With all these buffs, nerfs, neutrals AND time stamps the video description is too long so I have posted all the nerfs I didn't talk about in depth HERE! BUFFS 43: Harvesting moss now grants 1 foraging exp per moss. 44: The Junimo Kart Qi quest now rewards 20 Qi gems up from 10. 45: Added scaling edibility to juice, jellies, wine, and pickles. 46: The mushroom cave now comes with a free Dehydrator. 47: Building cabins no longer requires materials, only the 100g price. 48: Reduced worm bin's hardwood needed 25 to 15. 49: can buy all brazier recipes in Robin's shop at once 50: small chance to find cosmetic items while doing random tasks. 51: Train cars which carry wood can now drop hardwood. 52: Rare yellow slimes now drop money. 53: Brown slimes now drop wood 54: Harvesting berry bushes now grants 1 foraging XP per berry. 55: Raised insect head's damage 10-20 to 20-30. 56: Raised kudgel's critical attack power +4 to +50 57:Added grace jumps in Junimo Kart: when you run off the track, you can still jump for a short time to recover. 58: Your score is now saved if the minigame forcibly exits while playing endless mode. 59: Noxious gas emitting mushrooms no longer appear in pairs. 60: Reduced bubble spawn rate on whale level. 61: Barrels now spawn on skull cavern levels divisible by 5. 62: Reduced the maximum possible effect a bad luck day can have on finding a prismatic slime. 63: Reduced number of bugs to kill for monster slayer goal from 125 to 80. 64: Made remixed specialty fish bundle and analogues reward 5 Dish O' The Sea, to make it consistent with the classic bundle. 65: River fish bundle now gives deluxe bait. 66: Improved some community center rewards. 67: Quality fertilizer now requires 4 sap instead of 2, but produces 2 per craft - still only requires 1 fish 68: Spouses now have a seven-day "honeymoon" period after marriage which prevents them from laying in bed all day due to being upset. 69: Kissing your spouse, and giving them a gift on the previous day, each reduce the "min heart level" for a bed-ridden day by one heart 1 to 10 if you do both. 70: Rebalanced the crop fairy event: the chance no longer depends on the number of planted crops, it can no longer happen on the last day of the season to avoid growing crops that might die, no longer choose dead crops 71: Increased the shaving enchantment's effect on giant crops. Each giant crop now has a 60% chance of dropping an extra six crops while the shaving enchantment is equipped, spread across the number of hits needed to break it. For example, a base axe which breaks the giant crop in three hits gets three 20% chances of dropping 2 crops. 72: Spreading weeds can no longer destroy artifact spots. 73: Increased the number of monsters that daily monster quests will ask you to slay in some cases. Added more custom quantities, for example Dust Spirits will ask for 10-20 kills. NEUTRAL 74: survival burger foraging level 2 to 8; 75: Treasure chests are now a universally liked gift... except by Linus. 76: Bombs now affect terrain features like trees and crops within the round explosion radius rather than a square area. 77: Slightly increased rate at which skeletons throw bones or shoot spells. 78: speed gro now requires 5 Moss instead of 1 Clam . 79: deluxe speed-gro now requires 5 bone fragments instead of 1 coral. NERFS 80: Adult mossy green rain trees boost the moss growth rate of nearby trees. 81: Moss now grows more slowly on sunny summer days, and recovers more slowly after harvest. 82: Reduced meteorite prismatic shard chance 100% to 25%. 83: Void egg is now poisonous. 84: Increased cost of warp totem: farm in casino 500 → 1000 85: Raised some hat prices from Hat Mouse. 86: Put limits on some casino stock. 87: Reduced chance of fishing void mayonnaise at the witch swamp.8:Friendship gain is reduced by 33% for spouses. 88: You can no longer plant trees in the beach farm tunnel. 89: Slightly increased time you have to push against farm animals before passing through them. 90: You can no longer plant trees in town.
For number 56, is the change supposed to be +4 to +50 or is it supposed to be +4 to +5? I just am not sure and it seems like a random huge jump so I wanted to double check lolol edit: grammar haha my bad
I think biggest nerf to foraging wasn't the change to the level needed to make tappers but rather the loss of exp from growing wild crops. By far the fastest and most lucrative way to gain foraging exp was to grow large numbers of wild crops in the early game. They were the most valuable spring crop and they allowed you to level up your foraging very quickly when grown by the dozens or even hundreds. This in conjunction with radically slashing the value of the wild crops via the tea sapling nerf really hurts if not completely invalidates this strategy.
For 99% of people, the slime hutch taking up less space is a significant buff that means they will actually try using it now. For example, if someone found the Hutch's aesthetic "ugly" it was impossible to ignore; now trees can be planted in front of it. It will fit in smaller corners of existing layouts. Furthermore, for the profit-per-tile nuts this also makes it a bit more competitive.
You aren’t wrong, I kind of forgot about profit per tile. If we see more slime hutches in farm tours I’m all for it but I loved the big purple structure:(
It’s still not even close to available until so late that I’m still going to entirely ignore it. Missed opportunity with 1.6 imo to have a farm that starts with one and leans heavily into the more unorthodox labors. Still adore 1.6 and love it but my personal wishlist included having that sort of thing become more accessible
wrt profit per tile: In 1.5 they added being able to use sprinklers to water the trough in a slime hutch, which made passive income slime hutches possible: you can neglect the slime hutch for like two weeks and then go collect everything off the floor. With the old slime hutch this wasn't especially good, but with the size of the Hutch now competitive with that of a fish pond, the numbers are better than they used to be. Personally though, I don't do slime hutches until I get the slime charmer ring; without some protection from the damage and slow I am (possibly irrationally) afraid of going in.
Oh you are ABSOLUTELY wise to not go in without the slime charmer ring.. I almost perished because they were perma slowing me and I had a bunch of purple ones draining my health it was shambles I had to restart the day 😭😭
Neither have I. Mine have all come from tilling artifact spots, prehistoric levels in the Skull Cavern, or forcing Andy in Stardew Valley Expanded to be my friend in Spring of Year 1 with CJB Cheats Menu, then talking to him after his 8 heart event.
I chopped all green grass on winter 28 and knocked down all my keg fences. I woke spring 1 with like 2 patches of green grass and most of the blank filled in. I love this change.
I think the tea sapling nerf was pretty necessary. IK it's a funny perk and whatever, but being able to farm that ammount of money, so early, with common and almost worthless materials, never made sense to me
That’s kind of obnoxious. The developer should not be gatekeeping especially since farming is very poorly balanced towards fantasy crops and not crops that are actually culinarily useful
@@gaberobison680 I mean ancient fruit are the only fantasy crop, starfruit technically are real fruits, blueberries, strawberries and cranberries are very popular early money makers and on my beach farm I'm using loads of pineapples in garden pots
@@gaberobison680bruh out side of ancient fruit which is a bitch to get, every money crop for a season is a real crop and a culinary useful one(except maybe star fruit), spring is potato and strawberries, summer is blueberries, melons, and Star fruit, fall is pumpkins and cranberries, not sure what you’re talking about gate keeping
@@SpellThiefGames I just bought an ancient fruit seed in my 1.6 farm at the traveling cart, sooo maybe there's a loophole or something? I was confused too but figured that the short I saw on youtube claiming it's not possible anymore was wrong. Now I really don't know. It was 800 or 900 gold for a single seed.
I never even knew that the traveling merchant sold Ancient Fruits seeds after 5+ years of playing, so it's definitely a case of "your milage may vary".
OMG OMG OMG THE GRASS WILL NOT VANISH ON WINTER??? ive always decorate the whole valley with it, only for me to redecorate the whole place again on spring, i swear, such a game changer! i am soooooo gonna decorate more passionately
I mean, the Traveling Cart not having the ancient seeds isn't a huge issue imo. You can still pretty easily brute force one early from Grubs and go from there. I don't think we'll see them go anywhere tbh.
@@SpellThiefGames It's less that it's strong in absolute terms, it's that it's the best early game weapon you can reliably get (by farming bugs). It's so, so much better than the rusty sword and early game you probably don't have money to waste on the better options. The insect head carried me through until I got the obsidian blade, IMO it's on par with the bone swords you get from skeletons or even a bit better.
I still think tea saplings are worth it. The reduction was a needed balance because they were too powerful, but 250g is still pretty great considering it's only 5 fiber, 5 wood, and 2 wild seeds. All of those components sell for 85 gold in total. Especially if you're using basic quality forage to make the seeds, in the early game, that is still a lot of money. It's not a long term thing anymore, but still can put some coin into your pocket early game more easily than a lot of other options.
I found the tea sapling nerf to be fine. They went from op to fair. At 250g each, the money you make is still handy the first month or 2 when selling 10k is difficult. It's only 40 saplings, or 80 seeds, and game start fiber and was real nice. Now that I'm in year 2, it wasn't worth the fiber, I need it for other things, and I have plenty of thingss that make more than 250g. I like the change honestly. I saw a bug fix for the multiple perfection statue glitch, which is what is currently affecting my new play through 😅
Energy tonic price nerf is probably to make them even more efficient than cheese and salad in terms of health:gold ratio. They were already technically better, but now you lose even money by eating salad instead of energy tonic. (Only applies to energy tonics from skull caverns which are worth 250g, if you buy them from Harvey theyre obviously reslly inefficient at 1000g)
Mushrooms and other foragables can now also be put in perserves jars and kegs (well mushrooms don't go into kegs but others can) which bumps the value of some foragables up till you get the always iridium achievement
Ancient seeds are pretty easy to get by using a seed maker on tons of regrowable crops like blueberries, cranberries and hops. Seed makers have a 0.5% (1/200) chance of giving ancient seeds instead of the input crop which makes it easy to get started with your ancient fruit empire, but it'll take a lot of crops if you want to skip the slow startup that ancient fruit has.
I am into winter on my second year on the Meadowland Farm which probably doesn't affect mining and I have found that I am consistently getting a lot more coal from mining, chests, even the wormy things. In the past I have had to farm the dust sprites to keep pace with the coal I needed. I still spend a lot of time on those levels because i need iron to build bombs which I usually bought before. There also seems to be a greater range of energy sources in the early game which is making the start much easier. I really like the Meadowland farm and will start a second playthrough on it soon as I now have a much better idea of what I want to do. Thanks for the tips it was a very informative video.
I just wanna tell you that you make great content and it’s a damn wonder you don’t have more subscribers than this, but you earned one right now so I hope that helps!
The ancient seed seems to be much higher in drop chance now since i got 6 ancient seeds in my first year (and i am still in mid fall) compared to rarely even 1 before the patch.
@@SpellThiefGames it wasnt mentioned in the update info maybe they increased the luck effectiveness instead since lucky days feel much better in general imo.
About the dwarf bomb price, on the volcano on the fifth floor it is that last patch price. Ancient seeds isn't basically nerf because just putting a single ancient fruit in a seed maker gives u 1-6 ancient seeds which is practically super OP
For ancient fruit, there's two ways I get my start. First are bugs on levels 10-20. Each one has a low but not zero chance of dropping the relic ancient seed, and you're killing plenty of them off as you descend. This can be a mid-spring find, meaning you can plant it immediately, harvest multiple fruit in summer and fall, and by the time your greenhouse goes up you don't just have one ancient fruit, you've got multiple. The other is the 0.5% chance from turning any random fruit into seeds in the seed maker. Doing this with blueberries still nets a profit over selling the fruits raw, and with hundreds of blueberries, it's a pretty solid chance.
For life elixir and fairy dust, I think it may just have something to do with other aspects of the 1.6 update. Mushroom logs do make it easier to obtain life elixir, so much so that I actually use it now. I’ve also noticed you can trade mystic syrup for fairy dust, so CA probably didn’t want to make it so you can just make additional money for reselling your item
I ALWAYS got ancient seeds from the cart. The first one was my first cart ever in my last playthrough and have had a total of five from the cart on that farm. I believe the ancient fruit seeds on the cart only happens if you click community center completeable by year 1. I'm also with you on the slime hutch. I liked the big size and enjoyed decorating an area for it.
Another ancient seed car buyer yesss!! Literally me too. Also I realized I hate the bug levels so I would never spend much time in those. Buy 4 slime hutch and make it our farms whole personality challenge 😂
Salmence actually made a short about the tea sapling "nerf" and basically said that it was actually buffed because now you can just plant a bunch of them on ground and after the first harvest break the tea saplings and sell the tea leaves alongside them for a 600g profit
As a casual player (mods to help fishing, walk speed, automation, qol, etc.) I found selling tea sapling still heled in the first year. Now I dont bother though as i get plenty of money from dried good and smoked fish amoung the other things.
I feel like I've been finding things like ancient fruit seeds much much more often now.. And for things like the snake vertebrae, you could try the treasure totem
I like the innate enchantments on random weapon drops. I found a steel falchion with slime slayer and basically dropped the Obsidian Edge right then and there until i got monies for a lava katana Im actually kind of annoyed at the foraging experience being added to cave mushrooms cause im doing a mining/combat only run and i didnt know about that until i tried to set one up. Ah well. Still nice for everyone else ^-^
Me too! Actually right after the update I found 3 which is ironic since the % went down.. and since then I haven’t got one so I must have been just lucky 🍀 lol
Somehow panning suddenly became one of the best activities you can do. Saw some guy on reddit who got 51 omni geodes and 3 artefact troves, decent amount of iridium and other ores and so much more with a enchanted iridium pan with luck buffs, it's actually crazy and it's also less expensive than skull cavern
I'm about to finish year 1 and I've been burning through so much coal with that fish smoker. I imagine that will slow down a good bit in year 2 as the cost of coal increase means fewer fish will be smoked, but it's interesting to see how things are changing. With both angler and artisan even many crab pot fish are worth smoking in year 2 so long as they sell for 90+. (Though unless you have it automated through mods, you may prefer to only smoke fish with a higher profit margins)
@@SpellThiefGames This makes the Quarry more valuable since it now has Coal nodes. And with the buff to Quarry replenishment, it is a huge help with the smoker.
I think there is still a way to get them if you put a staircase in mayor Lewis room instead of your pants slot but I’m not sure if that is actually true lol
honestly before 1.6 dropped I can’t ever remember a time where I got my first ancient fruit seed from the travelling cart. I would just throw wheat into the seed maker and hope for the best if I hadn’t got the artefact. But when 1.6 dropped there were ancient seeds in there almost every single time. It was a great start for my ancient fruit empire this time around, I stored all of the fruit I harvested and then put them into seed makers to plant in the greenhouse😊
I never knew you could buy an ancient seed from the travelling cart. I almost always get it randomly in spring the first year and am able to get a couple harvests and get enough seeds started for a significant amount by the time I'm in the green house. I have lucky rng I guess but I thought it was a pretty common drop
An iridium quality smoked Legend II with the angler and artisan professions is worth 42000g by itself. And you can catch these more easily now with Legend II bait (surely) and the reenforced iridium rod. This could be a very interesting money maker…
You forget in the weapon buffs the the Insect Head had is damage buffed and the number of insects needed to kill lowered to 80 (So use the rusty sword till 80 insects and then the incect head till the obsidian blade. second thing the new masteries add a lot to varied gameplay, The farming mastery golden crackers double animal/fishpond output (I have got 6 lava eel roe from one day). The combat trinkets can make some builds way better (+def and lv 4-5 fairy is a beast now). Fishing's new rod can make lots of money (wild bait, quilty bobber, and trap/or cork for pricey fish or challange bait and 2 cork bobbers of med lvl fish). The foraging's treasure totems and gold boxes. The weakest one is the mining one, its just buff each day, double gems for gem rocks and need less coal to smelt.
Some of those changes are pinned in the comments and Covered those other things like animal crackers and trinkets in my new items video ☺️ so much to cover haha
Coal nodes doesn’t just appear in volcanoes, also quarry and quarry mine. I no longer need prospector or deliberately hunt dust sprites for them (partially also because you’ll need less preserves jar now that dehydrator is added)
I am in Year 2 now (Spring) and for some reason I still haven't gotten that Ancient Seed artifact and in the past I've gotten it during year 1! So now half of my focus is trying to find it when I go mining since that's usually where I get it. Here's the interesting thing though, I've already gotten 3 prismatic shards, and that's rare up to this point, most of the time I am not able to get one until I get to Skull Cavern lol. I knew crafting deluxe fertilizer had changed, but it doesn't bother me since I tap Mahogany trees for their sap for that reason.
Sorry if this has already been said, but after you start using recipes the Life Elixirs get redundant, so they build up pretty fast if you are diligent about gathering mushrooms from the cave. It was a great source of money. Now that there are more ways to get mushrooms it makes sense that the price would go down.
I personally didn't notice much about the nerf, except with that mr qi special quest you mention. Maybe because i always do different things, or i wasn't familiar with any exploit. I was just playing normally, and with the added mastery box, i was able to acquire more stuff in the game. And there are other added bonus on each starting maps. I also didn't know about ancient seeds sold by travelling merchants, maybe because i get them anywhere.
I definitely understand the pain of looking for snake vertebrae😩 I spent three seasons looking for it (not actively but still it was hard to find though)
the life elixer thing is a buff. the amount of money you lose is based on your wealth, and item prices are calculated into that. Because it was never viable profit to sell life elixers, you now just lose less money for holding a bunch if you die.
@@SpellThiefGames Yep, the same logic goes for the fairy dust as well. it was never profitable anyway. making them worth less money will probably also increase the chance of people using them instead of just chucking it in the bin for money.
I won’t be starting a new save, that’s for sure. The reduction of prismatic shards from (the already rare chance of a meteor strike) from 100% to 25% is just mean. If I do update at all, I’ll use an old save where the only nerf that will hurt is the increased bomb costs.
You can make 126,000 gold from a single fishing cast. Use challenge bait to catch Legend II (with a buffed fishing skill of 17 and two cork bobbers it should be doable). Each Legend II is 5,000g, 5,000x3 is 15,000. Since they're iridium with a perfect catch, 15,000x2=30,000 Fish smoker doubles it again to 60,000. Angler and artisan stack *multiplicatively* for smoked fish, 60,000x1.5*1.4 = 126,000 On top of that, there's no limit to how many times you can do this in a day.
Ohhhhhhh yeah that makes sense ok well that is cool! That is one of the only qi quests I haven’t ever attempted 😂 might be really worth it to do it now
I didn't have artisan but I sold my (gold) smoked legend for a nice chunk in spring 1. I'll have to see if it's remotely possible to perfect catch a legend even with the new max size fishing bar. I'll for sure have to try the successor quest now. I never bothered before
Props to you if you can catch the Legend 2 with challenge bait and not lose a single fish! Even with all the fishing buffs you can get, that seems wayyyy too hard for me. If you tried it, can you confirm it worked for you? Honestly, even if challenge bait doesn't work, all the changes around fishing are making this quest (and fishing in general) more attractive, I love that.
Dino eggs count as artifacts, so dino egg ranching is buffed now with the treasure appraisal book increasing the sell price. This does not affect the dino mayo price.
Quartz in two or three crystalariums is typically my go-to method for getting bombs from the desert trader, and that has not been nerfed. If that trade didn't exist, then yeah the bomb changes would be rough. I think many of these changes try to avoid money being the most viable solution to most gameplay problems and offer more meaningful choices.
It's really weird because I heard about ancient seed packets not being sold at the traveling cart anymore, but I literally just bought one (for 800 or 900 gold) there so either that wasn't implemented, or implemented wrong? Like a single ancient fruit seed.
Tea saplings: your error is that it is a DELAYED profit/benefit. 1] make seed packets, make tea saplings (day 1 of season) 2] PLANT THEM (wait 20 days), harvest tea leaves (day 21 - 28, last week) 3] make tea/gift the tea leaves, 4] day 28 harvest the tea saplings to sell them with the tea/tea leaves Profit needs more steps (old profit (+ 100 - 300 g)).
I didn't notice the drop in prismatic shard drop rates. After several trips to the caverns over the course of year 1, I was able to easily gather about 12. Maybe I just got lucky.
The Slime Hutch size decrease is 1000% a plus. The area you dedicated to it was based around its size. So now you just re-decorate to fix that or enjoy the added space you get back. Problem solved.
I never sold any bars outside iridium to make money via mining. Gold is completely useless eventually, and i used purely on bombs. I really only bought the tier 2 bombs, but at 1k each you're losing 250 each vs buying the materials from clint in year one.
I found my ancient seed in the 2nd week of spring 1 from an artifact spot, and found a few more later on through fishing and combat. I think on average it's the same amount of seeds. And i hate spending money at the cart when i can avoid it anyway
Year 1 fishing has become a farming skill due to fish smoker and the ease of getting 15+ super cucumber in 8 in game hours. Farming exp has become really valuable if you dont want to focus on blacksmith+skull cavern
The ancient fruit „nerf“ is not a really big issue. Grubs, bugs and cave flies drop the artifact versions which you can transform. I got 3 in the first spring and planted them. Later when I needed more copper (after I farmed my iron and gold for sprinklers) I dropped 4 more. Because you need your copper for kegs and tappers you spend some time killing these mobs anyway.
Can I get all lost items back (or just one?) if I die in the mines with the recovery service? It's nice to know that tools are safe since they are irreplacable. But what about the (enchanted) fishing rod, the Return Cepter or the horse flute? I'm horrified about losing those so I usually restart the day to be safe. Would really appreciate an answer from someone
I think the recovery service is still just one (but the price of the service is cut in half). Not sure if you can lose the whistle or scepter but at least those you could replace. I have never personally lost them.
@@SpellThiefGames Thanks for the answer! So replaying the day is still the safer option. It's sad, that you can only get one item back with the recovery service. At least dying is something that happens very rarely if you have food on hand
I think the change to the life elixir sell price wasn't due to something people were doing but rather to prevent the new mushroom logs from being ridiculously OP.
I don’t think I’ve ever gotten ancient fruit seeds from the cart, I’ve always gotten the drop from bugs/grubs before even the end of spring. That goes double for 1.6, since the buffed insect head sword incentivizes farming them early anyway
So, uh... we can have up to 8 wine cellars on a farm now. Expensive af to setup, but the annual earnings are insane, with very little work once you have it going. Assuming you go ancient fruit wine instead of the more lucrative-yet-tedious star fruit wine, you're looking at - with optimal cellars of 125 casks, so 1,000 casks total, you're looking at 4,620,000 gold every 2 months, or 9,240,000 gold/year for a handful of days worth of work. I'm making my 7 cabins all trailers, because it's funny af to have a trailer park vineyard. Setup has been quite tedious, though, and like I said, very expensive. Also, I had no idea you could get ancient seeds from the traveling cart; I always just dug them up from artifact spots, which I dig up compulsively whenever I see one.
I don't get the fairy dust sell nerf, it wasn't profitable to sell even before that. Remember that a single diamond already sells for 750 gold. I didn't even use it before, when do you really need a specific late game item from a keg so urgently that you'd want to waste an expensive item like fairy dust on it? Can't say I'll use it now either, unless there's a quest that it's super useful for. Only thing that comes to mind is maybe Pam's potato juice quest, but with any kind of reasonable planning, that isn't a problem either time-wise, and usually I got that quest before unlocking Ginger Island.
Someone mentioned it is because there is a bunch of new ways to get fair dust now so it is to prevent people from mega profiting from them which i think makes sense but haven’t gotten far enough in my new play farm to have any yet lol 😂
The fairy dust nerf makes sense when you consider that you will get fairy dust regularly from the ticket machine in the mayor's house. Actually, about foraging I think it is pretty neutral. I usually did quite some foraging in the older versions. I got my foraging XP in my 1.6 playthrough even easier because a lot of things that gave no foraging XP (like the salmonberries) now give a little and it accumulates very quickly. I also enjoyed getting a bit of farming XP from using wild seeds. You just don't have the discrepancies of foraging XP anymore because everything you do in that regard gets a little XP reward. Because I am not a mines and skull caverns diving adventurer and I also don't like mass producing kegs and wine, with the fishing and dried fruits and mushrooms options (also you can use forage items and mushrooms in preserves jars now, forage items also in kegs) I had a way easier time to get enough money in my 1.6 playthrough. I also love doing quests and the ticket machine spits out quite nice rewards like iridium sprinklers. Overall I consider the game more balanced now, with more than one or two viable strategies to improve your farm.
I just wanna stress how much of a buff Fishing got in this update. The targeted fish bait makes it borderline impossible not to get to fishing, specially if you're playing mods like Stardew Valley Expanded. In that mod, there is a fish that can be caught as of level 8 of Fishing in a remote spot called King Salmon. Because of how far the spot is, and how rare the fish is, often times I'd get back with 3, maybe 5/6 King Salmon after a whole day. Now, because of the targeted fish bait, I can easily get 12+ King Salmon in a day, which, after being smoked, can give you roughly 30k in a single day (gold quality). And this is a decently rare fish, I can guarantee that with something far more common, and accessible (like the catfish) you might be able get just as much profit, albeit with more coal usage.
Thanks for the details on this I appreciate it! I really do think fishing can be a good source of money now which is cool. Only deterrent (for some) is the mini game
@@SpellThiefGames I'm thinking of more applications, and with the targeted fish bait you can get fish for fish ponds a lot faster too. I haven't tested the lava eel rates, but, since you can get cave jelly from their ponds, it might be a good way of using this feature.
I can confirm catfish are now more ridiculous for the early fish boost. You just have to go hard to get to 100 in the mines for the jelly, at least 30 hardwood for the smokers, and the extra 10k for the recipe. Just make sure the fish you throw in there are worth more than 150g unless you somehow have a ton of unused coal.
Grass dissappearing in winter was always my biggest nitpick, as I use a lot of grass starters for decoration purposes This might be the best change of the update hahah!
Not a fan of dropping the farmable foragables, that was always what I used my tillable tiles for in winter year 1. It basically guaranteed you to hit lv 10 foraging by the end of year 1, didn't make your farm a complete waste of space for 1/4 of the year, and gave you a big boost of money to get anything you needed Spring 1 of a year. The money will still be worth it, but it feels like a big penalty to people who used those seeds to grind early game exp
Are tea saplings still worth it? If the wiki prices are accurate now, selling 2 seasonal seeds nets you 70g. If you buy all the wood in year one, that's 50g loss. The sell price of tea saplings is now 250g, so you'd be making 130g more than selling just the seasonal seeds on their own, for every 2 seasonal seeds. It also takes 5 weeds, so as long as you have spare weeds I'd say it's worth it. Just maybe not worth going out of your way for, and obviously befriending Caroline still takes effort. Or you could plant the tea saplings instead if you're willing to wait for them to grow and harvest the tea leaves. 250g - 50g (wood) - (2x35g) (seasonal seeds sell cost) = 130g
can we still put a Yellow Couch on the Loom and get Cloth? this happens because the Item ID for the Yellow Couch and the Cloth are the Same. so if you buy the Furniture Catalog you can get free Cloth Basically.
Funny enough the first few farms i had i never in 5 years found a prismatic chart 😂 this 1.6 new farm i found 3 within the first year 😎 galaxy sword let's gooooo
With all these buffs, nerfs, neutrals AND time stamps the video description is too long so I have posted all the nerfs I didn't talk about in depth HERE!
BUFFS
43: Harvesting moss now grants 1 foraging exp per moss.
44: The Junimo Kart Qi quest now rewards 20 Qi gems up from 10.
45: Added scaling edibility to juice, jellies, wine, and pickles.
46: The mushroom cave now comes with a free Dehydrator.
47: Building cabins no longer requires materials, only the 100g price.
48: Reduced worm bin's hardwood needed 25 to 15.
49: can buy all brazier recipes in Robin's shop at once
50: small chance to find cosmetic items while doing random tasks.
51: Train cars which carry wood can now drop hardwood.
52: Rare yellow slimes now drop money.
53: Brown slimes now drop wood
54: Harvesting berry bushes now grants 1 foraging XP per berry.
55: Raised insect head's damage 10-20 to 20-30.
56: Raised kudgel's critical attack power +4 to +50
57:Added grace jumps in Junimo Kart: when you run off the track, you can still jump for a short time to recover.
58: Your score is now saved if the minigame forcibly exits while playing endless mode.
59: Noxious gas emitting mushrooms no longer appear in pairs.
60: Reduced bubble spawn rate on whale level.
61: Barrels now spawn on skull cavern levels divisible by 5.
62: Reduced the maximum possible effect a bad luck day can have on finding a prismatic slime.
63: Reduced number of bugs to kill for monster slayer goal from 125 to 80.
64: Made remixed specialty fish bundle and analogues reward 5 Dish O' The Sea, to make it consistent with the classic bundle.
65: River fish bundle now gives deluxe bait.
66: Improved some community center rewards.
67: Quality fertilizer now requires 4 sap instead of 2, but produces 2 per craft - still only requires 1 fish
68: Spouses now have a seven-day "honeymoon" period after marriage which prevents them from laying in bed all day due to being upset.
69: Kissing your spouse, and giving them a gift on the previous day, each reduce the "min heart level" for a bed-ridden day by one heart 1 to 10 if you do both.
70: Rebalanced the crop fairy event: the chance no longer depends on the number of planted crops, it can no longer happen on the last day of the season to avoid growing crops that might die, no longer choose dead crops
71: Increased the shaving enchantment's effect on giant crops.
Each giant crop now has a 60% chance of dropping an extra six crops while the shaving enchantment is equipped, spread across the number of hits needed to break it. For example, a base axe which breaks the giant crop in three hits gets three 20% chances of dropping 2 crops.
72: Spreading weeds can no longer destroy artifact spots.
73: Increased the number of monsters that daily monster quests will ask you to slay in some cases. Added more custom quantities, for example Dust Spirits will ask for 10-20 kills.
NEUTRAL
74: survival burger foraging level 2 to 8;
75: Treasure chests are now a universally liked gift... except by Linus.
76: Bombs now affect terrain features like trees and crops within the round explosion radius rather than a square area.
77: Slightly increased rate at which skeletons throw bones or shoot spells.
78: speed gro now requires 5 Moss instead of 1 Clam .
79: deluxe speed-gro now requires 5 bone fragments instead of 1 coral.
NERFS
80: Adult mossy green rain trees boost the moss growth rate of nearby trees.
81: Moss now grows more slowly on sunny summer days, and recovers more slowly after harvest.
82: Reduced meteorite prismatic shard chance 100% to 25%.
83: Void egg is now poisonous.
84: Increased cost of warp totem: farm in casino 500 → 1000
85: Raised some hat prices from Hat Mouse.
86: Put limits on some casino stock.
87: Reduced chance of fishing void mayonnaise at the witch swamp.8:Friendship gain is reduced by 33% for spouses.
88: You can no longer plant trees in the beach farm tunnel.
89: Slightly increased time you have to push against farm animals before passing through them.
90: You can no longer plant trees in town.
For number 56, is the change supposed to be +4 to +50 or is it supposed to be +4 to +5? I just am not sure and it seems like a random huge jump so I wanted to double check lolol
edit: grammar haha my bad
For 86 - is this a hard limit? As in is it a daily limit? A weekly limit? A forever limit?
Edit: It appears to refresh daily.
I think biggest nerf to foraging wasn't the change to the level needed to make tappers but rather the loss of exp from growing wild crops. By far the fastest and most lucrative way to gain foraging exp was to grow large numbers of wild crops in the early game. They were the most valuable spring crop and they allowed you to level up your foraging very quickly when grown by the dozens or even hundreds. This in conjunction with radically slashing the value of the wild crops via the tea sapling nerf really hurts if not completely invalidates this strategy.
Concerned Ape took away the ability to Chain Thunder Storm days using Rain Totems. This makes Battery harvesting more difficult. Nerfs Crystalariums.
For 99% of people, the slime hutch taking up less space is a significant buff that means they will actually try using it now. For example, if someone found the Hutch's aesthetic "ugly" it was impossible to ignore; now trees can be planted in front of it. It will fit in smaller corners of existing layouts. Furthermore, for the profit-per-tile nuts this also makes it a bit more competitive.
You aren’t wrong, I kind of forgot about profit per tile. If we see more slime hutches in farm tours I’m all for it but I loved the big purple structure:(
It’s still not even close to available until so late that I’m still going to entirely ignore it. Missed opportunity with 1.6 imo to have a farm that starts with one and leans heavily into the more unorthodox labors. Still adore 1.6 and love it but my personal wishlist included having that sort of thing become more accessible
I wouldn’t hate a farm in 1.7 (if that becomes a thing) that was slime hutch oriented and started with one 🤩
wrt profit per tile: In 1.5 they added being able to use sprinklers to water the trough in a slime hutch, which made passive income slime hutches possible: you can neglect the slime hutch for like two weeks and then go collect everything off the floor. With the old slime hutch this wasn't especially good, but with the size of the Hutch now competitive with that of a fish pond, the numbers are better than they used to be.
Personally though, I don't do slime hutches until I get the slime charmer ring; without some protection from the damage and slow I am (possibly irrationally) afraid of going in.
Oh you are ABSOLUTELY wise to not go in without the slime charmer ring.. I almost perished because they were perma slowing me and I had a bunch of purple ones draining my health it was shambles I had to restart the day 😭😭
without fail, my 1st ancient seed comes from bugs in the mines. i never once saw a ancient seed in the cart.. ever
Interesting I feel like I have the most warped experience then. Need to kill more bugs lol
@@SpellThiefGames once i got 3 seeds from the bugs in year one before fall.
Oh wow ok new plan, thank you!
Neither have I. Mine have all come from tilling artifact spots, prehistoric levels in the Skull Cavern, or forcing Andy in Stardew Valley Expanded to be my friend in Spring of Year 1 with CJB Cheats Menu, then talking to him after his 8 heart event.
@@SpellThiefGames yw! bugs drop more seeds when you use the burgeler's ring. so.
the grass surviving in winter lends well for decorating your farm
I didn’t even think of that. Replanting all the grass to make it look aesthetic was also annoying. Big WIN!
I chopped all green grass on winter 28 and knocked down all my keg fences. I woke spring 1 with like 2 patches of green grass and most of the blank filled in.
I love this change.
Wow I asked concernedape for this on Twitter my prayers were answered!
I think the tea sapling nerf was pretty necessary. IK it's a funny perk and whatever, but being able to farm that ammount of money, so early, with common and almost worthless materials, never made sense to me
He def didn’t intend it 😭 so he really said that is enough of THAT!
That’s kind of obnoxious. The developer should not be gatekeeping especially since farming is very poorly balanced towards fantasy crops and not crops that are actually culinarily useful
@@gaberobison680 I mean ancient fruit are the only fantasy crop, starfruit technically are real fruits, blueberries, strawberries and cranberries are very popular early money makers and on my beach farm I'm using loads of pineapples in garden pots
@@gaberobison680bruh out side of ancient fruit which is a bitch to get, every money crop for a season is a real crop and a culinary useful one(except maybe star fruit), spring is potato and strawberries, summer is blueberries, melons, and Star fruit, fall is pumpkins and cranberries, not sure what you’re talking about gate keeping
@@gaberobison680a game developer fixing exploits is not "gatekeeping" that's balancing the game.
man .. i got my traveling cart ancient seeds the DAY before that patch dropped. thank u CA for waiting for me specifically 🙏
I think I did see it in the patch notes he was waiting for you to nab that last ancient fruit actually before putting it through 🤪😅
@@SpellThiefGames I just bought an ancient fruit seed in my 1.6 farm at the traveling cart, sooo maybe there's a loophole or something? I was confused too but figured that the short I saw on youtube claiming it's not possible anymore was wrong. Now I really don't know. It was 800 or 900 gold for a single seed.
@@lachouette_et_le_phoque ME TOO, BUT I A HAD THE RECIPE BEFORE THAT HAPPENS
@@allanmachado5358 having an additional seed is still great!
I never even knew that the traveling merchant sold Ancient Fruits seeds after 5+ years of playing, so it's definitely a case of "your milage may vary".
Yes I am learning that lol
@@SpellThiefGames lol
OMG OMG OMG THE GRASS WILL NOT VANISH ON WINTER??? ive always decorate the whole valley with it, only for me to redecorate the whole place again on spring, i swear, such a game changer! i am soooooo gonna decorate more passionately
Such a good change hey!!
we should be able to have grass that doesn't spread and cant be eaten. like plastic grass
I mean, the Traveling Cart not having the ancient seeds isn't a huge issue imo. You can still pretty easily brute force one early from Grubs and go from there. I don't think we'll see them go anywhere tbh.
I hope not but my track record with grubs (or rare drops from any monster for that matter) is painfully low 😭
I LOVE the smaller Slime Hutch. I always hid it in the corner because it’s too loud and purple but now it’s so cute 😂
😂 it’s so silly looking
Dont sleep on the insect head it got a major buff
Is the dmg that good?! When I saw the numbers I was like “meh” but maybe it is strong now I’ll look at it!
@@SpellThiefGames It's less that it's strong in absolute terms, it's that it's the best early game weapon you can reliably get (by farming bugs). It's so, so much better than the rusty sword and early game you probably don't have money to waste on the better options. The insect head carried me through until I got the obsidian blade, IMO it's on par with the bone swords you get from skeletons or even a bit better.
I did the random rewards, so the insect head was a big help, in the early area
I still think tea saplings are worth it. The reduction was a needed balance because they were too powerful, but 250g is still pretty great considering it's only 5 fiber, 5 wood, and 2 wild seeds. All of those components sell for 85 gold in total. Especially if you're using basic quality forage to make the seeds, in the early game, that is still a lot of money. It's not a long term thing anymore, but still can put some coin into your pocket early game more easily than a lot of other options.
Great point!
I found the tea sapling nerf to be fine. They went from op to fair. At 250g each, the money you make is still handy the first month or 2 when selling 10k is difficult. It's only 40 saplings, or 80 seeds, and game start fiber and was real nice. Now that I'm in year 2, it wasn't worth the fiber, I need it for other things, and I have plenty of thingss that make more than 250g.
I like the change honestly.
I saw a bug fix for the multiple perfection statue glitch, which is what is currently affecting my new play through 😅
Yeah that does make sense 👀 thank you for this!
About the secret notes during festivals. I once fished up a secret note during the ice festival, but when I got back to my farm I didn’t have it.
Ahh yes ok that must have been why!
Energy tonic price nerf is probably to make them even more efficient than cheese and salad in terms of health:gold ratio. They were already technically better, but now you lose even money by eating salad instead of energy tonic. (Only applies to energy tonics from skull caverns which are worth 250g, if you buy them from Harvey theyre obviously reslly inefficient at 1000g)
Ahhh that makes sense. I never personally used them so now maybe I will since they do provide a lot of health. Thanks for the info!
Spell thief: “I got trolled so hard for saying Q-I quests”
Also spell thief: *immediately says “Q-I gems” a couple seconds later*
LOL … I know I am a mess
Mushrooms and other foragables can now also be put in perserves jars and kegs (well mushrooms don't go into kegs but others can) which bumps the value of some foragables up till you get the always iridium achievement
Ancient seeds are pretty easy to get by using a seed maker on tons of regrowable crops like blueberries, cranberries and hops. Seed makers have a 0.5% (1/200) chance of giving ancient seeds instead of the input crop which makes it easy to get started with your ancient fruit empire, but it'll take a lot of crops if you want to skip the slow startup that ancient fruit has.
Ahh that is better than my method big time lol
huh, i didnt even realise the travelling cart sold ancient seeds, i always got mine from bugs!
Bugs seem to the norm apparently haha
I usually get mine from bugs, too, but occasionally I had the travelling cart sell them in spring or summer for 200 or 300 coins.
@@SpellThiefGames There is also the fishing
I am into winter on my second year on the Meadowland Farm which probably doesn't affect mining and I have found that I am consistently getting a lot more coal from mining, chests, even the wormy things. In the past I have had to farm the dust sprites to keep pace with the coal I needed. I still spend a lot of time on those levels because i need iron to build bombs which I usually bought before. There also seems to be a greater range of energy sources in the early game which is making the start much easier. I really like the Meadowland farm and will start a second playthrough on it soon as I now have a much better idea of what I want to do. Thanks for the tips it was a very informative video.
Thanks for watching! I agree for some reason I feel like I have way more coal in this new playthrough
I just wanna tell you that you make great content and it’s a damn wonder you don’t have more subscribers than this, but you earned one right now so I hope that helps!
Thank you for saying that, that is really kind and I am glad you enjoyed the video. ☺️
The ancient seed seems to be much higher in drop chance now since i got 6 ancient seeds in my first year (and i am still in mid fall) compared to rarely even 1 before the patch.
Hmm so I am spreading false worry for NOTHING 😂 oh well it was just a first thought anyways but this is encouraging!
@@SpellThiefGames it wasnt mentioned in the update info maybe they increased the luck effectiveness instead since lucky days feel much better in general imo.
Same. A shame they are useless and only give 5g :-)
About the dwarf bomb price, on the volcano on the fifth floor it is that last patch price.
Ancient seeds isn't basically nerf because just putting a single ancient fruit in a seed maker gives u 1-6 ancient seeds which is practically super OP
For ancient fruit, there's two ways I get my start. First are bugs on levels 10-20. Each one has a low but not zero chance of dropping the relic ancient seed, and you're killing plenty of them off as you descend. This can be a mid-spring find, meaning you can plant it immediately, harvest multiple fruit in summer and fall, and by the time your greenhouse goes up you don't just have one ancient fruit, you've got multiple. The other is the 0.5% chance from turning any random fruit into seeds in the seed maker. Doing this with blueberries still nets a profit over selling the fruits raw, and with hundreds of blueberries, it's a pretty solid chance.
For life elixir and fairy dust, I think it may just have something to do with other aspects of the 1.6 update. Mushroom logs do make it easier to obtain life elixir, so much so that I actually use it now. I’ve also noticed you can trade mystic syrup for fairy dust, so CA probably didn’t want to make it so you can just make additional money for reselling your item
I have gotten notes at the Ice Fishing Competition, but they were gone when I got home.
Ahh so this is a BUFF it seems then 👀
I ALWAYS got ancient seeds from the cart. The first one was my first cart ever in my last playthrough and have had a total of five from the cart on that farm. I believe the ancient fruit seeds on the cart only happens if you click community center completeable by year 1. I'm also with you on the slime hutch. I liked the big size and enjoyed decorating an area for it.
Another ancient seed car buyer yesss!! Literally me too. Also I realized I hate the bug levels so I would never spend much time in those. Buy 4 slime hutch and make it our farms whole personality challenge 😂
Salmence actually made a short about the tea sapling "nerf" and basically said that it was actually buffed because now you can just plant a bunch of them on ground and after the first harvest break the tea saplings and sell the tea leaves alongside them for a 600g profit
Oh that makes sense I like it !
That is such a shit take it's laughable. 500g on day 15 of Spring is infinitely better than 1100 gold on the 28th of Summer.
I needed this so bad!! I’ve been requesting this kind of video on so many peoples channels and nothing! Thanks so so much!!
Oh I am so glad it was helpful! Not perfect by any means but a good start!
I usually get my first ancient seeds from the Caves via flies/grubs or from a fishing chest.
To the caves I go lol I hate the bug levels maybe that is my problem
As a casual player (mods to help fishing, walk speed, automation, qol, etc.) I found selling tea sapling still heled in the first year. Now I dont bother though as i get plenty of money from dried good and smoked fish amoung the other things.
Seems like it is still a good first year strat!
I feel like I've been finding things like ancient fruit seeds much much more often now..
And for things like the snake vertebrae, you could try the treasure totem
Yeah that helps now but not in 1.5 crying haha
I like the innate enchantments on random weapon drops. I found a steel falchion with slime slayer and basically dropped the Obsidian Edge right then and there until i got monies for a lava katana
Im actually kind of annoyed at the foraging experience being added to cave mushrooms cause im doing a mining/combat only run and i didnt know about that until i tried to set one up.
Ah well. Still nice for everyone else ^-^
Me too it makes it feel exciting to get weapon drops!
I've never gotten ancient seeds from the traveling merchant. I've always gotten it from the mine.
I never find prismatic shards from iridium nodes....this nerf is making things even worse!
Me too! Actually right after the update I found 3 which is ironic since the % went down.. and since then I haven’t got one so I must have been just lucky 🍀 lol
Same. I get them from random slimes in the mines for some odd reason.
Somehow panning suddenly became one of the best activities you can do. Saw some guy on reddit who got 51 omni geodes and 3 artefact troves, decent amount of iridium and other ores and so much more with a enchanted iridium pan with luck buffs, it's actually crazy and it's also less expensive than skull cavern
That is good to know I always forget about panning lol
I'm about to finish year 1 and I've been burning through so much coal with that fish smoker. I imagine that will slow down a good bit in year 2 as the cost of coal increase means fewer fish will be smoked, but it's interesting to see how things are changing.
With both angler and artisan even many crab pot fish are worth smoking in year 2 so long as they sell for 90+. (Though unless you have it automated through mods, you may prefer to only smoke fish with a higher profit margins)
Yeah unless you get a lot of natural coal in year 2 it makes it a bit less profitable for sure but year 1 👀
@@SpellThiefGames This makes the Quarry more valuable since it now has Coal nodes. And with the buff to Quarry replenishment, it is a huge help with the smoker.
When was hopping up-down-left-right while charging the water can added? I don't remember doing that before 1.6.
Yep strafing is a thing now he added in 1.6 (quality of life change I made a vid of all 88 if you want to know some others!)
I can't put a staircase in my pants slot anymore. That's a change that saddens me. No more lucky purple shorts with the update.
I think there is still a way to get them if you put a staircase in mayor Lewis room instead of your pants slot but I’m not sure if that is actually true lol
Can confirm, it's true!
honestly before 1.6 dropped I can’t ever remember a time where I got my first ancient fruit seed from the travelling cart. I would just throw wheat into the seed maker and hope for the best if I hadn’t got the artefact. But when 1.6 dropped there were ancient seeds in there almost every single time. It was a great start for my ancient fruit empire this time around, I stored all of the fruit I harvested and then put them into seed makers to plant in the greenhouse😊
I never knew you could buy an ancient seed from the travelling cart. I almost always get it randomly in spring the first year and am able to get a couple harvests and get enough seeds started for a significant amount by the time I'm in the green house. I have lucky rng I guess but I thought it was a pretty common drop
I have really appreciated all of your videos on 1.6! Thank you!
Thanks for the kind words!
An iridium quality smoked Legend II with the angler and artisan professions is worth 42000g by itself. And you can catch these more easily now with Legend II bait (surely) and the reenforced iridium rod. This could be a very interesting money maker…
That is unreal new meme videos coming soon I bet haha
You forget in the weapon buffs the the Insect Head had is damage buffed and the number of insects needed to kill lowered to 80 (So use the rusty sword till 80 insects and then the incect head till the obsidian blade. second thing the new masteries add a lot to varied gameplay, The farming mastery golden crackers double animal/fishpond output (I have got 6 lava eel roe from one day). The combat trinkets can make some builds way better (+def and lv 4-5 fairy is a beast now). Fishing's new rod can make lots of money (wild bait, quilty bobber, and trap/or cork for pricey fish or challange bait and 2 cork bobbers of med lvl fish). The foraging's treasure totems and gold boxes. The weakest one is the mining one, its just buff each day, double gems for gem rocks and need less coal to smelt.
Some of those changes are pinned in the comments and Covered those other things like animal crackers and trinkets in my new items video ☺️ so much to cover haha
Coal nodes doesn’t just appear in volcanoes, also quarry and quarry mine. I no longer need prospector or deliberately hunt dust sprites for them (partially also because you’ll need less preserves jar now that dehydrator is added)
That is awesome we needed more coal
I am in Year 2 now (Spring) and for some reason I still haven't gotten that Ancient Seed artifact and in the past I've gotten it during year 1! So now half of my focus is trying to find it when I go mining since that's usually where I get it. Here's the interesting thing though, I've already gotten 3 prismatic shards, and that's rare up to this point, most of the time I am not able to get one until I get to Skull Cavern lol.
I knew crafting deluxe fertilizer had changed, but it doesn't bother me since I tap Mahogany trees for their sap for that reason.
Sorry if this has already been said, but after you start using recipes the Life Elixirs get redundant, so they build up pretty fast if you are diligent about gathering mushrooms from the cave. It was a great source of money. Now that there are more ways to get mushrooms it makes sense that the price would go down.
Yeah that’s what I have heard, good point though!
"now passing out in the mine is a lot less punishing" -Cuts to loosing prismatic shards-
LOL this made me laugh out loud
at a point in the game, these become dispensable😂
I personally didn't notice much about the nerf, except with that mr qi special quest you mention. Maybe because i always do different things, or i wasn't familiar with any exploit. I was just playing normally, and with the added mastery box, i was able to acquire more stuff in the game. And there are other added bonus on each starting maps. I also didn't know about ancient seeds sold by travelling merchants, maybe because i get them anywhere.
I definitely understand the pain of looking for snake vertebrae😩 I spent three seasons looking for it (not actively but still it was hard to find though)
Yeah… it was so annoying luckily easier to get now
the life elixer thing is a buff.
the amount of money you lose is based on your wealth, and item prices are calculated into that.
Because it was never viable profit to sell life elixers, you now just lose less money for holding a bunch if you die.
Ahh that makes sense thank you for this!
@@SpellThiefGames Yep, the same logic goes for the fairy dust as well. it was never profitable anyway.
making them worth less money will probably also increase the chance of people using them instead of just chucking it in the bin for money.
I won’t be starting a new save, that’s for sure. The reduction of prismatic shards from (the already rare chance of a meteor strike) from 100% to 25% is just mean. If I do update at all, I’ll use an old save where the only nerf that will hurt is the increased bomb costs.
Fair!
I found my 1st ancient seed within the 1st few weeks of spring from a bug in the mines, it was actually the earliest I ever found one.
That is lucky!
You can make 126,000 gold from a single fishing cast.
Use challenge bait to catch Legend II (with a buffed fishing skill of 17 and two cork bobbers it should be doable).
Each Legend II is 5,000g, 5,000x3 is 15,000. Since they're iridium with a perfect catch, 15,000x2=30,000
Fish smoker doubles it again to 60,000. Angler and artisan stack *multiplicatively* for smoked fish, 60,000x1.5*1.4 = 126,000
On top of that, there's no limit to how many times you can do this in a day.
That is wild LOL I thought you could only catch one each of the legendary fish though but I could be wrong
@@SpellThiefGames
Legend II is from the Qi quest. While the quest is active, you can catch an ulimited number of the successors.
Ohhhhhhh yeah that makes sense ok well that is cool! That is one of the only qi quests I haven’t ever attempted 😂 might be really worth it to do it now
I didn't have artisan but I sold my (gold) smoked legend for a nice chunk in spring 1. I'll have to see if it's remotely possible to perfect catch a legend even with the new max size fishing bar. I'll for sure have to try the successor quest now. I never bothered before
Props to you if you can catch the Legend 2 with challenge bait and not lose a single fish! Even with all the fishing buffs you can get, that seems wayyyy too hard for me. If you tried it, can you confirm it worked for you? Honestly, even if challenge bait doesn't work, all the changes around fishing are making this quest (and fishing in general) more attractive, I love that.
Dino eggs count as artifacts, so dino egg ranching is buffed now with the treasure appraisal book increasing the sell price. This does not affect the dino mayo price.
Ahh that makes sense thank you for sharing
Quartz in two or three crystalariums is typically my go-to method for getting bombs from the desert trader, and that has not been nerfed. If that trade didn't exist, then yeah the bomb changes would be rough.
I think many of these changes try to avoid money being the most viable solution to most gameplay problems and offer more meaningful choices.
That is smart that might be the new go to for me too
It's really weird because I heard about ancient seed packets not being sold at the traveling cart anymore, but I literally just bought one (for 800 or 900 gold) there so either that wasn't implemented, or implemented wrong? Like a single ancient fruit seed.
It might have been before it was patched (1.6.3) but not sure 🤔
Am having very hard time getting jellys
Try on a good luck day and consume any foods or buffs that give you luck it apparently makes it easier :)
Tea saplings: your error is that it is a DELAYED profit/benefit.
1] make seed packets, make tea saplings (day 1 of season)
2] PLANT THEM (wait 20 days), harvest tea leaves (day 21 - 28, last week)
3] make tea/gift the tea leaves,
4] day 28 harvest the tea saplings to sell them with the tea/tea leaves
Profit needs more steps (old profit (+ 100 - 300 g)).
Oof thank you for this correction!
I didn't notice the drop in prismatic shard drop rates. After several trips to the caverns over the course of year 1, I was able to easily gather about 12. Maybe I just got lucky.
1:16 can explain what’s a wild whats that mean?
Oh like a weapon found in the “wild” is found by enemy drops or in crates in the mines vs buying them at the adventure guild
@@SpellThiefGames thanks
After the update, I found 2 vertebrae almost immediately once I got to ginger island. I am so glad he increased their spawn rate
Me too it was driving me mad
You can trade the new mysterious syrup for fairy dust with the new racoon neighbors, so probably that's why the fairy dust sells for less now.
Ahh I see 👀 😅
The Slime Hutch size decrease is 1000% a plus. The area you dedicated to it was based around its size. So now you just re-decorate to fix that or enjoy the added space you get back. Problem solved.
Yeah when you put it that way… hahaa so true
😮the chest storage on #15 is a work of art
Thank you 🙏🏻 I spent HOURS doing that haha
I never sold any bars outside iridium to make money via mining. Gold is completely useless eventually, and i used purely on bombs. I really only bought the tier 2 bombs, but at 1k each you're losing 250 each vs buying the materials from clint in year one.
Ahh thank you for the math!
I agree I always end up with so much gold later
I practically exclusively play the fish monger in all my runs so Id definitely love a break down on the new addtions vs what I was doing before.😅
I got an ancient seed from the bugs in the mines in week 3 of spring. It's only the second time I've ever gotten it that way.
I need that luck 🍀 coming my way 👀 that is awesome haha
I found my ancient seed in the 2nd week of spring 1 from an artifact spot, and found a few more later on through fishing and combat. I think on average it's the same amount of seeds. And i hate spending money at the cart when i can avoid it anyway
Also iridium wool guarantees 2 cloths! Sheep are worth it now although pigs still better
Ahh yes I discovered this after I love this change
Year 1 fishing has become a farming skill due to fish smoker and the ease of getting 15+ super cucumber in 8 in game hours. Farming exp has become really valuable if you dont want to focus on blacksmith+skull cavern
No doubt ! The era of fishing but also “farming” who would have guessed lol
The ancient fruit „nerf“ is not a really big issue. Grubs, bugs and cave flies drop the artifact versions which you can transform. I got 3 in the first spring and planted them. Later when I needed more copper (after I farmed my iron and gold for sprinklers) I dropped 4 more. Because you need your copper for kegs and tappers you spend some time killing these mobs anyway.
That’s what I’m hearing! I guess I avoid the bug levels too much lol
Can I get all lost items back (or just one?) if I die in the mines with the recovery service?
It's nice to know that tools are safe since they are irreplacable.
But what about the (enchanted) fishing rod, the Return Cepter or the horse flute?
I'm horrified about losing those so I usually restart the day to be safe.
Would really appreciate an answer from someone
I think the recovery service is still just one (but the price of the service is cut in half). Not sure if you can lose the whistle or scepter but at least those you could replace. I have never personally lost them.
@@SpellThiefGames Thanks for the answer!
So replaying the day is still the safer option.
It's sad, that you can only get one item back with the recovery service.
At least dying is something that happens very rarely if you have food on hand
sinse wild seeds gives much less forage xp, instead of maxing forage as first skill (mid fall) i maxed it as last (late winter)
Yeah that checks out I feared that might be the case
Because the fairy dust
Can be exchange with the
Blue sap or smth
They decrease the price so we cant sell it
I think
Not tested it fully yet but do moss covered trees stop tappers working?
They shouldn’t but come to think of it I haven’t harvested a moss covered one and then noticed if it has regrown 👀
I got my first ancient seed from fishing most of the time.
So I do not miss the traveling merchant Ancient Seed much.
I think the change to the life elixir sell price wasn't due to something people were doing but rather to prevent the new mushroom logs from being ridiculously OP.
I don’t think I’ve ever gotten ancient fruit seeds from the cart, I’ve always gotten the drop from bugs/grubs before even the end of spring. That goes double for 1.6, since the buffed insect head sword incentivizes farming them early anyway
Very useful video for Stardew valley update! Hope your channel grows bigger 😁
Thanks for watching and the kind words!
So, uh... we can have up to 8 wine cellars on a farm now. Expensive af to setup, but the annual earnings are insane, with very little work once you have it going.
Assuming you go ancient fruit wine instead of the more lucrative-yet-tedious star fruit wine, you're looking at - with optimal cellars of 125 casks, so 1,000 casks total, you're looking at 4,620,000 gold every 2 months, or 9,240,000 gold/year for a handful of days worth of work. I'm making my 7 cabins all trailers, because it's funny af to have a trailer park vineyard. Setup has been quite tedious, though, and like I said, very expensive.
Also, I had no idea you could get ancient seeds from the traveling cart; I always just dug them up from artifact spots, which I dig up compulsively whenever I see one.
That seems so busted haha a true winery
Tapper is fine, i don't feel any nerf on that, i was collecting wood a lot in early game, i unlock it pretty quickly.
I had no idea the ancient fruit was ever in the traveling cart, I have never not gotten it on my way down to 120 before lol
I can't wait for the update to come to switch!
I hope it is soooooon!
Apiary can be positively impacted by the wild flower seeds!
True I never thought of that!!
I don't get the fairy dust sell nerf, it wasn't profitable to sell even before that. Remember that a single diamond already sells for 750 gold. I didn't even use it before, when do you really need a specific late game item from a keg so urgently that you'd want to waste an expensive item like fairy dust on it? Can't say I'll use it now either, unless there's a quest that it's super useful for. Only thing that comes to mind is maybe Pam's potato juice quest, but with any kind of reasonable planning, that isn't a problem either time-wise, and usually I got that quest before unlocking Ginger Island.
Someone mentioned it is because there is a bunch of new ways to get fair dust now so it is to prevent people from mega profiting from them which i think makes sense but haven’t gotten far enough in my new play farm to have any yet lol 😂
The fairy dust nerf makes sense when you consider that you will get fairy dust regularly from the ticket machine in the mayor's house.
Actually, about foraging I think it is pretty neutral. I usually did quite some foraging in the older versions. I got my foraging XP in my 1.6 playthrough even easier because a lot of things that gave no foraging XP (like the salmonberries) now give a little and it accumulates very quickly. I also enjoyed getting a bit of farming XP from using wild seeds. You just don't have the discrepancies of foraging XP anymore because everything you do in that regard gets a little XP reward.
Because I am not a mines and skull caverns diving adventurer and I also don't like mass producing kegs and wine, with the fishing and dried fruits and mushrooms options (also you can use forage items and mushrooms in preserves jars now, forage items also in kegs) I had a way easier time to get enough money in my 1.6 playthrough. I also love doing quests and the ticket machine spits out quite nice rewards like iridium sprinklers.
Overall I consider the game more balanced now, with more than one or two viable strategies to improve your farm.
This is a great insight thank you for sharing!
As much as I love the buff to the quarry. It also sucks because all that extra space will now have to be taken away.
I think the life elixir price reduction is so it costs less to recover them if you lose your stack of them.
Ahhh that would also makes sense. Thank you for the insight!
I just wanna stress how much of a buff Fishing got in this update. The targeted fish bait makes it borderline impossible not to get to fishing, specially if you're playing mods like Stardew Valley Expanded.
In that mod, there is a fish that can be caught as of level 8 of Fishing in a remote spot called King Salmon. Because of how far the spot is, and how rare the fish is, often times I'd get back with 3, maybe 5/6 King Salmon after a whole day.
Now, because of the targeted fish bait, I can easily get 12+ King Salmon in a day, which, after being smoked, can give you roughly 30k in a single day (gold quality). And this is a decently rare fish, I can guarantee that with something far more common, and accessible (like the catfish) you might be able get just as much profit, albeit with more coal usage.
Thanks for the details on this I appreciate it! I really do think fishing can be a good source of money now which is cool. Only deterrent (for some) is the mini game
@@SpellThiefGames I'm thinking of more applications, and with the targeted fish bait you can get fish for fish ponds a lot faster too. I haven't tested the lava eel rates, but, since you can get cave jelly from their ponds, it might be a good way of using this feature.
That’s true you could stock up a fish pond in no time with just a couple targeted baits look 👀 so many new play types incoming I can’t wait
I can confirm catfish are now more ridiculous for the early fish boost. You just have to go hard to get to 100 in the mines for the jelly, at least 30 hardwood for the smokers, and the extra 10k for the recipe. Just make sure the fish you throw in there are worth more than 150g unless you somehow have a ton of unused coal.
@@Phnxkon the jelly spawns at any water level in the mines, no need to get to 100! I got one on level 20
Y'all are sleeping on mushrom you can combine mushrom logs with tapper farms then apply dehydration for a fantastic money maker
I gotta try this have you been crushing that method in 1.6??
@@SpellThiefGames it works great!
It seems like bugs are dropping ancient seeds more often, I've gotten so many this new playthrough.
That is awesome! I always try to avoid the bug levels as much as possible I think that is my problem lol
Grass dissappearing in winter was always my biggest nitpick, as I use a lot of grass starters for decoration purposes
This might be the best change of the update hahah!
I AGREE big time. It was so annoying re decorating with grass starters every spring
Not a fan of dropping the farmable foragables, that was always what I used my tillable tiles for in winter year 1. It basically guaranteed you to hit lv 10 foraging by the end of year 1, didn't make your farm a complete waste of space for 1/4 of the year, and gave you a big boost of money to get anything you needed Spring 1 of a year. The money will still be worth it, but it feels like a big penalty to people who used those seeds to grind early game exp
i immediately lost my tent kits in the volcano
That is pain 😭
Are tea saplings still worth it?
If the wiki prices are accurate now, selling 2 seasonal seeds nets you 70g. If you buy all the wood in year one, that's 50g loss. The sell price of tea saplings is now 250g, so you'd be making 130g more than selling just the seasonal seeds on their own, for every 2 seasonal seeds. It also takes 5 weeds, so as long as you have spare weeds I'd say it's worth it. Just maybe not worth going out of your way for, and obviously befriending Caroline still takes effort. Or you could plant the tea saplings instead if you're willing to wait for them to grow and harvest the tea leaves.
250g - 50g (wood) - (2x35g) (seasonal seeds sell cost) = 130g
Yeah I’m thinking it could be “ok” early but not enough to base your whole strategy around. But.. time will tell I suppose
I never even knew that the travelling cart can give ancient seeds.
I always got mine year 1 from the mines.
Oof lol 😆
playing 1.6 rn, got my second snake vertebrae on the third day on the island 💀
💀 my farmer is still looking for the second one on 1.5 🤪 300 years
can we still put a Yellow Couch on the Loom and get Cloth?
this happens because the Item ID for the Yellow Couch and the Cloth are the Same. so if you buy the Furniture Catalog you can get free Cloth Basically.
Funny enough the first few farms i had i never in 5 years found a prismatic chart 😂 this 1.6 new farm i found 3 within the first year 😎 galaxy sword let's gooooo
Haha you beat the odds literally 😂😂
Even if they didn't nerf the tea saplings prices down, I'd still rather just plant them and harvest them to process them