0.9.2 Full Patch Notes

Character Customization is here! And so is the longest patch notes to date. I’m going to try to section this into headers for easy CTRL+F-ability, because…long. And maybe for myself. Since it’s been so long since our last update, there’s a bunch bundled in here, like balancing changes.

HEADINGS

  • I - CHARACTER CUSTOMIZATION

  • II - MIRRORS

  • III - NEW STORAGE CONTAINERS

  • IV - QUALITY OF LIFE CHANGES

  • V - BUG FIXES

  • VI - CHARACTER MOVEMENT

  • VII - SHRINES

  • VIII - TOOL USE & STAMINA

  • IX - FOOD BALANCE

  • X - RESOURCE BALANCE

  • XI - OTHER BALANCE


I - CHARACTER CUSTOMIZATION

Ah yes, the star of the show. Changing how your wee character looks.

One thing I’d really like to do, is add accessories and different ear, tail, or patterns in the future. Maybe after 1.0…

The UI went through a couple of iterations for gamepad feel and adding features on well after we said we were done and made the PAX demo build, but it’s a lot better now!

FEATURES

  • Customize the colors of the base (body), ears, face details, blush, paw pad, and tail

  • Change ears and eye colors individually

  • Color history palette lets you quickly re-use colors you’ve already picked

  • Profiles allow you to use and save up to 5 different color combinations

  • Randomize this (part) or randomize all (chaos) to get the creative juices flowing

  • Rotate between 8 directions! You used to not be able to see the paw pad, so we’ve added one direction with it visible

II - MIRRORS

To change your character’s appearance after the opening sequence, you can craft and place a mirror. Those who have a save file prior to the release of 0.9.2 will get a letter in their mailbox with a Softwood Mirror attached.

To start with, we have 4 mirror styles:

  • Softwood Mirror

  • Sleek Mirror with three dye slots

  • Traditional Mirror

  • Vintage Vanity with a surface

Like all other crafting recipes, these can be found and purchased at your local Carpenter’s.

III - NEW STORAGE CONTAINERS

We’ve been needing some better storage solutions that fit in with your decor a bit better, so we added a few! All of these have buildable surfaces on top, so you can put objects on them or stack up the boxes.

  • Simple Console Table

  • Simple Floating Shelf

  • Tropical Storage Box (dyeable inner)

  • Storage Box (dyeable lid and body)

  • Sleek Console Table (dyeable handles, surface, drawers)

  • Vintage Dresser

IV - QUALITY OF LIFE CHANGES

FISHING SENSITIVITY

Fishing Sensitivity option added under Settings - Gameplay to change speed of your line.

GRASS

No more pesky grass in your town area by the bulletin board. Your days as the forced lawnmower are over. Rejoice.

MAIN MENU

Will auto-highlight Continue if you have a save file instead of New Game. Main Menu also has a new look that focuses on the two buttons you’re the most likely to click and matches better with the rest of the game’s new UI.

SKIP INTRO

For those who want to skip the first day’s of cutscenes! You can now go straight from character customization into day two without missing out on any items. It will put you back at home after the cutscene of Mikan, Nobu, and you fixing up her house.

GAMEPAD ROUTING

Remember the strange jank when using controller inside the Furnace, Alembic, and others? We’ve improved SnackoUI’s gamepad routing. You’ll also feel these positive changes inside the journal, where it will no longer focus on ghosts.

Selecting an item in the crafting menu will now auto-focus on the right side to allow you to decrease, increase, or craft the item.

EVENT TRIGGERS

Friendship and heart events no longer trigger the second you get into the map, pulling you to random places. Now, a trigger a spawn near the location of the event instead.

BETTER INTRO QUESTS

Adding additional rewards to quests to help get your early game decorating vibe started.

  • Moo-re to a Farm: +1 Stuffed Chicken

  • D.I.Why: +20 Softwood Fence, +20 Softwood Path, +5 Cobblestone Path A, +5 Cobblestone Path B

  • I Ship It!: +1 Softwood Couch

BETTER PLACEMENTS

  • You can now shove chairs closer into the Softwood Table

  • You can now place the Simple Fridge up against the wall when grid snapping is on

STEAM DECK POLISH

  • Entering name fields now bring up the keyboard

  • Default frame rate set at 60 instead of unlimited to help battery and fan noise

MORE OBVIOUS HARDWOOD

Hardwood trees are now always some shade of pink that turn more purple as it gets colder. No more guessing what is what in the summer!

V - BUG FIXES

  • Softwood Lamps can now be placed on surfaces

  • Fixed scary bug where passing out in the Mines or outside the house will result in a giant face in your front door window

  • Walking on paths will no longer jitter your character

  • Tutorial quests no longer re-add to bulletin board in year 2

VI - CHARACTER MOVEMENT

Part of the new character customization meant we also had to rework how the animations and sprites were being played and saved. Since now, you have parts of a character instead of a baked single part. That way, it’ll give us the flexibility of swapping out different parts for cosmetics in the future.

This gave us the opportunity to revisit how player movement felt, along with testing Conduit and Quicksand shrines for the PAX East demo.

COYOTE JUMPING

What is a coyote jump? Well, I always imagine it to be like the Looney Tunes coyote slipping off the cliff, having his feet mid-air suspended, and still being able to move.

Oh wait, that is where it came from? Cool, I am so smart. Give me a medal.

Sorry. Anyways, that is what it is: after leaving a surface, you have a window of time where you are able to still input commands such as jumping. Walking off a ledge and pressing jump at the last possible frame to lengthen the jump is a common use for this tech.

In 0.9.2, we’ve lengthened the Coyote Time so you can more easily perform jumps off of ledges and as a result, easier double jumps.

This opens up more fun in your day-to-day (I double jump everywhere now) as well as a new world record strategy for Conduit:

What’s going on in here is a couple of things. Past techniques found by Thundermill and Cat8898 along with a new kart technique found by recursive pulled down the WR into the 3 second zone. Ricocheting an arrow, jumping onto it to add to your velocity, double jumping onto the platform, hitting the switch, then on the last switch hit, using the kart at the last second as the movement from the last switch moving will remove the wind-up time to get the kart to full speed, allowing you to breeze into the goal.

…Um, yeah, I can’t do it. But I’m glad you are able to if you try hard enough.

VII - SHRINES

recursive has revisited Conduit and Quicksand to make them feel better to play and also opened up more routes to get to the chest and the end.

Quicksand should now feel easier to complete, as the harsh angle of the last sand river has been smoothed out with safety platforms in the vicinity. The small jumping platforms each with a sand river has also been consolidated into one bigger river.

The chest in Conduit has been changed from a Diamond to 18 Tomato Seeds as I felt this is more useful in the early game. With 18 Tomato Seeds, you can get a head start on finishing the Desert Canyon Obelisk.

VIII - TOOL USE & STAMINA

This one sort of crosses between three different things, but it felt right to call it out here after movement. You are now able to spam any tool. There is a cap on how many times you can mash per second, but it’s quite high. As a result, you can absolutely decimate resources in a short amount of time, especially with your pet Land Sprite out.

Another thing to help with the sluggish feeling of tool use is a decrease in charge up time. If you’re conserving stamina, the charge time will be less punishing.

Which now, is the perfect segue into…

IX - FOOD BALANCE

This will be a long section with a lot of information at the end with all the changes. If you’d like to, feel free to skip to VII - RESOURCE BALANCE

It’s no secret that cooking ingredients for the longest time haven’t been balanced. Sure, you can roast a fish on a stick but then you’d actually lose out on stamina points. How is that fair?! It’s not. So, until we polish up the cooking to inherit ingredient stamina values + star levels, I have rebalanced all the food in the game to give better stamina returns.

One thing I’ve learned after playing my save file for about 40 hours is that stamina in Snacko doesn’t really function like what I originally thought it would feel like. What I mean by that is, stamina in Snacko should be a cheap, expendable resource. You should be able to spam your tool once you get out of early game and restore most of it either through luck of praying to the statue or eating cooked foods.

Without further ado, here is the full list of food HP and SP values! There are a couple that will get hotfixed soon (I’m looking at you, Corn), but the general idea is that cooked foods will be better choices to eat than raw ingredients.

Note: SP = Stamina out of 100, and HP = health to one heart

CROPS

  • Carrot 15SP 2HP

  • Corn 75SP 100HP (woops I’m going to fix this soon lol)

  • Turnip 10SP 0HP

  • Potato 10SP 0.5HP

  • Spinach 10SP 30HP

  • Onion 0SP 5HP

  • Green Onion 0SP 0.5HP

  • Tomato 10SP 3HP

  • Cabbage 20SP 2HP

  • Daikon 5SP 2HP

  • Wheat 5SP 0.5HP

FISH

  • Mackerel 30SP 1HP

  • Tuna 60SP 8HP

  • Carp 35SP 0HP

  • Yellow Perch 25SP 0.5HP

  • Catfish 20SP 1HP

  • Haddock 35SP 2HP

  • Salmon 50SP 3HP

  • Crawfish 30SP 0.2HP

  • Tilapia 40SP 0.2HP

  • Betta 5SP 3HP

  • Angelfish 5SP 3HP

  • FireGoby 5SP 5HP

  • Koi 40SP 0.25HP

  • Softshelled Turtle 5SP 0HP

  • Clownfish 5SP 0.2HP

  • Squid 65SP 3HP

  • Guppy 5SP 0.15HP

  • Sea Bass 40SP 0.5HP

  • MystFish 100SP 10HP

  • Great White Shark 75SP -2HP

DROPS & FRUIT

  • Plant Material 3SP 0HP

  • Egg 10SP 3HP

  • Milk 30SP 1HP

  • Wild Berry 10SP 0.25HP

  • Bamboo Shoot 5SP 0HP

  • Honey Shroom 15SP 0.15SP

  • Button Shroom 5SP 5HP

  • Can of Beans 3SP 3HP

  • Coconut 20SP 0HP

  • Prickly Pear 30SP -1HP

  • Sherries 25SP 5HP

  • Grapes 18SP 5HP

  • Strawberry 20SP 5HP

  • Apple 15SP 5HP

  • Tangerine 18SP 0HP

  • Cheese 50SP 0HP

  • Meat Cube 30SP 30HP

  • Tofu 20SP 0.5HP

  • Ice Fruit 5SP 0HP

  • Aer Cap 1SP 1HP

  • Uma Cap 10SP 0HP

  • Red Shroom 0SP 5HP

  • Blue Shroom 16SP 10HP

  • Pepper Shroom 15SP 0HP

  • Agar Cap 10SP 0HP

COOKED DISHES & FOODS

  • Carrot Soup 50SP 0.5HP

  • Tomato Soup 30SP 5HP

  • Grilled Fish 40SP 1HP

  • Bread 45SP 1.5HP

  • Garden Salad 50SP 3HP

  • Potato Salad 75SP 3HP

  • Turnip Salad 35SP 4HP

  • Fish n’ Chips 70SP 2HP

  • Salmon Sashimi 60SP 4HP

  • Tuna Sashimi 45 SP 9HP

  • Jelly Sandwich 60SP 4HP

  • Plain Cake 65SP 3HP

  • Berry Pie 55SP 4HP

  • Carrot Juice 35SP 2HP

  • Berry Smoothie 70SP 5HP

  • Milkshake 40SP 0HP

  • Carrot Cake 65SP 4HP

  • Basic Ramen 75SP 4HP

  • Winter Stew 100SP 4HP

  • Rick’s Chili 100SP 4HP

  • Pandacakes 65SP 3HP

  • Breakfast Burger 100SP 5HP

  • Fish Tacos 75SP 3HP

  • Temari Dragon 100SP 5HP

  • Frittaten Soup 50SP 1HP

  • Dubu Kimchi 70SP 3HP

  • Daikon Salad 30SP 5HP

  • Cheeseburger 80SP 3.5HP

  • Strawberry Cake 100SP 5HP

  • Egg On Toast 50SP 1.5HP

  • Apple Pie 75SP 2HP

  • Gyoza 80SP 2HP

  • Cold Noodles 50SP 3HP

  • Egg Drop Soup 25SP 3HP

  • Tea 35SP 0HP

  • Citrus Juice 60SP 1.5HP

  • Cooked Rice 25SP 0HP

  • Mushroom Pasta 45SP 2.5HP

  • Baked Fish on Rice 90SP 1.5HP

  • Fruit Tea 65SP 1.5HP

  • Latte 65SP 0.25HP

  • Snacko Special Sundae 35SP 5HP

  • Energizing Smoothie 100SP 0HP

  • Caprese Salad 70SP 0HP

  • Fries 40SP 0HP

  • Fish and Tofu Stew 70SP 3HP

  • Rice Pudding 65SP 2.25HP

  • Curry 95SP 4HP

  • Snacko Special Sandwich 100SP 5HP

  • Coffee 55SP 0HP

  • Milk Tea 40SP 0.5HP

  • Sweetened Coconut Milk 25SP 0.25HP

  • Fried Rice 80SP 1HP

  • Egg Custard Tart 55SP 1.5HP

X - RESOURCE BALANCE

Part of the frustration of the “resource grind” outside of stamina was also the fickleness. Sometimes, you felt like you’d hit a tree for years and get 3 Birch Wood. Wow, thanks for rewarding me for my efforts, Mesecina.

Well, no more! I’ve compressed the drop ranges across the resources that needed them. This means, instead of getting a larger range of anywhere from 3 to 8 wood, you would see a more consistent result, like 5 to 7. This makes resource farming feel less luck-based and less frustrating when you finally break a tree just to get 3 things.

I’ve also reduced the HP on certain resources that felt just a little too tanky.

TOWN & FARM

  • Trees in farm/town 10 HP ➝ 8 HP

  • Stick 3 HP ➝ 2 HP

  • Wild bBerry drop rate 0.3 ➝ 0.4 (because stamina restore amount was reduced)

  • wooden crate 6 HP ➝ 5 HP

  • lumber pile 5 HP ➝ 4 HP

  • DilapidatedHouse1 18 HP ➝ 12 HP

  • DilapidatedHouse2 18 HP ➝ 12 HP

  • Broken Bench 7 HP ➝ 6 HP

  • Broken House 1 (brown 2 story) 28 HP ➝ 22 HP

  • Broken House 2 (light brown) 24 HP ➝ 20 HP

  • Broken House 3 (blue) 28 HP ➝ 15 HP, Clay 4-8 ➝ IronOre 3-5, Birch Wood 11-13 ➝ 13-15

  • Broken House 4 (brown 1 story) 24 HP ➝ 18 HP

  • Broken Lamp 7 HP ➝ 5 HP

  • Broken Sign 10 HP ➝ 7 HP, Softwood 2-5 ➝ 4-6

GRASSY PLAINS

  • Buffed mine nodes to drop more Iron Ore but less of everything else

  • Birch Tree 10 HP ➝ 9 HP

  • Toasted Birch Tree 9 HP ➝ 8 HP

  • Cypress Tree 12 HP ➝ 10 HP

  • Bamboo 17 HP ➝ 15 HP

DESERT CANYON

  • Cactus changed from bush to tree to prevent issue where it was hard to hit

  • Cactus 7 HP ➝ 6 HP

  • Tall Cactus 9 HP ➝ 8 HP

  • Deadwood Vines 4 HP ➝ 3 HP

  • long cactus drop rate for PricklyPear 50% ➝ 70%

  • PalmTree wood drop minimum 4 ➝ 5, 12 HP ➝ 11 HP

  • PalmTree2 wood drop minimum 4 ➝ 5, 12 HP ➝ 11 HP

  • PalmTree3 12 HP ➝ 10 HP

  • PalmTree4 Palm Leaf drop max 7 ➝ 5, 12 HP ➝ 11 HP

  • Pot drop amount clay 4-8 ➝ 3-5

  • Pot2 drop amount clay 4-8 ➝ 2-4, PricklyPear drop rate 40% ➝ 70%, 7 HP ➝ 6 HP

MUSHROOM FOREST

  • TallPine 38 HP ➝ 25 HP

  • TallPine2-4 Minimum wood drop 12 ➝ 18

  • Large Mushroom1 (brown) 12 HP ➝ 10 HP

  • Large Mushroom 2 (blue) 12 HP ➝ 10 HP

  • Large Mushroom 3 (red flat) 12 HP ➝ 10 HP

  • Large Mushroom 5 (red tall) 12 HP ➝ 10 HP

  • All large mushroom cap drops minimum 2 ➝ 4

  • Mushroom Forest stump 7 HP ➝ 5 HP

  • Mushroom Forest Log 7 HP ➝ 5 HP, Redwood drop 3-6 ➝ 4-5

  • Sunglow tree grapes drop rate ➝ 30% ➝ 50%

For now, I feel like the drop feel in the Frozen Tundra is okay, but I will make changes in the future if they don’t feel up to par with the rest of the areas. The most egregious offender of feeling off was definitely in the farm and town areas, so hopefully the early game feels much better now!

XI - OTHER BALANCE

Other tweaks are just as important, but too wee to shove into their own heading. So here they are!

HOUSING UPGRADES

We felt like they were a little too grindy, so we’ve tweaked them a bit. This includes NPC housing, player housing expansions, and wallpaper/flooring unlocks.

  • nerfed building recipes that required Wooden Frames by (30 ➝ 20)

  • nerfed building recipes that required Wall Panels (15 ➝ 10)

  • nerfed building recipes that required Myst Crystals (40 ➝ 30)

  • house expansion recipes with Frames: -10

  • house expansion recipes with Wall Panels: -10

  • all wallpaper unlocks with Wall Panels: -10

  • Dyeable Carpet: Cotton Cloth 30 ➝ 20

CROP CHANGES

Tomatoes and corn are so cute on your farm, but you can harvest them more than once. That made them a little too strong. So, we’ve changed their value to hopefully make them the only crop you ever grow when it’s in season.

Tomato

  • 578 ➝ 480 (spring)

  • 620 ➝ 590 (summer)

  • 550 ➝ 510 (fall)

  • 550 ➝ 480 (winter)

Corn

  • 820 ➝ 770 (spring)

  • 820 ➝ 770 (summer)

  • 940➝ 875 (fall)

  • 820➝ 770 (winter)

Turnips are so iconic, but a little underwhelming. Here’s a little sell price boost to make them just a little bit more useful for selling early game.

  • 190 ➝ 200 (spring)

  • 175 ➝ 180 (summer)

  • 175 ➝ 180 (fall)

  • 175 ➝ 180 (winter)

FRAGMENT CHANGES

Along with compressing the range of the drop numbers in resources, I’ve also consolidated some of the fragment values so they give more of one instead of few of many types. This should make Obelisks feel less frustrating. Nothing worse than putting an item in and getting 1 of each element! I just want Water Fragments warrghhhh!

END OF PATCH NOTES

After 30 years, we’re finally at the end of these patch notes… Thank you for playing~ We can’t wait to see your characters!

enralis

I make cat game with husband

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