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* UnderusedGameMechanic: The DLC initially was promoted--along with extra outfits and town quests--to include expanded areas where you have visitors from and could court and marry two candidates each from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. This could have been a way to add expansions into the town and include older characters in the game, especially with this being the 25th anniversary game. However, the four characters that arrive from each game all stay in their separated area away from town, implied to be a distance away. The DLC romantic candidates could initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have been able to go with you to. Instead they stay on their sectioned-off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in the romantic town festivals--but will only do those and no other and they still can't walk around town. The others (and the guests that came with them) are all relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options, including a complete lack of disliked gifts.

to:

* UnderusedGameMechanic: The DLC initially was promoted--along with extra outfits and town quests--to include expanded areas where you have visitors from and could court and marry two candidates each from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. This could have been a way to add expansions into the town and include older characters in the game, especially with this being the 25th anniversary game. However, the four characters that arrive from each game all stay in their separated area away from town, implied to be a distance away.away that you access from your farm. The DLC romantic candidates could initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have been able to go with you to. Instead they stay on their sectioned-off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in the romantic town festivals--but will only do those after marriage and no other and others ''and'' they still can't walk around town.town freely. The others (and the guests that came with them) are all relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options, including a complete lack of disliked gifts.
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* HypeBacklash: The game being considered disappointing by part of the fandom comes partly from it being both the first UsefulNotes/NintendoSwitch original title and the [[MilestoneCelebration 25th anniversary game]] on top of coming after two non-remake titles that qualified for EvenBetterSequel.

to:

* HypeBacklash: The game being considered disappointing by part of the fandom comes partly from it being both the first UsefulNotes/NintendoSwitch Platform/NintendoSwitch original title and the [[MilestoneCelebration 25th anniversary game]] on top of coming after two non-remake titles that qualified for EvenBetterSequel.EvenBetterSequel, paired with the many things that were changed in the mechanics.



** Only items in the bag, and not those kept in storage on the farm, are explictly counted when it comes to telling the player if they have enough for crafting, repairing farm facilities, or fulfulling bulletin board requests. In particular, makers will only tell the player that a material can be processed in them if there is enough of the material to make one processed item in all storage spaces taken together, ''and'' at least one is in the bag.

to:

** Only items in the bag, and not those kept in storage on the farm, are explictly explicitly counted when it comes to telling the player if they have enough for crafting, repairing farm facilities, or fulfulling fulfilling bulletin board requests. In particular, makers will only tell the player that a material can be processed in them if there is enough of the material to make one processed item in all storage spaces taken together, ''and'' at least one is in the bag.



** Instead of putting the makers inside buildings, each maker takes up space on the farm. They are all overspecialized, to the point that there is a different one for cheese and yogurt, for making thread and making fabric (themselves split between plant and animal materials), for making ingots and cutting gems, etc. On top of this, before one of the later patches, only one item could be made in the standard makers at a time, which meant the makers working the fastest needed to be topped up with raw materials regularly to be of any real use, and it increased the number of each kind that needed to be present on the farm.
** Storage of items not kept in the bag is done in boxes placed on the farm, much like the makers, instead of an expandable space that is part of the farm house. On top of this, items don't stay inside them when they are moved, and transferring them via the bag takes time and a fully upgraded bag emptied of everything else to do so for ''each box'' in one trip.

to:

** Instead of putting the makers inside buildings, each maker takes up space on the farm. They are all overspecialized, to the point that there is a different one for cheese and ''and'' yogurt, for making thread and ''and'' making fabric (themselves split between plant and animal materials), for making ingots and cutting gems, etc. On top of this, before this (before one of the later patches, patches) only one item could be made in the standard makers at a time, which meant the makers working the fastest needed to be topped up with raw materials regularly to be of any real use, and it increased the number of each kind that needed to be present on the farm.
farm. Your farm could be full of nothing but various makers.
** Storage of items not kept in the bag is done in boxes placed on the farm, farmland, much like the makers, instead of an expandable space that is part of the farm house. On top of this, items don't stay inside them when they are moved, and they're not connected to each other--so you have to go to the box it's stored in to get something out--and transferring them via the bag takes time and a fully upgraded bag emptied of everything else to do so for ''each box'' in one trip.



* TheyCopiedItSoItSucks: ''VideoGame/AnimalCrossingNewHorizons'' added mechanics that made it closer to a FarmLifeSim than previous installments. ''Pioneers of Olive Town'', meanwhile, gained superficial similarities with ''VideoGame/AnimalCrossing'' by having the PlayerCharacter start in a tent and adding a museum. In addition to this, the aquarium in both games is reliant on the FishingMinigame to be filled, and both have a wing reliant on UnknownItemIdentification. ''Pioneers of Olive Town'', being the latest of the two to be released by about a year, inevitably got a few accusations of ripping off ''VideoGame/AnimalCrossingNewHorizons''.

to:

* TheyCopiedItSoItSucks: ''VideoGame/AnimalCrossingNewHorizons'' added mechanics that made it closer to a FarmLifeSim than previous installments. ''Pioneers of Olive Town'', meanwhile, gained superficial similarities with ''VideoGame/AnimalCrossing'' by having the PlayerCharacter start in a tent and adding a museum.museum to donate fish and items to. In addition to this, the aquarium in both games is reliant on the FishingMinigame to be filled, and both have a wing reliant on UnknownItemIdentification. ''Pioneers of Olive Town'', being the latest of the two to be released by about a year, inevitably got a few accusations of ripping off ''VideoGame/AnimalCrossingNewHorizons''.



** There are only two festivals a season--one that is a potential romantic event, and one that's a town festival. There's no harvest or farm-related festivals at all--meaning that all the hard work you can do on your farm can't be judged or even commented on. It makes the farm feel completely detached from the town nearby.
** Every pairing gets a child the same way--they're gifted one by nature through the Nature Sprites, who found the child and are now giving it to you as a "gift" from nature, and you present it to your surprised spouse. There's no friendship points or deeper connection with the child other than watching them grow and having them interact with you--and if you decide to go to the shrine and divorce your spouse, they'll just [[RetGone disappear from existence completely]] as if they were never there. The child is more like an add-on than a member of your family.
* UnderusedGameMechanic: The DLC initially was promoted--along with extra outfits and town quests--to include expanded areas where you have visitors from and could court and marry two candidates each from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. This could have been a way to add expansions into the town and include older characters in the game, especially with this being the 25th anniversary game. However, the four characters that arrive from each game all stay in their separated area away from town, implied to be a distance away. The DLC romantic candidates could initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone to you with. Instead they stay on their sectioned-off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in the romantic town festivals--but will only do those and no other and still can't walk around town. The others (and the guests that came with them) are all relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options, including a complete lack of disliked gifts.

to:

** There are only two festivals a season--one that is a potential romantic event, and one that's a town festival. There's no harvest or farm-related festivals at all--meaning that all the hard work you can do on your farm can't be judged or even commented on. It makes the farm feel completely detached from the town nearby.
** Every pairing gets a child the same way--they're gifted one by nature through the Nature Sprites, who found the child and are now giving it to you as a "gift" from nature, and you present it to your surprised spouse. There's no friendship points or deeper connection with the child other than watching them grow and having them interact with you--and you and your spouse--and if you decide to go to the shrine and divorce your spouse, they'll just [[RetGone disappear from existence completely]] as if they were never there. The child is more like an add-on than a member of your family.
family--and once you have enough points for it, you're going to have one.
* UnderusedGameMechanic: The DLC initially was promoted--along with extra outfits and town quests--to include expanded areas where you have visitors from and could court and marry two candidates each from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. This could have been a way to add expansions into the town and include older characters in the game, especially with this being the 25th anniversary game. However, the four characters that arrive from each game all stay in their separated area away from town, implied to be a distance away. The DLC romantic candidates could initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone been able to go with you with.to. Instead they stay on their sectioned-off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in the romantic town festivals--but will only do those and no other and they still can't walk around town. The others (and the guests that came with them) are all relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options, including a complete lack of disliked gifts.

Added: 1388

Changed: 68

Removed: 1046

Is there an issue? Send a MessageReason:
Added example(s), General clarification on works content, better trope use


** The DLC initially was promoted--along with extra outfits--to include expanded areas where you could have visitors from and court and marry candidates from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. However, the DLC romantic candidates and spouses could initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone to you with. Instead they stay on their sectioned off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in town festivals--but will only do that rather than walk around town, and only the one candidate that you marry will do so, with the others (and the guests that came with them) relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options.



** In games prior to this one, everyone had gifts they didn't like getting that would show character depth and a range of likes and dislikes. Now everyone has a best, better, and okay gift--but ''everything else is neutral'' at a a flat 30FP for gifting. People will "like" junk like old twigs and sticks just as much as anything else that's not at least okay.

to:

** In games prior to this one, everyone had gifts they didn't like getting that would show add character depth and show off personality with a range of likes and dislikes. Now everyone has a best, better, and okay gift--but ''everything else is neutral'' at a a flat 30FP for gifting. People will "like" junk like old twigs and sticks you give them just as much as anything else that's not at least okay.



** Every pairing gets a child the same way--they're gifted one by nature through the Nature Sprites, who found the child and are now giving it to you as a "gift" from nature, and you present it to your surprised spouse. There's no friendship points or deeper connection with the child other than watching them grow and having them interact with you--and if you decide to divorce your spouse, they'll just [[RetGone disappear from existence completely]] as if they were never there. The child is more like an add-on than a member of your family.

to:

** Every pairing gets a child the same way--they're gifted one by nature through the Nature Sprites, who found the child and are now giving it to you as a "gift" from nature, and you present it to your surprised spouse. There's no friendship points or deeper connection with the child other than watching them grow and having them interact with you--and if you decide to go to the shrine and divorce your spouse, they'll just [[RetGone disappear from existence completely]] as if they were never there. The child is more like an add-on than a member of your family.family.
* UnderusedGameMechanic: The DLC initially was promoted--along with extra outfits and town quests--to include expanded areas where you have visitors from and could court and marry two candidates each from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. This could have been a way to add expansions into the town and include older characters in the game, especially with this being the 25th anniversary game. However, the four characters that arrive from each game all stay in their separated area away from town, implied to be a distance away. The DLC romantic candidates could initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone to you with. Instead they stay on their sectioned-off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in the romantic town festivals--but will only do those and no other and still can't walk around town. The others (and the guests that came with them) are all relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options, including a complete lack of disliked gifts.

Added: 544

Changed: 52

Is there an issue? Send a MessageReason:
Added example(s)


** The DLC initially was promoted--along with extra outfits--to include expanded areas where you could have visitors from and court and marry candidates from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. However, the DLC romantic candidates and spouses could initiallu not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone to you with. Instead they stay in and around your house around the clock. An updated patch had to be added to let them participate in town festivals--but will only do that rather than walk around town, and only the one candidate that you marry will do so, with the others (and the guests that came with them) relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options.

to:

** The DLC initially was promoted--along with extra outfits--to include expanded areas where you could have visitors from and court and marry candidates from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. However, the DLC romantic candidates and spouses could initiallu initially not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone to you with. Instead they stay on their sectioned off space and, after marriage, in and around your house around the clock. An updated patch had to be added to let them participate in town festivals--but will only do that rather than walk around town, and only the one candidate that you marry will do so, with the others (and the guests that came with them) relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options.



** There are only two festivals a season--one that is a potential romantic event, and one that's a town festival. There's no harvest or farm-related festivals at all--meaning that all the hard work you can do on your farm can't be judged or even commented on. It makes the farm feel completely detached from the town nearby.

to:

** There are only two festivals a season--one that is a potential romantic event, and one that's a town festival. There's no harvest or farm-related festivals at all--meaning that all the hard work you can do on your farm can't be judged or even commented on. It makes the farm feel completely detached from the town nearby.nearby.
** Every pairing gets a child the same way--they're gifted one by nature through the Nature Sprites, who found the child and are now giving it to you as a "gift" from nature, and you present it to your surprised spouse. There's no friendship points or deeper connection with the child other than watching them grow and having them interact with you--and if you decide to divorce your spouse, they'll just [[RetGone disappear from existence completely]] as if they were never there. The child is more like an add-on than a member of your family.

Added: 1706

Changed: 3

Is there an issue? Send a MessageReason:
Added example(s)


** Storage of items not kept in the bag is done in boxes placed on the farm, much like the makers, instead of an expandable space that is part of the farm house. On top of this, items don't stay inside them when they are moved, and transferring them via the bag takes time and a fully upbgraded bag emptied of everything else to do so for ''each box'' in one trip.

to:

** Storage of items not kept in the bag is done in boxes placed on the farm, much like the makers, instead of an expandable space that is part of the farm house. On top of this, items don't stay inside them when they are moved, and transferring them via the bag takes time and a fully upbgraded upgraded bag emptied of everything else to do so for ''each box'' in one trip.



** The speed at which nature respawns, which results in it being very hard to maintain an obstruction-free open space for the cattle, and the fact that tool upgrades aren't taken into account for uses beyond their primary puprose; a tiny sapling tree takes multiple swings to demolish no matter how good your hammer is, even if it has otherwise reached a point where a single charged swing will take care of a gold stone.

to:

** The speed at which nature respawns, which results in it being very hard to maintain an obstruction-free open space for the cattle, and the fact that tool upgrades aren't taken into account for uses beyond their primary puprose; purpose; a tiny sapling tree takes multiple swings to demolish no matter how good your hammer is, even if it has otherwise reached a point where a single charged swing will take care of a gold stone.stone.
** The DLC initially was promoted--along with extra outfits--to include expanded areas where you could have visitors from and court and marry candidates from three older games--''VideoGame/HarvestMoonANewBeginning'', ''VideoGame/StoryOfSeasons2014'', and ''VideoGame/StoryOfSeasonsTrioOfTowns''. However, the DLC romantic candidates and spouses could initiallu not participate in ''any'' town events, even after you married them, not even the romantic ones they logically should have gone to you with. Instead they stay in and around your house around the clock. An updated patch had to be added to let them participate in town festivals--but will only do that rather than walk around town, and only the one candidate that you marry will do so, with the others (and the guests that came with them) relegated to their sectioned off spaces, never to leave or interact with a town they left their homes to come to. They also come off as generically nice and unbothered as the other romantic options.



* TheyCopiedItSoItSucks: ''VideoGame/AnimalCrossingNewHorizons'' added mechanics that made it closer to a FarmLifeSim than previous installments. ''Pioneers of Olive Town'', meanwhile, gained superficial similarities with ''VideoGame/AnimalCrossing'' by having the PlayerCharacter start in a tent and adding a museum. In addition to this, the aquarium in both games is reliant on the FishingMinigame to be filled, and both have a wing reliant on UnknownItemIdentification. ''Pioneers of Olive Town'', being the latest of the two to be released by about a year, inevitably got a few accusations of ripping off ''VideoGame/AnimalCrossingNewHorizons''.

to:

* TheyCopiedItSoItSucks: ''VideoGame/AnimalCrossingNewHorizons'' added mechanics that made it closer to a FarmLifeSim than previous installments. ''Pioneers of Olive Town'', meanwhile, gained superficial similarities with ''VideoGame/AnimalCrossing'' by having the PlayerCharacter start in a tent and adding a museum. In addition to this, the aquarium in both games is reliant on the FishingMinigame to be filled, and both have a wing reliant on UnknownItemIdentification. ''Pioneers of Olive Town'', being the latest of the two to be released by about a year, inevitably got a few accusations of ripping off ''VideoGame/AnimalCrossingNewHorizons''.''VideoGame/AnimalCrossingNewHorizons''.
* TheyChangedItNowItSucks:
** In games prior to this one, everyone had gifts they didn't like getting that would show character depth and a range of likes and dislikes. Now everyone has a best, better, and okay gift--but ''everything else is neutral'' at a a flat 30FP for gifting. People will "like" junk like old twigs and sticks just as much as anything else that's not at least okay.
** There are only two festivals a season--one that is a potential romantic event, and one that's a town festival. There's no harvest or farm-related festivals at all--meaning that all the hard work you can do on your farm can't be judged or even commented on. It makes the farm feel completely detached from the town nearby.
Is there an issue? Send a MessageReason:
None


* {{Adorkable}}: Beth looks the part of someone working in a museum ''much'' more than Reina does, yet is also charming enough to be on the fandom's "too bad she's can't be married" list.

to:

* {{Adorkable}}: Beth looks the part of someone working in a museum ''much'' more than Reina does, yet is also charming enough to be on the fandom's "too bad she's you can't be married" marry her" list.



* ScrappyMechanic: There are many, to the point that some patches were dedicated to outright changing some of them after launch. Some clash with or are made even worse by the fact that inventory bag's maximum size was made identical to that of ''VideoGame/StoryOfSeasonsFriendsOfMineralTown'', which has a ''much'' lower number of items to juggle with. Others were coming on top of crowded farms causing lag issues at launch and for several weeks after it.
** The tool bag space, while allowing the PlayerCharacter to have all their tools on their person at all times, only ''stores'' tools. Any tools the player wants to be able to use must be stored in the general bag, taking up at least one precious slot.

to:

* ScrappyMechanic: There are many, to the point that some patches were dedicated to outright changing some of them after launch. Some clash with or are made even worse by the fact that inventory bag's maximum size was made being identical to that of ''VideoGame/StoryOfSeasonsFriendsOfMineralTown'', which has a ''much'' lower number of fewer items to juggle with.juggle. Others were coming on top of crowded farms causing lag issues at launch and for several weeks after it.
** The tool bag space, while allowing the PlayerCharacter to have all their tools on their person at all times, only ''stores'' tools. Any tools the player wants to be able to use must be stored in moved to the general bag, bag for the duration, taking up at least one precious slot.



** Only items in the bag, and not those kept in storage on the farm, are explictly counted when it comes to telling the player if they have enough for crafting, repairing farm facilities or fulfulling bulletin board requests. However, at the same time, makers will only tell the player that a material can processed in them only if there is enough of the material to make one processed item in all storage spaces taken together and at least one needs to be in the bag to allow the player to check if it can be processed.
** The unidentified time-worn, heavy and shiny objects don't stack.
** Instead of putting the makers inside buildings, each maker takes up space on the farm. They are all overspecialized, to the point that there is a different one for cheese and yogurt, for making thread and making fabric (themselves split between plant and animal materials), for making ingots and cutting gems, etc. On top of this, before one of the later patches, only one item could be made in the standard makers at a time, which meant the makers working the fastest needed to be topped up with raw materials regularly to be of any real use and it increased the number of each kind that needed to be present on the farm.

to:

** Only items in the bag, and not those kept in storage on the farm, are explictly counted when it comes to telling the player if they have enough for crafting, repairing farm facilities facilities, or fulfulling bulletin board requests. However, at the same time, In particular, makers will only tell the player that a material can be processed in them only if there is enough of the material to make one processed item in all storage spaces taken together and together, ''and'' at least one needs to be is in the bag to allow the player to check if it can be processed.
bag.
** The unidentified time-worn, heavy heavy, and shiny objects don't stack.
** Instead of putting the makers inside buildings, each maker takes up space on the farm. They are all overspecialized, to the point that there is a different one for cheese and yogurt, for making thread and making fabric (themselves split between plant and animal materials), for making ingots and cutting gems, etc. On top of this, before one of the later patches, only one item could be made in the standard makers at a time, which meant the makers working the fastest needed to be topped up with raw materials regularly to be of any real use use, and it increased the number of each kind that needed to be present on the farm.



* SignatureScene: The early cutscene showing the PlayerCharacter leaving the city on their motorcycle, more specifically the shot showing them from the front and focusing on their upper body, which is also an early shot from the trailer. It's a common thumnail for the first episode of LetsPlay series as it shows the CharacterCustomization in detail, down to the color chosen for the motorcycle.
* TheyCopiedItSoItSucks: ''VideoGame/AnimalCrossingNewHorizons'' added mechanics that made it closer to a FarmLifeSim than previous installments. ''Pioneers of Olive Town'', meanwhile, gained superficial similarities with ''VideoGame/AnimalCrossing'' by having the PlayerCharacter start in a tent and adding a museum. In addition to this, the aquarium in both games is reliant on the FishingMinigame to be filled and both have a wing reliant on UnknownItemIdentification. ''Pioneers of Olive Town'', being the latest of the two to be released by about a year, inevitably got a few accusations of ripping off ''VideoGame/AnimalCrossingNewHorizons''.

to:

* SignatureScene: The early cutscene showing the PlayerCharacter leaving the city on their motorcycle, more specifically the shot showing them from the front and focusing on their upper body, which is also an early shot from the trailer. It's a common thumnail thumbnail for the first episode of LetsPlay series as it shows the CharacterCustomization in detail, down to the color chosen for the motorcycle.
* TheyCopiedItSoItSucks: ''VideoGame/AnimalCrossingNewHorizons'' added mechanics that made it closer to a FarmLifeSim than previous installments. ''Pioneers of Olive Town'', meanwhile, gained superficial similarities with ''VideoGame/AnimalCrossing'' by having the PlayerCharacter start in a tent and adding a museum. In addition to this, the aquarium in both games is reliant on the FishingMinigame to be filled filled, and both have a wing reliant on UnknownItemIdentification. ''Pioneers of Olive Town'', being the latest of the two to be released by about a year, inevitably got a few accusations of ripping off ''VideoGame/AnimalCrossingNewHorizons''.
Is there an issue? Send a MessageReason:
None


** The unidentified time-worn and heavy objects don't stack.

to:

** The unidentified time-worn and time-worn, heavy and shiny objects don't stack.
Is there an issue? Send a MessageReason:
None


** The speed at which nature respawns, which results in it being very hard to maintain an obstruction-free open space for the cattle, and the fact that tool upgrades aren't taken into account; a tiny sapling tree takes multiple swings to demolish no matter how good your hammer is.

to:

** The speed at which nature respawns, which results in it being very hard to maintain an obstruction-free open space for the cattle, and the fact that tool upgrades aren't taken into account; account for uses beyond their primary puprose; a tiny sapling tree takes multiple swings to demolish no matter how good your hammer is.is, even if it has otherwise reached a point where a single charged swing will take care of a gold stone.
Is there an issue? Send a MessageReason:
None


** The speed at which nature respawns, which results in it being very hard to maintain a obtruction-free open space for the cattle.

to:

** The speed at which nature respawns, which results in it being very hard to maintain a obtruction-free an obstruction-free open space for the cattle.cattle, and the fact that tool upgrades aren't taken into account; a tiny sapling tree takes multiple swings to demolish no matter how good your hammer is.
Is there an issue? Send a MessageReason:
None


** The tool bag space only ''stores'' tools. Any tools the player wants to be able to use must be stored in the general bag, taking up at least one precious slot.

to:

** The tool bag space space, while allowing the PlayerCharacter to have all their tools on their person at all times, only ''stores'' tools. Any tools the player wants to be able to use must be stored in the general bag, taking up at least one precious slot.
Is there an issue? Send a MessageReason:
None


** Only items in the bag, and not those kept in storage on the farm, are counted when it comes to telling the player if they have enough for crafting, repairing farm facilities or fulfulling bulletin board requests.

to:

** Only items in the bag, and not those kept in storage on the farm, are explictly counted when it comes to telling the player if they have enough for crafting, repairing farm facilities or fulfulling bulletin board requests.requests. However, at the same time, makers will only tell the player that a material can processed in them only if there is enough of the material to make one processed item in all storage spaces taken together and at least one needs to be in the bag to allow the player to check if it can be processed.



** Instead of putting the makers inside buildings, each maker takes up space on the farm. They are all overspecialized, to the point that there is a different one for cheese and yogurt, for making thread and making fabric, for making ingots and cutting gems, etc. On top of this, before one of the later patches, only one item could be made in the standard makers at a time, which meant the makers working the fastest needed to be topped up with raw materials regularly to be of any real use and it increased the number of each kind that needed to be present on the farm.

to:

** Instead of putting the makers inside buildings, each maker takes up space on the farm. They are all overspecialized, to the point that there is a different one for cheese and yogurt, for making thread and making fabric, fabric (themselves split between plant and animal materials), for making ingots and cutting gems, etc. On top of this, before one of the later patches, only one item could be made in the standard makers at a time, which meant the makers working the fastest needed to be topped up with raw materials regularly to be of any real use and it increased the number of each kind that needed to be present on the farm.



** The speed at which nature respawns, which results in it being very hard to maintain an open space for the cattle.

to:

** The speed at which nature respawns, which results in it being very hard to maintain an a obtruction-free open space for the cattle.

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