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Welcome to Elderfield›Events›Demo Updated! v0.11.17
In-game event

Demo Updated! v0.11.17

Welcome to Elderfield · published 9 days ago

All eventsPlayers around this dateRead on Steam

v0.11.17 is a big update to the Demo, so buckle up for this goliath changelog!

Additions

  • Added localization for Chinese, Portuguese, Spanish, French, German and Russian. These can be set via the "Language" option on the first page of the options menu.

  • Added 5 new hairstyles to the game

  • Added a new "Social" menu for tracking friendship level and liked/disliked gifts for NPCs (this will not retroactively show gifts that you gave before this update)

  • Added a new "Loadouts" feature to the equip menu, which replaces the "Optimize" option. This allows you to save and rename up to 10 equipment loadouts, and switch between them whenever you like. The Optimize feature has been removed entirely (due to it leading to way too many confusing situations with equipment locking stats/skills/changing basic attacks etc.).

  • Added new graphics config options for Ambient VFX, Weather VFX, Footprint VFX, and Fog VFX. These should help players on lower-spec devices get higher framerates and less stutters when toggled off. Screen tints and sounds should still convey what weather is active when Weather VFX are disabled.

  • Added a "Controller Type" option to the control config menu, so you can choose what button notation you want to see (such as ensuring a 3rd party PS controller shows PS buttons, even if it is sending plain xinput data to the game)

  • Added a "Reset to Defaults" option to the options menu, which resets all config options and keybinds to default

  • Added many new optimizations which may improve framerate and stability for some players, specifically targeting micro-stutters

  • Added options to the graphics settings to disable NPC Dialogue Zoom and the Map Transition Filter

  • Added better support for fan translations. Now, the game_messages.csv contains columns for all Steam-Supported languages, and players can just add translated text to a column (or replace the csv with one that already has it), and the game will load those fan translations, add that language to the options menu, and set a compatible in-game font. It will also auto-detect the steam UI language for any available fan translated languages in the Steam version of the game, and set it automatically if it is the first time launching the game.

    Non-Steam-supported languages are also supported for fan translation patches. The full list of currently supported fan-translation autoload languages is: it, ko, jp, pl, da, nl, fi, no, sv, hu, cs, ro, tr, ar, bg, el, uk, vi, th, id, tl, ms, hi, sk, hr, sr, ca, he, fa.

    en, ch, de, ru, br, es, and fr are officially being supported at launch.

    If you want a language to be supported for fan translations which isn't on this list, please let me know in and I will add it.

Updates

  • Updated all NPC gift preferences to add significantly more items to each, and more universal likes/dislikes

  • Giving a Neutral, Liked or Loved gift for the first time now gives bonus friendship. This should make it more rewarding to fill out the gift log and give a variety of gifts

  • You can now choose whether to render the mouse cursor in-game (default), or as the system cursor. The system cursor will have lower latency and high-res movement, but may not capture properly when recording/streaming when using window capture.

  • Reworked the "use item" scene to look cleaner

  • Reworked the save info panel to look nicer and display more info. The game may take a while to boot while it rebuilds the save list if you have a lot of save files.

  • The game now retains window scale and position between sessions when in windowed mode

  • Completely overhauled the pause menu to look more unique. Let me know if you have any feedback about the new look. You can disable the Pause Menu VFX in the settings

  • Processors (furnaces etc.) now progress time while sleeping again, and will also finish instantly when the target time is met (instead of updating in long intervals, sometimes making them take longer than expected)

  • Pressing a bound key/button for Seed Select, Inventory, Tasks or Map will now also close the scene, rather than just opening it

  • Added a "Die Roll Speed" option which will speed up the roll effect when set to "Fast"

  • The "Autorun" option was changed to "Sprint Mode", which lets you select between holding Sprint to run, or pressing it to toggle autorun on or off.

  • Item pickup messages now move out of the way of text boxes

  • Reworked the back-end for fishing rolls, which should make the system more reliable

  • Depositing stacks of items, custom quantities, and discarding now only require one key press, rather than a modifier key + OK/Left Click

  • The crafting menu will now only open the confirm window or the quantity select window, never both (reducing clicks needed to confirm a craft generally)

  • Flowers are now planted just like other crops, and now require watering. Existing flowers will be deleted after updating, and the seeds will be returned to the player.

  • Changed how the title movies are rendered, which should improve compatibility with more Proton versions and fix crashes on some systems that normally force-close the game after the "Kwalee" splash screen plays

  • Sleep outcome rolls have been reworked to better reflect the roll result, scale rat fights to the player level, and fix various bugged results

  • Pets of the same kind can now have unique names. All pets will need to be renamed after this update, and picking up a pet now resets its name

  • You can now drag and drop items outside the inventory window to discard them (this still prompts confirmation)

  • Crafting category tabs now show "NEW!" text until opened, to make them easier to notice for new players

  • Fishing wait times have been slightly reduced

  • Removed the save confirmation window when saving over blank slots

  • Reworked the in-battle buff tooltips to prevent overlapping issues, omit blank/temporary states, and resolve text clipping issues. The will now also position themselves better, and will scale down instead of overlapping if there is no room on screen for all windows. The cursor is now also hidden when these are displayed, and they will not be displayed through other windows (such as the item select window).

  • Reworked the object placement and chain placement systems to be much more stable. This should eliminate issues such as time freezing after placement, time resuming during placement (causing midnight event to be missed, causing bugs and potential save corruption), and should also make the process of placing multiple objects feel smoother in general. Chained objects will also start at the location of the last object, making placing things like tiles or fence much faster for keyboard/gamepad players.

  • Fixed the keyboard config not being selectable by keyboard when pressing down or OK to enter (only mouse was working)

  • The title screen commands can now be navigated using any directional inputs (not just left or right)

  • Reworked gamepad tile target selection. It now snaps to interactable entities around the player, and has new logic for detecting ideal targets, particularly while farming. This should overall make farming and gathering on gamepad feel much better. The smart detection can be toggled off in the settings if you prefer a simpler "target where I'm looking" approach.

  • Tile targeting now has a "magnetic snapping" approach, so the player can interact with events that are nearby but not in front of them without always needing to turn toward them first.

  • Reworked the settings for the tile highlights. You can now choose when to show/hide them, the color, the style, opacity and can turn them off completely if you want to.

  • Tile highlights can now show on all valid interactable tiles while using gamepad, not just farm plots, clearly showing what you will activate if you press OK.

  • Pressing a directional key toward an event you are already next to and facing will always "nudge" the tile target to it, so you can always override any smart targeting if needed.

  • When farming, repeat actions will be prioritized for targeting on gamepad. So, if you hoe a plot, it will keep moving the tile target to other nearby un-hoed plots before moving to the hoed ones. This makes it easy to just keep pressing OK to tend to all the tiles around you, which will automatically turn the player and interact with new tiles. Moving a certain distance or performing a different action will reset this "same type" priority. This will also allow the tile target to move beneath the player, allowing for a way to target the tile under the player in certain cases without the use of the mouse.

  • When farming, crops which have been watered have a lower priority than crops which can be hoed/planted/watered/harvested. This will make it easier to quickly target plots which require an action. Plots in general also have a higher priority than other events, making it much easier to tend to crops despite nearby adjacent events like scarecrows while standing in a field.

  • Holding OK to continuously plant seeds or harvest crops will move the tile target image to the next tile that will be auto-interacted if you move close enough to it, even if it is out of range. This should make the "continuous harvest/plant" behavior more intuitive, as you can "follow the lead" of the target highlight to keep planting and harvesting while holding OK.

  • The way the highlight image renders was changed, so it now matches the pixel art scale, and will not jitter around when the camera moves.

  • Mouse tile highlights are largely the same, but the continuous harvest/planting will override the usual mouse tile highlight.

Fixes

  • Fixed controller button rebinding not working

  • Fixed most "pop-in" issues on the farm, such as with flowers, trees and large crop plots

  • Battle-start buffs and debuffs now use the usual battle buff text, making them much faster

  • Updated the house exterior upgrade menu to match other ranch building menus

  • Fixed most issues with visual sprite "blinking" when interacting with or moving near some objects

  • Fixed fishing treasure and treasure caskets not always giving loot

  • Fixed the "Heavy" weapon type not showing the stun animation

  • Fixed rat attack sleep rolls showing a loot message with no roll

  • Fixed various text popups showing wrong text, squished text, or cut off text

  • Fixed the "Cozy Game" difficulty not showing the correct death penalty information

  • Fixed the long pause that would happen after placing many decorations at once

  • Fixed the "Parks and Recreation" task not being start-able when bathing is disabled in Custom difficulty

  • Fixed some shelter events leaving behind their collision footprint after being picked up

  • Fixed many item lists scrolling endlessly

  • Fixed various visual UI bugs when loading a save file during the tutorial home sequence

  • Fixed outdoor house decorations not being placeable

  • Fixed text being cut off in item category names

  • Fixed the screen becoming blurry when resized to certain dimensions

  • Fixed several decor items giving the wrong items when picked up

  • Fixed some paths and rugs blocking the player when they have a Lifter or hold Control

  • Fruit Trees now require one tile of space around them to plant

  • Fixed many random tiles blocking placement on the farm for older save files

  • You can now place "lower" decorations like paths on certain tiles which otherwise block placement (such as the tile protected where a farm visitor spawns, or beneath the farm chest)

  • Fixed the 3rd line of text not rendering in shop item descriptions

  • Fixed pressing * in the task menu causing a crash

  • Fixed Windmills outputting wrong quantity sometimes

  • Fixed enemies killed by poison not performing the death animation before the battle ends

  • Fixed several fish from appearing as consumable items in the battle scene

  • Made some changes to hopefully fix a crash on Linux when playing the radio recordings

  • Fixed a bug which caused radio tracks to play out of order when skipping to the end

  • Fixed poison damage being applied by non-basic attacks

  • Resistance stats now show decimals, so they properly reflect +0.5% upgrades

  • Fixed the godray VFX going away after a while on some save files

  • Fixed Dirt Paths not appearing in the workbench crafting menu

  • Fixed Brown Picket Fence returning wrong item when picked up

  • Fixed a lot of misc. layering and collision issues across the game

  • Fixed Insight and Insanity gems having swapped stats (Newly applied upgrades only)

  • Fixed Insensate gems not adding the correct hit rate amount (Newly applied upgrades only)

  • Fixed a crash when playing animal interact sounds while playing in any non-English language

  • Fixed the processor item select showing the wrong image for the first item sometimes

  • Added a save file cleaner that will fix issues on old saves which caused certain images to take a long time to load (such as the calendar)

  • Made it so that the loading fade-in will not overlap game text

Thanks for your support Residents! We hope you continue to try the Demo in preparation for the full release coming soon...

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