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The New Moon+ Update is Here!

Hello, Catalysts! Version 2.0, The New Moon+ Update, is finally here! This update adds a whole bunch of new things to do once everything's all done and you start NG+. There's also a bunch of QoL and bugfixes to smooth things out regardless of how much you've progressed.

The New Moon+ stuff puts a twist on the usual mechanics you've gotten used to over the course of the game. Perform alchemy, build rides and do more weird stuff! Complete these side-objectives and you'll learn more about Settlemoon's history and inner workings.

If you've got a town in late-game NG+, I'd GENTLY recommend waiting until your next loop to start the new content. It's not necessary, though! You'll just have a real big head-start on the new content due to having a bunch of bosses beaten and stacks of resources. It might be a little overwhelming!


For a more detailed FAQ on starting this update, check out this thread in Discussions.


Patch notes:

[h2]HIGHLIGHTS[/h2]
  • NG+ STORYLINE ADDED! There is now a variety of new things added to NG+ runs. Existing towns in NG+ will also get this content over time, but I softly recommend trying it on a new loop.
  • Added new Steam achievements for NG+.


[h2]ADVENTURERS[/h2]
  • Adventurers can now spawn with uncommon Back cosmetics. Wings and tails!
  • Adventurers have a very rare chance to drop in.
  • Adventurers that are leaving town can now be flung into the sky and off the sides.
  • Fixed NPCs being unable to spawn on the right side of town.
  • Fixed adventurers walking on air. (sorry)
  • Once a minute, a low-level adventurer will leave and be replaced by another low-level.


[h2]BUILDINGS[/h2]
  • Added a Geode Shop! Take a chance with your excess rocks.
  • The rest of the elemental shrines have been given proper recipes.
  • Fixed Guildmembers not levelling up if they aren't friends.
  • When deciding quests, Guildmembers now consider the classes of all of their comrades too.
  • While guilds will prefer certain quest types, they'll still have a chance of taking unfitting options.
  • Shrines now constantly release a slow stream of particle effects.


[h2]ITEMS[/h2]
  • Adventurers now have a chance to buy the default item if a shop's inventory is small enough.
  • Adjusted endgame item stats to not be so ridiculous.
  • Adjusted how item stats contribute to the world to make them decay faster overall.


[h2]MENUS[/h2]
  • Added (optional) Scroll Bars to menus!
  • Friends and quests now wait for you to stop swiping before being counted as dragged off.
  • Resource buttons in the Visitors menu now display a negative amount of money, to be consistent with quests.
  • Storycards now display things that they unlock.
  • Pressing Back (escape, backspace, etc.) when menus are closed prompts you to close the game.
  • The World Map now changes color according to the current event.
  • Added a new
  • experimental* keybind: Holding both Left click and Right click while on the Visitors menu lets you sweep across the screen and buy any material you hover over.


[h2]QUESTS[/h2]
  • Reworked how adventurers decide on quests to act like more of a weighted list.
  • Monsters now attempt to move out of the way of Boss buttons.
  • Fixed monster quests being overly-preferred by every class.
  • Class lights on quests are now hidden until you beat the Eye Stalker.
  • The moth that appears on uncleared bosses now better adapts its color to the boss. Yay!


[h2]WORLD[/h2]
  • Added Silver Beetles! They spawn in empty spaces and fly away after a few minutes, but if you manage to click on them you get 50 silver. This should help out early game.
  • Melee and Ranged cocoons now spawn unique moths, which temporarily change the normal moon to slight variants.
  • An odd constellation appears at the start of a new run...
  • The language now makes sense. Good luck!
  • Fixed dead cocoons saving as live moths.


[h2]TUTORIAL[/h2]
  • The Town guide has been reworked to be a lot more descriptive.
  • When stocking the inn for the first time, the guide moth now flies to the TOP of the inn.
  • The tutorial now skips the step where you have to double click a building to open its stock.
  • The tutorial now has a step that forces the Buildings menu to the Shops category.



[h2]ALSO[/h2]
  • Revamped controller support. The Left stick now moves freely while the Dpad attempts to snap to buttons.
  • Fixed the NG+ ending cutscene having a jarring cutoff on super-widescreen windows.