Version 0.1.2.2

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.
 * Added the Summer Holiday Event.
 * Adds 4 new crops, exclusive to the event
 * Adds a new combat encounter
 * On successful completion rewards a new Fertilizer, which instantly grows and upgrades the quality of the corp it’s applied to.
 * New pair of sprite sex scenes with the summer event NPCs

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
 * Changed Crop action buttons so that “Tend Plant” is part of the primary action chain, and “Harvest” is now the fourth selectable action

Fixes

 * Fixed being able to switch crop actions while animating, causing crop the action to fail.
 * Fixed a typo in the introduction
 * Fixed the Lamia using jump animations while walking
 * Fixed Foreman following around the player at Katarina Station, when he shouldn't.
 * Fixed not being able to interact with the Foreman after talking to him once.
 * Fixed Crab’s “Steam Blast” attack triggering an extra “Claw Carousel” attack 100% of the time
 * Fixed “Female Cyclops x Male Cyclops” scene in album not having its own album image
 * Fixed sex scenes not unlocking in the album, when animation blocked by content settings
 * Removed some of Options sub-menu groups, when opened on the main menu, when those options are saved with game data (instead of global settings), such as content settings. These sub-menus will still appear while viewing options in-game.
 * 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
 * Fixed level 1 monsters having their stats reset
 * Fixed bug where unable to feed monsters
 * Fixed sequence break when arriving at farm for first time, during tutorial
 * Fixed exception that could occur when breeding a monster while they were walking back to their assigned spot
 * Fixed bugs related to newly hatched monsters not being added to the farm scene
 * Fixed bugs related to Patreon “cheats” for adding/removing monsters from the farm
 * Fixed an issue where monster monsters would always create new stock data. Existing stocks were reset with this fix (Jerikan on market day)
 * Fixed an issue where new Chimeras would roll with Centaur Species Traits
 * Fixed a bug in the 0121d save converter, which would reset all monster’s Bloodline Traits
 * Fixed a bug in the 0121d save converter, where fix for monsters with bad StatLimit traits (duplicates of same stat) would not preserve other BloodlineTraits
 * Fixed bug with AI only targeting one party member
 * Fixed issue where after sleeping, player couldn’t interact with bed until leaving bedroom
 * Fixed bug with Jerikan (monster merchant) when he appears in town as a random merchant
 * Fixed egg icon not showing on bubble for pregnant monsters
 * Fixed bad position of sleeping in bed animation
 * Fixed Crop Action tooltips
 * Fixed bug with primary crop action would always result in digging a hole if triggered immediately after active for the first time
 * Fixed issue where eggs with the player as one of their parents could result in a bad palette being assigned, causing exceptions
 * Fixed issue related to equipping the wrong equipment type to the wrong slot, in the party select menu
 * Fixed DefaultGameStatusForGameStart having bad dock job Ids. Affected saves will need to reassign workers as part of the fix for this issue.
 * Fixed bugs related to moving monsters between groups with PastureUI
 * Fixed bug where monsters would leave on their graduation date, instead of the day after
 * Fixed bug where incubator UI could still be interacted with when naming a hatched monster
 * Fixed cheat monsters that were saved without traits (before fix)
 * Fixed where food effects shown in inventory were swapping Intuition and Swiftness values
 * Fixed bug where queued refining work wasn’t being saved (lost on load)
 * Fixed bugs with removing stack of work from refinement queue
 * Fixed bug with monsters being able to be fed multiple times
 * Fixed bug where newly hatched eggs would forget their parents
 * Fixed bug where new games would start with all docks constructed (available on jobs board)
 * Fixed working monsters being able to harvest summer event seeds, triggering related dialog
 * Fixed error popup when changing resolutions during combat animations
 * Fixed active ambient sounds stopping if you change the related volume slider while weather is active
 * Fixed issue where killing a monster with reflect damage could soft-lock combat