Another small patch to address a few more issues that have cropped up since the quest overhaul of 0.4.7. I suppose this is also a content patch, although its very small. I was midway through adding something and I couldn’t backtrack it so now it’s a live feature.
The feature is fairly small, but if I recall people have been asking for something like this for a while. The quest log now displays your current quests, as usual, along with a section for available quests and completed quests. This was going to be part of the compendium, but then I decided it was dumb to separate it out into an entirely different section so I just merged it all into the quest log.
Aside from that there are a few fixes for some other things. Namely a few issues regarding quest progress not iterating properly. One other thing. There were reports of fermentation barrels coming through the last patch broken, where they would just fill the player’s inventory with fake brews. I’ve tried to replicate this what feels like a million different times and I’ve come up empty. I don’t know if this patch will fix whatever the issue was by virtue of patching or not. If you continue to experience this issue, please let me know.
Verdant Village 0.4.7.2 Full Changelog
Additions
The quest log now shows your current, available, and completed quests
Bug Fixes
Fix the beekeeper perk so you will gain the proper amount of honeycomb when you both have and don’t have the perk
Fixed a bug where the quest “Gardening Aid” for Remi wasn’t iterating correctly. If you haven’t done it, the quest could very well be available now
Fixed a bug where the two quests from Caleb following getting the bow weren’t iterating properly. You’ll need to go hunting in order to unlock the first one
Changed the names of the jerky products you can create as the long names were causing some UI issues
Fixed an issue where trying to break down drinks bought from the bar would break the alchemy UI
Fixed an issue where the player’s house door would disappear in specific circumstances
Fixed an issue where the player’s house door wouldn’t repair itself during renovation quests
April News Update
Another month of development has come and gone for Verdant Village. What did I do this month? I honestly have to look; things have been a bit crazy lately. Most importantly 0.4.7 and a subsequent hotfix went live this month. These were both relatively small patches focusing on QoL for some things I’d been meaning to get around to.
That said I think, fingers crossed, that we are out of the woods that was this spring. Over the past few months, I’ve been incredibly side-tracked when it comes to Verdant Village. I’ve been working as much as I always do, however my attention has been divided to say the least.
In short, there have been lots of bugs and suggestions that have been posted over the last few months. If you were someone making those posts, thank you. I appreciate feedback that helps to make the game better for everyone to play. At the same time, feedback tends to send me spiraling into hosts of smaller issues and mechanical changes that prevent me from working on whatever is coming next. I don’t mind any of this, I just wanted to explain where my time has been going.
Outside of this work I’ve recently started making real headway on the compendium so that is what the near future holds as far as content. Hopefully I can explain what’s planned here. So, let’s see here, a few days ago? Weeks ago? I don’t remember. A friendly person asked if there was a roadmap that was available to look at for the game. I promptly remembered the roadmap I once made about 3 or 4 years ago that I might as well have set on fire for how well I followed it.
Still, a roadmap is a good thing to have, I’m just bad at organizing my thoughts onto paper. So, I drew one up that I’ll post and link. I have made this one in a way that I can actually follow it as well, so it will actually be indicative of what is coming. I think I’m going to make a sticky for it in the steam forums and discord as well just so it can be seen easily.
The sticky will have more (and some of the same) info attached, but I’ll also elaborate a bit here. To be blunt, the roadmap is the definition of vague. I’ve left swaths of detail out in order to allow myself some freedom in what I tackle in conjunction with what is listed.
The map shows the major additions I’d like to add for each patch. A lot of these additions are map zones and NPCs as those are the long-standing things that are being added slowly. In addition to these things most patches mention some sort of larger system, the compendium, combat, etc. If the system is mentioned here, you can expect that is a significant system in the game on the level of something like alchemy for instance.
Aside from these major additions I will be doing other little things, but I’ve left the details out as to when. For instance, breeding animals, more quests, letting animals outside, adding steam achievements, more exchange shops, etc. all constitute little things that aren’t listed here. At the moment, I am planning to have these things just added in as little surprises when these larger patches come out. The space between patches will be reserved for hotfixes, or if a patch is taking a particularly long time, I may break it up with a smaller patch. Hopefully I’ll move fast enough to avoid that.
One last thing to note, as looking at this it feels, well not that impressive to me at least. I guess I’d keep in mind that the systems mentioned in the roadmap are hilariously compressed. For instance, “combat”, is one word. Combat involves, well actual combat, I think around 50 enemies with variants plus bosses, what is looking to be a rather in-depth crafting system, and a leveling system. Another example is “secrets”, which I’m specifying because I’m not just being secretive, I actually mean secrets. At present I’ve got close to 100 ideas that will be scattered through the world. These ideas serve as little mysteries to solve or things to interact with where you get a reward. While a couple of puzzles repeat with minor variants these are meant to be mostly be unique things to find. The rewards are mostly unique as well. There are a few repeats (IE Max Stamina Upgrade) but none of them are just items or gold, they involve getting something you can’t get anywhere else.
So, I mostly just wanted to put that out there as something to mention that the roadmap is a little deceiving. It does tell you what is coming next but as I said before it is hilariously simplified. In part because I didn’t want to write all that, and also because I like for there to be a little mystery to what is coming next.
Anyway, I think I’ve gone on enough about all this. I hope you are all enjoying the game, and thanks for your continued support. I’m going to go back to making the compendium work now.
Verdant Village Roadmap
I just wanted to put some notes to go along with this roadmap. As specified near the top of the roadmap this only shows larger planned features. Smaller additions and changes will also be occurring, but they aren’t detailed here.
In general, the plan is to use the patches listed here as major content patches. Each patch will contain the things mentioned and some extra smaller bits that will be added at my own discretion. Another general note is that this roadmap has intentionally been left simplified. Zones and NPCs are fairly self-explanatory. Other things that you see on this roadmap can be considered larger systems. If you have played the game, you could probably imagine them to be of the same depth as something like alchemy or brewing if not a bit (or a lot) larger *cough* combat *cough cough*.
The idea here is that between these patches I will likely have smaller hotfix patches or if a patch is taking a very long time a minor content patch to tide things over. For all intents and purposes though, I would like to stick fairly close to this roadmap in terms of the order of additions. I hope this stuff looks interesting to all of you. I look forward to knocking out every task on the list. Also, I will likely update this post as time goes by and patches come out.
Verdant Village Patch 0.4.7.1
Quick hotfix for a few outstanding issues with quests that cropped up during the modifications made in 0.4.7. Everything that is addressed shouldn’t have any persistent effect on player progress. The most relevant bug, the minecart not repairing, should leave your mine progress intact as well.
Patch 0.4.7.1 Full Changelog
Bug Fixes
Fixed a bug where completing the quest “Unique Spices” wouldn't properly augment progress on the quest “Gardening Aid”. The progress is retroactively synced during this patch as well
Fixed an issue with the quest "Bribing A Seamstress" would error upon trying to start it
Fixed an issue where John's quest "A Dangerous Hunt" didn't properly use the player name instead of a variable
Fixed an issue where Remi's quest "Gardening Aid" would patch incorrectly, this fix resets progress on the quest, but based on what I saw it was impossible to turn in anyway
Fixed an issue where the minecart wouldn't repair itself during patching if you had already finished the quest, this should not effect mine progress
Verdant Village Patch 0.4.7
Time for another patch! I got delayed a little bit due to a few art requests that took a little longer than expected. All in all this patch is somewhat small. I think this is the tail end of a lot of QoL changes and some bug fixes for the game that have been mentioned in the Steam forums and discord. If I didn’t address something you mentioned it probably means I’m still thinking about it.
That said there are a few additions, two I can think of as entirely new things and not just changes. The first is a farm screenshot feature. This could be added to later if people wanted but I think its got most of the things people would like in this feature. You can access it from settings when you are on your farm. For those unfamiliar with the concept, it lets you take a picture of your entire farm usually for posting purposes. I added a few options in as well, simple things like hiding the player or the lighting and weather. Then some other stuff like showing the grid or changing the view to a simplified version that can be used for planning your farm more easily.
Aside from that, jams. Is that not enough of an explanation? No? Okay, well the process of making jam as been added. You have to unlock it of course but you’ll be able to take any fruit or berry and make jam out of it. Its really just a small system to make those items yield some extra profit. It also lines up nicely as something real farmers would do so I thought I’d add it.
Outside of those two things have been a cavalcade of changes to how quests are given out. Mainly each quest should now be restricted so that you can’t receive it until you have the means to complete it. For those patching this does unfortunately mean for you that you are going to lose the quests in your log as some will likely have new requirements and mincing the two would likely end in some sort of small catastrophe. A small note, quests that are obtained from signposts will remain in your quest log, this is because they are handled differently than regular quests. It is also important to note that because of the new requirements on quests some that were available to you prior to the patch may no longer be available yet.
Quests also now sport additional concrete rewards outside of recipes and blueprints. Most of these are minor gold rewards meant to soften the blow of putting resources towards a quest. A note, for those patching you will receive the gold reward for quests you have already completed retroactively so don’t be surprised if you suddenly have more money.
All that said I’ll leave the rest to the patch notes below. We’re already half way through the month so I’ll be posting news again soon. I think it will be focused on what is still coming so there should be a clearer picture of what is going to get added to the game.
Patch 0.4.7 Full Changelog
Additions
Added a path from the Narbell Farm to the Dig Site, no unlocks required
Re-added a quest for Remi, Gardening Aid
Added jam making (The object to allow for this is ordered from the shipping chest, and is rewarded from the quest mentioned above, if you are patching up you may want to check as you might have already unlocked the preserves pot)
Removed “A Donation Of Flax” quest from Kiera temporarily to augment the reward
Quality Of Life
Added SFX to objects such as looms and drying racks for an extra indication that you have interacted with it
Added falling leaves to trees in autumn
Made several minor changes to the world environment including some shadows, a deeper layer of grass and other minor modifications to spruce up areas
Made a large change to the terrain in the upper right corner of The Whistling Fields zone. The purpose of this change will be made known at a later date
Updated Main Menu and Exit Game buttons to match the rest of the UI
Slightly modified settings menu to look a little nicer
Quest rewards are now visible to the player in the quest log when a quest is selected
Quests can now be pinned in your log to keep them at the top of the list
Alchemy breakdown has been changed so that you are no longer limited to working from only your player inventory. How you select items to breakdown has also been modified
A certain flower has had its name changed to Clivia Lily as its old name was insensitive. Apologies to anyone who was offended, I had no idea the old name was also a slur
The forge can now be moved once it is repaired, this can be done via the building menu with Simeon
Made an alteration to the message you get when you haven’t reached floor 10 of the mines and try to use the minecart, this is to prevent confusion
Gave cooking slots a small plate for the stack information so the text is more readable
Added code to ensure that you cannot double bind keys in settings
Balance Changes
Increased stack limit of all items to 999
Modified stamina drainer spawn rate in mines to keep them from spawning as often
Modified stamina drainers to remove some barricades surrounding their spawn location so you won’t have to knock down barricades to reach them as often, note that this can still happen but the chance is reduced
Altered fermentation ingredients to have fewer health and stamina restoring properties and instead a far more varied assortment
Changed several fermentation ingredients to allow players to gain the tracking buffs from brews they make
Modified several quest requirements to make them more manageable (less of a grind)
Increased the number of objects that can be bases in fermentation
Changed bases in fermentation so that they are doubly effective in whatever benefit they give
Altered tastes of fermentation items to be far more balanced with far fewer sweet tasting items
Altered prices of the items at the inn so that they are not cheaper to buy than they are to sell
Changed wheat seed sell price to 10g from 30g
Added more immediate rewards in the form of gold or items to most quests (For those who have already completed the quests only the gold rewards will be retroactively applied, rest assured you have not missed any significant items)
Bug Fixes
Fixed a bug where you could continue clicking the Main Menu and Exit Game buttons despite a confirmation prompt being present
Fixed an issue where controller you couldn’t access the Main Menu button
Fixed a controller mapping bug in the fermentation UI
Fixed an issue where the player house after being moved couldn’t be placed back in the exact same location. The solution to this is that the house’s starting position wasn’t aligned to the grid so if you experienced this you won’t be able to put the house back in the same place but the house is now positioned correctly in new games
Fixed a but where moving your house after upgrading it would cause it to visually regress to an un-upgraded house
Fixed an issue where it was possible to speak to Lauren normally when she was at the counter in the inn instead of getting the store
Fixed a bug where if an animal starved it could stop silos from feeding animals in tier 3 structures
Fixed an issue where opening certain menus would visually reset the portcullis
Fixed a bug where Caleb would teleport during a specific schedule
Fixed a bug where secondary cooking slots (any past the initial one you have access to) wouldn’t show proper details
Fixed a bug where controller support wouldn’t work if the mouse was still hovering certain parts of the game UI
Fixed an issue where after a patch you would be able to start fermenting something in a fermentation barrel despite it already being the process of fermenting something
Fixed a bug where gilded truffles generated on a pigs birthday wouldn’t count towards their gilded truffle count
Fixed a small visual glitch with drop down messages to keep them from stacking as heavily
Fixed several minor bugs relating to binding keys
Fixed a bug where the sleep and cancel buttons where mechanically reversed in the sleep menu for controllers
Fixed a bug where Blessed Powder was pulling the wrong name in alchemy
Fixed a bug where the “Chef In The Making” quest didn’t properly dole out its rewards on patch
Fixed a bug where the shipping chest wasn’t displaying stack UI above the items in the slot on occasion
Fixed several minor bugs revolving around adding augments to fisheries
Fixed a z ordering glitch with the description display in menus
Fixed a bug where the text for current pending orders could go out of the UI
March News Update
Another quick news update here. Strange, I can’t remember where March went, but I guess that’s pretty normal for me at this point.
This month has been lots of QoL work. Basically, all QoL work actually, along with a small addition or two and some bug fixing as always. There have been lots of smaller changes to systems, like pinning quests, alchemy breakdown not functioning off of only your inventory, and updating fermentation again because I must update fermentation every time I patch or I’m not doing something right.
As some people have mentioned quests are a bit much right now, in two senses of the word. Some are too much work, and some are just given out and you have no way of completing them yet. In response to this, I think I spent a few good days just making a new quest database. Not even the actual code in the game, just an excel spreadsheet that is more up to date. I’ve been working off a pretty old design that became outdated at some point. Given that quests aren’t added very often I was just sort of patching things in and making additions where needed.
This is obviously not a very organized system so I took some time to make a new spreadsheet and solidify rewards and requirements for everything. I still need to actually update the in-game quests to unlock at specific intervals, but the result should be less of a quest dump in the opening hours and more of a sprinkling throughout the game. Outside of a few oddball quests however most everything is still at your own pace, so if you want to blast through quests, you can. You just probably won’t end up sitting on like twenty quests anymore.
Aside from that I got some more planning done with non-quest-based elements and rewards. I also finished writing the compendium tutorials, at least for now. Aside from that, I also did some planning for the compendium. I’ve gotten sidetracked, but it is still my back burner project when I’m not putting out other fires.
There are also some map changes coming, some visual, at least one functional, actually I think it is just the one functional one. Most of what I’ve been talking about is vaguer, but I can also say that there is a built-in system for farm screenshots now. The feature has a few bells and whistles tacked on that I thought might be useful as well so hopefully that’s something to enjoy. That said there may be one other small system going in, but it admittedly depends on a few things getting done in time.
I’m shooting for a patch sometime in the next two weeks or so. I think an actual deadline is before the middle of April. Anyway, I apologize for the lack of concrete additions here. There was a brief moment where I added NPCs and quests again before being buried by changes and optimizations to make. To clarify, as I probably have before. Many of these changes are things requested by players. I just wanted to say thank you and that I don’t mind making changes so please don’t hesitate to make suggestions. I just have a complex about not adding actual new stuff and instead just changing existing content, even if the end result does make it better.
In any case, thanks for the continued support. Should have a new patch out in a few weeks.
February News Update
I feel like I’ve been posting a lot lately, but it’s the end of the month and that means another news update. What happened in February? Well a lot, and also not a lot, at least in terms of what I expected to do.
Most obviously, patch, 0.4.6 went live and two hotfixes followed this month, although 0.4.6.1 had enough bug fixes to basically be its own patch. These patches comprised most of the recent work on the game. Of course there is still a lot more to do as usual. Each hotfix gets the game a little closer to stable. I think these past few patches have gone a long way towards achieving that.
What I’d love is to get back to actual content for the game. If you find a bug please report it, I obviously want to fix them and they should take priority in most cases. I suppose I just miss the days of non-stop content creation. On that note, after having talked about it for what feels like months I made concrete steps towards implementing the compendium in the past few days. For those unaware, the compendium is slated to be a sort of in-game wiki. It probably won’t tell you every little secret, but it will hold a lot of information about the game for easy access. This includes things like available quests, data on items you find, tutorials, completed quests, character bios, and challenges, which if you are playing on Steam will double as achievements. As I recall I’m sitting at around 90 (I think) challenges right now, and there will be more added when new systems enter the mix.
I’m excited about this just because I like filling things out in games and this will basically be that. It will also double as a resource to answer many questions that people have when playing. All in all, it should be a useful addition to the game.
Aside from that I have other plans, because of course I do. Combat is still being worked on although it is very much in its infancy at the moment. A lot of the work being done is just getting sprite work commissioned for everything as there is a ton of it. Sprites are also larger with more animations than what the rest of the game has so it’s more of an endeavor. As for programming, I have things laid out but it’s been sidelined for the moment to work on some “smaller” systems, looking at you compendium.
I would also like to go back through a lot of zones and update them a bit visually. I’m looking to get some assets that I can hopefully use to spruce some areas up a bit as I think some of them are lacking. I’m also eyeing the plains area to the left of the house as something to rework, it’s too large, although its real issue is there is little to nothing in the largeness. It may get overhauled in the near future, but we’ll see.
Another thing I’ve been contemplating is doing a sweep over NPCs in the game. This is theoretical at the moment so don’t hold me to it I guess. I’ve been considering many of them and feel I might need to run through and characterize them more strongly, maybe even change some appearances, but I’m not sure. A lot of this issue stems from the fact that the true dialogue systems aren’t in the game yet. It’s a bit harder to characterize people when all you can really work with is one-liners that they say when you talk to them. Still I thought I’d mention that it’s an idea that I’ve been considering for the future.
Without droning on for too long, I think that’s about it for now. I’ve had a few more bug reports, including one about further animal disappearances which makes me hurt inside. That in mind, I’m hoping to shoot for another small hotfix at the end of this week to take care of the stuff that’s been mentioned. Beyond that, its compendium work and some visual updating. As usual, thanks for your patience with both development and bugs, always appreciated. I hope you all have fun playing and I’m sure you’ll be hearing from me sooner rather than later.
Verdant Village Patch 0.4.6.2
Alright here is another hotfix for Verdant Village. I call it a hotfix, but honestly this got a little out of control. I was intending to just fix a few issues that had cropped up that were causing some serious, if a little rare, problems. And an extra week or so later here we are with a whole host of fixes and some smaller improvements and changes. I don’t have much else to say but below is the full changelog for this patch. Fingers crossed I can stop searching for bugs for a bit and get to work on some features.
Verdant Village Patch 0.4.6.2 Full Changelog
QoL (Quality of Life)
Extended a feature from chest inventories to the main inventory screens where the small plates that house the stack size for an object will now always show up in front of the item icon
Added a message for when the player tries to use an axe on a tree stump that will indicate they need to use a shovel to dig it up
Changed fermenting UI to list the gold each recipe you have made will yield
Moved the time and date slightly as it was just barely cutting into the edge of the clock UI with certain number combinations
Altered the descriptions of several alchemy items to make their use more clear, specifically Tonic of Swiftness, Tonic of Vigor, Greater Tonic of Vigor, Tonic of Dark Eye, Saltwater Tonic, and Slumbering Elixir
Altered collision boxes for buildings when placing animals and moving buildings to make the system easier to operate
Increased the stack limit of augment items in fisheries to 99 to be in line with the inventory stack size change
Updated the hotbar in appearance slightly to show stack sizes more clearly
Changed the tints of buildings when upgrading to match other existing tints in the game
The game now allows for apostrophes in all naming UIs
The shipping system now has a failsafe for when you order too many things at once and the shipping chest fills up
The shipping system will now stack items appropriately when they are ordered allowing for more space
Changed end of the day functions slightly to keep the game from performing all the actions that happen at midnight until the black screen has fully faded in
Balance Changes
The Accelerated Germination perk now causes any crop planted to grow to its first stage upon being planted
Changed Sugilite to yield 3 Sugilite Dust via alchemy breakdown instead of 1
Lapis Lazuli now yields 3 Lapis Shards instead of 1 via alchemy breakdown
Diamonds now yields 2 Diamond Dust instead of 1 via alchemy breakdown
Malachite now yields 2 Malachite Shards instead of 1 via alchemy breakdown
Pearls now yield 2 Pearl Dust instead of 1 via alchemy breakdown
Heavily modified alchemy product sell prices to follow a more balanced system
Heavily modified how much Crystal Extract is gained from gems via alchemy breakdown to accommodate for the new system
Lowered Diamond sell price from 400g to 300g
All cooking objects now sell for slightly more meaning they will yield a profit if sold
Reworked fermenting sell prices and profit buff to ensure brews turn profits regardless of the items used
Grapes were not profitable, raised their sell price from 20g to 60g
Changed the watering can pattern one more time. The pattern in now 3x2, 5x2, 5x3, 5x4, and 5x5. More importantly the pattern will now spawn and expand out from the tile you originally interacted with which should allow for better aim
Bug Fixes
Fixed an issue where certain players, usually ones with many crops, would see their game skip a day at midnight, I.E. jump from the 1st to the 3rd in one night.
Fixed a bug with the fermenting UI where base objects could overflow off the UI
Fixed a bug where in very specific situations brews made via fermenting could use the wrong brew type keyword, I.E. making a wine and the description would refer to it as beer
Fixed a dialogue bug the quest “A Chef’s Dabbling”
Fixed a bug where some matrices in alchemy weren’t named correctly causing a few visual glitches
Added an exception for both apostrophes to accommodate different keyboard layouts when typing
Modified building collisions slightly to ensure that they can be placed correctly on the farm to take advantage of space
Fixed a bug where the beer and whiskey tabs in the fermenting UI were reversed
Fixed a bug where selecting a recipe would enable all arrows in the UI
Fixed a bug where after moving a building on your farm all buildings capable of showing an exclamation mark would show one
Fixed a small visual bug with the game trial message
Fixed a bug where fermentation recipes couldn’t be deleted
Fixed an issue where several buffs were displaying incorrectly or missing data
Fixed an issue where the quest “New Kid On The Cutting Board” could reappear after being completed
Fixed an issue where cooking stations around the map would display exclamation marks from time to time
Fixed a bug where chicken coops could freeze the game by failing to find a place to put items at midnight
Fixed a bug where some alchemy items would sell for zero gold
Fixed a bug where having multiple fisheries with the appropriate augment items inside could cause random alchemy items to appear in other fisheries
Fixed a bug where fisheries wouldn’t adjust stacks properly when adding augments to slots
Fixed an issue where the sense buffs wouldn’t pause while the player was in menus similar to other buffs
Fixed an issue where buff timers would still tick while the user was in some menus
Fixed an issue where using a Fowl Luck Elixir wouldn’t decrement the stack on your hotbar
Fixed an issue where using the Fowl Luck Elixir would display multiple responses at the same time, I.E. it would say that you both used the elixir and that the fowl refused to take it at the same time
Fixed an issue where once you had discovered every alchemy item the discovery portion of the UI would begin showing all alchemy components again
Fixed a bug where bones could be broken down in the alchemy menu, maybe one day, but not today
Fixed a bug where you could get Loamy Essence from breaking down truffles, this is now Fibrous Extract
Fixed several spelling and grammatical errors across the items Concentration Chew, Marine Jelly, Fireblood Potion, and Love Potion
Fixed a bug where artifact dig spots in the chapel and several other areas would yield nothing
Fixed a bug where buildings you were hovering when reverting from upgrade placement would remain tinted
Fixed a bug where buildings wouldn’t actively highlight red when they were in an unviable position during building movement
Fixed a bug where irrigation pipes could be placed on top of paths
Verdant Village Patch 0.4.6.1
As per usual its time for a quick hotfix. This one is pretty small but it was a couple of things that I either forgot to address or addressed incorrectly. Details below.
Verdant Village V4.6.1 Full Changelog
Changed the purchase price for pork to 130g. At its previous price you could effectively buy pork and sell it back for more causing a cascade of infinite money
Some players have noticed that they are obtaining the “Meal Prep” perk on patch. While I cannot revert this a change has been made to prevent this from happening in the future. Essentially your progress was being doubled every patch due to a slight oversight
Various food dishes at the inn could be clicked but not purchased, these have been fixed
Ground tiles will turn back to grass after two days. The original plan had been to make them turn back overnight, however a player pointed out how this could cause issues during seasonal changes. I forgot to push it back to two days before 4.6 so that is being done now. However, tiles being watered will still not prevent a tile from turning back to grass
Verdant Village Patch 0.4.6
It is once again patch time. To be honest, I was a little worried I wasn’t going to hit this deadline. I had what I thought was a huge problem on my hands just a day ago. Turns out it was poor optimization on my part that looked like it was a bug. In any case, that has been fixed.
Admittedly, this isn’t exactly the patch I wanted to put out. Originally, this was meant to be a content patch, with more well, content. Through a combination of the holidays and other issues and suggestions cropping up this turned into more of a quality-of-life patch.
There are a few additions but things focus pretty largely on QoL as well as bug fixes. Hopefully the next patch will lean more heavily into content. I feel like I think that every time, but stuff inevitably gets in the way. I suppose its all in service of making the game more complete in one way or another. I don’t think there is anything that stands out hugely from the list of changes, but I think together this patch does a good deal to make the game a little more polished.
One thing that I want to mention just blatantly here. There were some changes made to fermenting and as a result fermenting recipes needed to be wiped for this patch, apologies. In short the calculations were wrong so recipes that already existed would be horribly miscalculated, this shouldn’t happen in the future however.
I also wanted to mention that I know various people have spotted issues or suggested changes. If you don’t see something you mentioned referenced in here just know that it is probably still in my list of things to look at. I had to cut this patch off somewhere (as I usually do) and as there are a few larger issues plaguing the current release of the game I didn’t want to drag it out much longer. Anyway, as usual thanks for your patience, I hope you enjoy the patch. The full changelog is below.
Verdant Village Patch 0.4.6 Full Changelog
Additions
Added Malcolm to the game
Added Lauren to the game
Added Malcolm’s house interior
Added the second floor of the castle
Added 6 quests to the game from the afore mentioned NPCs, these are quest gated so they may not be available right away to players
Tree seeds can now be cooked into a small snack, this recipe is available from the start
Added small bee sprites to apiaries, so now you can be afraid of getting stung while collecting honey now
Added a visual movement to water in the world so it now moves up and down slightly
Barley and Rye seeds are now available in the general store year-round, minus winter
Placing fishing traps in the ocean now has a chance to yield shrimp
QoL (Quality of Life)
Barn and Coop animal UI (the book) will now darken slots to show how many total spots are available in the building for livestock
Added a tooltip to the Watering Can and Hoe to explain that they can be charged when used
Chests can now be picked up with the carpenter mallet, however they still need to be empty to do so
Trees will no longer allow you to plant them if they are too close to another tree where they wouldn’t fully grow
Cooking station now shows your totals for what ingredients you are using next to the cost of an item
Cleaned up the code around the object placement UI so that it is no longer overlapping other UI elements regardless of its position
Stack limits for all items in the game have been raised to 99. The exception to this is stone and various woods which remain at 200
Removed the “Topics” button from the dialogue menu. This was done mostly because the current button doesn’t really do anything and its probably more misleading to new players than anything. It will reappear once that system is implemented properly
Extended the discovery notification background for alchemy to more fully fit all the text that appears on it
Added currency values to the descriptions of items. Gold was already shown but now uses the icon, and the archeology currency will appear on the appropriate items
The silo will now check if feed needs to be distributed when the silo UI is closed. In short if your silo ran out of feed and then you added more to it that day to compensate you now won’t have to manually feed the animals that day as well
Silos will now automatically add extra feed to a tier 3 building if you buy and place an animal in such a building
Changed dirt tiles to turn back into grass after one day regardless of their watered status
Added a small effect to keysprites in the mines to make them slightly easier to find, this will hopefully also compensate for those who are hard of hearing or just play without sound
Added a meter to the fishery UI to show how close fish are to spawning an egg and how close eggs are to hatching
Chest inventory search functions now search chests based on distance to the player instead of via the arbitrary array indices. In short, this means if you cook something at the cooking station and it needs to pull ingredients from a chest it will pull those things from the chest that is physically closest to the player instead of potentially from some random one on your farm
With the addition of Lauren to the game the inn now has two different menus you can order from depending on who is currently running the inn
When scrolling your hotbar a small text prompt will now appear above the hotbar to indicate what you have selected
Changed objects that you pickup manually to disappear as the player reaches down to pick them up
Made a very small visual change to the interaction guide
Changed object placement to round to 1px for objects that don’t adhere to the grid. This still allows creative freedom but if you want to line things up to look nice it is no far easier to do
Changed the collision on the bottom wall of the player house to match other interiors
The shipping chest now operates on all of your chests as well as your inventory
The forge now operates on all of your chests as well as your inventory
Cleaned up the forge UI slightly
Added the pickup sound to all objects in the game not just the ones you pick up manually. This is something I was sort of back and forth on, if you have an opinion on it feel free to let me know
Animals will now stop walking when being milked/sheered
Balance Changes
Oil and Stock have been increased to 60g and 80g respectively to balance out being able to craft them
The mines have had ore spawns rebalanced. Coal should now be far more abundant and it exists in every level of the mines. Other ores have also been balanced to be easier to find in their respective levels
Planted berry bushes have been calibrated to be more profitable. Each bush regrows more quickly now, listed below. Also the sell prices for each of the seeds have been reduced by 30g Strawberries regrow in 2 days Raspberries regrow in 1 day Blueberries regrow in 2 days Cranberries regrow in 2 days Blackberries regrow in 1 day
Lowered construction time of most buildings by a few days
Lowered upgrade time of barns and coops
Increased the drop rate for animal fat from all animals
Fishing XP has been modified to give more XP per fish given the time it takes to catch one
Fish traps now grant minimal XP when a fish is retrieved
Slightly increased Hoe XP to compensate for the tool not being used that often
Irrigation Pipes now water all 9 tiles around themselves as opposed to the 4 directions (up, down, left, and right)
Irrigation Pipe orders have increased to 8 pipes per order
Tree tapping restrictions have been lifted and trees on your farm can now be tapped in all seasons outside of winter
Watering Can charge patterns have been changed to be square instead of diamond shaped
The Watering Can now has more charges at each level to compensate for the new watering patterns, charges per level are 15, 36, 48, 64, 80, and 100
When hunting, the tracks left by a fleeing animal last longer
Hunting animal spawns have been rebalanced to be more even across the board, also a bug was addressed which was making the spawns lopsided towards particular animals
The “Close Shave” perk will now always grant the player a 3rd wool when sheering a sheep
The Profit buff from fermenting is now, well, more profitable. There should be a much larger gain when fermenting drinks for profit,
Dynamite rooms in the mines will now spawn chests instead of other random objects like stamina crystals or buff pillars
Stumps that are dug up now fade faster as the animation was a little strange before
Decreased the material cost of fences and paths by about 5 of the required material
Dark furniture recipes now require pine sap to be made
Removed spice plants from spawning in any area that isn’t grassland
Modified additional forage spawns given via the forager perk, you now get fewer
Bug Fixes
Any existing fermentation recipes have been deleted, this is due to a bug with the calculations which is addressed in this patch, a brief explanation is the 4th paragraph in the patch notes
Fixed a bug where pigs had a chance to disappear or shift barns when finding truffles
Fixed a bug where dialogue lines would get mixed and interchangeable in the first and second floors of the inn
Fixed a bug that would cause patching to take multiple minutes depending on how many irrigation pipes you had placed in the world
Fixed an issue where food that gave the “Sure Strike” and “Prospector” buff would mince the two buffs, with the cooking station reversing them in the effects listing
Fixed an issue where cooking recipes that were crafted instantly wouldn’t subtract the required heat
Fixed a bug where the player couldn’t add animals to a barn or coop when it was being upgraded
Fixed a few bugs relating to the crafting of fish fillets
Fixed a bug where plants in the swamp cavern were giving cotton as a resource
Fixed a bug where pine trees could be tapped but not give anything while consuming the tap
Fixed a bug where you couldn’t place specifically Desert Flooring in any room with specifically a controller
Fixed a bug where the silo wouldn’t feed barn animals
Fixed a bug where cranberries were considered a catalyst in fermenting
Fixed an issue where certain light sources would turn on/off before/after others
Fixed a bug where Isabel wouldn’t actually sit at the bar in Summer, she’d just walk into it like a broken Roomba
Fixed a bug where carrots wouldn’t provide the dark vision buff when used in fermenting despite saying they would
Fixed a bug where wall objects could be placed half way into the walls due to a collision error
Fixed a bug where NPCs weren’t running the proper schedule when it snowed
Fixed a bug where cantaloupe seeds would grow more quickly than they were said to. The seeds now take 9 days to grow as the tooltip states
Fixed an issue that would cause much of a marine décor to be hard to place. The fix unfortunately will move any placed piece to the right, these will have to be manually picked up and moved back
Fixed a few bugs with marine décor hitboxes
Fixed a bug where the wool count in the barn book for sheering sheep was incorrect as it wasn’t counting the amount gained properly
Fixed an issue where truffles could still spawn under objects in the barn
Fixed a small issue with cow animations
Fixed an issue where cracked ring, pottery shard, dull knife, and crude etching couldn’t be traded in the artifact shop
Fixed the Fireblood Potion sprite in the alchemy UI
Fixed a bug where items in alchemy that you had already discovered all the recipes for would still appear in the discovery listing causing cascading problems
Fixed a bug where alchemy recipes weren’t paging correctly and they were skipping recipes
Fixed an issue where certain tiles in the swamp were not shifting correctly with the seasons
Fixed a bug where the message about the silo running out of feed was running off the message box
Fixed a bug where archeology fragments were not being distributed properly causing certain fragments to be far more common than others. Namely Divine and Fae fragments should be much easier to find now
Fixed a visual issue where items in the recipe section of the brewing UI would overlap the UI awkwardly once you got enough of them
Fixed an issue where selecting fermenting recipes wouldn’t delete the ingredient sprites from the previous recipe selection
Fixed a bug where flavor compliment multipliers for fermentation wouldn’t calculate correctly
Fixed a bug that caused fish in the fishery to take an extra day to lay an egg when initially put in the fishery
Fixed a bug that made all fish eggs hatch at the same rate
Fixed a bug where ore would spawn awkwardly from seams
Made changes to the inventory system in the hopes of alleviating a softlock bug. Unclear if this has fixed the problem as I can’t seem to trigger the issue
Fixed a bug where placing objects too close to doors would cause them to incorrectly z order in the world
Fixed a bug where chopping down trees in winter could trigger them to come back in a different seasonal state
Fixed a bug where perks and level meters in the “Perks” tab of the inventory screen would show the description box as huge for a tick before displaying the appropriate information
Fixed a bug where lightning would still flash even when the game was paused
Fixed a cascading bug where certain sections of the mines wouldn’t generate the proper tiles to cap walls off the correct way
Fixed a bug that would create an extra text box depicting your HP in the center of the screen
Fixed an issue where braziers would lose their shadows when they were lit
Modified shadow positions for several different objects in the game
Fixed a bug where minecart tracks in the mines would hide the player’s shadow
Fixed a bug where the angler buff was not augmenting the fishing minigame as it was supposed to
Fixed a bug where fermentation barrels would always spawn a drink after a patch. This fix will not take effect during this patch but will work for future patches
Fixed a bug where Simeon is standing the wrong way when building a fishery
Cleaned up the fishery construction sprite so the grass will always match the season
Fixed an issue where the silo wouldn’t hold its animation frame through a patch, I.E. it would have feed inside but show as empty in the game world
Fixed a bug that was causing all food in the snacks section to have the incorrect sell price