Changes: Vastly increased the starting items in preparation for the tutorial
Bugfixes: Fixed npcs floating over objects once again
Charged Tool Update
Hoe, Sickle, Scythe, Watering Can and the Seed bags have specials now, specials are activated by holding right click, your maximum charge level is based on the tool skill (Cultivation skill for seed bags) using specials spend a lot of stamina, but saves time.
The scythe cuts grass in a circle, it is the most stamina intensive tool to charge, but clears a huge area at maximum charge level.
The sickle cuts in a straight line, it collects a lot more seeds per grass cut than the scythe.
The Hoe creates pairs of soil tiles, creating up to 20 tiles total at maximum level, the tiles fit in the space cleared by the sickle special.
The seed bags fill pairs of soil tiles, following the same shape as the Hoe special, you still need to have enough seeds to use the special or your stamina will be wasted.
The watering can instantly irrigates a double line of tiles following the Hoe pattern, allowing players to clear, tile, sow and water 20 tiles at once without moving by chaining the specials at maximum level.
Features: Added charged use for the sickle, scythe, hoe, seed bags and watering can. * Charging tools is inefficient unless you have the strength bonus from nutrients * All tools start with charge level 1 unlocked, and each next level unlocks every 10 levels of their related skill starting at 20. Implemented Strength, it reduces tool specials energy cost by 2% per point over 100.
Changes: Greatly increased the amount of starting building materials Increased the amount of starting turnip seeds
Bugfixes: Fixed a save compatibility with previous versions related to the character screen. Fixed NPCs face and body texture issues. Fixed a bug with NPCs having no cooldown on friendship gains past day 2
Friday Progress Report 272
We have implemented Sickle and Scythe, Hoe and watering can are being worked on right now, should be done by next week.
The specials are activated by holding right click, the maximum level of charge is 10 with each level increasing the range and power of the charge, but also the stamina cost. Specials are less stamina efficient than using the tool normally unless you have high Strength, which will lower special stamina use.
The maximum level of charged specials is based on your tool skill level, later on when we add tool crafting and different materials the metal which your tool is made out will affect the max charge level too.
Scythe
This tool is made for clearing large amounts of grass, it awards less seeds per grass cut then the Sickle, but it is more stamina efficient for large areas.
Sickle
The special cuts grass in a straight line, just enough to clear space for a charged special for the Hoe, the sickle awards more seeds per grass cut.
Hoe (work in progress)
Creates a double tile line, farming in double lines is more efficient due to sprinklers being 2x2 and due to the fact that trellis crops block your path
Watering Can (work in progress)
Will also work in a double tile line, so that a path opened by the Sickle can be paved with the Hoe and irrigated by the Watering can specials without the player having to move.
Seed bags
If the player has enough seeds in the same stack he can also charge the seedbag to plant seeds in a double line. Seed bags charging levels are linked to the Cultivation skill.
We haven't had much progress on the Faeries, I was busy making animations for the specials this week.
V0.44.1.0
Features: Rewrote the map menu with buttons for beds, gather spots and utensils. Made all characters in the map clickable. Clicking on the map buttons makes the map close and creates a trail from where you are to what you clicked.
Friday Progress Report 271
We have decided to delay the NPC update to get features that will be faster to do or that need a big urgent overhaul, we are also trying to make the game more intuitive and easier to get into.
But do not despair, we have given the NPCs some life, they now speak, blink, and close their eyes during sleep, you can also earn friendship by speaking with them daily and this changes their lines, of course this is very superficial and not even close to what we have planned.
With this you can have a sneak peek on their personalities and get some hints to their future events and possible interactions. These changes are already live in the current build.
In the quality of life part, we are adding buttons to the map that will spawn a line guiding the player towards the nearest bed (that you can use), gathering spots, cooking utensils and NPCs.
This will go live next week.
On the faerie village progress, The base model is mostly done, need texturing and of course all the hair and face variations, but unfortunately you won’t be seeing this model in game for at least 3 weeks, we still have the tool specials to implement and the basis of the faerie village which do not use the model.
After the faerie village we will take a full month off to remake the grass system, we have noticed many players have issues with the grass not loading properly (empty grass cubes) and other problems, to fix this we need a full remake, but this remake will allow for more optimizations, new features like changing grass color for seasonal changes, dynamic loading which will allow us to open up new parts of the map and more!
Only after this we will begin the NPC update.
V0.44.0.0
Features: NPCs have things to say. NPCs blink and sleep. The sickle can cut grass, it gives different items than the scythe Added a option to pick whenever a notification appears on right or left side or disabled.
Bugfixes: Sheep girls no longer sink into their beds when sleeping, this most likely fixed other similar animation bugs
Friday Progress Report 270
Strength will be implemented soon as we add tool specials for AoE actions using the tools.
We made a big change to the cooking system, all mentions of calories have been removed and all calorie-related effects have been replaced, calories in human diets are a very outdated concept and do not represent actual nutritional or energetic value of food, also the game already has enough stats.
There is now a new UI settings menu, so you can hide and change some UI elements, most of these options were already in the game before, but were on gameplay or graphics where they don’t really belong.
The Cheat menu has been removed from the game and is now an official mod
The cheat mod has source included for anyone who wishes to make mods with scripts and need a working sample, when I have more time I will update the modding guide using the cheat menu as sample for complex mods.
Faerie village progress: more than 20 different UI elements have been created (but not implemented yet) and I began working on the faerie model, there are still many assets to make, now that we see how much needs to be done we can tell the faerie village will not be done this month, and should take up to late September.
V0.43.0.2
Changes: Moved most UI related options to it's own settings category Added an option to remove the help window Moved the cheats menu to an official mod Added missing footstep sounds from new terrain types Removed all mentions of calories from the game, calorie-related effects have been replaced Improved Fried, Deepfried and Soymilk recipes
V0.43.0.1
Features: Implemented Temper. Implemented skill descriptions on the skill screen
Changes: Fixed some skill icons
August 3rd Update
We changed how food works, you are now supposed to eat a kilogram of food per day, but not all food is the same, delicious food will fill your comfort bar, which increases experience gain, while nutrients increase attributes and grant several small bonuses.
There are 7 attributes, each has one passive effect, as we add more features to the game like exploration and combat each attribute will do more and grant more bonuses.
Strength: stamina use reduction for tool specials (NYI) we will add tool specials on next update Constitution: higher stamina regeneration Agility: increased land speed and jump height Dexterity: harvesting amount bonus Endurance: increased swimming and diving speed (also swimming is very fast now) Temper: Increases comfort gain (NYI) Vitality: max nutrient buffer, the nutrient buffer allows you to store extra nutrients so you don't lose your bonuses a few minutes after eating as they decay
We will implement tool specials next as well as more UI config options. And then Faeries!
Changelog
V0.43.0.0 ~ 03.08.2022 ~ Unity 2020.3.36f1
Features: Added the Spinach and Sweet Potato plants. Added 'Nutrient Packed' trait to improve crop potential nutritional value Added a "Item get" visual effect. Introduced a first version of the help window (Toggle with F1) that contextually shows or hides relevant help info. * Feedback on what and when you would like to see help info is appreciated. Added a skill window (Default hotkey K) Added a Cultivation skill * Decreases the stamina cost of using Seed Bags * Gives a tiny chance to heal the plant by 5% and level down one disease when watering crops * Increases the nutrients of the soil by a very tiny amount when watering crops Added a Harvesting skill * Seeds found in wild grass now give better traits the higher the harvesting skill is * Increases the yield of crops by up to 50% Added Tool skills that reduce their stamina costs. Added a skills window. Implemented Nutrients affecting attributes Implemented Constitution Implemented Agility Implemented Vitality Implemented Endurance Implemented Dexterity Added underwater camera effects. Implemented a eating window that displays more information when eating. Implemented comfort gain and losses curves when working/sleeping. Added a notification for skill gains.
Changes: Drastically nerfed meat, dairy and seafood gains from foraging (65% reduction) Fixed a few typos Implemented exp bonus from having comfort over 50 Added a random wind variation. Skill up notifications no longer affected by time compression (sleep, auto cook, gathering, etc) Changed the color of cancel buttons Tripled base swimming speed Improved many animation transitions Improved underwater animations Added texture streaming. Added a seed texture for crop tiles with seeds. Made so crop tiles with any nutrient deficiency will slowly turn ash gray to indicate lack of nutrients. Slightly changed the color of a fully watered crop tile to be slightly darker Made the building scene blocking the hotbar an optional behaviour that can be enabled in the gameplay options. Removed outdated guide links from the main screen. Changed the terrain textures used on the world. Removed water reflections. Food score affects nutrient gain when eating (0 score = -50% amount, 50 score = normal, 100 score = 150% amount) Updated Unity to Unity 2020.3.36f1 and the UI Package, this has caused many style visual changes to many interfaces. Changed the volume and pitch of some sounds. Added a sound to cutting grass (in addition to the usual scythe swing sound)
Bugfixes: Fixed most items being created at time 0 rather than current game time. Fixed a uxml reference. Fixed a bunch of issues in the prefab menu related to file conflicts. Fixed performace issues with the prefab menu. Fixed the skewer recipe effects. Continuous sound effects like swiming or watering are now stopped when loading. Fixed the particle effect for fully watering a tile not showing on some situations. Fixed a nullpointer in the building scene. Fixed a bunch of assorted null pointers.