Categories: Adult games
Version: 0.1.1.2 RC4 beta
Info: Cloud Meadow is a hybrid farming sim dungeon crawler, where the player can choose the solitude of a quiet sky high farm or the rushing adrenaline of a raging battle inside abandoned ruins, both of which benefit one another.
Experience thrilling turn based combat versus a variety of enemies, using your own raised monsters, allies and an array of skills.
Explore a huge variety of locations and hidden areas throughout the ever expansive world of Cloud Meadow.
Among the three major towns the player will be able to fully navigate through it to discover quests, new npcs , stories and the lore behind the game. Farm to your hearts content and exchange your produce for goods and services, complete quests and raise your farms production! Breed and discover a large variety of monsters whom you can breed with one another AND breed with!
Explore a shattered world, where civilization makes its place among the clouds atop floating islands. Explore dungeons filled with exotic plants and dangerous monsters to capture and return to your farm with.
Saves are compatible
Cheat code: Scribble Owl
UnlockAllCode = “Sprites Sprites Everywhere”;
GodMode = “What Is Damage”;
MoneyCode = “Money Money Money”;
CombatCode = “Take Me To Fight”;
ResetCode = “Reset”;
v0.1.1.2 – Album Code: Crabby Cheer
Savannah Dungeon 5th floor added – includes new subquests & unlockable sprite sex scene
Six new random Savannah combat backgrounds
Added “related” traits to new Breeding/Harvesting UI, using new UI design
Sweeping changes to egg generation which captures new trait design – preparation for new hatching UI in a pending update
Breeding UI & Harvest UI now have a mirrored layout, with added “name” and “gender” text search
Began integrating new sound effects for combat animations
Banner messages will now be displayed one after another (previously, a newer message would suppress an older one) & fade quickly if many messages become queued
Retrieving processed items from the farm Mill will now show a banner for each type of item produced, rather than a single banner with a long description
Increased damage from standing in dungeon hazards from 1% to 5% & your party will now take a proportion of the player’s damage as well, which can KO
Halved gold income factor for any coin gained from dungeon sources
Greatly reduced combat item reward drop rates for seeds, essences & monster eggs
Restricted seasonal seed type from item drops based on the active dungeon (eg: Savannah combat will only drop Spring crop seeds)
All pirate units have a tiny chance to drop a Diamondnium Key
Entrance to Tro’s Lab moved from end of Savannah 4 to end of Savannah 5
Can now exit from Tro’s Lab via the entrance (previously you’d be stuck inside once entered)
Added skyboxes & time of day light/shading fx to all combat scenes
Animated snow weather effect
Minor scene fx added to Abandoned Mine
Made the waterfall entrance in Savannah 2 more noticeable
Changed the sprite layering formula slightly, which may result in some minor visual errors in some scenes
Fixed many layering issues with Savannah 1 – 3
Savannah doors that were previously unlocked but didn’t stay open should now permanently open
Some more monster traits should now be functioning correctly – May need to sleep for one day for these charges to reset correctly the first time
Fixed tooltips so they stay within screen boundaries
Fixed issue where using a food item without a healing effect during combat would leave the menu open, unrefreshed, allowing the user to use more item (including one that was just removed)
Fixed issue with lootbox items not opening correctly
Fixed issue where some new items were setting their quality to a junk field, and the related quality was being lost when loaded from a save
Fixed issue where “ringout” animation was being queued without respecting new “death prevention” handling (such as for new Stonebreaker)
Fixed issue where Savannah 3 boss could trigger an exception by trying to spawn new Zamboni’s when enemies were already at max count
Fixed issue where harvest menu would update, as though the monster was harvested, when it actually wasn’t due to the player not having enough stamina.
Fixed issue where merchants were not restocking their inventories.
Fixed faulty logic in combat loot table calculation – previously would guarantee an item will drop per-unit, even if rare (eg: Cat Bell from Munchkin Cats)
Prevented saving while in mid-air after using a jump pad
Significantly brightened the night lighting/lit windows effect in Cloverton
Further reduced memory usage in Savannah 3 & 4
Fixed issue with Big Cat enemy not animating correctly when afflicted with sleep during CatNap ability
Fixed issue where cooked food would not stack
[Write if you have questions]