A new update is here!
As always, if you have any issues, please post them in the Bug Reports Discussion Page, or in the Bug Reports Channel on Discord.
This update makes many adjustments to game balance, and I'll be keeping an eye on feedback to see if any of the new changes need further adjusting in the coming weeks. In particular, ensuring that the newly added perks are achieving the desired outcomes.
CHANGELOG
Content
Overhauled the "Levels" system, and renamed it to "Professions". You now unlock new perks at each level of every profession, and these are either a choice between two abilities, or a single unlock. This adds 130+ unlockable perks to choose from.
Added a new "Combat" profession, which is leveled up as you gain EXP from combat encounters.
Added a new Cooking profession. This also adds the ability to cook high quality food, which both sells for more gold and heals more HP and MP.
Expanded the potential item stock list for the Garbage Man significantly. This now includes many required items for progression, allowing some potential sequence-breaking and provides an alternative route to find some uncommon items
Added official mod support. You can now place mods in the "Mods" folder, and they will appear in an in-game mods list in the options menu. Mods can be configured from there. An example mod is located in the mods folder, as well as documentation for how to create a mod. New Steam and Discord forums have been created to discuss and host mods.
QoL
The world map now shows an accurate player location marker as you move around the world, as opposed to a fixed marker position per-area
Crafting multiple items now happens in a single batch. Large batches craft slower than a single item, but this duration has a maximum duration and scales based on batch size. This means that multi-crafting items is overall significantly faster than before
Added new text notices during crafting to show when you craft 2x items, quality items, conserve ingredients, or fail a recipe
Tools now have their own dedicated inventory tab, and do not occupy inventory space
Processors (such as Furnaces, etc.) now take items from primary storage (just like crafting stations).
Placing items in any secondary storage (Small Chests) will still stop them from being used in processing/crafting.
The Inventory, Storage and Shop scenes now require clicking on a category or navigation options to change them, rather than just mousing over them (more scenes may also move to this system in the future)
Updated the mouse click behavior in menus/choices to make them feel more responsive
Pressing Up from the top option in the main menu now wraps to the bottom choice
You can now hold OK/click to repeatedly auto-collect items from nearby finished processors (and you can move while doing this to continue collecting as you move near new processors)
Golden Spoons can now sometimes be bought from the Garbage Man, and are no longer lost at midnight if not redeemed during their news event (meaning they can be purchased in advance)
Equipment Loadouts now include an "Overwrite" option, which replaces the contents of the Loadout with your current equipment
Most NPCs (and ranch animals) can now be passed-through if you try to walk into them for a moment
Balance
All food items now sell for the same price as their total ingredients (meaning high quality food will always sell for more gold than the ingredients used)
Added an additional source of 3 Damp Nails to the Deep Mall (to help with edge-cases where one source is missed)
Increased the spawn rate of all Catacombs ores (particularly Dense Gold)
Increased the base rate for unwatered crops to grow from 25% to 50%
The Crow-Cursed and Rot-Cursed decorations no longer affect harvest/crow rates (they are just decorative)
Slightly reduced the stats of all regular enemies and some bosses in the various "Deep" areas
Increased the spawn rates for Hardwood and Spiritwood trees
Increased the drop rates for Gold Teeth and key items (hammers etc.) in the Deep Catacombs
All Elderfield High enemies now have a small chance to drop an Apple (the Teacher's Pet still has the highest chance)
Decreased the cost of Coal and increased the amount dropped by Coal rocks
Reduced the cost of most Deep Mall and Deep Woods shop items.
Green Mushrooms can now also spawn in the Catacombs mines
Increased the amount of Elder Coral dropped by Coral Trees
Thunderstorms now have a 50% chance to occur when it rains (up from 33%)
The material cost to produce Lighting Rods has been reduced
Lightning Rods now give 2 Batteries each instead of 1
Eyeballs now grind into 2 Secret Sauce (and Secret Sauce is worth half)
Using an item that gives guaranteed bonus AP can no longer cause other bonus AP effects to trigger from that same item (such as from the "Pockets" ability)
Fixes
Added an achievement failsafe system. When a save loads, the game will now check your current achievements against the game's internal record of what should already be activated, and re-triggers any achievements that failed to activate in the past. If this still doesn't activate your achievements when the save loads, this means the game is not successfully connected to Steam, and may require re-installing Steam or checking for network problems.
Fixed crows sometimes eating crops even at 100% crow reduction
Fixed the Farm Computer sometimes showing inaccurate information
Fixed fishing sometimes becoming disabled after a midnight moon event
Fixed fruit trees sometimes instantly growing when placed
Fixed the +% Physical Damage and +% Magical Damage stats not applying their damage increases
Added a potential fix for words (or parts of words) being double-translated, causing random capitalizations or incorrect words being inserted into non-English sentences
Fixed the Staff of the Dead sometimes not dropping, depending on the order in which you received other drops
Fixed Combat Shrines not applying the correct stat modifiers to enemies based on the player's difficulty mode
Fixed Guarded attacks sometimes still showing a miss animation or triggering a Swift dodge
Fixed the right side of the Mall elevator not working
Fixed the EXP gain message at the end of battle not reflecting exp modifiers
Fixed connected sprites for decorations becoming disconnected or losing their sprites over time (existing disconnected decor will re-connect when the map reloads, events without sprites may need to be picked up and re-placed)
Added a new failsafe to fix issues where task-unlocked seeds stop being stocked in Crawford's shop
Fixed spike and pendulum traps being able to damage the player during the midnight moon sequence
Fixed the midnight moon event sometimes not triggering
Fixed one of Josh's schedule outcomes not being rolled for (which gives the Evil Eye ritual)
Fixed Flower and Special Crop plots not starting watered when planted during the rain
Fixed Voidbloom taking 12 days to grow instead of 4
Fixed the player turning invisible when watering flowers/special crops on a diagonal
Fixed some of the later task stages for "Deeper Research" not updating their stage correctly in the task log
Fixed a crash when attempting to drag an empty inventory slot
Fixed MP Cost gems causing rituals to cost no MP instead of reducing the cost (newly applied gems only)
Fixed the 2 God Shrines in the Catacombs sharing the same reward table (the one in the stone door is now unique and has different rare drops)
Fixed the storeroom in the Deep Woods taking Meat Portions instead when adding Herb Portions
Subtitle text in the Radio scene should now scale down if it is too long to fit in non-English languages
Fixed "The Beast" sometimes giving rewards even when the fight is lost
Fixed Salt Rocks showing the wrong output quantity in their processing image
Fixed Bee/Bat Houses not properly getting their extra item chance from flowers/trees
Fixed some messages being able to overlap with the text box during the sleeping sequence (such as the Tip message)
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