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Happy New Year everyone!

This month has been a big one, and while we didn't get everything we wanted into the build that we would have liked, we managed to get the bedrock lain down for the significantly more extensive changes coming next month. These include things like the reworking of the farming system almost entirely, setting up how plots and incubation work, training grounds, a centralized job board, and a whole other stuff. For the moment, the biggest changes this month lay in the back end and will be described below. Further, while Part 3 of Arch 1 is complete, Part 2 has had some more significant problems and wasn't implemented, so we're delaying the Part 3 release, and will be putting them all together next month provided nothing goes horrifically wrong. Once all of those are moved into place, we'll be moving the version from v0.0.1 to v0.0.2.

The other bit of good news is that the new pipeline for HDs is going very well, with us able to put out 3 completed HDs (that's 6 scene sets) this month.

Now the changes to crops on the back-end is as follows:
Crops now work on a life system, all crops start at 5 life and go from 0 to 10, if the crop is over 5 the crop has a higher chance of increasing quality of seeds and a higher chance to get seeds, if crop life is lower than 5 the system lowers the quality and can even prevent getting a seed back from the crop. Seed drop rates have also been drastically increased, to the point that you should only need to buy new seeds when extensively expanding your fields all in one go, though expanding your crops from just your own farming should still be fairly slow.

Things that improve the life of a crop are tending, watering, and fertilization. Things that hurt the life of a crop are over-watering, not watering, harsh weather, and a daily tick. There will be further damage possibilities in the future related to things like wild plankton, pirate raids, feral monster attacks if you allow an egg with too little domesticity to hatch and linger too long on your farm, and other things, all of which you'll be able to fix up by using tending, watering, fertilization, and assigning high stat farming based monsters to your fields.

The intent for this system is to give crops more of a progression instead of getting an easy 5 star crop you now have to work for it over time with multiple generations of plants.

Once again to everyone, thank you so much for supporting us, and we look forward to another amazing year with you!

Saves are not compatible. This is due to a recurring set of bugs we noticed that were only being replicated from saves that had been transferred, never from fresh saves, and we're hoping to create a firebreak to force the removal of those bugs entirely with this.

Progress

  • +5% Farming Systems
  • +5% Story Systems

Additions

  • Snack bar and shake now have stickers.
  • Added cooking bundles.
  • Added Evan X Male Cat
  • Added Eve X Male Lamia
  • Added Eve X Golda

Changes

  • Increased the seed drop chance.
  • Crop quality system has been reworked.

Fixes

  • Fixed korona rewards not scaling.
  • Fixed the randomization dice not working
  • Fixed the mine boss idle not looping
  • Fixed a bug relating to stat traits
  • Fixed a bug where snack bars where appearing in the Cooking UI
  • Fixed crop drop items not working
  • Fixed Pierogi not having a description
  • Fixed Grownuts thinking they are a summer crop.
  • Fixed Grownuts graphics not appearing
  • Fixed sell items resetting item data
  • Fixed the intro screen taking way too long.
  • Fixed a variety of combat related bugs.
  • Fixed snackbar names not generating correctly.

Known Issues

Files

Comments

Anonymous

Was the cheat code posted for this patch?

Anonymous

Everything works fine except for that that game doesn't save sex scenes in album. :V

Anonymous

Actually having Trouble saving Period :(

Anonymous

I cant get the goldra X eve scene to play, unless I'm miss reading this and its still a WIP?