Game Builds: Beta (78% 5_15) v0.1.2.3 (Patreon)
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Content
Big update that'll allow you to communicate with your monster under specific conditions! When they are working, hungry, pregnant, resting, or at specific loyalty thresholds, they'll have various things to say to you based on their personality type (which is randomized between 6 variants) and their species. We've also made it easier to discover new recipes through experimentation, and adjusted how the camera works in cloverton, along with several other fixes and small adjustments.
Installation Instructions can be found here.
The code for this month can be found here.
Additions
- You can now talk to your monsters!
- Each monster can have one out of 6 different personalities
- A new dialogue bubble system introduced to handle this new dialogue
- Talking counts as a daily interaction for loyalty
- Responses affected by current status, such as unhappy, or if they haven’t been fed in a few days
Changes
- Made it easier to discover new recipes with cooking experiments
- Ingredients are only shown if they’re still used in a unknown recipe
- Ingredients will now disable as you add ingredients to an experiment. Additional ingredients can only be added if they’re used in an unknown recipe with the other active ingredients. These changes mean you can always discover a new recipe, as long as you have all the required ingredients.
- Experiments will still fail if you’re missing one or more of the required ingredients. If you can’t add any more ingredients, and the experiment fails, it means you’re missing an ingredient (you’ll need to keep the pantry fully stocked to experiment successfully).
- Made the barn ladder highlight on mouse over, like other interactables
- Made camera snapping in Cloverton less jarring while zoomed in
Fixes
- Fixed being able to zoom during the intro camera scroll over Cloverton
- Fixed refinement queue not updating correctly, allowing for related items to be “duped”
- Fixed issue where party would not be cleared when returning from seasonal event combat encounters
- Fixed bad save data from these monsters still being in party, which could trigger an exception if they were no longer working on the farm
- Fixed bad test, which would cause errors linking game data if a monster was given the same name as the player
- Fixed issue where ActionSet target arrow was not scaling correctly at larger resolutions
- Fixed bug where reassigning a monster carrying goods back from the shed, would fail to clear a related flag, keeping that monster using the carry animation in other states (such as working in the fields)
- Fixed “consumedatefood: x” showing as dialogue in the dialogue window
- Fixed Primary stat universal traits (e.g. Green Thumb, Herculean) affecting stat limits. These traits now modify the “base” stat. Base stat (improved by food) is limited to bloodline range, but these modifiers are applied after, using the base stat. This means these traits can increase a stat outside it’s normal limits.
- Fixed bad logic that was blocking unintended breeding scenes on the farm, when either GuyGuy or GirlGirl scenes were disabled.