Hello Villagers!
Happy May Day!
Village Monsters v.0.70 is out now for all platforms. I had two goals with this release: completely overhauling the gardening hobby, and redoing how the game saves and loads data.
One of those probably sounds a lot more exciting than the other, which is why I'm calling this The Changes to Game Saves Update The Gardening Update!
To celebrate the release, Village Monsters is 10% off all weekend!
Game Saves (Important!)
As I warned in a previous news update, any saves made before this release are not compatible with the new stuff. This means you'll need to start a new game, though you will be able to import some key items (your wallet, inventory, etc.) from your old save.
This should be the last time I have to break save comparability while in Early Access.
The entire save / load system has been redone to be more robust and even faster for slower systems
Players who have an existing save can import some items - like silver, inventory items, etc. - into their new save by interacting with the suitcase in the player's room at the inn
Gardening
The vast majority of my time these past 4 weeks has been spent on improving the shamefully neglected Gardening hobby. To call it an "overhaul" seems an underestimate - the old system wasn't just improved, it was deleted and replaced entirely by something more fun and interesting.
The changes are too big and numerous to fully capture in a change log... but I tried to anyway. Grab some seeds, head over to Agrarian Acres, and take a look yourself!
If you want to know more, check out this post on the Village Monsters blog.
Mushroom Gardening has become simply Gardening
Gardening is now performed via a special UI that's accessible when interacting with a garden bed
Garden beds now show a little preview of what's growing in them (including any weeds)
Each plant can be inspected and interacted with via this new screen. Your options depend on your Gardening Abilities
You may now Cultivate plants in your garden. This allows you to perform actions such as watering the plant, adding items to the soil, etc. in order to encourage its growth
Cultivation effects linger (usually a day or two) after being implemented. Look at the plant's details to see how long it lasts
At first, you can only water your plants to provide a modest boost. As you level up you'll gain new ways to cultivate your plants
You can also cultivate soil with any item in your inventory. This provides a random effect, and may be better - or worse - than just watering them
Plants can now breed to create new plants automatically
In general, your garden needs one open space, a male plant, and a female plant in order for plants to breed. Both parents must also be a certain level of growth first.
Basic crossbreeding has been added: the look and base plant attributes are based on the mother plant, while growth rates are based on the father plant
There is a very rare chance that the offspring plant will instead be a Hybrid. This is a new type of plant specific to the pairing
Hybrid are rare and very valuable. They are, however, "infertile" and cannot be used to breed again
A huge number of new plants can now be grown in your garden
A small number of existing plants have been eliminated or combined with other plants
All plant sprites have been improved and in some cases completely redone. This includes both mature and in-progress versions
Each plants now have one or more Tags. These specify certain attributes for that particular plant
Plants are now rated like critters and fish. Ratings depend on your skill as a gardener, and a higher rated item sells for more silver
A number of new seasonal plants have been added to the forage list
Plants can now be pruned from your garden. This allows you to remove a still-growing plant
Pruning has a chance of refunding plant seeds back in your inventory (higher chance if just planted)
This new screen can be used to plant new plants, inspect existing plants, clear out weeds, and more
A new info screen now displays key details about your plan including its stage, what each stage looks like, when it was planted, whether it's under any special effects, and so on
Spores / Seeds have been renamed to simply "Starters"
Wild mushrooms and plants now spawn a little more rarely
Growth rates for all plants have been adjusted. In general, it takes longer for an untended plant to grow to maturity
The Spore Extractor has been renamed to the Seed Extractor, and it's currently out of order
The existing mushroom growing spots in Agrarian Acres have been replaced
The spore extractor found in Agrarian Acres now takes several days to produce usable starters
New & Improved Features
Fleshed out the main Player page of your journal. It now lists your rank in each hobby and some general information
Added several new catachable critters, like the Foliage Elemental
A new type of chest has been added to the treasure rotation
The "Spicy" effect has been changed to be a bit more useful
Added several new "flavor critters", like a spider, parrot, and more
Changed player sprite transitions in some situation
Improved look and behavior of cloud shadows
Increased spawn rates for items on the beach
Added large number of new items, furniture, and decorations. Look for them in villager homes throughout the village
Added concept of Elemental Affinity
Renamed Bonfire Beach to Balefire Beach
Changes to Graphics & UI
Forageable items now have a sparkle to differentiate them from plants / objects that are decorations
Added a slight drop shadow effect to all dialogue text
Add transparency to dialog boxes
Improved dialog box title and choices UI
Improved the logic for selecting the next active item in a list
Greatly improved the colors and look of your journal
Added commas to large numbers, like your current cash
Adjusted some UI terms and wording to be more consistent
You can now rotate tools (via the tool menu) using Left / Right on the D-Pad when playing with a controller
Random Name Generation - currently used for naming tamed critters - has been greatly improved
Altered music logic somewhat
Adjusted notification placement to prevent overlap when a lot of stuff is happening
Player names are now restricted to 12 total characters
Changes to Game Feel
I'm still grinding away to find that sweet spot in game feel - something that's both evocative of retro games (which is especially important given Village Monsters' story) while still taking modern games into account.
Player acceleration has been modified so that you move in whole pixels
Most other "partial pixel" actions are now rounded up to whole pixels
Default player speed has been somewhat increased
Further adjusted player acceleration and friction
Reduced player speed when stalking with the net
You can now control movement via the d-pad (I have no idea why I didn't have that before!!)
The camera now tightly follows the player
Bugs Fixed
Fixed a major bug in which the world state wasn't being properly saved
Fixed a crash when pressing "P" on your keyboard in some situations
Fixed a crash related to cutscenes not properly being set
Fixed the player sprite not changing when you transition rooms
Fixed a variety of collision issue with outdoor decorations, like benches
Fixed several collision issues in Memorial Meadows
Fixed a few issues with garden weeds
Fixed issue where beach shells would disappear
Fixed apple trees still providing apples during off seasons
Fixed an issue where critters would not flee properly if you approached them from certain angles
Fixed an issue where swinging a net drains stamina too early
Fixed some minor issues related to when the player character was in between states, or paused
Fixed the "Exit" option not working on the title screen in some instances
Fixed a graphical glitch in Dio's house
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