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Settlemoon News

v2.4c - Better Backups

Hello, Catalysts! This update's intended to help the game be a little more self-sufficient. I noticed some very rare bugs where some save files would be partially corrupted. To help with that, I've beefed up the backup system and added a Load Backup menu in the title screen.

There's also a couple other bits of UI improvements; Steam screenshots should now work again (yay!) and I added a "time remaining" section to the loading screen. This is a...partial fix. I noticed a (again, very rare) bug where the loading screen would get stuck and I'm unsure if it's just processing a lot of time or if it's legit getting stuck somewhere. With that change, if it happens again (IF...) then that'll help narrow it down.

It's also just really cool to watch how much time it's simulating.

[h3]MENUS/UI:[/h3]
  • The title screen now includes a menu for loading backup files. There are 5 layers of backups as well as one that's made just before starting a new moon.
  • If a file fails to load, it now attempts to load backups more reliably.
  • The "catching up..." phase of loading now displays how much time is left to simulate.
  • Fixed steam screenshots being disabled.

Lepioid Update: Been a bit!

Hello, Catalysts! It's been a while, hasn't it?

I hope everyone's been enjoying the game in its current state! Honestly, this silly lil' idle game did much better than I ever thought it would. Thanks!
but that begs the question...what have I been up to in the meantime? What about the game? Will X bugs ever be fixed????

[h2]What has Lepioid LLC been doing?[/h2]
if the game hasn't been updated, what have I been doing? Well, recently, I got together with some cool friends and made another game: Dreams of Aether! It's a fun little microgame collection that was a blast to work on. Check it out here: https://store.steampowered.com/app/3463050/Dreams_of_Aether/

Once we got that all finished, I kinda had to take a break from gamedev, haha. It was kind of a marathon! But obviously I'd never stay away forever, so I'm looking to get back into the thick of it. Make some new things, update some old things, all that fun stuff.

[h2]What about Settlemoon?[/h2]
I think Settlemoon's pretty...setttled at this point! It's got a good amount of content and it's MOSTLY smoothed out. (i'll get to that in a bit.) I do have a lot of stuff that I think could be changed about the weird idle-townbuilder formula, but I think that's something better saved for a sequel or spiritual successor. Believe me, there's a LOT of stuff behind the scenes that I wanna do with Settlemoon's world, still.

Also, I have an Android port in the works! It's in a PRETTY good state but I'd still need to confirm everything on the port works and finalize everything on the storefront and legal end. When I think it's ready to release, I'll let you guys know!

[h2]Bug fixes?[/h2]
I'm aware of some rare bugs that are pretty game-ruining! Unfortunately due to the rarity and how much of the game's effects take time to happen, it's really hard to reproduce anything. I'm still gonna take measures to fix them, though! Here's what I'm planning:
  • Much more robust save backups
  • Better file management (manual backups and file select)
  • Failsafe for getting stuck on "catching up..."


The actual timeframe of fixing these I'm not entirely sure of yet; unfortunately bugfixes are something that take a mysterious amount of time. So for now I'm chalking it up to "soon(tm)".


That's everything for now! Thanks for reading this, and again, thanks for sticking with my silly lil' game for so long!

v2.4b - Outlines and Onboards

Hello, Catalysts!
So, technically this is a smaller patch, hence why it's v2.4b and not v2.5. There's no new big features or buildings or anything in this, but there's a lot of little changes that add up, and some of them affect a lot of what you're looking at.
Namely: Text outlines!! Adventurer names and button labels have outlines on the text now, which changes the "visual identity" of the game a lot IMO. I'm a bit of a stickler for visual details.

I also rewrote the tutorial card to make it flow a lot better and unlock in piecemeal; i noticed a lot of players just skimmed through the card and forgot about it, since they didn't have any context for what they were reading. Now it should stay a lot more relevant!

[h3]UI:[/h3]
  • Held items are a little more...glowy.
  • Added new cooler-looking UI for hold clicking.
  • Adventurer nametags and button numbers have outlines now! Extra readability.
  • Fixed a 0 showing up when placing a building.


[h3]BUILDINGS:[/h3]
  • Added a new animated hint to SQ4's building related to the hold clicking change.
  • SQ4's building now triggers a save when activated.
  • Refined SQ1's update popup a little so it doesn't have an awkward empty space.
  • Nerfed update rates of SQ3's buildings to balance out with the decor buffs. (that got ridiculous.)
  • The bloodmoon inn can now hold every item a normal inn can.
  • Fixed warehouses not triggering when they only have items.
  • Fixed warehouses rarely filling a shop with an item that wasn't already in there.


[h3]PROGRESSION:[/h3]
  • Redid the tutorial card with new dialogue, rearranged pages and an extra page to help with pacing.
  • The tutorial card now hides most pages and is shown piecemeal as the pages become relevant.
  • Fixed milestones popping up on the prestige screen.
  • Fixed SQ7 not saving its completed status through prestiges, causing it to start and immediately finish.

v2.4a - Small hotfix for boss quests

Hello again!

Tiny fix. Teeny fix. Probably not going to be the only fix. You know how these things go.

[h3]QUESTS:[/h3]
  • Fixed a crash when attempting to pay for a boss quest.
  • Added a failsafe if you somehow don't get the milestone for a boss clear the first time; it'll now attempt to re-unlock it every time you pay for the quest.

v2.4 - Tidying Up(date)

Hello, Catalysts! Hope those cold winter nights are treating you well. Or if you're on the southern hemisphere, those warm summer nights. I'm not jealous.

Here's an update that smooths a lot of things out. Most notably is the Full Restock feature; in the Dropped Items menu, you'll find a big bag full of stuff. Dropping that on a shop will automatically cram every item it can from your dropped items into that building, meaning you can restock a building you just placed (or replaced) REALLY quickly.

Besides that, there's a lot of weird UI things fixed! Nothing super revolutionary on its own but it should add up to be a smoother experience overall. Crash fixes, guild fixes, UI adjustments, new options, all that good stuff!

[h3]ADVENTURERS:[/h3]
  • Added 5 new hats and heads.
  • More kobolds will show up after clearing certain things.
  • Friends without names now display a more generic name with "BUD 1", "BUD 2", etc. They're your buds :)

[h3]BUILDINGS:[/h3]
  • Placing a building over a blueprint of itself will simply delete the blueprint instead of picking it up.
  • Fixed guildhalls displaying the level of the building and not the guild.
  • Dumping items into the incinerator now gives you 1 second per item.
  • Fixed a guild issue where picking a raid would only consider the class of the last member.
  • Fixed guild members signing up for multiple guilds at a time.
  • Post offices now show a small profile picture of the NPC that dropped off the mail.
  • Fixed the ferris wheel using a smaller collision box when placing it than when actually placed.

[h3]MENUS (ADDITIONS):[/h3]
  • Added a Quick Restock item to the Dropped Items menu. Dropping this onto a building will restock every possible item from your storage into it.
  • Added new game options: "Menu Friction" and "Camera Friction". These adjust how fast those slow to a stop after swiping them. If you want your swipes to send the menus farther, lower this setting.
  • Added the "Held Item Locks Camera" game option. With it, tapping will not grab the camera when holding a building or item, and hovering near the edge of the screen will scroll. This option makes touchscreen controls a little smoother.

[h3]MENUS (FIXES):[/h3]
  • Fixed a crash when trying to select a pet from an empty outfit history slot.
  • Menus are now more strict on swiping down to close. You need to actually swipe downwards for it to close; diagonals will keep it open.
  • Updated the seasonal pawn shop's icon to show that it's different from the regular one.
  • You can now hold click on buildings to pick them up in the Buildings menu.
  • Fixed a visual bug with the Dropped Items menu saying you're about to grab an item from a button with 0 on it.
  • Placing a monster on a quest in Scout mode now switches it to Open.
  • Clicking on a quest scroll while holding something no longer cycles its status.

[h3]
TOUCHSCREENS:
[/h3]
  • Held mats/items no longer float to your tapping position if you're tapping a menu.
  • Held items now float towards your avatar similar to how other held things do.
  • Fixed quest monsters zooming in from offscreen when grabbed.


[h3]PROGRESSION:[/h3]
  • Menu explanation cards don't appear until you're done with the tutorial. It was a little frontloaded.
  • Unlocking an achievement statue will refresh the buildings menu if it appears in the chosen building filters.
  • Fixed SQ1's requirements always being the same.
  • The post-Boss 4 storycard (the one with big pages) now has a larger click detection area when displaying said large pages.
  • Fixed a boss quest losing a completion when the game is closed and reopened and it isn't repeating.
  • Fixed Rose looking at the wrong button during the building tutorial.


[h3]MISC:[/h3]
  • Slightly updated some resource icons. (honey and batteries use a specific black color now instead of adaptive, just like slime and glass.)
  • Update popups no longer show up on full-town screenshots.
  • Update popups now delete old ones if there's enough of them to keep popping up for 30 seconds. (that's a lot of updates!)
  • The friends list now loads at the very start of launching the game, ensuring they stay loaded in weird cases where loading into town is interrupted for some reason.
  • Added an extra hint to a hint card.
  • Added [brackets] to some building category names for linguistical consistency.