Version 0.1.1.2b

The Winter Update

Date: Tue, December 22, 2020

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
 * Updated Pasture management UI
 * New design now groups linked plots together and allows pasture groups to be given a custom name
 * Harvest and Breeding layouts updated with new pasture group selection as an additional filtering option
 * Update worktables on the farm so that any remainder (< 1.0) value in all work rates is saved and applied to the next work tick (i.e. partial work rates still contribute to work)
 * Work rates on all job cards now show partial work rates (decimal value) to reflect this
 * When changing building types on farm field plots (fields, pastures, and training yards) the plot’s level is now reset.
 * Updated some Intro dialogs by giving the people new names
 * Fio romance is locked until you complete the first 3 floors of the savannah dungeon now
 * Changed the days of the market day event, so a market day and holiday event don’t happen in the same week
 * Increased the seed drop rate from 20% to 25% chance
 * Seed drops are increased by 10% when harvested in the same season as the seeds preference

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
 * Fixed bug in new loot resolution during Day 3 cat fight event
 * Fixed bad label in shady merchant dialog
 * Fixed wrong album art being used for Evan x Jubelle scene
 * Fixed bug where amount of a recipe that could be cooked was not being updated/used properly, allowing for zero quantity food in the inventory
 * Fixed the wrong sprites being assigned to the male demon, harpy, and lamia, when viewed in a store
 * Fixed wrong stat being assigned to the Adaptable trait
 * Fixed bug where a Chimera or Crab monster could get pregnant when paired with a female partner
 * Corrected plot layout in build menu, so the plots there match the plots on the farm
 * Fixed bug where an animation stopped by a menu opening would never trigger it’s end callback, resulting in locked farming actions
 * Fixed bug in determining whether a pasture/barn spot was actively being used for sex
 * Fixed bug where player could end up out of bounds after jumping into Stonebreaker fight from above
 * Fixed bug where Eggtrap items were not clearing legacy saved description
 * Fixed issues with linking farm field plots of the same type
 * Workable job locations now save and use name changes assigned from job menu
 * Made code improvements to how crop and shed sprites update
 * Crops are now cleared when inactive (such as when plot type changes), preventing them from being checked when applying monster work to that field.
 * Fixed issues where related monsters could still breed with one another in rare exceptions.
 * Fixed construction menu to allow replacing any field plot with a different building type allowed in that plot
 * Added new banner messages explaining why you cannot place a specific building if it's being placed in the wrong plot type.
 * Fixed issue where several merchants (Rekk, loot-box bandit, Jerikan, and Vodan) gave access to the wrong tab when the player was only allowed to buy, or sell, rather than both from that merchant.
 * Fixed a typo in the Savannah 2 trivia dialog
 * Fixed this dialog awarding multiple keystones if the player failed to answer all the questions correctly
 * Fixed an error in Fio’s dialog where she gave two different responses to being asked about her gauntlet
 * Made buttons on Breeding/Harvest menu stand out more
 * Fixed bug where fertilizer bag icon on farming UI would shrink when you use all of the selected fertilizer
 * Adjusted Simon’s position in town to fix some rendering issues
 * Fixed player being able to push around NPCs when they weren’t following the player
 * Fixed issue where Jubelle would permanently stop following the player during day 2 of the tutorial, if the player walked into the Union Station
 * Fixed an issue with combat soft-locking if the player opened the party UI during “special” attack animations
 * Fixed issue where monsters laying multiple eggs, would generate the same monster for each egg
 * Fixed issue where there were duplicates in the known recipes list
 * Fixed issues with stacking more items when the inventory contained a max stack (999)