Home Artists Posts Import Register

Downloads

Content

This build adds a slew of new changes. We have a much simplified crop system, and new sound effects, the 7th floor of the Savannah with a few side quests and new features, and a few more sex scenes directly inside of the game! Have fun guys!

Installation Instructions can be found here.

The code for this month can be found here. 

Additions

  • After returning from Tro’s Lab with Garst, the player will receive a visitor...
  • Added Savannah dungeon floor 7 with multiple new sprite sex scenes
  • Expanded Savannah dungeon floor 6’s marine camp sequence
  • A lantern will now illuminate combat taking place at night-time
  • Added the Hot House, which can incubate 20 eggs at a time
  • Crops have new particle effects
  • There is now a particle effect when a crop is upgrading
  • There are now a variety sound effects to farming animations
  • Some crops are now considered re-harvestable

Changes

  • Minor improvements to font punctuation symbols
  • Lowered threshold to pass Savannah 6 Centaur Cave sequence by half, and threshold will now scale with game difficulty options
  • Minor adjustments to Savannah 6 paths & interactables, to make objectives clearer
  • Path to Diamondnium Chest on Savannah 5 is less obstructed
  • Savannah 4 Boozant Core sequence shows more context clues
  • Echo Stone item is now maximum quality
  • Party Window skill-up buttons should now be more noticeable
  • Centaur’s Patience & Rage combat ability will no longer end the Centaur’s turn
  • Changed Homunculus Zombie’s display name from “Zombie” to “Lost”
  • Increased the price of the Mill from 2000 to 4000
  • Increased the price of the Silo from 2000 to 4000
  • Removed the cat rock from the cat event, so you can still access your monsters, before completing Savannah 3
  • Simplified and Standardized crop farming, so now:
    • A crop just has a growth time
    • If you forget to water a crop it dies
    • Crops now have a random chance to upgrade quality, increased with fertilizer
  • Removed tending from the farm cycle
  • Extreme weather such as Storms, or Blazing Heat will have a small chance to kill your crops at the start of the day
  • Made it so that extreme weather cannot happen two days in a row
  • Rebalanced growth times, so no more waiting 17 days for a crop to grow! The range is now from 2 days to 7 days.
  • Rebalanced stat values for each crop to be more balanced with their growth times
  • Rebalanced the price of all of the crops, so they are not the same value, despite having different stats
  • Rebalanced the price of all of the seeds to account for the price changes to crops, and re-harvestable crops giving more crops over there lifespan
  • Updated the Guidebook with the new farming information
  • Birma now stocks more bread

Fixes

  • The dungeons should now reset on the first time the player enters them per-week
  • Some combat backgrounds were causing combat units to appear distorted
  • All combat damage frames should now hold for the correct length of time
  • Some indoor areas in Savannah 6 were too dark at certain times of the day and have been adjusted
  • Fixed the weather not changing if you stayed up past midnight.
  • Fixed issue where harvesting a monster returning to their home group would cause them to start sleeping in the middle of their current path (instead of returning to home group)
  • Fixed an issue related to new popup dialogs when a monster is removed from the farm scene (such as for a missed graduation)
  • Fixed monster merchants sometimes removing the wrong monster from their stock when purchased. This was allowing the same monster to be purchased multiple times, by closing and open the store. Doing so would cause ID issues with those monsters on subsequent loads.
  • Fixed Garst’s This is It ability tooltip to describe resurrection mechanic.
  • Fixed issue where Jaero’s Ability descriptions and UI wouldn’t switch to “withered” when his water reached zero
  • Fixed a bug that would allow an experiment ingredient to be added despite player not having enough in inventory for active uses.
  • Fixed an issue where building a new training yard, linked to an existing, could “hide” the previous trainer. Change now allows for one trainer per plot (was one per two).

Files

Comments

Anonymous

So cool! Thank you!

Anonymous

Yay! I'm excited for the hot house and I'm super stoked that the fat event rock was removed.

Anonymous

I always love playing with the new updates!! I do wanna quick mention that on F3 Ive noticed some of the green acid/waste waterfalls seem to be clipping over other textures(rocks and such) or the endings of the falls dont line up with surroundings. Thank you for all your hardwork on this game!!!!

George

This update looks great! Also im new here and im unsure where the save files are located

Anonymous

Interesting changes, but I ran into a bug in the dungeon where after entering into it after the week reset I can no longer ascend or descend floors. Posted screenshot over in the Community section.