Stardew Valley's 1.4 content patch is here, adding new items, quality of life changes, and more

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Delivering on the promise made earlier this month, ConcernedApe has released a sizable content patch for Stardew Valley, adding in a wealth of new features and updates. Some of the notable new additions include clothes tailoring, fish ponds, new dialogue between spouses, new fish, decorations, and storage containers, larger land for co-op, improved controller support, and dozens upon dozens of smaller fixes and balances. You can see the full changelog, which is massive, linked below. The 1.4 update is only available for PC at the moment, but there are plans to bring it over to the console versions, soon.

New content and features
  • Added movie theater unlocked in late game, with related content and features.
  • Added 14-heart events for every spouse.
  • Added new events and dialogue (including a new heart event for Caroline).
  • Added clothing items equipped on the player (replaces former clothing appearance options).
  • Added clothes tailoring and dyeing.
  • Added 24 new hair styles, including bald heads.
  • Added Four Corners farm map (meant for co-op, divides the land into four areas with their own perks).
  • Added Fish Ponds to breed fish and produce items.
  • Added new items:
    • 181 shirts;
    • 35 hats;
    • 14 pants (including dresses, skirts, and shorts);
    • 2 boots;
    • 38 decorative items obtained in various ways (e.g. new events);
    • 17 new flooring options;
    • 2 new Secret Notes;
    • two fish: Flounder and Midnight Carp;
    • Artifact Troves (can be broken open by Clint to yield artifacts);
    • Caviar, Roe, and Aged Roe;
    • Dark Sword;
    • Deluxe Scarecrow (given when you collect all rarecrows, has double the radius);
    • Dinosaur Mayonnaise (processed from Dinosaur Eggs);
    • Golden Scythe;
    • Mini-Jukebox (place anywhere on the farm or in farm buildings to play previously-heard music);
    • Mini-Fridges (place inside to extend your fridge capacity);
    • Rice crop;
    • Seafoam Pudding (fishing level 9 cooking recipe);
    • Shrimp Cocktail (recipe learned from the Queen of Sauce episode on Winter 25 Y2);
    • Squid Ink;
    • Sunflower Honey (produced by beehouses);
    • Tea bushes, Tea Leaves and Green Tea;
    • Training Rod (easier fishing but only catches common fish);
    • Tree Fertilizer (non-fruit trees grow more quickly);
    • Warp Totem: Desert;
    • Wilted Bouquet (crafted from a Bouquet), which lets you break up with NPCs you’re dating;
    • Workbench (lets you craft with ingredients in adjacent chests);
    • Wood Chipper (breaks hardwood and driftwood into wood).
  • Added new mine content:
    • a quarry mineshaft dungeon with new Haunted Skull and Sludge monsters, and a Golden Scythe;
    • prehistoric floors in the Skull Cavern with a new Pepper Rex monster;
    • rare alternative levels in the 1–120 mines after unlocking the quarry similar to the quarry mineshaft dungeon.
  • Added shed upgrade (doubles the interior size).
  • Added cat/dog breeds selectable from the new-character customization menu or Shrine of Illusion.
  • Added Krobus as a potential roommate if you’re unmarried.
  • Added a desert trader that sells new items.
  • Added Trash Bear to clean up trash around town in year 3+.
  • Added 4 new monster eradication goals & prizes.
  • Added 4 new museum reward levels (for donating 35, 70, 80, and 90 items).
  • Added trash can upgrades purchasable from Clint (gives 15-60% of trashed items’ value as money).
  • Added a new sun room in Pierre and Caroline’s house.
  • Added the ability to perform various emotes through a new menu (default key is ‘Y’).
  • Added a new farm building: Desert Obelisk.
  • Added winter flooring sprites.
  • Added hidden subplot if you’ve turned children into doves. (Spoilers: check the television on Fall 26, then visit the Witch’s Hut for a recurring effect and fish on the Four Corners farm for a one-time effect.)
  • Added experimental support for letting farmhands move buildings. Use the /movebuildingpermission command to toggle between on (farmhands can move any building), owned (they can move their own cabins or buildings they’ve built themselves), or off (default).
  • Added a new trash bin in front of JojaMart.
  • Added map export feature (except on 32-bit Linux), accessed via a button in the options menu or the /mapscreenshot chat command. Screenshots are saved in the appdata folder; click a button in the options screen to open it. When using the command, you can optionally specify a filename and percentage size like /mapscreenshot test 25.
  • Added VSync option. Disabling VSync may improve overall framerate at the expense of frame rate stability.
  • Added an NPC profile accessed through the social tab (tracks birthdays, their liked/disliked gifts as you discover them in-game, etc).
  • Added ‘advanced crafting info’ option which shows more info on the crafting menu (including number of times crafted and the number of each ingredient available).
  • Added OST files for new music tracks.
  • Added new easter egg on the title screen.
  • Junimo Kart has been completely redone and is now actually fun.
  • Dressers can now be used to store clothing, hats, shoes, and rings.
  • When you catch a silver or gold-quality fish, a ‘perfect’ catch now increases the quality by one. (This is the only way to get iridium-quality fish.)
  • You can now put hats on your children (once they can walk).
  • You can now play Elliott’s piano.
  • You can now put gemstones in Junimo huts to affect the color of new Junimos.
  • Divorced spouses no longer attend your wedding.
  • Divorced spouses no longer treat their exes normally during Festivals.
  • Auto-Grabbers now work in the coop too.
  • Successfully parrying a slime attack now prevents the “slimed” debuff.
  • Seaweed can now be foraged along the bottom shore of the tidal pool beach.
  • The adventurer’s guild now sells any boots you already found in mine chests.
  • You can no longer load saves created in a newer version of the game than you have. (This will only affect future versions of the game.)
Multiplayer changes
  • Added optional separate money in multiplayer.
  • Added support for private chat messages.
  • Added more multiplayer “server messages”.
  • Added a /ping chat command which prints the current ping to the host (for farmhands) or to each farmhand (for the host).
  • Added a /kick <farmer name> chat command.
  • Added /ban and /unban chat commands. Bans are per-farm, and the command can be called with a farmer name, user ID, or IP address. in all cases it will ban the user, not the farmhand character.
  • Added multiplayer synchronization for…
    • daily luck;
    • bulletin board quests (in most cases);
    • trains;
    • lightning bolts;
    • mine fog events;
    • lost book collection;
    • merchants’ limited stock;
    • drum/flute blocks;
    • adjustments to the fishing bobber’s position while it’s midair;
    • the animation when a player has a fish on the line.
  • When creating a new multiplayer form, the Starting Cabins option now defaults to 1 instead of None.
  • Each player now has a separate mailbox and spouse porch area.
  • Each player can now build a separate cellar.
  • When a player drops an item in multiplayer, other nearby players now have priority for picking it up.
  • You can now see other players’ scores during certain festivals in Multiplayer.
  • Quests in multiplayer now set difficulty based on the highest-level player.
  • In the Skull Cavern, mine shafts now drop players to the same level in multiplayer.
  • In multiplayer, many random checks now use the team’s average luck instead of only the host’s luck.
  • If connecting to a multiplayer server fails, the game will now retry internally before giving up.
  • The reward for completing the Bulletin Board bundle is now applied to all players in multiplayer.
  • Moving a Shipping Bin no longer leaves behind its lid for other players on a multiplayer farm.
Quality of life changes
  • Added ability to rearrange the museum artifacts (without donating a new one).
  • Added ability to reread received letters anytime via the collections tab.
  • Added ability to rotate the toolbar (using Tab and Ctrl+Tab by default).
  • Added ability to fill existing stacks in a chest from your inventory.
  • Added notification when a tool being upgraded is ready.
  • Added tabs to the Catalogue and Furniture Catalogue.
  • Added current Qi coin balance to Calico Jack minigame UI.
  • Added support on Linux for pasting invite codes via an onscreen button (requires xclip).
  • Added upcoming weddings to in-game calendar.
  • All events should now be skippable.
  • Gates can now be attached to one piece of fencing (instead of needing fences on both sides), which allows for double-width gates.
  • The hallway to the spouse’s room in a two-story farmhouse now matches the bedroom flooring.
  • Changed interaction cursor when pointing at farm animals you haven’t pet today.
  • Giving datable NPCs a gift no longer makes your spouse jealous unless you’re currently dating them.
  • You can now construct/move farm buildings onto tilled dirt and tree seeds.
  • Trying to construct/move farm buildings onto an animal now poke them out of the way.
  • Collapsing in the mine no longer makes you forget levels.
  • After collapsing in the mines and losing items, a list of lost items is now shown and you can pay Marlon to recover one of them.
  • You can now remove horse hats (by interacting with the horse while holding another hat).
  • You can now trash copper pans and slingshots.
  • You can now buy copper pans from Willy’s shop after receiving the first one.
  • You can now stack craftable items in inventories (like kegs or furnaces).
  • You can now attach baits, tackles, etc. to your fishing rods directly from a treasure chest.
  • You can now shift-click items to move them out of the toolbar.
  • You can now hold down the interact button without retriggering the eat item prompt. That lets players quickly refill rows of kegs/preserves jars without being interrupted by the prompt.
  • You can now go to sleep while holding an item.
  • You can now pause Junimo Kart by pressing Enter or P.
  • You can now play Junimo Kart entirely with the keyboard.
  • Made it easier to collect milk/wool from farm animals. Animals now have a larger hitbox, and using shears/pail while facing multiple animals now finds the best match instead of the first one.
  • Interacting with a Mill that only has one type of item in it now automatically collects the item instead of opening a chest menu.
  • Pointing at an inventory item needed for a bundle now makes the Junimo bundle button pulsate.
  • Pointing at an item to sell in the shop menus now shows the “Gunther can tell you more” text if the item hasn’t been donated yet.
  • Mushroom tree sprouts are now distinguishable from other trees.
  • Wild Bait now provides a chance to catch two fish at once.
  • Pets no longer spawn in positions that block the farmhouse door or corridors.
  • When exiting a Junimo bundle menu, the cursor highlights the bundle that was exited.
  • Farm animals standing on crops no longer prevent the crop from being harvested.
  • A message now appears when fruit tree growth is prevented by a surrounding obstruction.
  • When an NPC walks over a chest, it will now dump its contents out instead of destroying them.
  • When viewing a bundle, inventory items for completed slots are now grayed out.
  • Jumping down a mineshaft just above level 100 will no longer drop you below level 100 in the Skull Cavern.
  • Players can now “push” through NPCs at festivals, to avoid getting trapped in some cases.
  • Queen of Sauce reruns will now choose an already-aired recipe that a player doesn’t know.
  • The animation played when finding a new lost book is now only played once per player.
  • Unclaimed bundle rewards can now be picked up from a Junimo bag in the Community Center.
  • Wild tree seeds can now be placed in any diggable tile outside of the farm without needing to hoe it first.
  • When you dismiss the map by clicking on it, you’re now returned to the previous menu tab (if any).
  • Wilted trellis crops no longer block movement.
  • The Hat Mouse now sells hats you’ve won in festival competitions.
  • Moving the cursor over a crab pot while holding the action button no longer picks it up.
  • Moving the cursor over a farm animal while holding the action button no longer opens the inspection menu (so it’s easier to pet animals).
  • Improved the ‘Organize Inventory’ logic. Now properly handles empty spaces on Linux, and sorts stacks from highest to lowest quantity.
  • Changed processing time of tapped mushroom trees so that they’re harvestable in the morning (instead of midway through the day).
  • Obelisks now have a 3×2 footprint instead of 3×3. (Their sprites are unaffected.)
  • Dropping an item when collecting rewards from Gunther now throws the item downwards instead of upwards, to prevent players without magnet rings from dropping items into out-of-reach positions.

:arrow: Source
Tags: [GAME=/game/stardew-valley.17000]Stardew Valley[/GAME]
 

RedBlueGreen

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They're talking about the Item ID Exploit that Nintendo had them patch, essentially you could name a farm animal, child, or even yourself with a certain string that had up to 3 Item ID's in it, and you'd instantly get those items whenever the name was mentioned in dialogue, you could then repeat the steps, and essentially have infinite money, complete the museum, and community center in no time, and gear up for the mine's, and skull cavern in just a day, or two... it is a huge thing in speed running the game, and also really good for those who want to cut some of the grind in post game content like with the Gold Clock for instance.

it's removal is the reasons why I currently don't play the Switch version anymore, or if I will it'll be on my hacked console, I mean I love the game, but it can be a tedious grind sometimes. I just don't find that fun IMO.
If Nintendo was behind it getting removed that's just sad. It's not like the Switch hasn't already been blown open, so even if the exploit could lead to homebrew, what's the harm? Next they'll want Bethesda to fix all of the glitches in Skyrim in a patch for the Switch port.
 
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Proto-Propski

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If Nintendo was behind it getting removed that's just sad. It's not like the Switch hasn't already been blown open, so even if the exploit could lead to homebrew, what's the harm? Next they'll want Bethesda to fix all of the glitches in Skyrim in a patch for the Switch port.

Based off of what I heard, the reason why Nintendo wanted them to fix it was less to do with the concern of code execution, and more a result on the flaws of the exploit, and that if you entered a invalid string, or have a series of item ID's that go outside a certain character margin it WILL 100% force crash the game, and likely corrupt the save, or the game itself.

If you understand how the Exploit worked you'd see that in no way can the Item ID exploit be used for code execution, it only calls on data inside the game that pertain to items inside a defined pool, anything else is invalid. its essentially the equivalent to a give command in Minecraft, except in Minecraft it is a polished feature, and in Stardew Valley it was just a buggy oversight made by a 1 man dev team ATT.
 
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jt_1258

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They're talking about the Item ID Exploit that Nintendo had them patch, essentially you could name a farm animal, child, or even yourself with a certain string that had up to 3 Item ID's in it, and you'd instantly get those items whenever the name was mentioned in dialogue, you could then repeat the steps, and essentially have infinite money, complete the museum, and community center in no time, and gear up for the mine's, and skull cavern in just a day, or two... it is a huge thing in speed running the game, and also really good for those who want to cut some of the grind in post game content like with the Gold Clock for instance.

it's removal is the reasons why I currently don't play the Switch version anymore, or if I will it'll be on my hacked console, I mean I love the game, but it can be a tedious grind sometimes. I just don't find that fun IMO.
Dam, come on now. What's wrong with some modern day built in cheat codes.
 
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Sillybunnie

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what version update patched the id string exploit in the switch version? i've yet to play the game, so curious which version i should be at then.
 

banjo2

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I wish they would have added a way to get your sword back without having to go all through the mine and finding one by accident. It wrecks the game for me. They should have mentioned it before the game started, not after I lost it.
Well, there's this...
  • After collapsing in the mines and losing items, a list of lost items is now shown and you can pay Marlon to recover one of them.

Even if you can only recover one item, it's pretty useful, it was so annoying when I'd collapse and not know if I should restart the day or keep going.
 
Last edited by banjo2,

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