Verdant Village Patch V0.4.4
Another small hotfix to take care of one serious issue and a few other small things I stumbled across. Not much to say other than I hope this is the end of the bugs for now so I can buckle down on combat. Of course, if you run into something let me know via the steam forums or the discord. As usual, full changelog below.
Verdant Village V0.4.4 Full Changelog
-Fixed a bug where chests would create collision objects that were far too large causing there to be invisible barriers in their vicinity. Unfortunately, this fix relies on resetting all chests to a default rotation. If you had chests that were rotated, they will be all forced into the default position after this patch and will need to be moved manually, apologies for the inconvenience
-Fixed a bug in the keybindings interface where binding an arrow key would show a blank space. If you already had an arrow key bound you may need to rebind it to actually see the new symbol
-Fixed a bug where objects were incorrectly identified as catalysts in the fermentation UI. This would also cause a host of issues with fermentation recipes most notably them not being saved
-Fixed a small visual bug with the fermentation UI where arrow buttons would overlap other UI elements
-Went through and ensured that all fermentation components had the proper values to keep the UI from throwing 0s in various descriptions and voiding potential buffs
-Fixed a small SFX bug on the load game screen
-Oyster timers have been adjusted to open more frequently and lock you out for a much shorter period of time upon failure to grab a pearl
-Fixed a bug where the cooking station notification box would not disappear when utilizing the “Meal Prep” perk
-Fixed a bug where you couldn’t click on the portcullis UI with the cursor when using a controller
Files
Get Verdant Village
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
Comments
Log in with itch.io to leave a comment.
what programming language did you use
The game is made in a program called Construct 3. I feel sort of bad saying this, but if you are looking for an engine to use I actually don’t recommend it. I think it works fine for smaller and probably more mobile focused games, but I feel that for larger projects with a PC focus like this it doesn’t hold up.
In any case I used Construct because it was what I knew when I started, but yeah I think there are better options out there. Apologies if that was more of an answer than you were looking for.
Oh wow, I didn't know this game was developed in Construct. I used Construct back in university for class projects, I can see why you would say that. It seemed like it would be difficult to develop a large-scale game on that engine.
Yep, its a capable enough engine, just seems like there are other engines that do the same things but better. I think back when I started Construct had a bit more presence or was at least more recognized as a competitor but it seems to have fallen off. Regardless, the game can be made in Construct, just a few bits that are more clunky than they should be.