Game Build: Beta (78% 5_15) v0.1.2.1d (Patreon)
Downloads
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