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It's finally here folks! The Long awaited conclusion to the Poacher's Arc of the story, and the end of the first half of the story of the game. In time this will be extended out, and I know Ursa has some things he'd like to tell you all about our future plans, but for now, boot up the game, head over to Floor 7, and get yourself down to finally help Sieger put paid to the nefarious plans of the monster poachers!

It has been a long hard road for us to get this far, with a lot of back and forth, refinements, and trememendous amount of work polishing this level and getting it all up to snuff. We could not have done it without all of your support! Thank you once again!

Installation Instructions can be found here.

The code for this month can be found here. 

Additions

  • Savannah Dungeon Floor 8 is now accessible from the end of Floor 7. This dungeon floor is the end of the Savannah area, containing a huge area full of quests, new sexual encounters, secrets, a climatic boss battle and a narrative conclusion to the first act of the game scenario
  • Added collectable Plankton nests to Floors 4, 5 & 7. The player can utilise these critters once they have unlocked & built the Plankton Pen, which is available after clearing Floor 8
  • Added a new monster palette; “Mermaid”, which is obtainable via hidden item
  • Added a new hidden item to switch the sex of a target monster or player, where applicable
  • New cursor icons for movement & loading
  • Overworld sex scenes (such as in the Farm or Dungeon) that do not meet the player’s preference options will now be hidden by a cloud of mist
  • Added 7 new loading screens

Changes

  • Quest tracker will show a scrollbar when oversize, so that it can handle more active quests
  • The quest tracker panel will no longer expand when moving the cursor over it.
  • Reduced number of overlapping lights in Savannah F7, since they were causing performance issues
  • Shortened all Savannah quest log names
  • Jail cages will now appear in the Cloverton training hall to denote each boss monster the player has defeated
  • Some friendly characters will now migrate around the dungeon based on the player’s story progression
  • Restored some new & previously-hidden background animations to Cloverton, also correcting layering issues for autumn & winter town layers
  • All cinematic sequences now use an improved pathfinding solution
  • Updated union marine idle animation
  • Slightly lowered Diamondnium Key drop rate from pirate mobs

Fixes

  • Fixed issues with transitionary weather & lighting fx when moving between indoor & outdoor environments
  • Harvestable crop node particles should appear at the right scale while zoomed
  • Sprites that used an interaction outline were previously suppressing any glow-in-the-dark fx on the same sprite
  • Fixed windows not being illuminated at night in Provision Day combat scenes
  • Fixed a handful of unit sprites whose interaction outline was distorted
  • Player’s name should now display correctly in dialogue menu options
  • Some shading layers in Savannah F6 that fade in and out based on time-of-day were previously not appearing correctly
  • Loading screens were sometimes encountering a small amount of distortion
  • Giant catxolotl in Cloverton should be pattable again, along with the statue in union barracks

Files

Comments

Anonymous

OH IVE BEEN WAITING FOR WHO KNOWS HOW LONG FOR THIS UPDATE Good work team, im glad every update has only made me happier to be playing cloud meadow! take care of yourselves, i'll be busying myself taking care of my soon-to-be Pretty in Pink Farm thank you very much 😊💕💕💕💕

jose hernandez

Welp finally we can conclude an story arc. I am gonna enjoy this!!

Colydos

I am facing an issue where I am trapped in a dialog sequence, where the other NPCs has to move, but they are stuck in their movement, so therefore I am stuck as well.

Franklin Smith

I am downloading now thank you all for the newest update and I know before I even download it I will enjoy the newest build

Franklin Smith

just happened to me also I was going to capture the pic but it resolved it after the the sailors walked off screen

Colydos

It fixed itself both times for me, but I had to sit for quite a while and just wait. Both of the times I had tried to pause/unpause the game and clicking around, but the clicking always resulted in a lot of skipped dialog when i t eventually resumed.

SirWaffle0501

Is there any other way to get the Diamondnium Key, or is there an area with a higher drop chance because I am so done with killing pirates.

Colydos

the first one when we returned to the city with the "big baddies" lasted like 6-8 min. The second one in the barracks lasted quite a while, I would assume 20min+ I found that pausing/unpausing the game would jerk the characters that were supposed to move, The issue fixed itself mid "spam clicking around" for both instanses, but that resulted in a lot of dialog skipped.

declon james

Did anyone solve the witch riddle?

Anonymous

Also running into the issue where npc are getting stuck in a dialogue, it seems like they’re stuck on the player character, clicking randomly or pausing the game doesn’t really help. This is honestly the only issue I’ve come across though and to me looks like ill just have to wait for it to sort itself out. Hopefully it won’t take long but reading other comments make me believe I may just have to walk away for a little bit. At the time of this comment I’d say its been like 10 minutes or so.

Franklin Smith

finished the arc and I loved it. love the little rewards in the end thank you all

declon james

Finished but I can't get back into the breeding grounds on floor8

redwriter

Can you talk to Garst