UPDATE JAN 9th!
Big Monster rebalance. Monsters stats are now standardized forcefully by the code, then gain bonuses according to their element. (Rock is good at def, fire is a good special attack ect). THEN evolved (mostly) monsters also gain stats unique to them specifically. This should make things much more fair and allows me to unify all the monster stats on the monster code itself. Easier for me, more balanced in game.
Repass on the Bright forest, has its own ambient track, added ground doodads, and clutter, moved and added much grass. Also added a little friend you can find somewhere in the forest. Dark Forest is coming in february, but it will be MUCH smaller since you won't have the necessary equipment to traverse it yet.
I wouldn’t call it a repass but some objects were added to the base. It will take time to make enough unique stuff to make the drop-base feel like a proper little bunker that got air dropped into the wild.
Visual repass on all the monster moves, so they look at least as good as the fireball move. For some reason the GIF format lost all the semi-transparent pixels in the new moves but they are there in game and look much better, selling each move’s motion and impact.
Updated some text on the start menu.
SUPER potions and SUPER Ethers are in the game they heal 120 hp and 120 ep respectively. They are rarely found in medical crates. They are ALSO affected by the MEDIC Achievement which boosts the efficacy of your normal potions and ethers. In the case of super medicines, they get +30 effectiveness. Obviously the usage of super meds also counts towards unlocking the medical achievements.
FRUITS are now in the game. Fruits are rare, and (for now) only found in the overworld, they hum slightly to inform the player they are nearby and unpicked. You feed fruits to your monster and the monster gets stat bonuses. More importantly picking a fruit makes the humming stops. Regardless, each monster can only eat so many fruits, and eat each TYPE of fruit only once. The TUMTUM fruit gives broad bonuses, the ZAPZAP fruit gives ATK bonus, and the NONNON fruit gives defense bonuses. This is how you make monsters more powerful without breeding. Monsters can eat 3 fruits, unless they are scout bred, in which case they can eat 2 or have perfect genetics allowing them to eat six. There are 6 of the planned 11 fruits in the game for now. The next fruits added will give BIGGER stat boosts... But will also make monsters hornier, more fertile, less obedient, and hungrier (burn more calories) which will be very relevant once CAMPING is added to the game.
There is a Day/Night V1 system in the game.
There is Basic Lighting system V1 in the game.
If for some reason you are a super supporter of this game there is now a 10$ tier. THERE ARE NO BONUSES FOR THE HIGHER TIER (yet). But some people want to support harder and honestly, I can’t leave any money on the table.
A NEW MONSTER is in the game. Another BEASTLY MALE monster. This will be the first ROCK type monster, meaning ROCK Evolution Stones are going to be readded to the stone pool, and the first rock move: ROCK SPIKE is also in the game.
Isn’t the unevolved form, Grig, just the cutest? Well you can find the adult version, GRONG, hanging out in den / cave biomes, waiting to consensually mind break some poor scout for its reproductive purposes. This gigantic beast (and its unevolved form) have loads of defense, as Rock types, are slow, and consume ungodly amounts of food. When camping is added to the game, consider a monster like Megamoo to help keep the calorie tax under control with her MILKY keyword. But that’s all future game-theory.
Oh right, a simple DEN tilemap is now in the game.
Monsters encounters got shuffled around again, if you want to recruit a Cerbpup, Grig, or the rat you better head into that dark eerie den. In fact, those dens look so eerie I think a boss monster might move in soon... It’s starting to feel like a survival game!