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Cloud Meadow News

Hotfix: Beta v0.1.3.1b

Fixes
  • Fixed dialogue-related error in Savannah F8 after completing a fight between the Denmother & Centaur Stonebreaker
  • Fixed dialogue-related error in Savannah F6 when nominating a monster to participate in the Stonebreaker’s challenge
  • Fixed Jobs Board error when growing Summer Epoch Event seeds in any field
  • Players who completed the Savannah but found themselves stuck with Sieger’s optional quest from F8 will have this quest entry removed
  • Improved collision & layering for Jerikan merchant; players should no longer become stuck when invading his personal space
  • Some visual fx during the Poacher confrontation dialogue sequence were not displaying properly
  • Improved some dialogue between Jubelle & Camellia on first encounter

Winter Update: Frosty Skills with Yonten and a New Job Board

This will probably be the last major build of the year! With us having wrapped up the poachers arc and are now focusing on various systems to help finish off the last levels of content, including finding out more about who was buying from the Poachers, and the mysterious forest levels of the dungeon island! We hope that you all have wonderful holidays, and look forward to continuing to work on the game as the new year approaches!

Additions
  • Yonten can now spend his ability points to improve his abilities. While currently only Yonten is available, other characters will become available in future updates.
  • Added a user requested feature to allow pausing the loading screen until a button is pressed, allowing splash screens to be enjoyed when loading completes quickly. This option can be toggled in the options menu gameplay settings.
  • Crops have a new animation effect when they’re fertilized with an out of season essence


Changes
  • Updated layout of the main menu and added some new animation
    [List]
  • Changelog now stands out more as a menu button, and also will now highlight in a new build to draw more attention to version changes.
Several parts of the existing conversation UI have been updated as we prepare to use improved data for future content
  • Updated options to use their own popup panel, allowing us to better display longer text, and also support scrolling so we can show more than 6 options at once.
    • Existing conversations may look a bit odd as existing “Next/Prev page” options just appear as regular options
  • Redesigned the conversation history window. New design is a bit more efficient, and also has improvements like:
    • Grouping “pages” of text from the same character
    • Logging option selections
    • Showing “---” when conversations end
  • Made some improvements to text scrolling, and also added a “>>” indicator at the bottom to indicate when scrolling is completed
Updated the Job Board UI
  • Uses the new character card/icons for more details about your monsters
  • Now uses a 2 click assignment (click to select and click to assign), which is a bit more inconvenient, but does allow selection of monsters to view related tooltips, rename, or re-equip from the job board.
  • New UI includes a map of the farm making it possible to identify where work areas are on the farm
  • Each workable location is now selected one at a time and has their own custom job board. These boards use our newer larger icons and show more details about the current work rate, as well as changes to work based on adding/replacing/removing a worker.
  • Monsters working in crop fields have a new icon that will indicate if they apply out of season fertilizer
  • Managing monster’s locations, Barn and pasture locations, now has a new UI that is part of this board. Along with the map, this should help with figuring out where your monsters are located or moving to.
    • Group selection and management was removed from the Breeding/Harvesting UI. When breeding monsters, the right card will now let you select from all monsters on the farm.
Fixes
  • Some players were unable to complete the quest to find the lost plankton on floor 8; the missing plankton was erroneously moving out of bounds. It’s position has been restored to the usual location
  • Fixed a dialog error during the date with Lucia
  • Fixed a position issue on enemy Mason’s icon sprite
  • Fixed an issue where HallowHaunt lighting would only apply correctly after loading a save game
  • Fixed and issue with using Ev’s Rake Throw ability when all targets already affected
  • Fixed exception when talking to fighting denmother on Sav 8
  • Fixed ability points triggering “has points to spend” highlight for characters other than Yonten


The TinyHat Thanksgiving Sale: Erotic Games Discounted!

Had your eye on a certain game for a while? Been out of the loop and checking back in on what's new? Want to gift something to a friend? Well, you're in luck- now's the time to buy! We've got discounts & updates abound, so go and check out what we have to offer!

https://store.steampowered.com/franchise/tinyhat-studios

The Poachers Update Hotfix 3

Changes
  • Visual updates around the various water/liquid features in the Savannah Dungeons.


Fixes
  • Fixed an issue where a chest on the Savannah 8 dungeon floor was always empty
  • Fixed issue where units would not fade out of focus during combat while using the Ghost effect from Hallow Haunt
  • Fixed issue where discovering a recipe for an ingredient that’s already in your inventory could cause a duplicate ingredient to appear in cooking experiment options
  • Fixed issue where the combat UI HP bars would not start showing the correct health value on enemies during Hallow Haunt.
  • Fixed issue where difficulty scaling was affecting more than just an enemy’s primary stats
  • Reduced the bonus dodge chance gained by monsters during Hallow Haunt to 33%
  • Fixed Farm action buttons no longer being clickable with the mouse
  • Fixed click to move handling so that click to move “state” can be held during protagonist animations, such as when interacting with crops on the farm.
  • Fixed some sorting issues on the farm
  • Adjusted some colliders in dungeon floors to prevent player getting stuck or pushed out of bounds
  • Fixed the dropdown arrows on the new game setup not being clickable
  • Fixed some typos
  • Fixed dialog error triggered when viewing the Savannah 5 Stonebreaker statue after Mason moves to Savannah 7
  • Fixed some cases where it was possible to repeat an interaction before it fully completed, causing exceptions when data attempted to update twice
  • Fixed Time Played on the the load game menu not displaying total hours when selecting a world slot
  • Fixed Male Lamias facing the wrong direction when carrying goods back from storage, while working at the docks
  • Attempted a fix to an issue where companion jump animations could fail to complete on slower machines

State of the Code November 2022

It’s that time again! Ursa’s brought us the latest state of the game address and how things are planned to play out on the back end going forward now that our last big project is done, and a massive amount of programmer resources have been freed up as a consequence!

Two important notices first:

'XUnity.AutoTranslator' is an unsupported modification which breaks the game.

At this time it appears AutoTranslator causes unavoidable errors & possibly corrupts save files.
Steam players have been reporting errors such as 'Collection does not contain entry with data', which are caused by this modification.
I recommend players who have installed AutoTranslator to uninstall the modification/reinstall the game into an empty folder, and load an earlier save from before they began using the modification.
Cloud Meadow does not support modifications at this time.

New 'High Definition' sex scenes are being developed again!

Previously we've made very confident statements that all HD sex scenes that were planned are fully completed, and that no more are planned.
Over time our circumstances have changed and under the guidance of our animation lead LucidLemonLove, the animation team is now significantly ahead of schedule.
After much deliberation we've decided to allocate the creation of a limited number of new HD sex scenes, starting with select few NPCs from Cloverton.

What's been happening since the previous major update?

As you know, the long-anticipated conclusion to the Savannah Dungeon zone went live on the 24th of October after a lengthy internal review process.
Development on the final Savannah floor has been a long time coming; we hope you can enjoy the content and the end of what will be the main storyline's first act.

With this major piece of content completed, there are several ways the dungeon content will unfold in the future;
  • When dungeon development changed hands in Q2 2020, numerous things were left unfinished. The first 3 floors will receive visual and structural changes, as well as improvements & fixes to visual issues such as incorrect layering, as well as upgrading everything to our new visual standard
  • The Poachers were meant to be more of a driving force in the Savannah's story arc, so there are plans to retroactively give them an appearance over many of the previous Savannah floors; what could they be up to?
  • We've been collecting feedback over which parts of the dungeon are most difficult to progress, especially when it comes to difficult navigation or vague quests. There are plans to streamline these painful parts to be a better experience, especially for newer players
  • We want the questfaring player to have more things to do - Katarina Station is determined to become a quest hub for optional content taking place in the dungeons, including vendors, NPCs and more


What else are you working on? How about…

Taking lessons learned from Savannah development, the next dungeon area - Forest - is slated to be a departure from the usual linear dungeon format.
We've revised the structure of the upcoming Forest areas to make better re-use of areas, as well as segmenting development in an effort to shorten development time between dungeon content updates. More on this will unfold next year.


We are still revising the design stages of our next major content update; the Brownie Caravan; a recurring calendar event that will occupy a fairgrounds nearby to Cloverton.
  • Kaleida will be recruitable from this event. Kaleida is one of the 10 major NPCs that can be utilized in combat and will eventually become a romanceable companion.
  • For players that are already familiar with Kaleida, her combat toolkit will receive a significant overhaul
  • New unique vendors & storytellers for the lore fans
  • New consumable item recipes to craft
  • New minor NPCs to share a tent with


Behind-the-scenes:

Our tireless development team have been hard at work studiously rebuilding, replacing & improving tools & backend systems to support the better, faster creation of new gameplay content. When these major systems are complete, anticipate we can fully utilize our programmer output to serve content-driven updates.
  • Something that we've noted as sorely missing is a lively town. With the empowerment of our recently-completed internal dialogue scripting tool, we aim to give Cloverton NPCs a breath of life and more activities to grant the player in the non-dungeon portion of the game
  • Meanwhile in the world of combat mechanics, soon you will finally have the ability to rank up your party's ability skills - offering better power, utility and sometimes even transforming the ability entirely


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