Patch 1.0.2
New update is here!
It's been almost a month since release and we've received an enormous amount of great feedback and some bug reports (fortunately, not that many!). It's mind-boggling to see so many people having a blast feeding the Scorchpot. We've read through all the comments, reports, and discussions and jumped back to work — balancing, testing, fixing a bug here and there. The usual post-launch stuff, but we're really enjoying it.
We didn't want to put out an update with just bug fixes and balancing changes, so there are a bunch of new QoL features in here too, like harvest calculations for each tile - you can now see the expected harvest from a tile in its tooltip. More QoL features and UI improvements are coming.
The other thing we wanted to address was the early-game difficulty. A lot of new players were having a hard time getting a run started, which resulted in repeated restarts. That's no fun. So we tweaked the starting conditions a bit - most notably, the initial hunger is lower, so there should be more breathing room to find a good strategy. But weI did it carefully so we wouldn't compromise the overall difficulty of the game. We know a lot of players are enjoying the challenge!
But we think the nicest addition is the new dragons that fly over the map. Previously, it was always the Baron hunting the sea snakes, which didn't make a lot of sense when playing with the other dragons. Well, now you can see all of them fiercely defending the island.
Cheers, everyone, and thanks for playing!
1.0.2 CHANGELOG
Features:
- Seven new small flying dragons that battle the seasnakes
- A small tooltip is now displayed next to recipes and dice that target a specific value (like Eintopf or Umami)
- Recipes in the tray should now keep the order in which they were activated
- In the non-existent secret minigame, you can now press Space to feed
- Tooltip for each tile now shows the expected harvest from the tile based on currently rolled marks
- Little bricks on the calendar now indicate when you get new building slots
- Added subtle visual and audio indications for clickable buttons in the shop
Bugfixes:
- Fixed an issue where the ducat bonus from the Temple didn't apply to certain buildings
- Removed the harvest expectation tooltip from Feeding Grounds
- It should now be less likely to accidentally lock the shop selection
- Fixed an issue where some gamepieces would autosell on rare occasions
- Fixed an issue with profile resetting
- Game music is now in stereo. Don't ask me why it wasn't before, it's embarrassing...
- Game now properly records high scores
- Hubris Hanger attacks can now happen (they were accidentally disabled before)
- Fixed a rare harbor crash
- Blessing die now works correctly
- Farmageddon no longer softlocks the game when you burn all your farmsteads during your last season
- Removed {cannibal_scale}
- Hanger attacks now happen even after year 100
- Secret deck bonuses now update correctly in the deck summary
- Translation fixes
Balance:
- Lowered the ducat requirement for the Buckets of Ducats achievement to 100,000
- Mason's Moorings is now much more likely to appear in the shop if you don't have one
- Temple bonus increased from 8 to 10 ducats
- Altar bonus increased from 20 to 30 ingredients
- Casino bonus increased from 3 to 4 ducats per unused dice roll
- Tollhouse bonus increased from 2 to 4 ducats per adjacent Farmstead
- The basic ingredient yield of Windmill, Pasture, Ranch, Garden, Orchard, and Plantation has been increased from 50 to 70
- Long Summer card cost increased from 3 to 4 points
- Divination card cost decreased from 3 to 2 points
- Hunger is lowered in the very early game, making it easier to get a run off the ground
- Starter flavor recipes (Ketchup, Pea Soup, Lutefisk, etc.) buffed to provide better odds during the first few years
- Minor tweaks to the early game
- Ducat recipes now lose all stamps after use to help combat hyperinflation
- Achievement Head Pats Included is easier now - go and scratch the dragon's chin!
- Starter buildings have 0 sell value