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v1.5 - Menu, quest, and tutorial UI improvements! Clarity!!

Hello again, Settlers! Or Catalysts, I should say. I think enough people have checked out the wardrobe to notice that.

This update's all focused around improving the UI to make things more clear and consistent, revealing a bit more of the game's systems.
Notably, there's a pop-up for everything that adds to your town's level! Now you can see what's causing it to go up and down.
There's some Quest-related UI improvements too; it should be more obvious what to do with them now.

As for a more practical change, Training areas now have a unique function! They're the buildings with the big Class flags, made with Boss 2's material. They used to just attract adventurers of that specific class, but now they boost levels ABOVE your town's level!
Boss quests now also sort completions by highest yield, so if you're farming out a boss, you don't need to pay for a bunch of garbage completions to get to your Assassin progress.


[h3]UI:[/h3]
  • Things that increase your town level now has an animated UI element showing the level go up.
  • There is now also a UI element showing the level go back down on a new moon.
  • The icon for decor boosts now uses the same icons as building stats to make it much cleaner.
  • Cocoons have a unique icon for decor boosts.
  • The Moons button on the main menu now highlights when the sky timer runs out.
  • Certain materials will no longer show a [?] if you haven't unlocked them yet.
  • Fixed an endgame's item window causing an infinite menu hole if you mash it.
  • Trying to buy a resource you can't afford makes your money counter flash.


[h3]QUESTS:[/h3]
  • Boss quests with multiple completions will now sort them by highest yield. (if you have existing boss quests, this will apply on their next kill.)
  • Guilds will now go after bosses much more often than other quest types.
  • The empty quest slot now has more helpful guidelines, as well as an indicator you can put resources there once you unlock fetch quests.
  • Quests with the "Taken" status now have an animated spinning loading-esque icon.
  • Clicking on a completed quest you can't pay for now makes both your money counter and the quest's money flash.
  • On boss quests, the resource counter now shakes when they take a hit.
  • Increased color contrast of forbidden knowledge.


[h3]BUILDINGS:[/h3]
  • Training areas now boosts levels of any adventurers it attracts by 2. This can go OVER your town's level (but not the level cap).
  • Blueprints should now display behind adventurers and NPCs.
  • Item levels have been rounded up to the nearest 0.05. This should result in a VERY SLIGHT town level increase.
  • Fixed Guildhalls swapping members on load (for real this time).


[h3]PROGRESSION:[/h3]
  • Deleting save files will now be more thorough.
  • During the tutorial, the Back button is now highlighted if you need to go to a different menu.
  • Rose now has a more detailed sequence during the tutorial, including some little speech bubbles.
  • The tutorial card now has an arrow on the cover to signify it should be opened.
  • Elaborated on some phrasing in the tutorial card: "Sell them items for Silver!" -> "Sell them items from buildings to get Silver!"
  • The cards for the tutorial and the ending now cannot be dismissed until you reach the last page. (this doesn't apply if you're reviewing them from the mail collection or main menu.)
  • The tutorial quest now gives out much more slime, as well as enough materials to build 2 pawn shops.


[h3]ALSO:[/h3]
  • Fixed sky variants modifying the void's sky too.
  • The chronomancer mouse NPC's item no longer adds time when updates are frozen. (this should fix an odd interaction with an endgame sequence.)