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Settlemoon News

v1.6c - Quest time hotfix, OoB Building fix

Hello again! Another lil' hotfix. We noticed a lot of folk getting weird bugs where a "GUILD" quest would look like it just repeats endlessly without completing. It shouldn't do that now.

[h3]QUESTS:[/h3]
-Fixed quests with a GUILD status getting stuck for absurd amounts of time.
-Fixed inaccuracies with quest timers that caused timers to appear to loop.

[h3]BUILDINGS:[/h3]
-Fixed being able to place buildings waaaaaaaaaay out of bounds if your window was wide enough.

v1.6b - Quest time fixes, mostly.

Hello again! Another hotfix. Is it a hotfix? what's the threshold of a hotfix being hot? how long does it take for a patch to cool down?

If you've noticed some ridiculously stacked quest completions, it's not just you! It WAS actually a bug. Fetch quests should no longer take...6 seconds to complete.

[h3]MENUS:[/h3]
  • The option to disable the help button on the main menu now also disables menu names and has been renamed to "Hint Text on Menus".
  • There is now a building category for some endgame buildings.


[h3]QUESTS:[/h3]
  • Completed quests that also have an ongoing repeat will now show the timer.
  • Fixed an issue where guilds would permanently lower the time it takes to complete a quest.
  • Quests now update their cost and wait times on load to match updates.

v1.6a - Very small UI hotfix

Whoops! I thought the lists were in the right order but they weren't. Now they are. Dun worry 'bout it. That's what these letter hotfixes are for.

  • Fixed the Moons menu using an incorrect icon after gaining forbidden knowledge.

v1.6 - TIME EXTENSION!!

Hello, Catalysts!

Big change here: All timers now last 50% longer. I had tuned the Stars one specifically for overnight; set things up, sleep for 8 hours (hopefully), and it'd be done when you wake up. Moons are for more active times; if you're running errands or something.
Turns out these were way too short. It was frustrating to just have it run out by the time you're done. So now, even overnight, the town should be active in the morning!

Additionally, more UI clarity and tutorialization. In hindsight I probably should have focused much more on this pre-release, but hey! No time like the present. If learning the game and navigating menus felt too confusing for you, give this a try!

We've also seen some folks say they've plateaued around Lv. 60, and made some changes to hopefully help people get over that wall easier. Still gonna keep an eye on that!

And lastly, I've thrown in some new decor as a bonus! Some of them are exclusive to special moons...

[h3]MOONS:[/h3]
  • Increased time limit for Stars: 8 -> 12 hours
  • Increased time limit for all Moons: 4 -> 6 hours


[h3]TUTORIAL:[/h3]
  • The helper moth will now land on back buttons when highlighted.
  • Back buttons now have a much brighter sprite when highlighted.
  • Rose will point at more buttons when trying to lead you to the Quests tab.
  • Options on the main menu that aren't relevant yet will be locked, to reduce getting lost in menus.
  • When you first get the card explaining how time works, it can't be dismissed until you read through all of it.
  • When waiting for the tutorial quest to finish, the back button on the quest menu will now be highlighted.
  • Adjusted the phrasing of the tutorial card to better explain the purpose of quests.


[h3]MENUS:[/h3]
  • Menus now have NAMES! They display briefly when you open them. This should help a lot when getting your bearings as well as helping other players.
  • Fixed the buildings menu temporarily disabling picking up buildings after placing an item stand.
  • Menu moths will now land on things more reliably instead of spinning around them for a long time.
  • After gaining forbidden knowledge, the Sky menu changes some icons...


[h3]BUILDINGS:[/h3]
  • Increased the Large Inn's level, 1.5 -> 1.75
  • Increased the Moth Tree's level, 1 -> 1.5
  • Moved some secondary shops closer to the front of the list, so they're more easily seen.
  • Underground decor is now easier to pick up.
  • Added some new decor! A bamboo plant, a dock, a boat, a spooky clocktower, and more!
  • Added a hanging sign variant for the display stand.
  • Drinks made from event materials are now even more polarized.


[h3]UI:[/h3]
  • Fixed the autosave status flickering with a lot of icons for 1 frame before switching to the "lot of files" icon.
  • Changed the icon for autosave saving a lot of files.
  • There are now different sprites for different envelopes, as well as a new sprite for your mail collection tab.

v1.5 - Menu, quest, and tutorial UI improvements! Clarity!!

Hello again, Settlers! Or Catalysts, I should say. I think enough people have checked out the wardrobe to notice that.

This update's all focused around improving the UI to make things more clear and consistent, revealing a bit more of the game's systems.
Notably, there's a pop-up for everything that adds to your town's level! Now you can see what's causing it to go up and down.
There's some Quest-related UI improvements too; it should be more obvious what to do with them now.

As for a more practical change, Training areas now have a unique function! They're the buildings with the big Class flags, made with Boss 2's material. They used to just attract adventurers of that specific class, but now they boost levels ABOVE your town's level!
Boss quests now also sort completions by highest yield, so if you're farming out a boss, you don't need to pay for a bunch of garbage completions to get to your Assassin progress.


[h3]UI:[/h3]
  • Things that increase your town level now has an animated UI element showing the level go up.
  • There is now also a UI element showing the level go back down on a new moon.
  • The icon for decor boosts now uses the same icons as building stats to make it much cleaner.
  • Cocoons have a unique icon for decor boosts.
  • The Moons button on the main menu now highlights when the sky timer runs out.
  • Certain materials will no longer show a [?] if you haven't unlocked them yet.
  • Fixed an endgame's item window causing an infinite menu hole if you mash it.
  • Trying to buy a resource you can't afford makes your money counter flash.


[h3]QUESTS:[/h3]
  • Boss quests with multiple completions will now sort them by highest yield. (if you have existing boss quests, this will apply on their next kill.)
  • Guilds will now go after bosses much more often than other quest types.
  • The empty quest slot now has more helpful guidelines, as well as an indicator you can put resources there once you unlock fetch quests.
  • Quests with the "Taken" status now have an animated spinning loading-esque icon.
  • Clicking on a completed quest you can't pay for now makes both your money counter and the quest's money flash.
  • On boss quests, the resource counter now shakes when they take a hit.
  • Increased color contrast of forbidden knowledge.


[h3]BUILDINGS:[/h3]
  • Training areas now boosts levels of any adventurers it attracts by 2. This can go OVER your town's level (but not the level cap).
  • Blueprints should now display behind adventurers and NPCs.
  • Item levels have been rounded up to the nearest 0.05. This should result in a VERY SLIGHT town level increase.
  • Fixed Guildhalls swapping members on load (for real this time).


[h3]PROGRESSION:[/h3]
  • Deleting save files will now be more thorough.
  • During the tutorial, the Back button is now highlighted if you need to go to a different menu.
  • Rose now has a more detailed sequence during the tutorial, including some little speech bubbles.
  • The tutorial card now has an arrow on the cover to signify it should be opened.
  • Elaborated on some phrasing in the tutorial card: "Sell them items for Silver!" -> "Sell them items from buildings to get Silver!"
  • The cards for the tutorial and the ending now cannot be dismissed until you reach the last page. (this doesn't apply if you're reviewing them from the mail collection or main menu.)
  • The tutorial quest now gives out much more slime, as well as enough materials to build 2 pawn shops.


[h3]ALSO:[/h3]
  • Fixed sky variants modifying the void's sky too.
  • The chronomancer mouse NPC's item no longer adds time when updates are frozen. (this should fix an odd interaction with an endgame sequence.)