Howdy ya'll!
Not too many crazy updates on this one, just a solid bit of QoL and some preparation for the in-person event I'll be showcasing the game at during the weekend!
We're getting a lot of the core stuff done, and most of what is left on my plate is one or two of the last puzzles, QoL stuff, and release specific things. March feels realistic for launch, but I might shoot for a later march date just to give me more time to prep!
Anyone playtesting right now, I'd especially love feedback on the pacing and narrative!
New:
Updated engine to 4.6, hoping for some slight performance improvements
Plant spawn logic has been tweaked to prevent too many items mid-late game
Quest Item reset button now in the debug menu
Goal to indie adventuring party now shows on the order UI
More upgrade icons
1 new lore letter
Changed:
Changed the way that random ordering NPCs work, so they should order a wider variety of things instead of sticking on the same 3-4 items
Rebalanced items like cheese / bottle for early game pacing
Decor disabled during finale
2 new saves added to the menu, one launches in Playtest mode with the demo days/NPCs instead of the full game.
Bugs:
[FIXED] Plants not spawning fruit after first plant
[FIXED] Duplicate NPC wanting to save a sibling
[FIXED] Delivery box was missing its bottom collider
[KNOWN BUG] Tools disappear during the finale. This is top priority for me after the con
Appreciate ya'lls patience! Should be able to announce a launch date within the next few weeks.
-moss
