Game Build: Beta (78% 4_15) v0.1.1.2
To Install the Windows Build follow the instructions in the link below
https://www.patreon.com/posts/29527126
Code For this Month Can Be Found Here
Saves are compatible
Additions
- Savannah Dungeon 5th floor added - includes new subquests & unlockable sprite sex scene
- Six new random Savannah combat backgrounds
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
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
