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Cloud Meadow News

Winter Update - Hotfix 2

We worked on a couple of hotfixes recently which we've compiled together in this latest release! Thus the jump from C to E. Anyways check out the latest batch of fixes we have for you all!

  • Fixed new chimera monsters not rolling a limit trait for all 4 stats
    • Affected monsters will reroll these traits on load
  • Fixed issue where player would be unselectable in the breeding menu, since they’re state was stuck in breeding
  • Fixed bad logic being used to see if there was room on the farm for a new monster when hatching
  • Fixed an exception related to reading with Fio on a hot day
  • Fixed female holstaurs facing the wrong direction while idle on the farm
  • Fixed healing items not being removed from the inventory when used during combat
  • Fixed issue where all new monsters were using year 1 day 1 as their birth date
    • All active monsters have had their birth dates reset to correct for this issue (extended time until they graduate)
  • Fixed issue with resolving free spots on the farm
  • Fixed bad test used to find food to feed your monsters
  • Fixed issue where day didn’t tick when changing seasons
  • Fixed some issues with updating older saves
  • Fixed issue with RingOfTrust effect
  • Fixed issue with Player not converting their egg data for recent changes
  • Fixed issue opening job board after linking 4 training yards
  • Fixed issue with banner messages still being clickable (to clear) when fully transparent
  • Fixed issue with additional trainer slot being active (triggering an exception) when only one or two yards linked
  • Fixed issue with correcting stat limit traits from bad chimera generation

Winter Update - Hotfix

Howdyho! We've bringing a small set of quality of life fixes and changes.

Saves are compatible

Changes
  • Updated dialog sprites for Montalvo, Captain, and Cat
  • Updated the introduction text


Fixes
  • Fixed issue where monster status was not being tested correctly for right panel of breeding UI
  • Fixed various layering issues with cloverton winter
  • Fixed not being able to see all the credits in the credits page

The Winter Update - Now Available!

This update adds two major things to the Steam Build. Firstly, it adds the Winter Event, which begins on the 15th of Winter and ends at the end of that week. You'll be able to fight off dastardly pirates attempting to steal the provisions meant for the poor and needy, as well as celebrate the coldest nights of the year together with your friends and family in Cloverton!

Secondly we've added the 5th Floor to the Savannah Dungeon. If you've never traveled to Tro's Lab before, then here's your chance to do so now, the location of Tro's Lab's entrance has been moved to the rear of Floor 5, and even if you've completed Tro's lab previously, you'll be able to access and experience Floor 5, complete with giant fuzzy centaurs, cute mason sculptors, and chatty treasure chests!

In addition- the game can be gotten on a discount for 25% off until the end of the Steam Winter Sale on January 5th!

Saves are compatible

Additions
  • Savannah Dungeon 5th floor added - includes new subquests & unlockable sprite sex scene
  • Six new random Savannah combat backgrounds
  • Added the provision day event, it takes place in winter starting on the 15th of winter, and lasting one week, it also includes a new set of sprite sex scenes.
  • Added holiday banners to the calendar to tell when the holiday events are.


Changes
  • Added “related” traits to new Breeding/Harvesting UI, using new UI design
  • Sweeping changes to egg generation which captures new trait design - preparation for new hatching UI in a pending update
  • Breeding UI & Harvest UI now have a mirrored layout, with added “name” and “gender” text search
  • Began integrating new sound effects for combat animations
  • Banner messages will now be displayed one after another (previously, a newer message would suppress an older one) & fade quickly if many messages become queued
  • Retrieving processed items from the farm Mill will now show a banner for each type of item produced, rather than a single banner with a long description
  • Increased damage from standing in dungeon hazards from 1% to 5% & your party will now take a proportion of the player’s damage as well, which can KO
  • Halved gold income factor for any coin gained from dungeon sources
  • Greatly reduced combat item reward drop rates for seeds, essences & monster eggs
  • Restricted seasonal seed type from item drops based on the active dungeon (eg: Savannah combat will only drop Spring crop seeds)
  • All pirate units have a tiny chance to drop a Diamondnium Key
  • Entrance to Tro’s Lab moved from end of Savannah 4 to end of Savannah 5
  • Can now exit from Tro’s Lab via the entrance (previously you’d be stuck inside once entered)
  • Added skyboxes & time of day light/shading fx to all combat scenes
  • Animated snow weather effect
  • Minor scene fx added to Abandoned Mine
  • Made the waterfall entrance in Savannah 2 more noticeable
  • Changed the sprite layering formula slightly, which may result in some minor visual errors in some scenes
  • Updated Pasture management UI
    • New design now groups linked plots together and allows pasture groups to be given a custom name
    • Harvest and Breeding layouts updated with new pasture group selection as an additional filtering option
  • Update worktables on the farm so that any remainder (< 1.0) value in all work rates is saved and applied to the next work tick (i.e. partial work rates still contribute to work)
    • Work rates on all job cards now show partial work rates (decimal value) to reflect this
  • When changing building types on farm field plots (fields, pastures, and training yards) the plot’s level is now reset.
  • Updated some Intro dialogs by giving the people new names
  • Fio romance is locked until you complete the first 3 floors of the savannah dungeon now
  • Changed the days of the market day event, so a market day and holiday event don’t happen in the same week
  • Increased the seed drop rate from 20% to 25% chance
  • Seed drops are increased by 10% when harvested in the same season as the seeds preference



Fixes
  • Fixed many layering issues with Savannah 1 - 3
  • Savannah doors that were previously unlocked but didn’t stay open should now permanently open
  • Some more monster traits should now be functioning correctly - May need to sleep for one day for these charges to reset correctly the first time
  • Fixed tooltips so they stay within screen boundaries
  • Fixed issue where using a food item without a healing effect during combat would leave the menu open, unrefreshed, allowing the user to use more item (including one that was just removed)
  • Fixed issue with lootbox items not opening correctly
  • Fixed issue where some new items were setting their quality to a junk field, and the related quality was being lost when loaded from a save
  • Fixed issue where “ringout” animation was being queued without respecting new “death prevention” handling (such as for new Stonebreaker)
  • Fixed issue where Savannah 3 boss could trigger an exception by trying to spawn new Zamboni’s when enemies were already at max count
  • Fixed issue where harvest menu would update, as though the monster was harvested, when it actually wasn’t due to the player not having enough stamina.
  • Fixed issue where merchants were not restocking their inventories.
  • Fixed faulty logic in combat loot table calculation - previously would guarantee an item will drop per-unit, even if rare (eg: Cat Bell from Munchkin Cats)
  • Prevented saving while in mid-air after using a jump pad
  • Significantly brightened the night lighting/lit windows effect in Cloverton
  • Further reduced memory usage in Savannah 3 & 4
  • Fixed issue with Big Cat enemy not animating correctly when afflicted with sleep during CatNap ability
  • Fixed issue where cooked food would not stack
  • Fixed bug in new loot resolution during Day 3 cat fight event
  • Fixed bad label in shady merchant dialog
  • Fixed wrong album art being used for Evan x Jubelle scene
  • Fixed bug where amount of a recipe that could be cooked was not being updated/used properly, allowing for zero quantity food in the inventory
  • Fixed the wrong sprites being assigned to the male demon, harpy, and lamia, when viewed in a store
  • Fixed wrong stat being assigned to the Adaptable trait
  • Fixed bug where a Chimera or Crab monster could get pregnant when paired with a female partner
  • Corrected plot layout in build menu, so the plots there match the plots on the farm
  • Fixed bug where an animation stopped by a menu opening would never trigger it’s end callback, resulting in locked farming actions
  • Fixed bug in determining whether a pasture/barn spot was actively being used for sex
  • Fixed bug where player could end up out of bounds after jumping into Stonebreaker fight from above
  • Fixed bug where Eggtrap items were not clearing legacy saved description
  • Fixed issues with linking farm field plots of the same type
  • Workable job locations now save and use name changes assigned from job menu
  • Made code improvements to how crop and shed sprites update
    • Crops are now cleared when inactive (such as when plot type changes), preventing them from being checked when applying monster work to that field.
  • Fixed issues where related monsters could still breed with one another in rare exceptions.
  • Fixed construction menu to allow replacing any field plot with a different building type allowed in that plot
    • Added new banner messages explaining why you cannot place a specific building if it's being placed in the wrong plot type.
  • Fixed issue where several merchants (Rekk, loot-box bandit, Jerikan, and Vodan) gave access to the wrong tab when the player was only allowed to buy, or sell, rather than both from that merchant.
  • Fixed a typo in the Savannah 2 trivia dialog
    • Fixed this dialog awarding multiple keystones if the player failed to answer all the questions correctly
  • Fixed an error in Fio’s dialog where she gave two different responses to being asked about her gauntlet
  • Made buttons on Breeding/Harvest menu stand out more
  • Fixed bug where fertilizer bag icon on farming UI would shrink when you use all of the selected fertilizer
  • Adjusted Simon’s position in town to fix some rendering issues
  • Fixed player being able to push around NPCs when they weren’t following the player
  • Fixed issue where Jubelle would permanently stop following the player during day 2 of the tutorial, if the player walked into the Union Station
  • Fixed an issue with combat soft-locking if the player opened the party UI during “special” attack animations
  • Fixed issue where monsters laying multiple eggs, would generate the same monster for each egg
  • Fixed issue where there were duplicates in the known recipes list
  • Fixed issues with stacking more items when the inventory contained a max stack (999)

Cloud Meadow - Autumn Sale - 20% Off

Looking for some great deals on adult games? Then look no further!

During the course of the Steam Autumn Sale, you can pick up Cloud Meadow with a 20% discount!

If you're interested in adult games, check out our full catalog of TinyHat Published games!

Spooky (Mini) Update - Hotfix

Howdyho! We've bringing another small set of quality of life fixes and changes. The next content update is currently planned for sometime in late December- but in the meantime we still have a small set of updates which should help those experiencing some issues!

Saves are compatible

Changes
  • Increased the seed drop rate from 10% to 20%
  • Giev’s door now cleanly transitions between opening and closing when interrupted
  • Increased the threshold for Loyal Monsters to lose loyalty from not interacting with them.


Fixes
  • Fixed an error that would happen if you transitioned scenes too fast
  • Fixed issue where "Breed" text could be clipped at certain resolutions in new breeding/harvesting UI
  • Fixed issue where monsters sold in stores would not have a palette assigned
  • Fixed issue where junk stat data was being shown for monsters purchased in stores
  • Fixed issue where new monsters (purchased and eggs) would start with 0 health
  • Fixed issue where new night lighting effect was also affecting sprite UI components
  • Fixed issue where legacy saves needed to correct bad job IDs on dock plots
  • Fixed issue where items could be used when moving them between the silo
  • Fixed issue with refineables not using the correct data when finding matches
  • Fixed a couple of interactable bubbles in Cloverton and Savannah 1
  • Fixed issue where Monster’s Job task end testing was only testing the day, meaning a monster's status was always immediately being cleared at the end of the month
  • Fixed incorrect layering of Giev's door animation and enabled it's highlight effect
  • Fixed layering issue with buildings next door to Jaero's shop
  • Fixed issue where players could gift eggs, monsters, and key items
  • Fixed issue where players could gift Yonten infinite times each day
  • Fixed issue where combat log was not handling unequipped items properly
  • Fixed issue with Wolf's WarScent passive triggering an exception when an enemy is killed by reflect damage
  • Fixed bad label in Fio's summer workout dialog
  • Fixed issue where an error message was being shown to users when Healthy items were encountered while looking for date food
  • Fixed issue where breeding monster couples were not handling their barn being removed by building changes
  • Fixed issue where save game plots contained a junk extra HasBuilding value, that was not accurately maintained
  • Fixed issue with existing saves having multiple copies of active quests, and prevented them from adding new copies
  • Fixed sorting issue with combat UI and other UI menus
  • Fixed Giev’s door not animating open when you initially unlock it
  • Fixed Eve and Male Dragon animation not climaxing correctly