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Cloud Meadow News

The Poachers Update Hotfix 2

Fixes
  • Fixed an issue that could cause characters to get stuck during cutscenes
  • Players who previously rescued Garst from Tro’s Lab will now find Garst recruited as a combat party member
  • Fixed an issue where characters would not correctly update their facing during pathing

The Poachers Update: Hotfix

Fixes
  • Fixed a conversion issue. First time startup on this version may take a lot longer as we need to review all save game slots to restore files flagged by the conversion issue.
  • Fixed issue where “EXP” and “Affection” icon on character cards was colored white, and too hard to see
  • Fixed a few typos

The Poachers Update!



It's finally here folks! The Long awaited conclusion to the Poacher's Arc of the story, and the end of the first half of the story of the game. In time this will be extended out, and I know Ursa has some things he'd like to tell you all about our future plans, but for now, boot up the game, head over to Floor 7, and get yourself down to finally help Sieger put paid to the nefarious plans of the monster poachers! You'll find a ton of new improvements, including items that will let you change Ev's gender or that of your monsters, the ability to collect plankton and raise them on your farm properly (allowing you to harvest certain pantry ingredients), and several improvements to farming, combat, and breeding systems.

It has been a long hard road for us to get this far, with a lot of back and forth, refinements, and trememendous amount of work polishing this level and getting it all up to snuff. We could not have done it without all of your support! Thank you once again!

Additions
  • Added a new animation and UI for hatched monsters
  • Added new background images to the “standard” character card, for selected characters
  • Savannah Dungeon Floor 8 is now accessible from the end of Floor 7. This dungeon floor is the end of the Savannah area, containing a huge area full of quests, new sexual encounters, secrets, a climatic boss battle and a narrative conclusion to the first act of the game scenario
  • Added collectable Plankton nests to Floors 4, 5 & 7. The player can utilise these critters once they have unlocked & built the Plankton Pen, which is available after clearing Floor 8
  • Added a new monster palette; “Mermaid”, which is obtainable via hidden item
  • Added a new hidden item to switch the sex of a target monster or player, where applicable
  • New cursor icons for movement & loading
  • Overworld sex scenes (such as in the Farm or Dungeon) that do not meet the player’s preference options will now be hidden by a cloud of mist
  • Added 7 new loading screens


Changes
  • Improved some tooltip positions
  • Crops planted after 10pm count as having been planted for the next day, so will not die at midnight if not watered.
  • Reduced the price of Sourhead seeds from 20 to 10
  • Monsters working on farm fields now prioritize crops that are further along in the growth cycle
  • Reharvestable crops now only have a chance to drop seeds on the first harvest
  • Tuned Kelpie boss combat so that they cannot remain submerged for too many turns in a row.
  • Quest tracker will show a scrollbar when oversize, so that it can handle more active quests
  • The quest tracker panel will no longer expand when moving the cursor over it.
  • Reduced number of overlapping lights in Savannah F7, since they were causing performance issues
  • Shortened all Savannah quest log names
  • Jail cages will now appear in the Cloverton training hall to denote each boss monster the player has defeated
  • Some friendly characters will now migrate around the dungeon based on the player’s story progression
  • Restored some new & previously-hidden background animations to Cloverton, also correcting layering issues for autumn & winter town layers
  • All cinematic sequences now use an improved pathfinding solution
  • Updated union marine idle animation
  • Slightly lowered Diamondnium Key drop rate from pirate mobs


Fixes
  • Fixed a number of layering and collider issues on the farm
  • Fixed issue in Edline’s Royal Match Maker date sparkles would disappear behind an invisible box above the fireplace.
  • Fixed issue where monsters in your party wearing Sebastion’s Shackle would appear invisible with a slight outline instead of appearing as a ghostly shade of blue.
  • Fixed issues with transitionary weather & lighting fx when moving between indoor & outdoor environments
  • Harvestable crop node particles should appear at the right scale while zoomed
  • Sprites that used an interaction outline were previously suppressing any glow-in-the-dark fx on the same sprite
  • Fixed windows not being illuminated at night in Provision Day combat scenes
  • Fixed a handful of unit sprites whose interaction outline was distorted
  • Player’s name should now display correctly in dialogue menu options
  • Some shading layers in Savannah F6 that fade in and out based on time-of-day were previously not appearing correctly
  • Loading screens were sometimes encountering a small amount of distortion
  • Giant catxolotl in Cloverton should be pattable again, along with the statue in union barracks
  • Fixed an issue where character movement during cutscenes could become stuck
  • Fixed some typos and formatting in dialogs
  • Fixed an issue where the player’s walk animation wouldn’t stop, if the last keyboard input was against a blocking object.
  • Fixed an issue where player could sometimes become stuck after loading completed when triggering a harvest animation before moving.
  • Fixed an issue where the Sav 8 Centaur/Cat cave would become blocked after a weekly reset, even though the related quest was completed.
  • Optional quest to return the Plankton Pen blueprints to a sailor on F8 will no longer reward items on each repeat interaction. If the player has any extra copies of this item, they will be removed upon loading this game version.
  • Sieger’s optional Savannah F8 quest will no longer be available for players who have already cleared the Savannah
  • Improved some sequencing in the ‘end of Act 1’ cinematic

Update News

Hello again, farmers
If you missed my last post, go read it now!
I covered:
  • What's coming in the next Savannah dungeon floor update
  • Hints on an entirely new dungeon zone
  • Talk about improvements, fixes, major story events and more
  • Preview images inside


https://store.steampowered.com/news/app/1223750/view/3326486390777794406


What's good?
For your informative entertainment, i've generated a timelapse video of our programmers - past & present - working on the project over the years.
This video also contains some unreleased music from the game, composed by our very own Cilantro.
https://youtu.be/SJmszJW-JbQ
What's been happening since the last major update?
  • The hefty Savannah Floor 8 is currently having the finishing touches applied before it enters internal review
  • Assuming review goes well, the new dungeon area will be playable very soon™ indeed.
  • This area will also include a couple of new unique consumable items - including one that can grant a monster of your choosing the pink 'Mermaid' palette

  • Programming work on combat ability levels are underway
  • Players will be able to gain a 'rank up' for their ability skills at a rate of one rank per level, to spend on an ability belonging to that unit
  • Rank levels include a range of combat boosts from extra damage, strong DOTs, multi-target hits and sometimes transforming the effect of a unit's attack entirely
  • Putting the 'cloud' in Cloud Meadow, the pending skybox improvements will become a more vibrant, living & breathing backdrop for the animated world of Cloud Meadow
  • Clouds that move, responds to changes in weather and breathes some life into the world
  • Also frees up some texture memory



Behind-the-scenes:
  • Working hard on refactoring the existing quest system
  • This is perhaps the single most essential framework improvement to support content-driven development for the rest of the game's lifespan
  • We know that have a main town full of NPCs that don't quite feel alive, a farm that players are often confused by & a dungeon that updates too infrequently to be the main focus of the game's content
  • However, once we've got this out of the gate, we can begin properly transforming Cloud Meadow into the more immersive & compelling experience we intended it to be


What else are you working on? How about...
  • In case you missed it, check out our version 1.0 feature roadmap - we'll keep updating it as stuff gets done [ https://www.cloudmeadowgame.com/road-map/ ]
  • I'll keep making these public posts at regular intervals, you'll get to hear about it


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

Matchmaker Hotfix 2

Changes
  1. Updated dialogs to allow using the configured “Interact” key(s) for skipping single lines, in addition to left clicking.


Fixes
  1. Fixed some issues with possible active ingredient selection after cooking/experimenting.
  2. Fixed Female Cat pregnant and sleep animations being swapped
  3. Fixed the Breeding/Harvest window not always opening to the correct group
  4. Fixed issue in Yonten dialog, where stocking option would constantly repeat when trying to stock during hot weather.
  5. Fixed a bug with resolving the rarer trait to inherit, when resolving exclusive traits
  6. Fixed new weather always rolling as snow during summer event. Fix won’t affect already saved/predicted days, only future ones.
  7. Fixed a bug in Headhunter ability targeting
  8. Fixed a bug with bloodline trait slots not resetting when switching been monsters in ancestry
  9. Fixed description of cat Nine Lives trait to no longer indicate that it has multiple charges. For that trait, grade determines chance of triggering, which can only occur once per day.