Full notes
Full Cropdeck update
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Repeated intro
Hello, Cropdeckers!
What changed
- Events
- Gameplay
- Balance
- Maps
- Performance
- UI and audio
Thank you so much for participating in the Steam Next Fest, for all the wishlists, feedback, and reviews you left, and for every single carrot you harvested!
The good thing
It was a good week, afterall! Cropdeck Demo had a total of 3770 players, and 2373 new wishlist additions during the event. This should give me some extra velocity before the full release of the game, which is planned for late April.
The sad thing
Steam Next Fest is over, and the extended demo will end soon, too. I’m planning to get back to the default, but updated, version of the game next Monday, March 9th. You still have a whole weekend to enjoy it! All the good parts of the extended demo will return with the full game :)
Changelog for v0.4.1
I also released a new patch, that focuses on adding some missing QoL features, fixing a few smaller bugs, and rebalancing a few things, like lightning strikes (yes, again!). Some of those things were reported by you or we discussed them on Discord or Steam Discussions - thanks!! Here are the details:
Balance
Adjusted some market and upgrade prices for cards.
Added a golden variant of the Extra Cabbage card (the vanishing card you receive when you harvest a golden cabbage).
Improved level generation for very small levels, to make sure there are enough water tiles.
Rebalanced the weather generation, so hazardous weather conditions should not spawn in bigger groups (it can still happen, but less often).
Also, short levels shouldn’t have more than 1 bad weather.
Rebalanced lightning strikes:
In the first week of the level, lightning strikes will hit a single target.
Biomes with unique weather conditions (like Frozen Fields with Ice Cubes) will favor those unique conditions, instead of lightning strikes.
The Sunny Farm biome will have a bit fewer lightning strikes.
Quality of life
Added an option to change the display monitor from the settings. Also improved resolution changing.
If you experience any problems with this (like sudden crashes on startup or display change), please let me know! Adding this option was surprisingly complex, so there still might be some edge cases.
Added top bar on the Academy screen, so you can access your deck, map, and pause menu.
Improved the deck preview button (top bar) so it is always clickable (it wasn’t when you had no cards).
Updated displaying card tags on card views.
You will now see small icons for Exhaust, Vanishing, Plague, etc. tags, instead of having them in the description.
You can still learn more about the tags from the tooltip.
Thanks to this change, longer card descriptions are clearer and more readable, especially for cards that have more text.
Improved card selection with LB and RB on controllers when also using a virtual cursor (left stick).
Improved controller virtual cursor display:
You can change its speed in the settings.
You can change its size in the settings (aka cursor scale).
Virtual cursor detection is a bit better.
Other
Improved gems drop VFX. It’s now showing also the amount of gems, similarly to the coins VFX.
Added an energy drop VFX, similar to the coins and gems ones.
Fixed sprinklers, so they show watering VFX when putting down a fire from tiles in range.
Fixed a bug where encounter map locations were replacing existing map locations when the run save was loaded (aka the game was continued).
Fixed a rare bug with a card class upgrade widget showing wrong class tiers when adding a new card to the deck.
Fixed a white flash glitch when opening various windows for the first time in the current session.
In case you have any problem after this update, please let me know through the in-game bug report or Steam Discussions.
All the best,
– Piotrek
Source
Changelog.gg summarizes and formats this update. How we read updates.
