Part one of this Summer's Update is a preliminary update laying the foundation for the furture monster migration system, where new monsters and mobs will spawn into the dungeon every week within the game! To help test out the new mobs, we've added them as a preliminary thing to the arena which can be found under the Union Marine Barracks in Cloverton, the same building you find Goldra and Brontide in.
In addition to this, we've added a fast travel system! On Floors 2, 4, 6, and 8 there are broken flags that you must track down and mend, upon doing so, you will be able to summon the RESCUE PUFFER who will transport you from that point to any other fast travel points in the dungeon that you have unlocked!
In the coming weeks we hope to have the monster migration update handled, and Ursa's state of the game will go into more details about our future plans! Have a wonderful summer everyone, and as always, thank you for your support!
Additions
- 8 New Enemy Units have been added to the game!
- 4 new enemy Wolf units: The Pygmy, the Wild Wolf, the Bone Singer, and the Alpha
- 4 new enemy Holstaur: The Neophyte, the Wild Holstaur, the Matron, and the Herd Mistress
- Currently these units are only accessible in the Training Hall pending a future update that will include them in dungeon mobs
- Sky backgrounds have been replaced with an overhauled dynamic skybox system, which should also consume less texture memory in most scenes
- Dungeon Fast Travel system
- Player can repair travel points to travel between Katarina and some dungeon floors
- Dungeon entrance now grants the player option to return to last floor visited or re-enter from F1
Changes
- Reduced memory usage for all Royal Matchmaker date sequences, which was potentially causing crashes
- Widened the gap between two static camera trigger zones by Cloverton docks to prevent player moving off-screen
- Revised ambiguous language in daily log crop harvesting description
- Prevented switching menu tabs or closing the menu while modifying a key binding
- Monster 'domesticity' stat is now 'magical saturation' with almost the same function
- Breeding two monsters of the same species increases magical saturation, which improves the traits passed on, but risks the monster becoming unruly if the saturation reaches maximum
- Holding the ‘skip dialogue’ keybind will no longer move to the next page until the key is pressed again
- Intro splash screen will now default to dark mode
- Added option menu to change between dark & light modes for splash screens
- Added option menu to reset all keybinds to default
- Reduced colour saturation at low-light times of the day - this effect can be reduced or turned off in the Options menu at any time
- CPU & GPU performance improvements for new Skybox
- Minor CPU performance improvements for Fairegrounds & new Katarina Station scenes
- Reduced texture memory usage in all scenes with clouds - Farm, Cloverton & several Savannah floors
- Added visible overworld units for the Miner quest cutscene in Katarina Station
Fixes
- Fixed a crash when moving monsters between barn & pastures
- Revised Kaleida’s Karmic Intervention ability which causes an error during Sting’s boss fight
- Monster UI portraits should no longer appear distorted
- Fertiliser now correctly protects against weather on the last day before it’s expiration
- Fixed in-season fertiliser appearing as if it were the incorrect season
- Fixed lower-middle farm plots on Lucia’s construction UI being linked to the wrong plots
- Fixed jobs board showing the incorrect work amount for Shipping
- Merchants visiting Cloverton should no longer arrive a day early
- Centaur’s Quick Draw ability is now considered a ranged attack
- Sealed walkable space around hole in Savannah F8 poacher island
- Bireli’s sex scene is now correctly categorised as male
- Guidebook UI should no longer be able to open two pages on top of each other
- Adjusted layering of bushes in Cloverton that were overlapping certain merchants
- Building a dock on top of an existing dock should no longer throw an error, nor withdraw the construction cost again
- Restored Kreyton's sleep combat status visuals
- Kaleida's frog interaction radius should no longer be overlapping the incubator while on the farm
- Fixed some seasonal visuals in Cloverton
- Fixed player loading out of dungeon boundaries
- Fixed two farm plots that behaved as if they were merged
- Fixed skybox overlapping several Matchmaking scenes
- Fixed converted monster magic saturation values, which were meant to be inverted
- Fixed magic saturation infographic in guidebook
- Starting the game in Windowed mode should now apply the correct screen scale
- Monster's magical saturation level should now be properly applying to the quality of traits & byproducts
- Prevented dungeon loot objects from granting loot twice, if the loot animation was interrupted by combat
- Combat units that are summoned over the place of defeated units will not have their unit portrait greyed-out