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Cloud Meadow News

Christmas and Combat Update Hotfix 1

Fixes
  • Fixed issue with Jaero’s Intercepting Fist ability causing the game to crash
  • Fixed summer event fight being automatically won if player skipped their turn instead of attacking
  • Fixed issue caused by interacting with Savannah 7 bar patrons while transitioning to their sex scene from dialog
  • Fixed domesticity of offspring increasing when breeding two monsters of the same species (should have decreased)
  • Fixed Chimera Power Struggle ability not healing
  • Fixed issue in combat with some monsters that possess the Dragon Leyline Drain trait
  • Edited some dialog lines in new provision day conversations
  • Fixed job cards not updating when triggering a monster to quit their job by right-clicking on the draggable icons at the top of the menu
  • Fixed issues with the tracking of how many Spirit Shards have been turned in for the Hallow Haunt event
  • Fixed combat reward window reporting a different set of items than what was gained
  • Fixed bonus money item modifiers not actually providing bonus money
  • Fixed issue with using Brontide’s Brace ability while he’s the only unit still active
  • Fixed offspring inheriting base stat limitations incorrectly biased towards only one parent
  • Fixed an issue when weak stat limit traits were improved by mutations
  • Fixed Kreyton filtering as male in character selection
  • Fixed issue with Brontide always following player in Cloverton
  • Fixed issue with taunt status on enemies when taunting unit was disabled
  • Fixed new games starting the player without any korona
  • Fixed milk momma exhausting other monsters for an entire day

New Year's Devlog

Happy New Year,

I’m Dwarf2500, from the programming team, here to share a progress and plans update. First off, let’s take a look back over the last year! (or just skip to 2022 to see what’s coming up)

[h3]Winter 2021[/h3]
A year ago we were still in the middle of addressing major stability issues. It had become clear the previous fall that there were a variety of structural issues in the project’s original code, which we could not effectively continue forward with, without addressing.

However, thanks to your support over the previous year (2020), Team Nimbus was able to bring in additional staff and these new team members not only allowed us to tackle more tasks, but they also brought in a lot of new experience to the team, experience which helped us identify and address these issues. The first batch of these improvements were still wrapping up at the start of the year, (any new code creates new bugs), and things were still a little shaky.

Despite these “background” changes, we still wanted to introduce new content. While part of our team continued to focus on building new dungeon floors, another began focusing on introducing more seasonal event mechanics, which for this season meant the first components of the spring Royal Matchmaker event (which is coming up again soon😏).

[h3]Spring 2021[/h3]
This led up to our first major updates of the year: Savannah 6 and Monster Palettes! Savannah 6 included a lot of new mechanics, while also being the intended floor for Tro’s lab (which we had been sneaking into the end of previous floors, pushing it along with each update). The Monster Palettes were also a major milestone and introduced quite a bit of variety to farms, combat, and breeding.

Along with the implementation of palettes, all monster abilities were now working, all monster types were enabled for combat, and a little later, SFX were finally introduced for those abilities.

During this period additional changes were introduced.
  • We’d started trickling in some new pirate types (Drunken, Musket, Poacher, and Headhunter), which were seeded throughout existing floors.
  • The Joy King event was introduced.
  • Improvements were made to Save game handling including optimizing version conversions, and recycling autosaves.
  • Meanwhile in the background we had also been hard at work making significant improvements to our item data…


[h3]Summer 2021[/h3]
A significant number of item changes (prices, value, recipes, etc), as well as some performance improvements to related UIs (Inventory and Cooking) were finally released.

Bug fixes were now established as a major priority with each build and, thanks to our generous players taking the time to report issues on our discord👍, the game was growing more stable than ever; despite the sweeping background changes made during this period. This even meant new bugs were being discovered, as players began to interact with more of the game’s systems😂


Mid-summer also saw additional changes:
  • The new Summer Event put the new item changes to good use. The event included new mechanics requiring special seeds, “harvested” pages, it’s own “boss” encounter, and a special fertilizer reward.
  • A new popup dialog was introduced, along with monster personalities, allowing you to talk to your monsters.
  • We updated the cooking mechanics to make it (a little) easier to discover new recipes.
  • We began trying to improve combat balance and scaling issues (ongoing).


Finally, at the end of summer, Savannah 7 was finally released, as well as two more structures: the Hot House to support hatching more eggs, and the Weather Balloon to predict the weather. Along with weather prediction, we also updated the Calendar UI, making it easier to track future events, like holidays or graduations.

[h3]Fall 2021[/h3]
New content to wrap up the year included:
  • A new Log window, to better inform the player about background changes on the farm.
  • New gameplay and event changes to the Hallow Haunt and Provision Day (Autumn and Winter) events.
  • The Plankton pen which, while the player’s variety of types is currently limited, is an additional source of ingredients on the farm; including ones the player cannot refine from crops.


As well, just in time to make it out this year, we also released our second set of significant code changes; this time related to character (protagonist, monster, companion, and enemy) data. We’d been working on these since the start of the summer which, in addition to addressing background issues, added intended function (cooldowns and states persisting), new design (companions now use the player’s level, instead of their own), and laid the groundwork for future features (ability levels).

Along with these changes, the Party Window, Party Selection, and Training Room UIs were updated. Those new UIs included new changes to the new standard “character card” which were added to the previously updated Harvest/Breeding UI, such as: new filters, new sorting, equipment, improved point spending (level up), as well as a variety of new and improved tooltips for that information.

Fun fact: To give an example of how much the project has been cleaned up: a legacy save [0110f] made in the current version [0125c] is 30% the size (70% smaller), for all of the same data. None of that is improved compression, just junk/duplicate data removed.


[h2]2022[/h2]

So what’s coming up this next year? Well immediately going into the new year we’re trying to wrap up:
  • Improved scaling and leveling changes.
  • Improvements to how Buffs/Debuffs stack and are displayed.
  • An updated traits UI, which includes “links” to parents (allowing you to step through a monster’s ancestry).
  • The final floor of the Savannah, and the events and encounters that will wrap up that “arc”.

[h3]Further along:[/h3]
  • Ability leveling will finally be functional
  • A variety of UIs are still due to be updated, such as: Inventory, Combat Rewards, Hatching, Jobs Board & a new Monster Contracts board!
  • Early Savannah floors should see a polish pass
  • A new Forest dungeon will be introduced, populated with new enemy monsters & bosses
  • Further tweaks and balance changes to the Farm based on player feedback.
  • Multi-tier upgradable farm house, with plans for customizable rooms


As well, a third (and hopefully the last for a while🤞) set of “sweeping” changes will be started; this time improving our dialog and quest data. Those changes should finally allow us to make larger, and more frequent, additions to the game: adding story, tutorial, dating, and town content throughout the game (which we are well aware is sorely missing). To put it another way, after these improvements are made we should be able to switch a lot of focus away from stability and start introducing new content and story at a much more regular pace.

I don’t think anyone on the team expects to finish up the game this year (2022)... But I believe we all expect this to be our best year yet, and to finally put the end in sight. Thank you for all your support so far, as well as your continued support going forward.

And keep those error reports coming. They help so much. Dropping reports off on our Discord ( https://discord.gg/GXt973Q ) is effectively handing your report directly to the programming team. (We programmers monitor Discord directly, though not other platforms, such as Patreon or Steam).

Christmas and Combat Update 2021

This update comes with a pretty huge overhaul of combat we've been wanting to push out for a while, and will act as a foundation for changes we'll be making to various other systems such as how status effects function and some of the party members' various personal mechanics. The highest level change is that now, resources of companion characters in combat will persist between battles provided you don't sleep. Yonten for example will retain the ice build up, and Camellia will retain her heat, letting both of them build up on previous combats and then go all out on later ones. There's also a new party UI, and some small changes to how stats are distributed.

In addition to the combat changes, we've enacted a new event, with a new, horny villain by the name of Brume! Play through the events of the week beginning on Winter 15th to meet him and understand his motivations and get a taste of his tasty krampus dick!

There are more than a few other balance changes and various fixes included in this build as well, and we hope they make your experience all the better. As always, thank you for your support, and we hope that we continue to satisfy!

Additions
  • Combat stance & charge level will now persist between fights, for units that have either, this mostly will impact companion characters such as Yonten, Camellia, and Jaero.
  • Cooldown time for combat abilities will now persist between fights
  • Updated Unit Profile UI - in use with Party Selection & Active Party windows
    • This brings the UI in-line with other new UI (such as the Breeding window) to maximize readability, navigation & ease-of-use
    • Protagonist & monster units can now be renamed at any time!
    • New selection filters for easily sorting NPC & monster units by type/species, level range & primary stats
    • Equipped items are shown alongside primary stats
    • Improved layout for stat point allocations, including a ‘preview’ of the stat spending changes before confirmation
    • More & improved tooltips
  • Extended Winter Holiday content
    • Added a new Boss/NPC with their own combat encounter and sex scene, unlockable during the middle week of the Winter calendar
    • Dungeons floors now contain collectible presents during the event, which can be opened for new foods, or turned into the new NPC for a “special reward”


Changes
  • Breeding Window/farm signposts will now only show monsters assigned to one group (Pasture or Barn) at a time (instead of all monsters on farm). This will enable you to use them to organize your monsters better.
  • Breeding Window monster group management button has been moved to the bottom of the UI
  • NPC combat companions now use Ev’s level & exp values - keeping them all at the same level
  • Combat NPCs have had all their allocated stats refunded due to the previous change
  • Significant number of adjustments to combat calculations - chance to crit, resist a debuff, or evade an attack should be dramatically different
  • Reduced Max HP gained per Stamina
  • Increased Damage gained per Physique
  • Critical hits now deal at least 125% of max damage instead of 100%
  • Food items that provide over 100% healing can now be used to resurrect in combat
  • Brontide’s Disarm ability now has a 50% chance to affect target with Sleep
  • Ev’s Rake Throw & Pirate Headhunter’s Bear Trap abilities are now cast upon opposing units, interrupting their attack if they move to use any ability
  • Improved tooltip information for all abilities & ability descriptions
  • Improved tooltip information for active combat Buffs & Debuffs
  • New Buff types - Evasion Up, Non-threatening (reduces chance to be targeted), Resistance Up, Disable Immune (immunity to Sleep & Stun)
  • New Debuff Type - Vulnerable (takes more damage)
  • Taunt debuff now has a 50% chance of applying, but forces the targeted unit to use their basic (1st slot) ability on their own turn
  • Barrier & Max HP Up buffs now apply as a percentage of the unit’s max HP instead of a flat value
  • Removed the Party menu from combat
  • Targeted debuff now reduces unit’s evasion
  • Cloverton’s combat Training Room Menu has been improved
  • Added tooltips to the top bar UI buttons
  • Monsters are now more likely to inherit a trait from a parent
  • Player can no longer hold more than 2 billion Korona at a time
  • Added an initial loyalty value to new monsters so they don’t start out on the verge of angry
    • Made monsters that are children of the protagonist start with a higher loyalty
  • Added a new icon to the character card that appears when a monster/NPC has active food buffs - the tooltip will list those active buffs.
  • Hollow Haunt foods have had their effects updated to new buff types


Fixes
  • Fixed game crash when browsing item pages in the guidebook
  • Fixed a bug where new monsters could generate mutually exclusive traits - such as a positive and negative trait for the same stat type - affected monsters will keep only the positive trait
  • Fixed new plankton traits displaying their value as 0
  • Fixed combat Accelerate & Slow buff/debuffs not affecting unit turn speed correctly
  • Fixed Cat Stalker enemies not having their second attack ability. This attack strikes from behind, ignoring defenses, but is used less often
  • Fixed some issues with ability icons not updating correctly between party UI and combat
  • Ev now shows 100% Domesticity in the breeding menu
  • Fixed intercepted combat units still being affected by debuffs
  • Fixed Narcoleptic monster trait
  • Fixed issues with monster units being added to the party while on the farm
  • Fixed numerous combat animations & ability UI issues
  • Dialogue options should no longer overlap at some screen resolutions
  • Fixed currency value won from combat not showing up at certain resolutions
  • Fixed monsters complaining about being hungry when they haven’t been fed yet on the current day (Monsters shall still complain if they weren’t fed on the previous day)
  • Fixed bug on character reaching max level
  • Fixed bug with monster graduations
  • Fixed temporary buffs from food expiring immediately
  • Fixed player’s male cats appearing as female cats while in a dungeon
  • Fixed tooltips on new card UI sometimes appearing behind card
  • Fixed bugs with Summer Event fight
  • Fixed plants not being watered by rain/storm
  • Fixed an issue where autosaves made when breeding Ev with a monster (time tick) would save Ev and the monster in an invalid state
  • Fixed two Kreytons showing up during the winter holiday
  • Fixed Jubelle’s Idle not animating properly
  • Fixed issue with using Garst’s “Hold The Line” ability twice in one fight
  • Fixed monsters/eggs with more than max domesticity (100)
  • Fixed issue when harvesting monsters with more than 100 domesticity (possible with items)
  • Fixed Harvest UI to update data along with equipment changes; since equipment can be seen/changed with new card design.
  • Fixed issue with milk momma action trying to harvest monsters currently in the party
  • Fixed issue with missing data for Hallow Haunt items

Fall Update

The Autumn sale is here, and with it, more discounts and more game updates!

Additionally the game is discounted during the Autumn sale, so if you haven't picked it up yet, or know a friend who wants it, now is the time to get it! More discounted adult games can be found on our publisher's catalog here- https://store.steampowered.com/publisher/tinyhat-studios

Additions
  • Added a new UI which includes a summary of yesterday’s events, as well as logs for background changes from monster work or weather. Background events like crops being harvested or dying are now logged, including why, for the previous 7 days. The new UI is accessed with a new icon on the top bar, and also opened at the start of the day after sleeping in your bed.
  • Added the Plankton Pen Building, which is built on docking spaces and allows monsters to generate ingredients from different plankton types.
  • Added two new universal monster traits related to working at the Plankton Pen


Changes
  • Out of season seeds can no longer be planted
  • Items refined at the Mill now go directly into the player’s inventory
  • Many buildings, such as Plankton Pen or Mill, are now locked by story progression
  • Improved building UI tooltips to better match construction with spaces on the farm map, and to improve descriptions of their function
  • Updated summer event items and dialogs with new names so more clear that they are supposed to be grown during the week of the event


Fixes
  • Fixed dialog with trapped miners on Savannah 3 repeating
  • Fixed weather balloon not being able to predict Hallow Haunt weather

Halloween Update Hotfix

Fixes
  • Fixed issue where plants weren’t be updated with the correct weather, preventing them from being watered by rain and storms.
  • Update the Daedalus Map description to indicate that it doesn’t currently have a use (Future Update)
  • Fixed players being able to gift key items to Companions. (Not currently corrected in a converter)
  • Fixed an issue where if the player was defeated by an acid pool on the map, they would stop being able to open the in game menus.
  • Fixed a couple of typos
  • Fixed the interaction highlight and bubbles in your bedroom not working after summoning Poirot
  • Fixed issue when collecting SummerEvent crops.
  • Fixed issue with not being able to interact with some nodes/characters after forced movement (teleports, jumps, etc)