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Content

Installation Instructions can be found here.

The code for this month can be found here. 

Additions

  • Monsters now move about their tasks on the farm.
    • Monsters now have idle variance, when they are idling in your barn or pastures.
    • Monsters will roam around the pastures when they are idle.
    • Monsters will now have a visual cosmetic animation of them working around the farm.

Changes

  • Item Data rebuilt. Prices, descriptions, recipes, and effects have been updated/fixed across all items.
    • Healthy Snackbar item is now created as a “consolation” for failed experiments (weak healing item)
    • Item menus like inventory, cooking, and refining have had some improvements made to UX and/or performance as a result of updates from rebuilt item data
    • Monster and egg descriptions now include information about parents (when parents are known), meaning that you can now search for eggs and monsters from a specific parent in the inventory window
  • You can now end up with “feral” monsters from eggs. If the domesticity of the child is below the minimum threshold, you will be unable to create a new monster when the egg is ready to hatch (too dangerous). This is prep-work for a future feature that will trigger when this happens.
  • Experience required per level has been updated. Multiple related issues have been fixed, and all stat and skill points have been refunded as a result
    • Stat Points buy 5 points in a given stat at a time now.
    • Disabled the menu for spending skill points (effects of skill points have not been implemented yet)
    • Party menu now shows the number of stat points available to spend
  • The Items pages in the guidebook have been updated. Items you have encountered are now tracked like album unlocks, and can be seen here
  • Merchants now have additional rules for determining what they will buy from you (what you can sell)
  • Improvements were made to selecting interactable targets, (important since monsters can now walk all over the farm). When multiple targets are in range, the “Tab” key can be used to switch those targets. Also, while moving, focus will automatically change to the nearest interactable target.
  • Increased the size of the Farming Actions UI
  • Items used in combat are now targeted like any other ability
  • Updated the interactables inside the Mill. From left to right: refine items, cooking table, and collect output from queued refining work
  • Changed combat scaling so it is more dependent on current floor rather than player level
  • Made changes to enemy stat scaling with player level/floor.
  • Pirate Officer’s Reinforcements now has a 2 turn cooldown
  • Pirate Officer’s Reinforcements ability will now summon Drunken Pirates, instead of additional Pirate Officers

Fixes

  • Fixed a lot of item data and UI related issues
  • Fixed issue with monster stat limits not being applied properly
  • Fixed some issues with passive bonuses, from both traits and equipment, so they should now be applied correctly/consistently.
  • Issues triggered when selling monsters to Montalvo should be fixed
  • Fixed Narcoleptic trait increasing attack/defense more than intended
  • Fixed it so that the dungeon resets at the end of every week (7th, 14th, 21st, 28th, 35th), rather than 7 days from when the player completed the abandoned mine quest.
  • Fixed the farming dialogue tutorial mentioning mechanics that don’t exist.
  • Fixed bug with ambient SFX not stopping when weather changed (such as from raining to clear)
  • Fixed missing texture on death gate on certain dungeon scenes
  • Fixed a few typos

Files

Comments

Anonymous

Wow this update is great, with the monsters raoming about itll be so lively! 🤩

Shae

i think i encountered a bug in this new update. i was playing through the introduction and then suddenly i cant talk to anyone nor interact with anything. i started a new game to see if it was just something i did and its in my new save also. Edit: i closed my game and booted it back up so its not there anymore for now

CloudMeadow

thanks for the heads up, if it happens again, please grab the output log BEFORE you reboot the game and send it to us please! This is a recurring bug with multiple potential points of creation, and it can't be replicated from saves alone. You can find the output log's location on the bug report channels in our discord.

Shae

Aww now I feel bad. I didn't think to look for that option >.< I'll remember next time if it happens again.

CloudMeadow

no trouble, it's a little hard to find as it's in your appdata folder. This is fixed in the next build however we believe.