We are sorry for the delay, but we found a few more grass-related bugs after the fixes from last week, from grass not saving properly, regrowing instantly or not growing at all depending on the situation.
The update SHOULD be up today by the end of the day.
While my brother has been busy fixing bugs I had some time to make a few new assets, the male player will now have access to a whole new clothing set and hairstyle... now I wonder if this set will be seen somewhere else...
Friday Progress Report 347
Sorry, nothing exciting happening this week, we got a pile of bugs to fix before we add more stuff, expect a bugfix patch soon.
After that is done we will add the option to choose the starting day (there is a bug currently stopping that) and after that we will add Starvation to the Survival mode.
Sorry for the short report this week.
V0.66.5.0
Features: Added two new critters Plants now make noises when you walk through them Forageables are now blocked by your buildings and crop tiles, no longer spawning on top of them
Changes: Fixed some creature spawners not working anymore Replaced all critter glow effects from light sources to prettier particles Forageables spawns are now seeded Added glow to Anglerfish Esca
Bugfixes: Ensured config files are read/saved in UTF8 Fixed multiple tool related nullpointers Fixed a command bar divide by zero Fixed a nullpointer in the character customization Added missing text files to the key remap screen Fixed an issue with closing the cooking window prematurely. Fixed an issue that caused several critters to not spawn
Friday Progress Report 346
We are finishing up the forage update, this last part includes plants shaking when the player moves through them, buildings blocking forage spawn and other smaller details.
We have also added 2 new critters and 2 new fish, they will be the last critters and fish added for a while as I will move towards modeling something new and bigger. We have now a total of 74 critters and 42 fish.
The update should be up this weekend, maybe Sunday.
After finalizing the Forageable Update we will start working on changing a few parts of the code to allow players to start the game on any day of the year, this is the first farming sim (that I know of) that will allow players this kind of choice.
0.66.3.0
Features: Made tool specials affect forageable. Scythe and hoe destroys them, Sickle harvest them if possible Added most crops as forageables Forageable plants have a significant stamina cost to harvest and have low quality/quantity, the penalty reduces with Forage skill Forageable seeds always have the Wild trait and the trait quality is based off your Forage skill New forageable "Fronspruina"
Changes: Changed grass colors during late spring and summer to make it less saturated Catarina is a harder worker now, she no longer stops working during noon Fixed crop particles, they no longer scale if the camera is far away Added many new crop particles for specific plant stages Switched Dandelion and Violet spawn periods, Violets will now spawn during spring/summer Made king sized fish 3 times more common Carps now have Jump as a move Blocked forageables from spawning in certain places
Bugfix: Fixed an issue with the intro scene ignoring grass LOD configurations Fixed water again
Friday Progress Report 345
The update should be up tomorrow, there is one last feature we need to finish.
Now a wild version of every crop will be able to spawn randomly, each has a specific biome and time period for spawning and only do so once per year. Wild crops have a significant stamina cost to harvest and have a much lower yield than cultivated ones, they also have lesser quality, the quality penalty can be negated by leveling the Forage skill. Seeds from these wild crops always have the "Wild Plant" negative trait and the quality of other traits is based off your Forage skill.
This will add a lot of variety and color to the world as well as a new activity in Foraging, which was already possible with the new forage-only plants we added previously, but now you can expect to always have something different to harvest in the wild.
We are also making King-sized fish (these are fish with maximum size for their species) a lot more common, so you will be able to enjoy harder fights and have an easier time filling your fish collection.
There are a bunch of other smaller changes like Catarina shops no longer closes during noon to 2 PM and carps now jump, but these you will be seeing in the patch notes as soon as the update drops.
We will keep trying to make smaller patches like this for the following months, releasing something every 1 or 2 weeks, in the plans for following updates are Starvation, being able to choose your starting day and Mining rocks with the Mining pick as a new tool.
Friday Progress Report 344
This week we have been busy bugfixing, but we also managed to finish the base of the survival mode, the update will be dropping today after a few more small bugfixes.
Survival mode has no freebies (you start with only tools and 100g), no tutorial and an infinite debt that increases exponentially every week, but in exchange you get a score at the end of your run based on your performance.
If you fail to pay the debt the run ends, you get scored and can continue playing in Sandbox, you can no longer increase your score unless you load an older save from before the gameover or start a new playthrough.
For those who like the relaxing no-pressure gameplay we had before it is still available in Sandbox mode, nothing changed there, except you now begin with some extra building materials so you can make a small house from the very start.
Next week we will be finishing up the Forage system by adding a wild version of crops to the system, so you will be able to see wild turnips and carrots growing randomly.
0.66.0.rc4
Changes: The fishing bobber now also spawns critters nearby, so fishing from the top of the lighthouse now spawns undersea fish Every time you catch a fish of the same species as your caught before they become slightly easier by lowering the fish defense by 1%. commulative up to 50% Addeded stamina cost to harvesting forageables and it now gives harvesting exp Made characters less plastic Increased the amount of starting items gained in sandbox mode Reduced fishing exp gain Changed fish stamina calculations Changed item sell prices Dexterity no longer increases the fishing bar size, now reduces how much it shrinks on big pulls
Bugfix: Fixed a severe issue with the shop system where a function to delete non merchandise items sold to npc would also affect bought items - If you have any item that is decaying over time, sell/use it Fixed an issue with selecting NPCs, they were completely ignored if there was anything else possible to select both behind and ahead of them. Now they are prioritized over forageables and crops, on top of the fix Fixed an issue with Adam's bed material when playing as custom character Fixed fireflies flight pattern when placed as pets Fixed a softlock related to equipping the fishing rod while underwater Fixed an issue with the charged hoe Fixed a garden with missing grass Fixed Adam's skin Fixed a null pointer with the maul Fixed some fish and insects spawning inside the walls Fixed the candles on the entrance stairway's railings for the Tavern & Inn Fixed flying critter fly speed for wasps and bees Fixed missing texture on clinic chairs Added the missing grass and tree in the library terrariums
V0.66.0.rc3 on Beta
Changes: The fishing bobber now also spawns critters nearby, so fishing from the top of the lighthouse now spawns undersea fish Every time you catch a fish of the same species as your caught before they become slightly easier by lowering the fish defense by 1%. commulative up to 50%
0.66.0.rc2 on Beta
Changes: Addeded stamina cost to harvesting forageables and it now gives harvesting exp
Bugfix: Fixed an issue with Adam's bed material when playing as custom character Fixed fireflies flight pattern when placed as pets Hiding tutorial no longer hides the debt display Fixed a softlock related to equipping the fishing rod while underwater