Not so great if you just want to pop in on a friend's game, as you have to create a separate character, but if you are like me and want to play with your other half, it's perfect. One of the best things for me is the multiplayer option that is available. There is a great number of crops to discover and grow, and a very satisfying achievement system as well. Fishing is a lovely, easy mini game which is engaging and fun. I don't usually like this style of graphics, but this has been done so beautifully that I am actually loving the design. Instead there are engaging puzzles in the mines to open up new areas and all the animals are sweet and you are able to befriend any of them. So happy there isn't any combat in it either! Rare and fully appreciated by me. The new localization company is accommodating time for the weekly patches but will fully review them for their final delivery. Translations for new features/fixes are a WIP. Myco fertilizer doesn’t remain in the soil if a plant is harvested in a valid season. Nursery seeds user interface placeholder information was shown at times. Tools that can hit multiple tiles were not being handled correctly for some objects, resulting in weird interactions, like kissing your partner after using a sickle. Corner farm tile near the path to the beach was not interactable in Fall and Winter. Irrigation trenches couldn’t be removed if they ended up disconnected from a pump or extender. Being able to pick honey infinite times. Duplicated NPCs in Competition Day and Winter Festival. Yakuans and Mograni were visible in a Union even when they were not involved in the ceremony. Resources in the field now have square colliders to prevent getting stuck in between them. Ores were sometimes not blocking a path in A Hearty Room. Southern field pathfinding errors caused animals not to go outside or cross fences. It required unequipping and equipping them back. Buffs not updating when just fully bonded. Multiplayer clients got stuck in a black screen if they joined a game where a scheduled event had happened earlier that day, like a birth, pyramid rise, etc. The last upgrade for the Animal Shed thatch roof didn’t change with the seasons. Dialogues mentioning newborns were not getting the right variables. Couldn’t use right-click in the fields to bring up the context actions for the player (Eat/Dance/Drop). Issues targeting stone boxes and processors when there were too many objects around them. If not using VSync, you can now select a target framerate. If manually choosing a gamepad, the last selection is saved for future sessions. Romanceable NPCs are aware if either of you is in a Union when asking you to start dating in their 6 flower event. It’s also available for players who already have children. Added a having children tutorial after the birth of your first child. Your key bindings are saved in a file named “keyboard-mapping.json” which can be shared outside the game. Keyboard key bindings under “Settings → Gameplay → Keyboard Layout” option when playing with keyboard/mouse. In multiplayer, racing could lead to errors because of time desync. In multiplayer, players were sent to bed, and other errors when joining a game after it had been paused for a long time. Some players were unable to water the vines in the last sand room. Ada’s sick animals quest finished before talking to her, making it impossible to craft medicines. Repeatable plants behaved like non-repeatable in the jungle Taming Steam Achievements used to count only currently tamed and not ever tamed. Fences were invisible but still collidable in interactive cutscenes. Tag order was inconsistent between items. Some tall grasses in the Savanna remained after cutting them. Prickly Pear didn’t look ready to harvest when domesticated. Trading didn’t subtract more than 255 of the same item. Improved performance of tall grasses in the Savanna. Storage boxes and belts can now be auto-sorted by tags.
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