New Moon Update (Part 1) Patch Notes
Hello, Catalysts!
It's time, it's time! Time for the New Moon update.....PART 1.
Yeah, remember when I said the update has two parts? And how I wanted to release it before the end of the year? Yeah i actually split it up into two updates. I suppose this one could be called the..."almost new moon, but still kind of a waning crescent" update.
This update focuses on a smoother first experience. Obscure mechanics like item stats, guilds and cocoons should be easier to interpret now, and there should be fewer points where the player doesn't know what to do next. Of course, we'll be keeping an eye on it to see if it sticks the landing and making further adjustments on what doesn't.
Part 2 of the update will focus on adding a ton of stuff to NG+ runs! I've talked about it on another post already so I won't repeat much. You can see what I said about it here.
That part of the update will definitely be in early 2024.
Also in this update is a special little cameo from Cobalt Core! You'll get it once the Level 50 boss introduces themselves. That's the second cameo appearance in this game, along with Familiars.io!
[h3]ADVENTURERS:[/h3]
[h3]PROGRESSION:[/h3]
[h3]QUESTS:[/h3]
[h3]BUILDINGS:[/h3]
[h3]WORLD:[/h3]
[h3]MENUS:[/h3]
[h3]OTHER:[/h3]
It's time, it's time! Time for the New Moon update.....PART 1.
Yeah, remember when I said the update has two parts? And how I wanted to release it before the end of the year? Yeah i actually split it up into two updates. I suppose this one could be called the..."almost new moon, but still kind of a waning crescent" update.
This update focuses on a smoother first experience. Obscure mechanics like item stats, guilds and cocoons should be easier to interpret now, and there should be fewer points where the player doesn't know what to do next. Of course, we'll be keeping an eye on it to see if it sticks the landing and making further adjustments on what doesn't.
Part 2 of the update will focus on adding a ton of stuff to NG+ runs! I've talked about it on another post already so I won't repeat much. You can see what I said about it here.
That part of the update will definitely be in early 2024.
Also in this update is a special little cameo from Cobalt Core! You'll get it once the Level 50 boss introduces themselves. That's the second cameo appearance in this game, along with Familiars.io!
[h3]ADVENTURERS:[/h3]
- Added plenty of new adventurer cosmetic options.
- Friend cards have now been visually reworked to take up less space.
- Friend codes have been updated to be thinner and envelop the name in brackets too. (old ones still work.)
- Soldiers can now learn a way to not faceplant.
- Adventurers can now discuss the latest trends.
- Shepherds can now buy mushroom tomes.
- Gordo has arrived.
- During the opening, a certain moth appears more often...
- Low-level adventurers leave much faster, speeding up early game.
- If there are no adventurers in town with the sky lit, it will spawn a random adventurer to keep you company.
- Certain NPCs spawning will now have a much shorter cooldown for the next NPC spawning.
- Increased spawn chance of crossover-giving mailmanteaters.
[h3]PROGRESSION:[/h3]
- Stocking the inn during the tutorial will summon a lot of adventurers to it.
- Bosses now show up at lower levels.
- Increased starting silver, 600 -> 2000
- The starting quest now finishes in 10 seconds instead of 1 minute.
- The starting quest now gives some Stone and Fireballs too.
- Finishing the starting quest now spawns double the monsters on the map.
- The Merchant achievement now checks for Inns too.
[h3]QUESTS:[/h3]
- Halved resources, cost and time for some beginning monsters so they act more piecemeal.
- Drastically sped up monster spawn rate; 15 minutes -> 5 minutes
[h3]BUILDINGS:[/h3]
- Refined effects when items are bought, to (hopefully) make their effects clearer.
- Magic shops now have icons for their elements.
- Buffed training area boosts, 2 -> 4
- Added plenty of new decor: Chess pieces, topiary, balloons...
- Added event variants of guild halls!
- Guild halls now display some extra info, clarifying their purpose.
[h3]WORLD:[/h3]
- Leafy cocoons are now starry...
- Leafy cocoons will now become "branded" when close to hatching, locking it in.
- Leafy cocoons now determine its outcome via a total of all influencing factors while it was pupating, not just the most prominent at the end.
- Starting a new moon will summon a burst of adventurers depending on your town level.
- Constellations now appear in the sky...
- A cameo from Cobalt Core and Sunshine Heavy Industries has appeared! It'll show up soon after the Lv. 50 boss introduces themselves.
[h3]MENUS:[/h3]
- The buildings menu now has a filter for new buildings.
- The buildings menu now turns on both new and highlight buildings when one is in both categories.
- Fixed touchscreens not registering taps on a menu occasionally.
- The NG+ building category has been moved closer to the center of the list.
- The options menu has been split up into several sub-menus to reduce clutter.
- Added options for fullscreen and saving/reseting window size.
[h3]OTHER:[/h3]
- Corrected a background sprite in the ending.
- Some other materials are now floaty.
- Fixed the Excavator achievement not unlocking in rare cases.
- Deleting your save file should now be more thorough.
- Did a lot of behind the scenes setup for Part 2. Nothing noticable yet...