Stardew Valley 1.6 Changelog
stardewvalley.net
stardewvalley.net
I deeply appreciate that the dev (Concerned Ape) doesn't try to obfuscate save data. It has given the game a lot more value for me because after playing it "normally" I was able to experiment by tweaking parts of the save file to see what would happen. It's turned somewhat into an educational tool as well as I've used it to teach my kids how to open the hood and take a look! It also made it possible to "fix" things like getting unfairly killed in a battle because the controller died at the worst possible time. I actually `git init` in the save file directory so I can keep my save file in version control. It does get pretty big as you get late into the game.
Even if you aren't a gamer, you should check this game out. It runs on everything, and it is a super chill and cosy game to play. It's very well-balanced to give you a lot of game play, but also a lot of freedom. It's very, very hard to "fail" so you can play very casually. My 6 year old daughter loves this game, as do I, so it spans the range of ages.
But needing to adjust the save state to anytime instead of at the end of the day really did break the mechanic for me
They (dev and community) recognized their casual mobile gaming audience would not have uninterrupted dedicated time to complete a day effectively. Made it more accessible but the lack of urgency makes it a different game
I don't think 99% of people care when it saves, and they probably treat the game as if it's constantly saving anyways.
> Arthur Lee, “Mr. Podunkian” (1.4 & 1.5 updates), Tom Coxon (Multiplayer net code in 1.3), Alex Erlandson, “Zillix” (1.4 update), Sickhead Games (Console ports), The Secret Police (Mobile ports)
(full credits can be found in the game’s title screen)
If anything it showcases his hard skills because he did everything.
Unless I'm missing something complex about the game? It seems like it's just a basic game with decent old-world storytelling and game mechanics.
I was implying no one else has made this game so maybe ConcernedApe is in fact 10x
It just reduces your implication that he is a 10x developer. He may or may not be, but this game doesn't reflect that.
As for multi-billion dollar studios, why would they be humiliated by such games? They have completely different objectives.
they sure do. and one of those really makes me wonder how incredible things would be if we restructured what we incentivize.
i’ll echo what so many others in this thread have already said, stardew valley blew me away once my gf finally convinced me to play. it would be hard to overstate what a fantastic fun little world he built. i went into a little local computer shop the other day and they had the stardew music playing—i hadn’t played in like 3 years but that music immediately glazed over me like i was there in the game.
what an absolute gem.
corp studios and stardew developers definitely have different objectives and holy shit what a stark difference in outcomes.
The first time I played I was enamored with the impressive delivery of a sole developer.. as I played on I realised how it's so much it's own beautiful thing, then realised it's my own thing..
I went away from it for a month or so and something reminded me about it and when I went back in I felt that "home" comfort feeling again without knowing I missed it.. this update has done it again.
It's an incredible game yes, but it's very cliché to say , it's really a bit more than just a game determining the min max. It's one of the best games to remind me it's not about "beating" a game sometimes..
Really a masterpiece that for me at least will never be forgotten.
I like to head straight to the mines, she likes to take care of the farm/animals.
I would still generally prefer Godot for C# 2D game development these days, but if you really just want a light framework, MonoGame / FNA have had a really strong track record in commercial indie games.
As an example, in early versions of Stardew Valley, if you named your horse with the same name as one of the townspeople, you would be riding around your farm on top of the townsperson's sprite. As in, in the game code, the display name of the object was used to identify which sprite to render.
That's not really the type of mistake I'd expect a "talented" (or at least, an "experienced") software developer to make, but ConcernedApe managed to put together an amazing game in spite of any inexperience or difficulty with the programming side.
It's like they say - 10% inspiration, 90% perspiration. Or similarly, "skill is the sum of aptitude and experience".
I don't mean that in a dismissive sense — hard work is obviously very important.
But more in the sense that if you're talented and hard working and aren't successful, it's not necessarily because you did something "wrong" or didn't work hard enough. Sometimes there's just no substitute for being in the right place at the right time.
Everyone's needs are met at whatever speed they are at.
I have no idea why Animal Crossing, Harvest Moon, and all of the similar console games made their games 1 player. That's the whole point of a console (to play with people).
Warning, the switch only supports 2 player. Xbox works fine, but using a PC gives you access to all the mods. I recommend the PC/Steam version + 4 xbox controllers running on whatever weak media center you have.
I’m going to have to fire up the old switch as it seems they’re the only ones with even some that are both couch coop and little kid friendly.
One of my favourite things about Stardew Valley is seeing how different people play- I like having lists of things to do, but always celebrate the festivals and mingle with the townsfolk. My brother has spreadsheets on top of spreadsheets to min/max crop yields. And we both have a great time!
speak for themself: bigger bagpack, better chests, autograbtruffles, luckskill, recycabkejoja, skullcavernelevator, qualityartisanproducts, exhaustionprotection, les ugly casino, clean quary, show item sell price
Ellies ideal greenhouse: modifies the greenhouse inside to be bigger and has an builtin sprinkler system, so you can save space.
levelextender: more levels that minimize the loss when i prestige and help with fishing
Skillprestige, skillprestige.luckskill: i can prestige to get get the effects of the skills even when they are on different branches
Super cellar: bigger cellar
Automate: this lets me automate machines, so that i can get the goods even when i am not there to retrieve them. I just need to put ore and coal in a chest and it smelts the ore as immidiatly.
Combine machines: makes machines faster(more input/output or just faster machines)
boogie mountain river with water: it bugged me that the river behind the guild had no water
Datalayers: provides me with an layer to see where i haven't added the fertilizer or where the scarecrows coverd the space
Tractor mod: adds an expensive tractor to make farming easier.
> "Mitigated potential remote code execution issue."
Would be interested to learn more or see a postmortem of that issue
tangential but kinda related: ive spent an embarrassing amount of time gaming — my grandpa told me one time, be wary of people who refuse to have pure fun. being the contrarian shitbag i can sometimes be, i brushed him off never fully understanding what he meant until i played through most of this game.
I’ve never played the game and everyone is raving about it but I have kids to take care of so I don’t really have the time to check it out.