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Settlemoon News

v2.0a - NG+ Hotfix

Hello, Catalysts! Small hotfix for some things that could stall things out in NG+ as well as a couple other things that snuck in. No categories this time, not really enough notes for that. (heehee)

  • Fixed an unruly cooldown timer on NG+ NPC appearances.
  • Fixed some unnamed items.
  • Fixed the rapid click hotkey buzzing when holding it over an empty button.

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.


Store Page and Regional Pricing Updated

Hello! Time for an update outside of the game itself; we've updated some regional prices that use USD to match the recommended price. They are now as follows:

  • CIS: $8.49
  • South Asia: $6.99
  • LATAM: $7.99
  • MENA: $7.99


Also, we've updated the store page to be a little more filled out now. It's even got little GIFs and headers and stuff! Check it out!

The New Moon+ Update releases March 25th!

[previewyoutube][/previewyoutube]

It's almost here!! Woohoo!!

The New Moon+ Update (formerly "new moon part 2") is a BIG update for Settlemoon that puts an entire new spin on New Game+ runs. New useful buildings, new goals to hit, and new cards to collect! It's like playing the game all over again!

All you'll need to do to see all of this new cool story content is to beat the game at least once. A new NPC will arrive in your town to kick things off. While I'd softly recommend trying this content in tandem with a new NG+ (or even NG+++++) playthrough, you can delve into the new stuff even if your town is in an endgame state.

This new storyline will put a bunch of twists to the usual town-building and quest-posting formula. Good luck trying to fit everything! Maybe you'll be able to find some extra practical uses for all the new stuff you get...

Even if you haven't beaten the game yet, there will still be plenty of Quality-of-Life fixes to help smooth things out! Stuff like quests, guild halls and menu navigation have all seen some improvements.

See you on March 25th! The next full moon!

v1.7a - Some post-holiday adjustments

Hello again, Catalysts! Hope you enjoyed the holidays!
This patch fixes a few things I noticed over the break; most notably it makes cocoons show up a little more reliably, with an extra hint to how they can work once you get more space.

[h3]
ADVENTURERS:[/h3]
  • Fixed adventurer names appearing behind buildings when said adventurers are sitting down.
  • Adventurers no longer discuss current trends until you have forbidden knowledge.
  • Fixed adventurers showing up early during the tutorial if you start a new moon.


[h3]WORLD:[/h3]
  • Fixed an endgame animation playing at the same time as getting a milestone card.
  • If there's no room to spawn a cocoon and you don't have any spots for them, it will attempt to spawn one over the bridge out of town.
  • There is now a sketchy moth spot that shows up in the sketchy part of town.