In this update8
Full notes
Full Craggenrock update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Store
- Events
- Fixes
- Maps
- Balance
- Gameplay
Craggenrock changes
Hi shopkeepers/crafters!
Version 2.0 is here!
This major update brings new ways of transforming materials and crafted items aside from the established ones, a news system overhaul (with new event types), item icon refresh as well as some more QOL changes and bug fixes.
Watch the teaser video from the previous announcement, or go on a deep dive with the full list of changes below!
As we get closer to the game's 1 year anniversary, I'd like to bring in more stuff to Craggenrock to fully flesh out its potential and I hope this update brings us closer to that goal. I really hope you guys everything that's new and fixed here, and I'm looking forward to hearing from y'all.
See you all back in Pareho 👋
-Ardeimon
Changelog
What’s New
Added 3 recurring events
These types of events happen on regular intervals and are not affected by the number of news you have or your reputation.
These include:
Paydays
Paydays occur twice every month, either during the 5th and 20th or 7th or 22nd. The dates are randomly decided per save file.
During paydays, all adventurers will ignore any criteria when choosing what to buy. If they can use an item and they can afford it, they will buy it! No quality, durability, etc. to think about ‘coz they got the moolah.
Remembrance Week
Remembrance Week occurs during Duerno 13 until 19.
During this time, no adventurers will be shopping. You might also notice them missing from the town.
Solidarity Week
Solidarity Week happens during Unna 7 until 13.
While this event is observed, no townsfolk will be shopping. Pareho residents will prefer to stay at home.
Added 3 seasonal events
These special types of events, when triggered, have multiple stages that can significantly change supply and demand in Pareho during its duration.
These are:
Harvest season
Farmers in town will get really busy during this time, temporarily increasing demand for certain items and visits from farmers.
While the harvests are going on, expect lower farmer counts in your shop.
Once it's done, you can expect higher supply available in the town fair.
Hunting season
Hunters (and barbarians) will participate in this, affecting item demand and making more of them visiting your shop.
Expect lower hunters and barbarian shoppers while the hunts are going on.
Once the hunts are done, expect more monster-related material supply in the town fair.
Homecoming
Adventurers need to go home too every once in a while. In preparation for the trip back, expect higher than usual traffic in your shop.
It'll be followed with a dip in adventurer counts. They’re home so, yeah, what’d you expect?
Added 19 more news events
Sometimes, the mining company’s foundry will need repairing, disallowing you from ordering ingots for some time.
Hannah from the tavern will now host caterings and parties, affecting food and drink availability.
Isalin may encounter road blockages preventing her from arriving. She may also arrive early sometimes!
You may now encounter shopper surges, where your shop will get flooded by only 1 type of shopper (e.g. all Soldiers, all Champions, etc.).
Fads are here. Some items will get temporary boosts in demand, making them more attractive to certain shoppers.
Condemnations are now here too. When something is condemned, that item’s demand is temporarily lowered and will disgust certain shoppers.
The town hall might issue prohibitions too due to public health concerns, preventing the town fair from restocking certain items for a few days.
Every now and then, you’ll get new sets of adventurer recruits, increasing adventurer traffic in your shop.
Arlo has his ups and downs too!
When he’s feeling inspired, any item he crafts gets +1 quality.
When he’s feeling down, any crafted item suffers -1 quality.
Sometimes, specific adventurer types will be gone from the island.
Barbarians may go back for the arena tryouts.
Soldiers might be called back for training camps.
Paladins may embark on their pilgrimages.
Travelers may have a tough time docking due to rough waters.
Your reputation spreads, and it will get people talking. You may get praises, rumors, and whatnot concerning you, attracting certain classes of customers.
More bedroom decor
Added 5 new blanket options
Added 5 new pillow options
Added option to add a wall painting, with 4 new options
Added option to change bedroom & shop floor colors, with 20 colors to choose from
Added option to change bedroom desk chair, with 5 options available
Added option to change bedroom desk, nightstand and wall shelves (4 options to choose from)
Added option to add curtains, with 16 options available
Added option to change bedroom layout, 1 new option
Added option to change wall shelves decor, 2 new options
You can use cloth-based gear to transform them back to fabrics of different sizes in the spinning wheel
You can now convert strips back to yarn in the spinning wheel
You can now recycle hide- and leather-based gear in the tanning rack to get hide/leather or strips back.
Extended recipes to craft Ash to include roots as well as hide-, cloth- and leather-based items.
2 new achievements
Breaktime Bites
Today's Records
Added a few more starting items
A mallet/hammer
Fiber rope
Gloves
6 random hide strips
New secrets 😉
Redone
Item icons updated
Some icons need some pixel work, and it has arrived!
Most noteworthy of the changes are for Wistrite-based items. They used to look magenta-ish and are now more of a dark green tint.
Renamed some items
Renamed cloth armors to shirts
Updated cloth armors' description to align as shirts
Renamed metal hammerheads to chunks
Renamed wood hammerheads to blocks
Changed some items
Changed cloth sash to cloth rope
Changed hide sash to monster rope
Updated the recipe
Changed leather sash to fibrous rope
Updated the recipe
Changed capes to beddings
Updated recipe
Improved all item descriptions
Note: If you already have any of these items in your bag/storage, they will automatically change.
Balance
Adjusted ore smelting times
Increased: Wistrite, Craggenrock, Sunstone
Reduced: Linzorite, Malton, Marsilon, Tagron
Increased gear type-related variables related to price calculation
Adjusted quality-related variables related to price calculation
This should result in less “Overpriced!” reactions
Updated customer preferences to reflect item changes
Shirts (formerly cloth armor) now also preferred by soldiers, paladins and townsfolk.
All ropes (formerly the sashes) are now preferred by everyone.
Beddings (formerly capes) are now preferred by everyone.
Hunters
Added: tomahawks (both), swords (all), flails (both), axes (both), clubs (both), pikes (all), tridents (all), shoes (bone and shell), beddings, mantelet, bucklers (all)
Removed: clogs
Caped
Added: tomahawks (both), maces, clubs (both)
Removed: mantelets, armor (shell), boots (bone and shell)
Travelers
Added: mallets, hammers, pikes (all), beddings, bucklers (all)
Removed: maces and boots (leather)
Soldiers
Added: hammers, mashers, great- weapons (all), glaives (all), bardiches (all), shirts, armor (leather), beddings
Removed: armor (avian and scale)
Barbarians
Added: daggers (all), flails (both), warswords (both), armor (scale), beddings, mantelets,
Removed: greatswords (all), tridents (all)
Paladins
Added: mashes, maces, greataxes (both), waraxes (both), tridents (all), shirts, ropes (all)
Removed: mantelets, armor (bone)
Townsfolk
Added: knives (avian and bone), daggers (avian and bone), axes (bone), flails (wood), paddles (bone), staves (avian and bone), tridents (avian and bone), shirts, shoes (all except the basic ones), beddings, mantelets,
Removed: bucklers, pikes (metal)
Champions
Added: tomahawks (bone), helms (hide and leather), ropes (all)
Added price inflation (sorry 🙁)
Every month, all materials will have a slight price increase
You can slow down inflation by raising the town’s Security, Stability, Prosperity and Welfare
Added XP gains when reading the textbooks scattered around town for the first time
Note: If you’ve already read them before, read them again to get the XP!
Food prices now scale along with material prices and are affected by inflation, too.
Adjusted level requirements for news to start popping up from:
around 6 levels combined to 5 levels, and from
30 days to 20 days
Increased starting maximum active news from 2 news to 3
Adjusted some old news
Braso injured and Braso feeling a bit lazy
Severity reduced to 1
Heatwave
Increase possible duration range from 1-7 days to 2-9 days
Mine closing
Minimum duration increased from 1 day to 3 days
Maximum duration increased from 3 days to 12 days
At low severity, it now affects access to Elgonite and 1 other ore
At medium severity, it now affects Elgonite and 3 other ores
At high severity, it now affects all ores
Mine luck
Minimum discount increased from 10% to 15%
Maximum discount decreased from 50% to 40%
Influx and efflux
They now share the same maximum severities and values
Increase/Decrease in walking people outside, shop visitors and random NPCs outside the shop are now separate
Demand
Updated demand's effect to include all gears instead of just one category
Now either increase or decreases demand
Adjusted duration range from 1-8 days to 3-6 days
Reduced maximum severity from 5 to 3
Made severity to affect duration and effect
- Severity 1minimum duration only, increased demand only
- Severity 2between minimum and max duration; 50% chance of increased demand, 50% chance of decreased demand
- Severity 3maximum severity only; 50% chance of increased demand, 50% chance of decreased demand
Reduced maximum amount of gems per variant per order to:
Max of 3 pieces/variant/order at license level 1
Max of 7 pieces/variant/order at license levels 2 and 3
Reduced maximum amount of ingots per ore type per order to:
Max of 5 pieces/ore type/order at license level 1
Max of 10 pieces/ore type/order at license level 2
Max of 15 pieces/ore type/order at license level 3
Changed how the market decides its supply
It now only regenerates once the season changes.
Stalls that have run out of supply of a specific item will continue to resupply it at the end of the day as long as the market has some. If no supply is left, you can only wait until the season changes or when some news changes the supply again.
Adjusted how you get news by introducing cooldowns
Before, getting news was entirely random. It meant that it is possible to get news that can cancel out each other (e.g. both influx and efflux at the same time).
By introducing cooldowns and through a general news system upgrade, you are much less likely to get news when you just have received some, or while there are still active ones. You will also no longer get contradicting news.
Item demands now soft reset every 4 days instead of 6.
Adjusted chances of hunters, soldiers and cloaked shoppers appearing at lower crafting and sales levels to be much closer to one another.
Access to Saxanite and Wistrite, once bought from Karron, now resets at the start of every month.
Changed requirements to start Chapter 2
From 3000 net sales/30 in-game days passed -> 3000 gross sales/18 in-game days passed
Lowered requirements to unlock town donations
Bought from Isalin at least 4 -> 3 times
Ordered from mining office at least 5 -> 3 times
Bought from town fair at least 20 -> 10 times
Sold at least 25 -> 10 items
Reduced amulet recipe costs by half
Reduced 1st storage upgrade cost (from 3000 -> 2500)
Reduced shelves cost from Braso (from 1000 -> 800)
QoL Changes
Shoppers will now also react if items are reasonably priced, not just when you have under/overpriced an item.
You can now see how much you have in storage of a material when buying from the town fair and from Braso.
Items’ amounts that are currently the maximum for a stack are now displayed in blue.
The calendar now shows when town merchants restock, when Isalin is in town, and affected dates of recurring events (i.e. paydays, Solidarity/Remembrance Week).
Lucky mine events now tell what ores are affected.
When Braso is feeling unsafe and can’t restock, the duration is now visible.
Shopper reactions when judging items are now colored based on whether they’re good or bad.
The crafting table minigame HUD now changes looks based on the quality of the item you’re crafting.
Misc. Changes
Added more adventurer dialogue for:
Hunter
Soldier
Caped
Barbarian
Adjusted old adventurer dialogue referencing preferences
Hunter
Soldier
Caped
Any mention of “caped” is replaced by “cloaked”
Barbarian
Paladins
Travelers
Champions
Rephrased some texts
Changed “Armor” type name to “Body Armor” to clarify things
Split the use of the “Weapon Head” type name to “Wood Block” and “Metal Chunk” to better show difference
Clarified some texts referencing the term “armor” when the intention was to refer to body armor to use “body armor” specifically
Updated old news blurbs
Other smaller rephrasing
Added more random dialogue
Reordered and renamed bedroom decor categories
Added more dialogue for completing jobs with better durab submission
Now also have separate list for paladins 'coz they talk like pompous peeps
Expanded market popup BG
Updated some button prompt texts to make them more concise
Updated decor change button prompt text
Condensed some button prompt texts that reference changing menus/pages/sections/etc.
Changed the bottom window in the shop to the wider one
Gear that can be recycled in workbench are no longer grayed out in the Workbench screen
Hid decimal places in HP and SP value displays in HUD and inventory
Improved savefile info display in Load File screen
Expanded socials with Instagram, achievements and ability to view the changelog
Made slight updates to the title screen
The tavern now has a sign outside.
Added some menu animations
Updated Specialist and Took No Shortcuts achievement descriptions
Other minor changes
Fixes
Fixed items disappearing if you right click an item to auto-store it and the bag/storage is full
Fixed date-related check for a certain achievement
Fixed barbarian chances of appearing as shopper
Fixed some helpful NPC dialogue not locked behind donation level checks, allowing them to be said even if they shouldn’t
Fixed wrong reference to tanning rack in level up texts
Fixed coloring of news texts
Fixed some recipes not able to be crafted even when conditions are met
Fixed wrong crafted amounts when using the block/disc/soles mode in the workbench
Fixed decor sometimes not changing when clicking on it
Fixed not being able to craft certain yarn in the spinning wheel
Fixed wrong position of scrollbar in Load Game screen
Fixed food pricing having decimals
Fixed more grammatical errors in various texts
Fixed absurdly tall button cursor detection height in multmarket
Fixed shop names showing in purple
Fixed wrong game and developer logo coordinates during startup in rare occasions
Fixed rare occurrence of crafting status carrying over from one savefile to another
Fixed item duplication when returning items to the bag
Fixed not being able to exit out of reading a signage when not facing it
Fixed error when accepting jobs
Fixed some adventurers looking unintentionally bald
Fixed error related to farmer appearances
Fixed NPCs spawning on top of each other
Fixed condition for Yarning for More achievement
Fixed walking people outside not spawning enough
Other minor fixes
Semi-Fix
Talent points that mysteriously did not get assigned when levelling up will be available the next time you level up.
Notes: The most recent version before this update is v1.0.4.0. There are no publicly available updates between them. Also, this version marks a versioning system reset. Previous version increments were inconsistent, so this sudden jump aims to make things right. Lastly, you should be able to load old save files safely with this update. No need to start from scratch!
If you encounter any problems, please head on to Craggenrock's Discord server or feel free to post them in the Steam discussions forum!
Source
Changelog.gg summarizes and formats this update. How we read updates.
