Verdant Village V0.2.4 Patch
This week was more focused on a couple of large things rather than some smaller stuff. If you want to skip to the end there is a change log below. The first and probably biggest thing is the save system. I won’t go into too much detail, but essentially Verdant Village was using a built-in save system behavior up until now. As some people have experienced sometimes you would open up the game, look for your saves, and find them all gone with no rhyme or reason. To be honest, I’m not entirely sure why this was happening myself. It also seems that the devs of the engine don’t care to address it. It could have to do with asynchronous data management, but that seems unlikely. The point is that this is a bug that is unforgivable, and something that can’t be allowed in an incomplete product, let alone a finished one.
As a result, I built a new save engine. This one is custom made and avoids using both the built-in functionality that was utilized prior and it avoids asynchronous data. On the user end you shouldn’t notice any difference. I have also made the system so that it should pick up your old save and cleanly transfer you to the new system. I tested this with my own saves and a few friends and didn’t have any issues. Fingers crossed that this holds true for everyone else.
Aside from backend systems the other big thing this week was alchemy. If you’ve played the game for a while you probably noticed that you need dye for some stuff but couldn’t get it. This week I looked to rectify that in my attempts to get anything referenced in the game, actually into the game. Basic alchemy is available to the player. The only recipes you can learn at the moment are the dye recipes however. Alchemy is planned to be a pretty large system, but I have a lot of other stuff to work in so your alchemical repertoire will probably grow slowly for now.
Other than that, not too much happened this week. As you might guess remaking a save system and another core system took a fair amount of time. Mattias now has all his schedules and Quent (one of the alchemist characters) has been added to the game with one schedule, along with his home’s interior. There are also two quests one for Quent and then a resulting one from Alice.
I’ve been doing a bit of thinking this week and I think I’ll be moving on to smaller issues for now. There is a festival on Steam coming up and I’d like for this game to be as polished as possible. For the time being I think I’ll be focusing on fixing bugs, polishing systems and balancing for the next two weeks. There’s plenty of stuff that could use another pass, lots of things missing sound or not having complete sprites, etc. There may be little additions made, but I probably won’t be doing anything crazy in the foreseeable future. I think that is it for now though, hopefully you all don’t have any issues with the patch.
Verdant Village V0.2.4 Full Changelog
-Remade save system to replace the old one that would occasionally drop saves. This should not affect your current saves.
-Fixed a bug with the lighting engine that occurred on the first day of play.
-Made it possible to walk on the dock again.
-Fixed a visual glitch with the dock, as well as a glitch that displaced it in winter.
-Added remaining schedules for Mattias.
-Added Quent to the game.
-Tree transparency now works when on your horse.
-Modified tree transparency to lower down to 40% instead of 60%, also heavily modified exactly where a tree will start to become transparent relative to the player.
-Fixed a few bugs with trees not setting to the proper seasonal version and having strange visual glitches when being chopped down.
-Fixed trees in town so that they will also utilize the transparency engine.
-Modified the “Smithing” section of the daily recap to “Alchemy”, smithing wasn’t in use anyhow.
-Added Alchemy to the game, talk to Quent to get started.
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Verdant Village
A fantasy farming simulation game
Status | In development |
Author | Exodus Software |
Genre | Simulation, Role Playing |
Tags | 2D, Farming, Life Simulation, Pixel Art, verdantvillage |
Languages | English |
Accessibility | Subtitles |
More posts
- November News Update14 days ago
- October News Update44 days ago
- September News Update75 days ago
- August News UpdateSep 01, 2024
- July News UpdateAug 01, 2024
- June News UpdateJun 30, 2024
- May News UpdateJun 01, 2024
- April News UpdateMay 01, 2024
- March News UpdateMar 30, 2024
- February News UpdateMar 01, 2024
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Hi :)
Maybe I've found a bug: I've built 2 barns and "livestock status" is always zero. (I've also built a coop and "livestock status" is ok)
Hello, first thanks for the report, do you possibly have a screenshot you can post of this? It would help track it down. Also I assume you are on version 0.2.4 but if you aren’t could you let me know?
Last, I did actually fix something related to the livestock status screen showing bad data in the patch I’ll be posting soon. Not sure if its the same bug but this may fix itself when you patch.
I was on 0.2.4, now I am on 0.2.5 but there is the same bug.
I can send you save files zipped in attachment via email, but I'm on linux, i hope they are compatible with windows. Let me know.
Thanks for the screenshot, I’ll check into it for now. Out of curiosity do you remember if you built this barn or had these animals prior to the livestock status system being in the game? Some things changed when it was added, the game should have patched appropriately but when systems change that heavily there is usually room for error.
No, on 0.2.4 I've built 2 barns then I've bought 2 animals for each barn (so if I forget to feed them they don't die because there is food for 2 days).
Of course in the other barn there is the same bug.
Good to know, may be a hiccup with multiple structures being in place but I sort of doubt it. I’ll look into it and see what I find.
Hi :)
Verdant Village is beautiful! You are great! I have two things to tell you.
1- I'm a linux user and sometimes Verdant Village freezes, here are the logs:
./Verdant\ Village
[4562:4570:0531/194742.980876:ERROR:nacl_browser.cc(309)] Failed to open NaCl IRT file "/home/yuri/t/VerdantVillage/linux64/nacl_irt_x86_64.nexe": -4
[4582:4582:0531/194743.365221:ERROR:sandbox_linux.cc(376)] InitializeSandbox() called with multiple threads in process gpu-process.
[W][000023717.106586][remote-node.c:630 client_node_port_use_buffers()] Failed to mlock memory 0x7fef0032d000 32816: This is not a problem but for best performance, consider increasing RLIMIT_MEMLOCK
[4562:4570:0531/194749.805431:ERROR:shader_disk_cache.cc(235)] Failed to create shader cache entry: -2
[W][000023722.689430][remote-node.c:630 client_node_port_use_buffers()] Failed to mlock memory 0x7fef001c2000 32816: This is not a problem but for best performance, consider increasing RLIMIT_MEMLOCK
[W][000023722.689635][remote-node.c:630 client_node_port_use_buffers()] Failed to mlock memory 0x7fef001b9000 32816: This is not a problem but for best performance, consider increasing RLIMIT_MEMLOCK
[W][000023769.663520][remote-node.c:630 client_node_port_use_buffers()] Failed to mlock memory 0x7fef00250000 32816: This is not a problem but for best performance, consider increasing RLIMIT_MEMLOCK
[W][000023769.663560][remote-node.c:630 client_node_port_use_buffers()] Failed to mlock memory 0x7fef00247000 32816: This is not a problem but for best performance, consider increasing RLIMIT_MEMLOCK
[W][000023981.748851][impl-node.c:937 node_on_fd_events()] node 0x5559a2afc8f0: missed 1 wakeups
2- The new save system has some bugs on Linux and probably on MacOs too (I don't have a Mac but it is a unix-like Os).
Now some config files are in '~/.config/VerdantVillage' (correct) and some files are in home directory (not correct):
VerdantVillage\audioSettings.config
VerdantVillage\saveData.save
VerdantVillage\saveSlot1.save
On Linux '\' is a normal caracter and the path separator is '/', so 'VerdantVillage\audioSettings.config' is a file, probably you were going to make a folder 'VerdantVillage' with 'audioSettings.config' 'saveData.save' 'saveSlot1.save' inside it. However, config file must go inside '~/.config' and data file must go inside '~/.local/share'. (~ is the user home directory)
References:
https://unix.stackexchange.com/questions/312988/
https://specifications.freedesktop.org/basedir-spec/basedir-spec-latest.html
Thanks for the report. I’ll have to look into it. This sort of thing starts to get really messy, real fast. As for the errors. I honestly don’t know what to say. Looking into things a bit the memlock thing seems to be an issue you can set on your own OS via a command, just google the error message. As for the other one about failing to open the NaCl file I don’t exactly know. Other reports of similar issues I’ve seen online just say that people ignore it and it doesn’t bother them. Probably not a good solution, but I’ve yet to find one that explains the cause of the issue. All I can really do from my end is export. The game is written in Construct 3. On a whole I have little control over the export process and the files that actually comprise the game. I basically just select an operating system and architecture type and press go. Outside of that it’s basically all handled by the software.
I have a spare computer lying around. Assuming it still works I’ll try installing linux on it for testing. I’ve been flying blind in regards to linux, but it’s probably time to rectify that. It’s possible that I can alter the save location specifically for linux, and maybe Mac. The reason it is using whatever folder it uses is because there is a command in Construct 3 that basically points at the user folder on a computer, I.E. I didn’t consciously pick that folder, it’s just what C3 claims is optimal. The reason its used is because that essentially guarantees that the game can write to that location as pretty much every user will have read/write access to that area. I could technically make a folder where ever I want but it could cause issues with write permissions. Still I’ll have to look into things a bit and see what I can do.
1- it works! No more freezing! Thanks a lot! For future references:
add the following two lines to /etc/security/limits.conf
* hard memlock unlimited
* soft memlock unlimited
then reboot the system.
2- For the sake of clarity, the game works but save files must go in ~/.config/VerdantVillage or in ~/.local/share/VerdantVillage and not in ~/VerdantVillageThanks for everything and keep it up! Thumbs up!
Glad to know at least one thing is fixed. I’ll check into the linux save stuff, just gotta find time to install linux on a PC, or maybe just virtual box it. But I’ll see what I can do.
any plans to add Brock in the near future?
He is on the list. I know he has a quest related to him, the reason I haven’t done anything with is mostly because outside of that he isn’t super important to any one particular thing. Still, maybe I’ll just add him next, it’s been a long time coming anyway.
I am not insistent, I just wondered :)
Yep, he’s probably long overdue, so I may make him a priority here.
Also, I went to the alchemy shop during business hours to find Quent. The shop was locked. The sign out front still says that part isn't implemented yet. I happened to run into Quent on the road and was able to follow him into the shop, though.
I just updated to 0.2.4 and my silkworm farm is gone. :'(
I’ll have to check into things, didn’t have the issue myself. I have a save with every building made. As for the alchemy shop, the actual shop doesn’t exist because the NPC that runs it isn’t in the game, but you can go into the alchemist store, you just can’t actually buy anything.
Got it. Thanks for the reply!