Game Build: Beta (78% 4_15) v0.1.1.2 (Patreon)
Downloads
Content
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Code For this Month Can Be Found Here
Saves are compatible
Additions
Savannah Dungeon 5th floor added - includes new subquests & unlockable sprite sex scene
Six new random Savannah combat backgrounds
Changes
Added “related” traits to new Breeding/Harvesting UI, using new UI design
Sweeping changes to egg generation which captures new trait design - preparation for new hatching UI in a pending update
Breeding UI & Harvest UI now have a mirrored layout, with added “name” and “gender” text search
Began integrating new sound effects for combat animations
Banner messages will now be displayed one after another (previously, a newer message would suppress an older one) & fade quickly if many messages become queued
Retrieving processed items from the farm Mill will now show a banner for each type of item produced, rather than a single banner with a long description
Increased damage from standing in dungeon hazards from 1% to 5% & your party will now take a proportion of the player’s damage as well, which can KO
Halved gold income factor for any coin gained from dungeon sources
Greatly reduced combat item reward drop rates for seeds, essences & monster eggs
Restricted seasonal seed type from item drops based on the active dungeon (eg: Savannah combat will only drop Spring crop seeds)
All pirate units have a tiny chance to drop a Diamondnium Key
Entrance to Tro’s Lab moved from end of Savannah 4 to end of Savannah 5
Can now exit from Tro’s Lab via the entrance (previously you’d be stuck inside once entered)
Added skyboxes & time of day light/shading fx to all combat scenes
Animated snow weather effect
Minor scene fx added to Abandoned Mine
Made the waterfall entrance in Savannah 2 more noticeable
Changed the sprite layering formula slightly, which may result in some minor visual errors in some scenes
Fixes
Fixed many layering issues with Savannah 1 - 3
Savannah doors that were previously unlocked but didn’t stay open should now permanently open
Some more monster traits should now be functioning correctly - May need to sleep for one day for these charges to reset correctly the first time
Fixed tooltips so they stay within screen boundaries
Fixed issue where using a food item without a healing effect during combat would leave the menu open, unrefreshed, allowing the user to use more item (including one that was just removed)
Fixed issue with lootbox items not opening correctly
Fixed issue where some new items were setting their quality to a junk field, and the related quality was being lost when loaded from a save
Fixed issue where “ringout” animation was being queued without respecting new “death prevention” handling (such as for new Stonebreaker)
Fixed issue where Savannah 3 boss could trigger an exception by trying to spawn new Zamboni’s when enemies were already at max count
Fixed issue where harvest menu would update, as though the monster was harvested, when it actually wasn’t due to the player not having enough stamina.
Fixed issue where merchants were not restocking their inventories.
Fixed faulty logic in combat loot table calculation - previously would guarantee an item will drop per-unit, even if rare (eg: Cat Bell from Munchkin Cats)
Prevented saving while in mid-air after using a jump pad
Significantly brightened the night lighting/lit windows effect in Cloverton
Further reduced memory usage in Savannah 3 & 4
Fixed issue with Big Cat enemy not animating correctly when afflicted with sleep during CatNap ability
Fixed issue where cooked food would not stack