Public Release: Beta (55% 3_15) v0.0.1.5b (Patreon)
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This will mark the last time we post anything under the "Public Builds" Tag, instead, we will be using the Patreon Early Access System, and making it so that every build releases to the public 1 month after we've posted it, including hotfixes, which will mean public content will get back to you guys much more regularly than it has been, with public updates interspersed throughout the entire month following the end of this month. We'll try to remember to go through posts at the end of each month and swap over anything that has been turned from public to private, and change their tags to reflect that, but otherwise you should be able to find them simply by clicking on the 'public' tier under the custom tag options available to you when filtering things on our posts page.
Originally Posted November 30th, 2018
So things are going swimmingly this month! Much better than previous months infact! We finally, just maybe, might be getting back on track with the HD scenes, and are adding them as quickly as our new pipeline can pump them out. There's already been a noticeable reduction in stress, and improvement in output as far as we've been concerned internally.
Importantly, the story is getting finalized in the coming month or two, and we're getting the ball rolling on the combat refactor and other things. The first stage of the combat refactor has been rolled out, and next month will be focusing on both continued combat refactoring, bug fixing, and the new farm refactoring that will be going on. Hopefully we'll be adding the ruins aesthetic to the game as well, now that forest events are arted out and in the process of being implemented. In addition, more of the game is getting into the shape it's intended to be in it's final form, with the island bits only unlocking with crystal shards that you recover from the dungeon. In the future, we plan on making it so that you can get them from auctions as well during a monthly market day event.
This month you'll have one and a half goldra scenes implemented, with the cum loop of Goldra x Eve being all that's missing.
Warning, thanks to Master Bughunter Lev:
"Before running this version of game people, back up your global.sav file that you can find in C>users>user>AppData>LocalLow>TeamNimbus>Cloud Meadow. I just lost all my unlocked animation in the album, because this new version overwrote my old global.sav file. Also, Team Nimbus, you should correct information where global.sav is stored in the description of your post. It hasn't been stored in Data folder for a few months already."
This is currently, along with the save error, our top priority and we'll be pushing out a Hotfix as soon as we have them nailed.
Saves are compatible.*
Progress
- +2% Total
- +10% Combat Systems
- +10% HDs
Story
- Finalized act 1 part 1
Additions
- You can now click on the parent’s icon in the Incubator to pull up their stats.
- New BG and god rays for Katarina Station
- Added new icons for the pallete swaps buttons
- Added some extra names to the random name generator.
- Combat improvements, including a change in unit layout
- Added a randomize name button to the name selection when a monster is born
- Added Evan X Goldra
- Added Eve X Goldra Loop
Changes
- Updated Credits
- The first farm upgrade now requires a Crystal
- Changed the color of the sprint energy
- Updated the level scroll animation
- Updated sprites of summer crops
- Updated the inventory window to have some more clarity
- Randomized the timings of the idle animations to make them look more natural.
- Inventory buttons now highlight to show which one is active.
Fixes
- Properly pixel snapped all the objects
- Fixed Seeds bundles not opening
- Fixed not being able to mlik monsters
- Fixed various combat related bugs
- Fixed combat animation & timing issues resolved for monsters and enemies
- Fixed some UI elements being too close together.
- Potentially fixed monsters being born with more than 8 common traits.
- Potentially fixed monster traits not going to a higher grade.
- Fixed a bug where the album and save/load were breaking, Added a test to make sure this bug doesn’t happen again the same way.
- Fixed a bug where you could always open a seed bundle and get infinite seeds
- Fixed a bug where enemies were always appling a 0% poison debuff.
- Fixed a random bush animating.
- Fixed shadows being layered incorrectly in combat.
- Fixed Giev’s door animating before it is open.
- Fixed some notification not fitting on the screen.
- Potentially fixed the wrong audio track being played in the wrong dungeon tileset.
- Fixed Monarch Inn doorway missing.
- Fixed forest dungeon combat room not existing
- Fixed some bugs with milking monsters
- Potentially fixed the camera not following the play in dungeons sometimes.
- Potentially fixed the mine boss not playing their idle loop.
- Potentially fixed not being able to sleep on the third day.
*You will have to manually move the saves from your old data folder to the new one, these files would be savedata##.xml, global.sav and folders named Dungeon Data #. (The # means number), If there are no dungeon data folders don’t worry about it.