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Below are the latest changelogs for updates made to the Kynseed build. All prior changelogs may be found in chronological order in subsequent posts. As always, thank you to everyone who has taken time to share ideas, feedback, and bug reports.



CHANGELOG - ᴠ0.1.12.2057
ᅠᅠ• Blacksmith Ownership
ᅠᅠᅠᅠ◦ Open and close shop
ᅠᅠᅠᅠ◦ Fulfill customer orders
ᅠᅠᅠᅠ◦ Create, sell, and recycle blacksmith goods
ᅠᅠᅠᅠ◦ Hiring staff
ᅠᅠᅠᅠ◦ First pass of the business ledger
ᅠᅠᅠᅠ◦ Staff opening the shop
ᅠᅠᅠᅠ◦ Existing village customers coming by and ordering
ᅠᅠ• New Fairweather Items
ᅠᅠᅠᅠ◦ Home Sweet Home (keeps your farm close)
ᅠᅠᅠᅠ◦ Trough (to assist with pig-related chores)
ᅠᅠᅠᅠ◦ Rootways (a magical way to get around)
ᅠᅠ• Updated art for growables
ᅠᅠ• New and replaced book text
ᅠᅠ• Put a new common fish in
ᅠᅠ• Snow in winter
ᅠᅠ• Alternative loading asset method to speed up the game screen appearing.
ᅠᅠᅠᅠ◦ Makes the screen appear earlier but then requires waiting for assets to load.
ᅠᅠᅠᅠ◦ Should roughly take the same time as before.
ᅠᅠ• Dandelions pickupable for later use!
ᅠᅠ• Highlight around majority of gatherables
ᅠᅠ• Box appears when player can interact with objects
ᅠᅠ• Blacksmith crafting UI refinements
ᅠᅠ• NPC chat/favours fixes based on feedback
ᅠᅠ• Likes/Dislikes for Summerdown villagers
ᅠᅠ• Saves show and are ordered by last saved date
ᅠᅠ• Friendship down on loading save fixed
ᅠᅠ• Market stall interact point improved
ᅠᅠ• Disabled decay behaviour for items
ᅠᅠ• Flickering scrolling down item box in task create fixed
ᅠᅠ• Status UI screen scrolling should loop back to start correctly
ᅠᅠ• Capturing more info from crashes
ᅠᅠ• Pigs should show up in the right place after buying from auction
ᅠᅠ• Fix for bluefish appearance in the market stand
ᅠᅠ• Some first steps taken on localisation
ᅠᅠ• Preferability setup for pathfinding
ᅠᅠ• Preparation to provide a pixel font that stops the antialias blurring in the current setup


ᅠᅠ
Post edited March 21, 2019 by PixelCountMatt
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CHANGELOG - ᴠ0.1.11.1935
ᅠᅠ• Pop up to show autosaving
ᅠᅠ• Lantern upgrade now saves correctly
ᅠᅠ• Cooking crash has now been prevented from happening and an error message was put in to try and uncover what the bad recipe ID is
ᅠᅠ• Fix for a crash in Candlewych to do with audio volume being set too high
ᅠᅠ• Saves on Day 14 now load to the farm and fix a problem where you see a black screen with a tiny box in the middle
ᅠᅠ• Saves should now load into the correct season
ᅠᅠ• A save after "a certain point" should no longer cause "a certain problem" [I]-cough- spoilers -cough-[/I]
ᅠᅠ• Pig riding is cleared when falling asleep
ᅠᅠ• Began gathering more info on the 'Image Not Supported' errors that some people have had


ᅠᅠ
Post edited March 21, 2019 by PixelCountMatt
high rated
CHANGELOG - ᴠ0.1.11.1940
ᅠᅠ• A few icons have been updated
ᅠᅠ• WASD and Cursor keys now allow moving around the world map
ᅠᅠ• Shift+ESC doesn't exit the game (was a debug option left in)
ᅠᅠ• Some quick region fixes for collision/out of bounds/inconsistent cave lighting/layering
ᅠᅠ• Player age set correctly to the day
ᅠᅠ• Prevented planting of a certain item in regions that it's not meant to be planted in
ᅠᅠ• Fixed fish not spawning after loading a save game
ᅠᅠ• Fixed fruit not appearing after loading a save game (they had taken a trip to the magic coordinates 0,0)
ᅠᅠ• Kynseed planting should now persist correctly and have a little glow where it should go (setup is still very much work-in-progress)
ᅠᅠ• Fix for blacksmith crash on trying to craft certain items
ᅠᅠ• Blacksmith should display tutorials relevant to Gamepad or Mouse+Keyboard as appropriate
ᅠᅠ• Fixes for sword not working - item setup corrected, automatic slot assigning, and a stuck-in-place problem on picking up items with the sword active.
ᅠᅠᅠᅠ◦ Note that the item is automatically equipped in the combat zones only
ᅠᅠᅠᅠ◦ You'll need to buy the sword for this to work.
ᅠᅠ• Rating screen for blacksmith should now have prompt to close
ᅠᅠ• Attempt at fixing 'image not supported' by retrying to load the image (inconclusive feedback if this works as of yet)


ᅠᅠ
Post edited March 21, 2019 by PixelCountMatt
high rated
CHANGELOG - ᴠ0.1.11.1944
ᅠᅠ• Some mint has appeared in Poppyhill!
ᅠᅠ• Prevented mouse dragging of items which can't be placed in the hotbar
ᅠᅠ• Prevented 0-9 keys from placing items that shouldn't be placed on the hotbar
ᅠᅠ• Hotbar now allows swapping in inventory when not dragging from inventory (same as in-world ability to swap items around)
ᅠᅠ• Setup to allow mapping to combat slots
ᅠᅠ• Combat slots now show when mouse is over combat item (to be refined)
ᅠᅠ• Swapping on hotbar should now work for non-combat and combat mappings
ᅠᅠ• Slot equipping for hotbar uses a surrounding outline rather than a rectangle outline
ᅠᅠ• Control prompt now shows for bartering
ᅠᅠ• Friendly fire should now be off within combat zones
ᅠᅠ• Fixed a further problem with combat which may've prevented it combat activating in the combat zone
ᅠᅠ• Friendship ratings with NPC's now saves correctly (animal ones to follow in a subsequent pass)
ᅠᅠ• Spring season correctly uses different assets as expected
ᅠᅠ• Fix for being able to escape the mine in Poppyhill
ᅠᅠ• Fix for a few layering issues in the two villages
ᅠᅠ• Fixed Twig not appearing after the prologue event - his missing dialogue state should reset to allow you to get an item from him if you have not already


ᅠᅠ
Post edited March 21, 2019 by PixelCountMatt
high rated
CHANGELOG - ᴠ0.1.11.1953
ᅠᅠ• NPC's waiting for gifts now show an icon above to indicate that talking to them will also gift them the item
ᅠᅠ• When interacting with Hazel, she now has a shop sign icon that says when you can buy cats
ᅠᅠ• All maps should now show the player position more accurately
ᅠᅠ• A wooden sign in one of the mines was updated from being a placeholder
ᅠᅠ• Hopefully improved setup for NPC interaction
ᅠᅠᅠᅠ◦ Priority is first given to NPC's before animals and before interactables
ᅠᅠᅠᅠ◦ It also puts priority on permanent sim NPC's over any temporary NPC's in the level
ᅠᅠᅠᅠ◦ This system allows future flexibility in priority as needed
ᅠᅠ• Any followers of the player will now stay behind the player a bit better to make targeting and visibility easier
ᅠᅠᅠᅠ◦ This setup also allows tweaking in the future
ᅠᅠ• NPC's leaving the level should now do so in a more orderly fashion without walking through walls
ᅠᅠᅠᅠ◦ The system in place here needs setting up per level, so let us know if any levels still have NPC's experiencing problems with this
ᅠᅠᅠᅠ◦ The main area that needed fixing was in Poppyhill
ᅠᅠ• Hob tooth quest should now be completable!
ᅠᅠ• Charmweed no longer treated as a seed
ᅠᅠ• Magic bean's magic now limited to its intended level!
ᅠᅠ• Both mapstones in Mosswhisper Ruin should now count
ᅠᅠ• Few minor level issues fixed
ᅠᅠ• Wheat should no longer invisibly grow after harvesting


ᅠᅠ
Post edited March 21, 2019 by PixelCountMatt
high rated
CHANGELOG - ᴠ0.1.11.1980
ᅠᅠ• First pass work on the goods store selling box
ᅠᅠ• Each goods store has a box to sell any spare items
ᅠᅠ• Stores have a daily limit of how much they'll buy from you
ᅠᅠ• A new 'Unstuck' menu option to help when stuck in the environment!
ᅠᅠᅠᅠ◦ The prices will be slightly under what you can make at the lemonade stand, except for...
ᅠᅠᅠᅠ◦ Wanted items, which are cycled through over time and give extra profit if sold when a store wants them
ᅠᅠᅠᅠ◦ The list of wanted items is a smaller set of randomly picked items which will be refined in future updates for seasons and the different demands of different villages
ᅠᅠ• Very first step of character customisation: selecting hair colour when starting a new game
ᅠᅠᅠᅠ◦ There's 8 different colours to choose from
ᅠᅠᅠᅠ◦ Further customisation options likely to follow (probably in later updates as we refine the system)
ᅠᅠ• A pass over keyboard and mouse controls, specifically the use of Left and Right mouse buttons (referred to below as LMB and RMB) with more to come soon!
ᅠᅠ• Sim interact (changed to LMB)
ᅠᅠ• Pickup item/Put away (changed to LMB)
ᅠᅠ• Screen button prompts (click forward with LMB)
ᅠᅠ• Use tool/Throw item (changed to RMB)
ᅠᅠ• PC hotbar can drag to unmapped icon
ᅠᅠ• Blacksmith actions (changed to LMB)
ᅠᅠ• Tutorial text and button prompts should match the above changes!
ᅠᅠ• Option to flip the LMB and RMB behaviour (may later be refined to leave screen prompts as LMB, depending on feedback)
ᅠᅠ• Fixed some 4k at 30hz issues of LMB click, including goddess statues and onscreen D-pad icons
ᅠᅠ• Changed the behaviour of save games so 'New Game' now creates a new slot and there's a scrollable list of saves - autosave will overwrite the currently loaded save only!
ᅠᅠ• Cat AI has been upgraded slightly to avoid staying still all the time (plus lotsa naps)
ᅠᅠ• Interact priority is given for books over other interactables in order to make it easier to pick some books up by beds
ᅠᅠ• Lemonade stand bartering minigame reduced to one round as well as a small bit of presentation tweaks to make it easier to see and use LMB on the button prompt as intended
ᅠᅠ• Increased the speed of holding down A button/E key/Primary mouse button for getting the pickup/new day/etc key to dismiss the dialogue (you have to release and press again to accept)
ᅠᅠ• Cooking quests, once completed, should no longer repeat
ᅠᅠ• Speculative fix for cooking crash on the recipe book screen and preventative measures for one identified cause
ᅠᅠ• Level fixes for collision/layering and proverb positioning
ᅠᅠ• Dragging of combat hotbar items while in combat areas should now work as expected
ᅠᅠ• Fixed a festival stall that wasn't showing the item for sale
ᅠᅠ• NPC portrait in status view should now stay within the UI boxes
ᅠᅠ• Night ambiance doesn't persist after reaching a certain level with different ambiance
ᅠᅠ• Minigame completion teleport action won't work outside the minigame region
ᅠᅠ• Fixed a bug with dragging items in inventory and the hotbar switching if an item from the opposite type was hovered over
ᅠᅠ• Behind the scenes initial implementation of the NPC chat system for the next update (not visible in game quite yet!)


ᅠᅠ
Post edited March 21, 2019 by PixelCountMatt
high rated
CHANGELOG - ᴠ0.1.12.1988
ᅠᅠ• NPC chat system first pass
ᅠᅠᅠᅠ◦ After your initial introduction to an NPC, you'll then be able to select from a few conversation branches
ᅠᅠᅠᅠ◦ NPC's now have friendship levels which will tell you their current demeanor towards you
ᅠᅠᅠᅠ◦ Gifting is now linked to an NPC's state as well as their preferences
ᅠᅠᅠᅠ◦ NPC's can ask for basic favours of getting or delivering items - completing these will help progress your friendship status
ᅠᅠᅠᅠ◦ Most of the system's dialogue text is largely placeholder for this first pass, but we'll be properly fleshing the text out in future updates
ᅠᅠ• Fae Wanderers
ᅠᅠᅠᅠ◦ New curious wanderers, in the form of fairies and gnomes, will start appearing in villages from time to time
ᅠᅠᅠᅠ◦ They haven't discovered their full purpose yet, but interacting will usually make them talk a tiny bit
ᅠᅠ• We've introduced a first pass of a player-created tasks system
ᅠᅠᅠᅠ◦ After the prologue, you'll be granted the ability to begin creating your own tasks
ᅠᅠᅠᅠ◦ There are a few task types at this stage
ᅠᅠᅠᅠ◦ The system should be flexible and expandable to offer player driven tasks for helping you manage your goals
ᅠᅠ• A basic ownership permissions system has been added
ᅠᅠᅠᅠ◦ Fruit trees and bushes outside houses are now marked as being owned by the house and will require permission for the player to take (if the residents haven't harvested it first!)
ᅠᅠᅠᅠ◦ The basic UI to track whether you have permission can be found by interacting with the monuments for the building and requires you to raise the family friendship rating to a certain level
ᅠᅠ• The darklight is now a standalone item to make it easier to use - further uses of it will come in later updates
ᅠᅠ• NPC's should no longer mistakenly wake up for a short time during their slumber
ᅠᅠ• And, as always, a slew of behind the scenes fixes and optimizations


How about an update on updates? The last patch was released almost 2 months ago and since then... nothing? I rarely support games in development but somehow felt that this one might be one of the few exceptions that I would like to buy even in this early state... but now... I hope that here we do not have another abandoned game (stuck) in development....
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RainbowDragon: How about an update on updates? The last patch was released almost 2 months ago and since then... nothing? I rarely support games in development but somehow felt that this one might be one of the few exceptions that I would like to buy even in this early state... but now... I hope that here we do not have another abandoned game (stuck) in development....
From the dev:

"We are deciding on the date and exact content of the next update on Friday morning....although Blacksmith ownership first pass is one of the features."

https://steamcommunity.com/app/758870/discussions/0/1779388938818859240/
Still no update.
I agree with BeatriceElysia. I don't want to hurry, but we're still waiting. Is this project dead?
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Docentx82: I agree with BeatriceElysia. I don't want to hurry, but we're still waiting. Is this project dead?
Their coder was on vacation. Update dropped this Friday on Steam.
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Docentx82: I agree with BeatriceElysia. I don't want to hurry, but we're still waiting. Is this project dead?
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BeatriceElysia: Their coder was on vacation. Update dropped this Friday on Steam.
Ok. Still waitng, but i've wasted so much money on other projects, so I believe in this one.
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RainbowDragon: How about an update on updates? The last patch was released almost 2 months ago and since then... nothing? I rarely support games in development but somehow felt that this one might be one of the few exceptions that I would like to buy even in this early state... but now... I hope that here we do not have another abandoned game (stuck) in development....
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Mawthra: From the dev:

"We are deciding on the date and exact content of the next update on Friday morning....although Blacksmith ownership first pass is one of the features."

https://steamcommunity.com/app/758870/discussions/0/1779388938818859240/
Hello. The next update will be in around 3 weeks. Our coder was away for a month on a deserved break. We updated info everywhere but here, which is our bad.
Our Twitter and Discord have been very active with news and updates though....some very cool stuff coming!
Thank you for your replies and updates (to the forum questions, not the game yet :-))!

I have no problem with the coder going on holiday for a well deserved few weeks, we all need that from time to time and overall that will only improve the quality of his work after he returns. But I guess we would have appreciated some kind of anouncement like "that's it for the next 2 or 3 months, the next update can be expected around March 2019"...

Anyway, keep up the good work and informing us about news regarding the game and future updates, thank you!