AUG UPDATE 3
The; NORMALIZE IT updoot.
There were several things that needed to be addressed this updoot. A crash when leaping upon the enemy leader had to be fixed. NORMAL type monsters had also fallen behind the pack, and while they need a little more help, some of them (like Megamoo) are now up to par. Bugfixing then the coming major update for next month is going to add a lot of polish to the XXX systems of the game, adding effects, banter, scout background info, and 2 eve larger tiers of pregnancy. Onto the notes.
ADDED MONSTER: SCORPIA (and Scorpii) play as DOT to start with a Scorpii or find Scorpia’s fight in the monster den.
ADDED MOVE: BELLY FLOP. The big NORMAL STAB makes normals as killy as other monsters. It is cheaper energy wise.
ADDED MOVE: SPANK. Normal monsters can now encourage their friends to breed harder. Does a bit of damage to the user and mounted monster, but takes a turn off of the breeding timer, and makes a monster more eager in its mating!
ADDED ITEM: MOOMILK. Start with 2 Moomilk, it restores 40 calories.
ALTER: MILK TANK move can now randomly add a MILK JUG to your inventory. Delicious, and filling! During a run this effect will only occur 3 times pretty easily, but become a rare occurrence afterwards. The WELL FED buff is a small bonus to basically everything your monster does, damage, grab, fertility, ... And MILK TANK gives your whole party well fed, nice.
ALTER: UNEVOLVED monsters were broadly 1/2 the power of EVOLVED monsters, this was intentional to drive the player to collect evolved monsters. However, with the addition of stronger moves, UNEVOLVED have frankly become a bunch of chumps. NOW UNEVOLVED are reworked to be roughly 2/3 the power of EVOLVED monsters, and have better speed, and block stats base, giving them some niche use. UNEVOLVED monsters now suffer obedience + calorie loss slightly less (10 -> 8). So while they were half the upkeep of EVOLVED monsters, they are now less than that. UNEVOLVED monster now have higher GENETIC SAMPLE VALUE than their EVOLVED counterparts, which will be relevant in the future. I am considering bringing back a mild dodge chance, specifically for unevolved to make them even stronger in future.
ALTER: You no longer begin the game with a UNIVERSAL evolution stone.
ALTER: Begin the game with three unevolved monsters. The ramp of the game's difficulty is initially too steep. There are many ways to address this. I feel the most elegant solution is for the players to now begin with three starter monsters of their choice instead of two. It makes the scouts seem more prepared to do their jobs, and puts the starter encounters as; Player 3 unevolved - Wild monsters 2 unevolved 1 Evolved. And increases the likelihood new players will be exposed to monster differences such as shiny variants or strong genetic rolls. I acknowledge the current late game is still far too easy (for players with the ability to read and process information using their brains) as the player has most of the tools envisioned to take them into the final products late-mid game.
FIXED: People could not close inventory in the camp. They opened inventory with [i] as instructed but then [i] didn't close it from that screen. Instead [f] does because my control scheme is baller, [i] works to close it in camp now
FIXED: Small bug I created in the evolver, evolver now shows the sprite for the monster you evolve into correctly. Evolver will have another pass this autumn anyways.
Comments (1)
Is the time skip fixed yet?
