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A truly massive set of backend updates dealing with level scaling of both monsters and companions. Various combat balanced changes, and crop harvesting balance changes.


Installation Instructions can be found here.

The code for this month can be found here.

Additions

  • Monsters assigned to farming work will now also dig holes after removing all dead crops

Changes

  • A stack of Macrinas will be granted to the food bin after the farm is repaired - ensuring monsters are fed on the first night. Players who have already passed the farm repair event in a save file will also have this stack of Macrinas added to their food bin.
  • Enemies now only scale with the protagonist’s level. This was done to make it easier to test/tune scaling.
    • Enemy stats have been changed, tuning them around the more fixed growth of the protagonist and companions. This should keep enemies from being too easy, too soon; though a well bred/fed monster can still be significantly stronger than all enemies, due to how powerful many max grade traits are.
  • All party characters now improve their primary stats each time they level.
    • Protagonist and Companions:
      • This growth per level is in addition to the stat points they already gained every level, letting those characters scale better with stronger monster species.
        • Each character has their own min/max range (and related growth rate per level) for each primary stat.
        • Due to these new points and ranges, stat points have been reset again so you can reallocate your points around these new “base” values.
          • You can now only spend a max of 100 stat points in a single primary stat (out of a possible 180).
    • Monsters:
      • This growth per level is 50% of the range of their bloodline limit traits. This portion can now -only- be gained by leveling, so some of your monsters may have had their stats reduced (you can no longer max out a monster's stats without leveling). For the same reason, monsters you have already leveled will have their stats increased, if they weren't already maxed out from feeding.
        • The stat limit ranges of most species have been updated, improving the total points in most cases.
          • Dragon limit traits are still among the best stat limit traits, but Dragon limit traits are no longer the best limit trait for each stat.
        • In some cases -mostly cat traits- limits were incorrect, and so those limits have been fixed (reduced).
  • Weak bloodline trait limits were updated to be 80% of the normal species limit (easier to maintain) so those ranges have been updated.
  • The point spend UI has been updated:
    • The “input” value will now show/track points spent in each stat (player and companions) or stats gained from food (monsters). This value will now change color (reddish brown) when a character has reached the max points for that stat.
    • You can now hold shift to add 5 stat points at a time (and there's a tooltip for this).
  • The Farm UI seed selection menu will no longer include out-of-season seeds.
  • Crops will no longer die on season change, allowing them to complete their next harvest.
    • Re-harvestable crops are removed during this final out of season harvest.
  • Crop nodes on dungeon floors will now always drop BOTH crops and seeds; currently 1-3 of each. This should help ensure a supply of food for your monsters at the start of the game, when the farm is not regularly producing crops.
    • Fixed an issue with applying the protagonist's Crop/Seed drop modifier to these drops.
  • Changed the Wolf's Alpha Strike ability to choose a random ally to join in the attack, instead of a targeted one. This was done because 90% of the time the best “choice” was always the same character (most damage), making that choice tedious.
  • Changed Fio's Rigged Roll result to no longer reset cooldowns on all of her abilities. Since this result always rolls all of Fio's abilities, having the cooldowns reset meant that the best “choice” was Spade Shooter, almost all of the time.
  • Changed "Skip turn" in combat to "Delay Turn". Instead of a double-cooldown, now resets that unit's turn timer to 50%. We think this will make this option more tactically useful.
  • We tweaked a couple of the floor 5/6 enemy groups to make them a little bit easier; these fights included a double Mason, double Headhunter, and double Drunken Pirate.
  • The poacher can no longer summon Stonebreaker or Denmother enemies.
  • The Stonebreaker cave challenge on Savannah 6 now resets the volunteer's health to full, before the challenge begins. This way a character that has the required stats won't fail from being damaged from prior fights.
  • The combat ability selection UI now has an “active” animation on top of selected abilities, or active passive abilities.
  • Added a new overlay to abilities that are “passive only” (can’t ever be selected).
  • Abilities that can’t currently be used, such as ones that require an allied target when all allies are defeated, are now darkened to better indicate they can’t be used.
  • Added tooltips to companion combat UIs to describe related effects.
  • Added a new timescale “button” to combat, allowing a player to increase the game (animation) speed from 1x to 3x.
    • Added a tooltip to the new button which describes the “hidden” option to add a 1x increase to combat speed while the spacebar is being held.

Fixes

  • Improved character descriptors in Prank Day & Mason Sex dialogue scenes
  • Fixed some typographical errors
  • Goldra’s combat minigame is no longer sped up while fast-forwarding
  • The animation to move a character into position before each attack in combat has been shortened.
  • Removed the short delay that was at the end of every combat unit’s turn
  • Fixed issue where non-existent Blanbala crops were being logged as killed by extreme weather
  • Testing if Unity device error “<RI.Hid>” can be ignored without impacting performance. We are now no longer showing an error dialog for this case to avoid blocking gameplay.
    • If encountered, this issue can often be prevented by unplugging additional USB input devices, like gamepads or joysticks, and restarting.
  • Fixed issue caused by Goldra’s Saboteur ability when none of the attacks hit.
  • Light aura in Tro’s Lab should no longer double in brightness sometimes.
  • Fixed animation bug between Harpy’s Hover dodges and multiple hit enemy attacks.
  • Fixed issue where some players had multiple Bubzilby item stacks due to the 0.1.2.4j converter not handling cases where the player had multiple quality levels (stacks).
  • Fixed issue with loading saves where items with too high of a quality value had been created by monsters with too high domesticity (issue fixed in 0.1.2.5b).
  • After clearing Tro’s Lab, Sieger will no longer arrive to inform the player to report to the Savannah 6 Camp Commander if they have already reported to the Camp Commander.
  • Fixed being able to drag and build locked/unavailable buildings.
  • Fixed Construction UI tooltips not updating after a building was constructed.
  • Plankton pen job card now shows “No plankton in pen!” instead of work rate, when no plankton is assigned.
  • Fixed a chest collider on Savannah 5 where the player could get stuck

Comments

SGArrinda

I am having some trouble extracting the file to the folder, when i try to run it it says that: "Can not open the file as [7z] archive Is not archive" Do i need to uninstall the previous version or something?

Anonymous

Make sure you put the 001-003 files in the same place as the exe then just run the .exe

Anonymous

I first played this game on steam, so I was played in ver0.1.2.5f... But now I can get ver.0.1.2.6 so how could I play with my "save data" in last version?

Anonymous

Oh, I got it! There's introduce in instalation page! Thnak you~~~