to embark for the dungeon, unassigning a character slot should now behave as expected
  • Enemy Cat Nap should now correctly end the status effect if sleep is interrupted early
  • Shuffle behaviour used in Kaleida’s combat passive should now be producing more random results
  • Fixed migration-related error when entering Tro’s Lab or Poacher’s boss stage
  • Fixed Joy King locking the player into a repeated dialogue on Prank Day
  • Fixed Kaleida’s fortune-telling schedule only meeting with Simon
  • Fixes monster migration activating on floors that are not yet unlocked for migration
  • Fixed an error in Floor 6 Stonebreaker sequence when the party contains multiple party members of the same name
  • In monster selection UI the party level filter will no longer fully obscure the first row of monsters
  • Cloud bridge from Cloverton to Farm now using the correct material again
  • Prevented integer overflow when generating fixed random numbers for seeding migration results

State of the Code: September 2023

Long overdue - we've got some things to share! The Summer Update pt 2
  • Development of the major Summer Update has now concluded
    • Beta branch release is playable now for those who want to get involved in playtesting & feedback
      • Steam general release will be ready in a week or more - just for stability & balance
  • The major features of this update include:
    • Ability skill ranks, allowing you to rank up & change the affect of all playable combat abilities
      • Monster migration (replacing the old Dungeon Cycle system) to introduce new & different enemy mobs to the dungeons
      • 8 new wild enemy monsters; 4 Holstaur & 4 Wolf units will now appear in the Savannah on different weeks



  • If you would like to playtest the new update immediately you can join the beta branch by reading the pinned topic at the top of our Steam Forum
    • This will help us rapidly shape this update for our general Steam release by solving issues & balancing new content appropriately


It's nearly the end of 2023! How is development progressing?
  • Roadmap progress is behind schedule
    • This latest update's major feature took longer than expected, especially when deliberating on combat balance
      • We have hired a 4th programmer to join our team in a fulltime capacity
        • This will give us the best possible chance of staying on-target and with the full feature set laid out in the roadmap
      • We actually started some of the content for next update ahead of time
        • See more below in 'what else are you working on?'


Will Cloud Meadow's development be affected by Unity licensing changes?
    • As we are quite far into development it would likely not be viable for us to change engines for Cloud Meadow
      • The proposed runtime fees in addition to our ongoing Unity Pro licenses would approximately double (or more) our total license costs to Unity, for no benefit to us.
      • However at the time of writing this, Unity have declared their intention to adjust the proposed policy changes again


What else are you working on? How about...
  • In addition to the new Holstaur & Wolf enemy units, we've also close to concluding several new sets of enemies for the dungeon;
    • 3 new pirate units
    • 4 new wild Lamia units
    • 4 new wild Harpy units
  • We're preparing to begin work on introducing Kiram - the 10th & final recruitable NPC
    • Kiram's combat toolkit is getting a revision from the old playable prototypes
      • We're setting up his introduction with a unique story sequence
      • This will branch the end of the Poacher's story arc into beginning a new arc, setting up their shadowy benefactor & leading into the Forest dungeon


More work behind-the-scenes:
  • On the art side of the team...
    • Environment assets on the first zone & additional boss area for the Forest dungeon
      • Concept art for sections of the second Forest zone, including new harvest nodes
      • New expression portraits for dialogue characters!
  • The writing team has been busy finalising dialogue & cinematic scenes for the story Act II introduction, especially Kiram's introduction sequence
    • Progress is also being made on narrative sequences for the Forest dungeon
      • New plans for written content to make Cloverton feel more alive are also in the works
  • Our animators have been progressing well in their many-months work on the new HD sex scenes
    • Evan x Orchid loop section was completed quite recently
  • Animation improvements & finalisation work has been contributed to future upcoming combat units; demons, cyclops & others


If you have any questions we are always readily available in the following places: