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3.30 star(s) 36 Votes

illegalfrog

New Member
Nov 28, 2019
8
12
167
There's a bug where i think when you get your monster paralyzed, you can't select any options on the battle menu, i was fighting a zapmouse when the bug happened when it used one of those thunder attacks.
Yeah, this bug occurs with all electric type mobs when they use a move that has the ability to stun. Only the enemy triggers this bug so you can use a stun and it's honestly pretty busted, it stuns for two whole turns. I recommend just running or avoiding areas with electric mobs.
 
Last edited:

HorneyGoat20

Newbie
Jul 27, 2022
17
13
13
NOV UPDATE 1:

“OKAY, getting this working was much more difficult than I first imagined.”

"You know its a good one because the file size got bigger. (audio)"

Combat Updates:

1: Combat text now builds up and scrolls as things happen making it more readable. Yes this was stealth added in the last mini update, but I finalized its functions, so I mention it now.

2: Status effects Paralyze, Energize, Burn, Rage and Well Fed added. Monsters cannot act for 1 turn when paralyzed, they also gain the RECOVERY status which prevents them being Paralyzed, or Stunned again for some time while it is up. Energize allows your monster to recover more energy each turn. Burn hurts a monster each turn for 5 turns. Rage lowers your defenses but increases your attack and special attack. Well Fed makes your monster slightly more defensive but also boosts their virility, fertility, block, grab, and grip.


3: HP and Energy bars now have a red ‘damage back’ which offers better visual feedback for how much damage you are taking and energy you are expending.

4: Moves now have small text explanations when you scroll the selection arrow over them.

5: Wild Monsters that might have a third or fourth move will now occasionally try to use that move, if they cannot they will attempt to use their cheaper elemental attack, and then if they cannot use that move they will bonk. Wild Monsters will rarely and randomly switch out for a partner. This code is a precursor for enemies that will be intelligent enough to know when to switch and will try to hit you with negative status effects and gain super effective advantage.

6: Five new STRONG moves with status effects have been added to the game. They affect all FIRE and ELECTRIC monsters, which makes FIRE and ELECTRIC monsters strictly better for now, your patience is appreciated. There is also 1 new NORMAL move that allows the user to buff their whole team, distributing the WELL FED buff, which makes them slightly better attackers and special attackers as well as defenders. It also boosts fertility but since you don’t have enemies to sic your monsters on, this isn’t super relevant yet.


7: Removed accuracy and evasion stats (and mention of them) from all places. The stats were NOT implemented and now never will be. Having monsters being able to avoid an attack entirely goes against the newly established core pillars of the combat system, where both parties make meaningful and impactful choices that are reliable. Instead moves that might be added to represent a monster being agile will simply increase their defense stats that mitigate damage, and beefy monsters will obviously have larger health pools.

8: Added Grab and Grip to the stats display. So for those who do not know, BLOCK will be a stat allowing your monster to try and prevent an enemy grab. GRAB increases a monsters likelihood of succeeding in a grab attempt. GRIP lowers a Scouts struggle % for success. VIRILITY lowers the countdown timer between each impregnation attempt; the countdown is 10 naturally, and each point of virility lowers the countdown. The countdown cannot be lower than 2 (meaning an impreg attempt can happen at most every other turn). Fertility of the monster, combines with the fertility of the scout to calculate the % chance that an impreg attempt will be successful. If successful, and the grabbed actor has no contraceptive hit points up they are impregnated, if a contraceptive is active then instead of being impregnated the actor LOSES 1 contraceptive hit point. This is how it has always worked, and all that has been added is that you can see GRAB and GRIP on the sidebar. It is a lot of hoops to jump through, BUT that’s because breeding a trainer is an instant victory for you (and them).

9: The RECOVERY status ensures that a monster inflicted with paralyze or stun (stun is not out yet) cannot have stunned or paralyzed inflicted again after the paralyze or stun affects them. Stun and Paralyze are very very strong in all cases since they rob an opponent of options, and will only last 1 turn, and cannot be reapplied for some time. STUN and PARALYZE will combo with some other unreleased moves, but for now opens a great opportunity to SWITCH your own monster or get a free hit in.

10: Changed BUG type fertility from 100% base to 25% base. Previously the 100% fertility represented BUGS using oviposition (an animation I haven’t fully finished) to guarantee impregnation in all cases. This is too strong, since it will pigeonhole bugs as being best at the third ‘role’ a monster can fulfill in combat: That of the Breeder, who specializes in grappling and impregnating an opposing trainer for an instant victory. (The 3 broad roles are: Attacker, Support, Breeder (with further breakdowns into sub-classes, for example; the tank is a type of support who is hopefully buffing and healing off field monsters a little while taking damage and blocking grapple attempts)). Bugs WILL be getting their breeding mojo back eventually with their unique moves and status effects like Infested, or stage effects like WEBBED. But that will have counterplay. Consider this a PRE nerf to adjust expectations.

ADDED: TWO NEW FRUITS. The GARGAR fruit makes your monster have better GRIP AND GRAB, and a bit more fertile too. Pity they don’t have anyone to grab and grip onto yet... The BODBOD fruit makes your monster far more fertile and gives it a nice virility boost. It is the quintessential breeder fruit. Not relevant, yet.



ADDED: Firefox Shinies

FIXED: Monster detail screen will show all known moves a monster has

FIXED: The electric bun now drops from her own encounter

ALTER: Fruits overpass making them all slightly stronger in their specialized niche.

ALTER: Monsters have had their base (max) health and energy pools boosted. HOWEVER this does not mean they are tougher because the new moves coming in are very dangerous and energy expensive. Ultimately EGGOMON is aiming to have evolved monsters finish each other off in 4-5 moves (assuming a straight slugfest and TYPE neutrality). Move damage will be adjusted around this aim.

NOTE: I feel like the status effects are underwhelming in their feedback still, so I am going to whip up some effects that will animate over monster sprites periodically to represent ongoing status effects.

NOTE: DULLAHMON and SOLDII get the fire move SLASHFIRE. Minimoo, and Megamoo get the move MILKTANK because obviously. Thundama gets the new SPARK moves and a fifth move MILKTANK, technically making her the strongest monster in the game for the moment, with 5 moves total. Go ahead and start with a Thundii on each run for a while, to test the new patch.

KNOWN ISSUE: SAVE system is not remembering your shiny status correctly if you load a mon in and then shiny it up

As always everything might be changed, and there are likely several bugs I have not found. ON THE POSITIVE NOTE, the status effects have been set up to add all future effects fairly easily.

NEXT: Work on the last 2 scouts and deliver them simultaneously. Deliver Monsters. Deliver Shinies. Work on Swamp area. ((Continue groundwork for ENEMY TRAINERS))
Does this mean The guide will get and update explaining the status Bars? Or are you waiting until you get everything Sorted out in combat.
 

Invader Incubus

Member
Game Developer
Nov 20, 2023
159
868
158
OKAY I think I fixed the problem with YOU being paralyzed fucking you entirely. NOW you simply cannot use any moves while paralyzed /stunned meaning you can still OFFER, FLEE or SWITCH. I think. Nov 16 DL on all 3 links.

Where are the saves located? It's not saving.
Quick question. Is there saving in this game now? (I last played 2024 dec 3 :cry:)
You can save monsters so they are persistent between runs. Use the NAMETAGE item and struggle through the save process. You can load monsters while in the BASE.
 

Thronico

Member
Sep 11, 2017
148
595
275
OKAY I think I fixed the problem with YOU being paralyzed fucking you entirely. NOW you simply cannot use any moves while paralyzed /stunned meaning you can still OFFER, FLEE or SWITCH. I think. Nov 16 DL on all 3 links.
Way to be on top of it. Just came here after encountering that bug.

Digging the concept of the new combat update, and I can tell you put a shit load of work into it.

On a side note, any plans to have futanari variants of the main sprites? Feels strange that they just grow one out of nowhere for the animation, and it'd be hotter if they were visible imo. I know that's a good bit of extra work, but I feel it would add a layer that feels missing to the designs.
 
3.30 star(s) 36 Votes