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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.)

v1.4a - Quick fixes

Hello again! Not much to say here. Some stuff was pointed out and I'm fixin' it.

[h3]BUILDINGS:[/h3]
  • Fixed save files not writing to the steam cloud when closing the game while it's autosaving. This might fix the "failed to sync" issue I've been seeing, but I'm keeping an eye out for it.
  • Fixed the wooden gate decor having a blank icon on the menu.
  • Fixed an NG+ building not being set as Hidden in the list. (Hidden buildings don't display a [?] card when locked.)


[h3]PROGRESSION:[/h3]
  • -Fixed a crash during a certain endgame trigger.

v1.4 - Post office, Endgame NPC help, outfit history

Hello again, Settlers! I noticed some players getting kind of stuck at the endgame since they weren't expecting it, so this update should help them get out of a materials rut a lot faster.
Plus, a post office! That way you can still get the benefits of NPC visitors without constantly checking in on the game.

[h3]BUILDINGS:[/h3]
  • Added a post office! NPCs will put what they were holding there when they leave.
  • Added a new moth tree variant for NG+!
  • Shrines now toggle on and off when you click on them.
  • Added a couple new decor buildings: A keg and a small wooden gate.
  • Fixed a certain decor in the twilight event not being solid.
  • Fixed guildhalls swapping their guildmembers on load.


[h3]MENUS:[/h3]
  • You can now open stock menus by double-clicking on them any time they're visible.
  • Stock menus now hide while in the buildings menu.
  • The buttons for bosses and monsters are now kinda spiky, to distinguish them more from Normal buttons.
  • Added a class icon for Echoes so they show up in guild halls properly.
  • You can now pick up buildings by dragging them upwards.
  • Added a short edit history for outfits. This isn't saved on close, but it tracks the last few changes you've made to your outfits that would otherwise be lost.
  • Added some helpful icons to the Wardrobe buttons. (also added those icons when picking a specific cosmetic.)
  • Fixed an issue where boost popups wouldn't appear if lots of them spawned at the same time.
  • Added a logo display when picking a familiars.io pet to make it more obvious that they're crossover content.


[h3]ADVENTURERS:[/h3]
  • Added a few new adventurer cosmetic options; keep an eye out!
  • Two NPCs will now return to help out with the endgame, by providing some much-needed materials...
  • Witches and Shepherds are starting to learn a gliding enchantment...


[h3]PROGRESSION:[/h3]
  • Fixed some specific storybeats not sticking when starting a second run.
  • During the endgame, Increased the rate item purchases decay the final stat, so it doesn't get so stuck at the top, 0 -> 0.02 (other stats are at 0.04)
  • Added a new monster quest that shows up during the endgame, to help out with getting certain materials.

v1.3c - V. small hotfix

Hello! Mostly just pushing this out for the change in the Progression tab, but a couple other changes snuck their way in there.

[h3]PROGRESSION:[/h3]
  • Fixed a part of the tutorial appearing after you've already beaten the game


[h3]BUILDINGS:[/h3]
  • Certain roof decor (like string lights from the comet) should no longer sell items.


[h3]MENUS:[/h3]
  • Added a confirmation screen to the Reset Default Settings option.

v1.3b - Tutorial polish, ending polish, wardrobe polish, polish polish

Hello again, Settlers! Nothing super outstanding with this patch (as to be expected with the lettered updates), just refining the all-around experience some more.

[h3]ADVENTURERS:[/h3]
  • Made the "no pet" icon look less like a real pet.
  • Fixed Echoes not being able to visit. (they'll still start at level 0 but will get a level after visiting.)
  • Fixed an issue with picking pets for your avatar; they will now properly swap out.
  • Adventurers now poof when they despawn on-screen. It's funnier than fixing it.
  • Added an extra failsafe to prevent a crash when adding a friend.
  • NPCs will now try to move out of the way of each other when spawning.


[h3]PROGRESSION:[/h3]
  • During the tutorial, the "open main menu" arrow will flash during more steps.
  • During the tutorial, Rose attempts to stay on screen more adamantly. (even teleporting just offscreen like you do!)
  • A certain HUD element during the ending sequence will now fade out if you have a card open.
  • Fixed a minor issue with text advancing during the credits sequence.
  • Added some overrides to make sure the ending starts almost immediately after fulfilling its conditions.
  • Fixed the ending statistics subtracting from the moon count.
  • Fixed stored outfits not being saved between runs.


ALSO:
  • A certain decor in the twilight event now fades in images more reliably.