- Details
Changelog 1.15
GUI
New menu that allows access to all menus in the game with a single click (access on the far right of the quick bar)
Objects can be placed directly on the quick bar. If the place was occupied, the item will land at the mouse pointer and can either be put back into the inventory or simply dropped on the ground, which will also land in the next free inventory place.
Graphic
Various groundcover textures were edited or redesigned.
Game
Possibility to steal vegetables and fruits! Up to now it was not allowed to harvest on foreign beds. This is now allowed with the corresponding consequences and it is up to the player to decide whether to use it (Note: NPCs don't like it at all when you steal and it is not good for your consciousness either).
Changelog V1.15b:
Graphics:
All ground cover textures have been redesigned and the graphics engine has been rewritten to make the landscape look more harmonious.
Stone textures have been improved
Game:
it is now possible to offer hay and feed the animals that normally eat grass in winter when the snow cover is closed. Previously, you had to either feed them their favourite food (needed for taming) or shovel the snow away. Feeding with hay satisfies the animal for a day and is important for all farm animals that produce something.
On the minimap above the houses it is now shown who lives there. This hopefully helps with orientation in Woodhome (NPCs almost always return home in the evening. Some eat in the restaurant first.)
- Details
Changelog V1.14
Animation:
Fixed bug with standing devil animation
Magic
The spell Connect Spirit has undergone some changes: If the spell is cast on a plant that was not planted by the player, it will be given the status "planted by the player" if it is within reach of the crystal. The spell does not work on trees.
If the spell is cast on an empty field, the player will have a temorary connection to all the surrounding plants and trees he has planted and can see if they are suffering from deficiency conditions (graphically marked by animated different coloured symbols on the field. Blue stands for lack of water, brown for lack of nutrients, orange for too much heat, turquoise for too cold, light yellow for too much light and dark grey for too little light.
The Heal spell can now also revive trees in "Overload" mode. They get a part of their life time back, but first they have to grow again until they can bear fruit.
New building plans:
Lightning conductor: prevents lightning from striking an area (lightning destroys all plants and damages trees and injures or kills animals)
Herbal stake: will be needed in the next big content update.
Sandbag: prevents the field from being flooded.
Plant Emote:
the reason why plants are dying is now also shown. It also shows when a tree is wounded.
GUI
If you press the "Left Control Button" in the game, the area in which the player is allowed to plant (measured against his consciousness) is displayed brighter. Floor areas that are still too far away are displayed darker.
Display:
Shopsign with opening hours of Alfred's farm shop corrected
ChangeLog 1.14b
- The two displays for Life Essence and Energy are now smaller in relation to the rest of the GUI and therefore take up less space in the corners. The whole GUI is still scalable.
- A mouse control of the character was added. If you press the middle mouse button the character always runs in direction of the mouse arrow
- Details
Changelog V1.12
(old savegames can still be used)
GUI
The appropriate interface size is now determined automatically when the game starts and then saved with the score. Later this can also be set manually and is also saved. However, it is not recommended to make the GUI so large that windows overlap, because then some elements are no longer accessible.
Speech bubbles position at the player optimised
The active tool in the quick bar can now be changed with the scroll wheel of the mouse.
In the Quest Overview and Library, the list can now also be moved using the mouse scroll wheel.
Intro
A dollar symbol has been changed into a euro symbol :-) !
Magic:
New magic that allows to transfer animals from one stable to another or to unbind the connection to a stable.
World:
An event starter has been changed
Translation:
Texts for the load and save dialog were translated into English.
Bugs:
Error in the calculation of dealer prices (Affection Boni) fixed
Changelog V1.13
(old savegames can still be used)
Bugs:
When the player died, the game went into an endless loop in rare cases. Fixed.
Sound:
The pain sounds of the player now come much less often and depending on the damage
Graphics:
The autumn colouring of the trees is now less strong
- Details
ChangeLog V1.1 Release Version
Bugs:
Bug in the event "Lassagne in the evening" fixed
No more water is drawn from water fields
A bug in the growth of animals has been removed
Some potential problems when using the teleport in closed areas have been fixed.
Enlarged the starting area of an event in a cave.
No more duplicate messages about a dead animal.
Adjustment:
Changed Aleena's dialogue background music
The prickly pear bush can now only be bought in the oasis.
Donkeys now eat up all the ground cover little by little and then improve the soil (all soil types)
Pigs are now improving the soil a little faster, donkeys and horses a little slower than before
When using the teleporter stone to the farm, the music from the farm will now occasionally start.
Nutrient and water crystals return less nutrients and water respectively, so the rain spell, water buckets and farm animals that fertilize the soil have their place and farming is not made too easy.
Animals now hold still briefly when tamed with a spell
The player's old position is now only saved when using the teleport spell and not when travelling between stone circles or using the teleport stone.
The soil improvement of the plants was revised and adapted to the type of plants
Tooltip window has been enlarged to fit all texts.
NPC crafting stations are now private.
When fighting higher Demons that prevent teleporting the player can no longer save the game.
Quarries now produce now less stone and ore.
Emerald wood stumps and hollow trunks now give less emerald wood.
Loot now stops in front of walls so that everything can be collected.
Animals that live in a barn now have a chance of 2 eggs/milk/wool
The soil type now reduces or increases the germination time by up to +/- 2 days depending on the quality of the soil.
When enchanting animals, the spell will now immediately indicate if the animal is still too young.
Soils:
The experience points of the levels of the earth have been raised slightly
Graphics:
Bridges are now also shown on the minimap
Instructions that were too large for the window were shortened
Now different mouse pointers for dialogues, communication with plants and animals
Mouse pointer interaction now coloured
There are now 6 (instead of 3) differently coloured cats and dogs, so that you can better distinguish your own pets.
Seeds of the Agave are now more visible.
Seeds of the coffee perennial are now more visible.
Cucumber plant with cucumbers now easier to recognise.
World
Various problems during floods eliminated
Adapted some walls in the caves and added a switch so that the area remains accessible even if the player teleports out.
Minor improvements all over the world map.
- Details
Changelog 1.07
old games can still be used (just copy them into the save folder)
Nature simulation:
Introduction of seepage. Every soil type now has the property of seepage, which tells you what percentage of the added water will seep away. Stones, gravel and sand have the highest seepage values. Heavy clay and clay soil have the lowest.
The seepage puts the soil composition and the development of the soil even more in the focus and makes it more laborious to cultivate on sand or sandy soil.
Earth fields bordering on swamps, ponds or river water now benefit from the moisture of the neighbouring field. The water supply is replenished daily.
Evaporation in sunny weather has been greatly increased during the day.
Ground coverings plants now reduce evaporation by up to 50% depending on the density of growth.
Trees now reduce evaporation by up to 50% depending on size (giant adult trees also reduce evaporation from surrounding fields by 25%)
Adjustment:
Cacti and palm trees now have greater resistance to drought.
Trees and giant trees can no longer be replanted with a shovel, but must be sown. Seeds can still be dug up.
Some trees now have more specific preferences in temperature and cannot survive the winter directly at the farm.
The reproduction conditions of trees have been changed once again to prefer a more varied and less dense forest.
Some weapons have been adjusted in damage and speed to improve balance.
Combat spells cost a little more energy to improve the balance to melee weapons.
Nutrient and Water Crystals now give less water and nutrients than combinations of 2 or 4 crystals.
The reproduction of NPC farm animals has been increased.
Graphics:
Some seed varieties made more visible
Pear tree texture improved
Coffee bean blossom now better visible
AloeVera textures now more uniform in color
2 path textures less prominent
Bugs:
The snowmelt now also takes place in warm rainy weather.
Change of weather allows for a change of weather even if a sequence has been started in a house.
Shadowing by giant trees now covers all fields around.
Shading of fields by trees now only becomes active when the tree is medium in size.
Chickens no longer leave the brooding mode because they want to lay an egg in the nest.
Stone wall gates can now be placed directly into the stone wall like wooden gates
Localization English:
some missing infotexts have been translated
corrected several small errors in the dialogs