1. Toby's Island
  2. News

Toby's Island News

MASSIVE PATCH - Tobys Island 3.0

Welcome to 3.0! The Village Patch:
[p][/p][p][/p][p]What follows is the single largest patch I've released outside of maybe the resolution patch, but that patch didn't really add real gameplay, it was just a lot of work for me. This patch adds actual playable content and features and I'm extremely excited to launch it. I've done lots of testing but because its so large, I always appreciate people reporting bugs and funny busniess. [/p][p][/p][h2]Town Upgrades: [/h2][p][/p][p]In my opinion, the single most important upgrade of the whole patch is the new town upgrade system. I'm not trying to create extra work for myself but the old town upgrade system didnt age well with the resolution patch. It was designed for a 640 x 480 resolution window and not only that, because it was designed for such a small screen, it meant some info features and quality of life systems were intentionally left out for the sake of saving ui space. [/p][p][/p][p][/p][p]I introduce to you the new upgrade UI that gives you full explanations of the upgrades as well as resources required. When you click on an upgrade it will tell you exactly which resources you are missing and you can see the "star level" of your building as well. Each building can be upgraded to 3 stars offering unique building changes at each level instead of just boring stat increases like +10 storage. [/p][p][/p][h2]Mail System:[/h2][p][/p][p]The Mail system was SORT of created for freeplay mode, mostly only idea. its execution was sort of half implimented and could hardly be called a system. It was an idea that I experimented with but did not fully impliment. [/p][p][/p][p][/p][p]Now Toby can upgrade the storage facility to contain a post office, the office itself acts as a safety deposit box for villagers and strangers to send you physical goods, but this upgrade comes with a mail box for outside Toby's house which allows others to send Toby mail. [/p][p][/p][p][/p][p] You can expect things like: [/p][p]"hey, I heard you are collecting rare eggs. I have one. if you meet me out in the desert near such and such ill trade you for a diamond." or "hey thank you so much for clearing out the marl from the forest, as thanks we sent such and such item, you can find it in your safety deposit box - love, alphathans at frank falls" [/p][p][/p][h2]The Black Smith and Mine Shaft:[/h2][p][/p][p]The blacksmith got a MASSIVE gameplay overhaul in that you can now install an infinitely scaleable mine shaft. At any time, you can spend resources to expand the depth of this shaft and explore an infinite number of randomly generated dungeons. This introduces a massive opportunity to collect various ores that get rarer as you travel deeper, as well as curated events that happen on certain floor checkpoints. Btw you can actually break down the walls with your pick axe. [/p][p][/p][p][/p][p][/p][p][/p][h2]Trophy System:[/h2][p][/p][p]The trophy system has existed since alpha, but I never actually had time to create all the trophies art and effects and code them into the game so I cut the feature a while ago. [/p][p][/p][p][/p][p]The game now officially has the trophy system again, the features are as follows: -Aquire trophies by doing in game things such as digging a certain number of times, hearing your first rumour, reaching day 14 etc. -Each trophy is also tied to a steam achievement so if you are playing on steam you will be able to farm those. -You can enter your trophy case and equip a trophy, they arent just for show. trophy's have effects such as increasing ore drop rates, exp boosts, increasing random quest appearances etc. happy collecting! [/p][p][/p][p][/p][p][/p][h2]The Farm:[/h2][p][/p][p]The farm got some big changes including a new pond that can house various water creatures. You have to take the time to restore it but once you do, its inhabitance will play on your farm and water your crops for you. [/p][p][/p][p][/p][p][/p][p]There is also the beginnings of a new building placement system. You can now aquire blueprints for entire buildings and place them on your farm. The storage shed for example is a multi use structure that acts a woodworking table, a storage unit and save point. Place it on your farm where ever you want, and even pick it up and move it. [/p][p][/p][p][/p][p][/p][p][/p][p][/p][h2]The Alchemy Station:[/h2][p][/p][p]Potion making got a big quality of life upgrade in the resolution patch via failed potions making unstable flasks, and moving the recipe book away from a seperate shelf and right into the potion making scene. [/p][p][/p][p][/p][p]But this patch the whole building got an overhaul with massive upgrades including potion automation that creates daily potions for you that you can let build up over a number of days and then when its convenient you can come take them right off the shelf. You can also now recruit NPC's to collect resources for you, just give them a copy of what you want and they have a chance to generate more each day, even rare items. [/p][p][/p][h2]Item Depot:[/h2][p][/p][p]Speaking of the item depot, The item depot is also getting a huge overhaul in this patch. The village can now be intruded upon and you may find yourself having to lock up your items. meet the giant vualt door upgrade. In the same screen shot we can also see the safety deposit boxes added from the mail room upgrade. As well as the new furniture system that allows you to place and move furniture inside the item depot decorating it however you like. the coutner top is modular, the carpet is moveable and you will be able to build and obtain new decorations as well. [/p][p][/p][p][/p][p][/p][h2]Rumour System:[/h2][p][/p][p]The rumour system was always in the game but it was poorly implimented. I was horribly manual. As my skills have developed over the last 11 years, it was time to revisit this system. It now acts as its own menu. [/p][p][/p][p][/p][p]Rumours now appear based on Toby's level. The rumours that exist in the back end are devided into pools based on level ranges, so if toby is level 1 to 3, theres a pool of rumours you can randomly recieve each new day. then once you are level 5, the pool gets larger. each new day rumours are pulled randomly from the pool available to you and suggest level appropriate activities for you to indulge in that you might not otherwise know about. [/p][p][/p][h2]Tunnel System:[/h2][p][/p][p]The game now includes a tunnel system upgrade for the tool shed that allows you to fast travel to any building within the village. With the vault system and the tunnel system - I hope I'm making it obvious what future system will exist. [/p][p][/p][p][/p][p]This is meant to be a quality of life upgrade for when you want to hit multiple buildings on your trip to town and want to avoid the walking and load screens associated with the main hub. It will also add more story oriented opportunities in the future. Stay tuned for those. [/p][p][/p][h2]The Library: [/h2][p][/p][p]The library went through some bug fixes but most imporantly, the music player was swapped out for something entirely different. Its the beginning of something pretty cool and I'm excited to impliment the rest. stay tuned for more on this. [/p][p][/p][p][/p][h2][/h2][h2]That's All, Folks[/h2][p][/p][p]I don't normally post patch notes here on steam - though I may start. But if you want to stay updated with more frequent and smaller patches, bug fixes or just want to chat, please join the discord! [/p][p][/p][h2]https://discord.gg/NfHxPwj8xR[/h2][p][/p][p]We'd love to have you and you can ask questions and speak to me directly, tell me what you love and what you hate, I'm extremely responsive! until next time! Matt - All the way from Toby's Island

[/p][p][/p]

Patch 2.2

Major Changes:
-fixed issue where leaving crab cave brings you to library instead of the forest.
-added crystal clam (ability to make refined crystal orbs without completing quests)
-introduced "scone" the squid who presents to you the giant clam that gives you refined orbs
-added asmodeus end sequence as well as credits and post credits content
-added lavatubes content including new bosses
-added water tunnel connector region (not really much to do here but its a cool sight seeing moment)
-fixed issue with camera moving off to the side and staying there during Marl culdron scene
-fixed an issue where the lost and found dog could get stuck on the wall while moving away from the player
-fixed an issue where game crashes upon interacting with location that cauldron SHOULD before you get it back from marls
-fixed an issue where battle back wouldnt load in if you had lost a fight to shell pups in fight club and this was accompanied by massive reduction in frame rate.
-fixed an issue where the worms despawn during the wasp hive fight. (hoping i didnt break anything with this fix)
-loose crystals now spawn on the ground every 900 seconds around crystal formations
-New items: Crystals, Crystal Powder, Liquid Crystal, Crystal Evolution, Stone Dust, Gravel, Sand
-game now makes sure you have enough bag space before letting you use machete or pick axe (previously only worked with wood axe)
-can now make concrete and use it for constructions
-new enemies in the island spine
-new area in the island spine that will let you complete the Franks quest line
-added fire and water spirit to obtainable party members
-added ability to load game from combat by pressing esc key
-fixed issue where conversation with the franks took place through a black screen
-fixed black screen error in telescope
-fixed black screen when heading to pond for fishing in fall zone
-fixed issue where swamp would cause crashes in music player


Minor Changes:
-fixed no collision issue on wall next to sky temple door.
-fixed various spelling mistakes
-fixed issue where Trogus would disappear after winning the fight against him.
-trogus temple now has guards that prevent you from entering once you come back (for now) = teaser for expansion
-fixed issue where rat picture doesnt disappear in board game mini game
-can now find live crabs in the shallows of the island spine (crabs are used for fishing and later cooking)
-fixed an issue where you could stand in the sky in the crystal forest
-fixed issue where jemjell was the fastest creature on earth at lvl 1
-fixed pathing issues on rock formation in crystal forest
-fixed issue in telescope tree fort where cauldron showed 4 icons

Small hotfix patch Early Access 2.1.1

-fixed issue where the bee hive dialogue wasn't triggered when you climb the rocks
-added collision for the beehive
-fixed collision on the gate to allouen
-fixed issue where the gate door could sometimes appear to overlap toby
-fixed issue where leaving through the right side of town onto the cliffs trapped you with a black screen
-fixed typo "safetly" in forest fight tournament
-fixed issue where digging the favor coins on the beach caused crash (at least I think I fixed it? I identified something that would cause a crash, but I don't have an explanation of why it only sometimes caused the crash. It should have crashed every time)
-fixed issue in swamp where screen got stuck black
-fixed issue where blue print for plank bundle is destroyed after use
-fixed issue where moving from crash site to swamp sand bar gives permanent load screen
-fixed issue where moving from sandbar to swamp gave permanent black screen
-made planks stackable up to 4
-fixed description on exotic seed bag
-fixed black screen on cliff side with peloo
-fixed black screen in cave near crash site enterance
-fixed black screen leading to frank's beach
-fixed black screen during D&D minigame

Massive Update - Getting Ready To Leave Early Access

Major Changes (rated by importance, not neccessarily volume of work)
-reworked the entire crystal forest to merge small maps into larger ones and redesign visuals
-fixed a crash to desktop that appears in the northern forest
-fixed issue in swamp where exit would take you to wrong map - getting you stuck in a wall.
-added new wasp enemies
-added new hive enemies
-added new larva enemies
-created system to implement load screen visuals for maps that genuinly do take a long time to load
-added mail boxes upgrade to item depot
-reworked the fight club: challenge enemies on screen indicated by icons rather than being given them invisibly through a list
-new fight club enemies
-new fight club prize
-old fight club boss fight/story scene removed
-added library interior
-added info board to town center (only half implimented though)
-added story line associated with wasp enemies and new bee hive NPCs
-added new citezens and jobs/stories associated with them
-designed new ladder system (very proud of it)
(ladder as in the object you use to climb up and down walls with, not a ranked system)
-cleaned up hovering icons
-added new facial expressions for Mirai
-completely rewrote the the shovel tool and added 2 new systems on top. You can now dig ANYWHERE.
-added a chest to crash site beach
-added new note collection system
-replaced construction signs with stepping pads (which I now use all over the game)
-first save slot is now labeled as "auto" to indicate it is an autosave slot
-added propper battleback for Island Spine region
-reworked some dialogue for the opening incubator scene
-made some changes to the way items on the ground check for free inventory space (still need to visit this further)
-added new flash back cut scene about tobys grandfather
-added a new music system that collects songs you've encountered during the game and lets you listen to them
-added new way to get the seed bag, and introduced new item called "exotic seed bag" which is not a tool but more like randomized loot
-balanced the stats of Mirai's thunder ability
-balanced the attack power of jumptah at lvl 1 and 2
-balanced the mana regen of druid berries
-fixed a bug where health potions sometimes miss
-fixed issue in the sky temple where the screen and sound effect would flash every time you moved the tile
-fixed issue in sky temple where the one laser wouldn't disappear properly
-reworked the dialogue on Allouen to make it more cohesive with the current vibe of the game now that his character is more fleshed out
-fixed an issue where you could freeze the game during a conversation with the forest marl
-replaced the placeholder graphic for Toby's grandfather with the permenant one.
-finally fixed it so that if your inventory is full, you won't lose logs you chop, you simply won't be able to chop them at all.
-added digging animation to favor coin, instead of having them just disappear from the ground
-added snake npc to the level 1 alchemy shop instead of making you wait until level 2
-made it so random item spawns rarely show up behind objects like trees which obscure their view
-added new dialogue to alchemy shop that gives the player more guidance to go out and get the cauldron from the marl
-increased peloo's attack damage at all levels and increased his crit chance by 10%
-added "box of nails" which is now a crafting requirement for building upgrades and can be found in various places on the island
-added "bag of rocks"
-added "bundle of planks"
-temporarily disabled use of the mouse to guage user feed back on not having it
-disabled f12 button (testing to see if this crashes anyones game)



Minor Changes
-changed the way in which you initiate the scene where kira is spying on you
-fixed issue where Dairus would disappear when spoken to.
-fixed issue where Dairus didn't say anything if approached after main story played out.
-fixed issue where you couldn't use rear entrance of tool shed
-added level 2 blacksmith
-added level 2 tool shed
-fixed bug where Harbos in town shifted a tile over every time you saw him for the first time each day
-optimized some map load times
-set icons to "on" by default
-food indicator now accurately shows at the start of the game
-added red color to all instances of the word "Shattered" referring to enemies
-reduced font size of text window and decreased padding. Looks much more modern and word wrapper now fits more text per chat window
-reworked the way the "mysterious floor food" cut scene is triggered
-removed a weird white pixel that was appearing on jumptah's battler
-changed the faces toby makes while exploring the alchemy shop for the first time.
-added warning to potion making that blocks you from trying to make potions if your bag is full. Once you are in the scene however, you are still able to lose potions. (I will build a better version of this later where maybe potions get sent to storage if your bag is full.)
-made the ambush marls (the plate of food) fade away after defeating instead of abruptly disappearing
-improved Betathans skill animations
-changed the way padu is added to your village
-added decoration to the blacksmith table such as a saw that adds some explination as to how you are making wooden planks from logs


Misc

-added teleporter to Island spines last patch but forgot to mention it.

Island Spine Content Update - Patch 1.96

This patch added 4 new characters and 3 new storylines full of lots of dialogue that changes based on who is in your party, your choices, and whether you win or lose fights. This content was added to the region that I added last patch.

(Big Stuff)

-added tullis and meegal story line
-added kagverathul story line
-added Dairus story line


(Small Stuff)


-fixed issue with some automated music playing when it shouldn't over hand picked music.

-added color coding to some names in the dialogue that I missed.

-lots of little back end stuff you guys won't see.