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Settlemoon News

v1.3 - Lategame hint, early softlock fix, multi-music-sheets

Hello, Settlers! People are actually beating the game now! Looks like our predictions were pretty accurate.

This patch should help with some issues with clarity I've been seeing regarding the "stats" system; it's just REALLY not clear what it affects. I'm trying to opt for clarity before retooling the system itself; folks seem to enjoy what it's about once they understand it.

I'm also changing some things with the endgame itself as well; it looks like a tool meant to help players finish out the game wasn't really doing much of anything. They should make a bigger difference now.

[h3]IMPORTANT:[/h3]
-Fixed a rare issue in which a late-game trigger would activate early. If you found yourself facing a mysterious Lv. 90 boss very early on, that was actually a bug!! This should fix that.

[h3]BUILDINGS:[/h3]
-Putting something in an item stand has every adventurer in town comment on it.
-Removed event materials from shrine recipes, so they all unlock on clearing Boss 4.
-Melee and Ranged shrines now require 1 of Boss 5's mat, so they're unlocked later.
-Fixed the Rogue's shop making only 1 whetstone.
-Music sheets now have a visual indicator if they're active.
-Having multiple music sheets in your town will have them swap which one is active every few minutes.

[h3]ITEMS:[/h3]
-Endgame items will now be bought much more often.
-Endgame items have had their stats buffed significantly, 1 -> 5
-Adventurers should talk about items more often.

[h3]PROGRESSION:[/h3]
-Added a new card once you get your first event! It should help convey a more hidden mechanic a little better...
-Expanded on the card you get after Boss 3 to foreshadow a mechanic better.
-The town's centerpiece now has a helpful display after clearing Boss 6.
-Increased Boss 6's resource limit, 10 -> 20.

[h3]MENUS:[/h3]
-Fixed card captions drifting away if you go AFK.
-Items should stay on your cursor better when dragging the camera or menus around.
-Items will now remove themselves from your cursor when closing the menu you grabbed them from.

First Week Done!

[h3]It's been a heck of a week![/h3] I'm glad the reception has been so positive so far, and it's been great watching people's reactions to new things as they progress.

A few people have even beaten the game! Good job!

I've been loving seeing everyone share their little adventurers they've gathered, especially. Very expressive! Adding the wardrobe got some really funky looking dudes being made. There's even a bit of a collaborative effort of folks helping others find costume pieces they want!

Of course, no launch is perfect, and I've been seeing some rough patches for people getting later in their playthroughs. I'll have some updates to address them soon!

Now to go into some mechanical spoilers...if you haven't defeated your fourth boss yet, you may not really get it.

The biggest sticking point for players have by far been the elemental stats system. It's meant to be mysterious, sure, but it dips into downright frustrating unless you know how it already works. It seems like the biggest issue with it is more of clarity; I'll have to add much better ways to convey how the elements work and what they affect.
I haven't landed on a solid idea yet; there's a lot of potential answers to this! I'll keep workin' on it until it fits all nice and well with the rest of the game.

Beyond that...I'm planning on a content update that should make second playthroughs a lot more substantial. A large chunk of folk are hitting the endgame from what I can see, so giving them more to do once all is said and done should make it a lot more replayable.

[h3]Thanks for playing, everyone, and thanks for checking this out, you![/h3]