Changelog for build b075 (added 18 September 2017):
IMPORTANT! As monster corral data structures have changed as of b075, old captured monsters may not behave 100% as intended (i.e. missing powers or traits). We recommend releasing your existing monsters and capturing new ones if you want to appreciate all benefits of the new system.
ART/VISUALS
* New sprites for lategame monsters: Guardian Orbiter, Phasma Emitter, Barrier Crystal, Research Overseer, Bandit Sniper, Medi-Ray Generator, Neutralizer
* Work-in-progress sprites for Floramancer and Sword Dancer top/side positions
BALANCE
* Effects that heal you to full, such as using a Tent, getting healed by Percy in town, or resting at a campfire, will now heal all your summons/pets to full as well.
* Effect of Monster Chow on monster beauty has been reduced a bit
* Friendly Thunder Spirits' attack has been weakened (was using the wrong power value)
* Objects on tiles will now trigger when you move to them via abilities. For example, you will now pick up powerups / fountains after using abilities like Wild Horse or Shadowstep. This means abilities will also trigger Phoenix Wing!
* Gambler’s second innate ability works a bit differently. Instead of removing suits from the deck, you can still draw any suit. After the first card drawn however, your next draws are ‘luckier’ and will draw from only one of three suits.
BUGS
* Really, actually, seriously fixed bug where adding a weapon to the hotbar in the dungeon was NOT passing a turn as intended. This now happens whether you are using drag+drop, hotkeys 1-4, or the dropdown sub menu.
* Added extra checks to ensure player does not fast travel into solid rock when going to safe side areas
* Fixed bug with selling certain paired items that could result in infinite gold being generated
* Fixed bug with item pairs not always being saved or loaded properly from save
* Food dropped from trees should no longer spawn IN the trees
* You can no longer cook with Monster Chow
* Fixed map generation error related to the new 'final hub' region
* Fixed bug related to Power Kick ability
* Fixed block chance bonus not working with Big Giant Circlet, Vortex Epaulets, Crystal Ring
* Fixed effect of Kadino's Remorse not working
* Fixed bugs related to the branching map terrain (i.e. stone pillar blocking cave in the post boss 2 branch)
* Fixed bugs that were causing a number of magic mods to not spawn on items
* Possible fix where dialog windows were sometimes not sized properly
* Fixed bug where certain spreading ground effects would get 'stuck' and stay on the battlefield forever
* Fixed bug where ground effects summoned by monsters, after saving and loading the game, would sometimes lose their faction / originating actor info
* Fixed bug where HuSyn's Static Field was not emanating from the Runic Crystal
* Rumors will no longer appear for endgame areas
* Various buggy logic with Gambler’s Wild Cards fixed (Kings were not being drawn!)
* Fixed bugs with Deadly Void overlapping Conduit terrain in Item Dreams, and “Deadly Void” appearing as terrain name where no Void exists
CONTENT/GAMEPLAY
The monster corral has been massively improved for more FUN with MONSTERS! You can now hold up to TWELVE monsters in the corral. You can view each monster's stats anytime including their weapon power, abilities/skills, and
relationships (see below).Monsters who have reached the Content level of happiness or higher can now be brought into the dungeon as permanent pets, by using the BUDDY UP button! However, be careful, as if your pet falls in
Tangledeep, it's gone for good. To compensate, these monster pets will receive 25% of your healing effects. You can also put them back in the corral anytime.As monster pets can be very powerful indeed, the passive combat bonuses from the corral have been removed.Monsters now have relationships with one another. These relationships develop as days pass in the game world (exploring new floors, completing Item Dreams.) There are many factors which
can influence relationships... Happiness, Beauty, being in the same family or of the same species...There is a new spice that can be found in the world, as well as from certain merchants: Rose Petals. Use these to cook a special Romantic meal. Bring this to the corral, and who knows what could happen?! If two monsters that are fond of each other share a meal, you might end up with an egg and a brand-new monster that shares traits from both! Monsters will no longer lay eggs by themselves. However, all monsters have a chance at fetching/digging up random items. New high level champion mod: Steeltoe (immune to ground-based effects)
ENGINE
* Line of sight has been made more lenient across the board; situations where you could not see enemies (and vice versa) should be less common
* Added support for custom/unique monsters created in-game and on-the-fly
* Added support for dialog system to trigger custom functions from data
* Massive amounts of code cleanup, refactoring, and preparation for porting to new platforms
* Corral monsters now save both their combat and non-combat corral data
* Numerous performance optimizations
QUALITY OF LIFE
* When harvesting food from your trees, the log will now say what food was harvested
* You can now name monsters when you bring them to the corral
* A new “Auto Equip Best Offhand” option has been created. When selected, the game will attempt to equip the most appropriate offhand for your current mainhand weapon, unless you have explicitly paired an offhand to that weapon.
* When LEFT CLICKING on a monster that is outside of range, if you have a ranged weapon equipped, you will no longer move. If you RIGHT CLICK on that monster you will start moving toward it.
WRITING
* Medi-Ray Executor is now Medi-Ray Generator
Changelog for build b076 (added 18 September 2017):
IMPORTANT! As monster corral data structures have changed as of b075, old captured monsters may not behave 100% as intended (i.e. missing powers or traits). We recommend releasing your existing monsters and capturing new ones if you want to appreciate all benefits of the new system.
BALANCE
* Floramancer’s Compost ability should work more reliably
* The “Sealed” status no longer prevents you from using your Flask
* Corral pets now receive 50% of your healing (up from 25%)
* Newly-bred monsters will now gain more health (as well as core stats) if one of their parents has a rarity above Common
BUGS
* Fixed various bugs related to pre-b075 monsters captured in the corral
* Fixed bug where you could sometimes attack your corral pets
* Added protections and error checking to prevent duplicate items from being added to inventories on load for any reason
* Adjusted “fetched item” magic chance (was 100% every time)
* Fixed minor bug that caused corral monsters to appear to be “Jaw-Dropping” when they were, in fact, Ugly
* Fixed minor bug where pressing UP at the top of the corral food list would drop you down to the lowest visible item on the list, as opposed to the actual bottom of the list
* Fixed bug related to hovering over objects sometimes not showing info due to new line-of-sight algorithm
* Jesse will now give your un-named monsters names
* Fixed bugs when selecting STATS for a monster in the corral and then clicking buttons to interact with that monster
* Fixed bug where flask infusions would sometimes stop working after save/load
* Fixed game error with Hunter’s Shadow Stalk ability
* Fixed visual error with the corral monster list at resolutions lower than 1080p
* If a Harmless Frog dies as your dungeon pet, it will no longer trigger a quest failure dialog
* Fixed some buggy logic that occurred if your corral pet died while using an ability
* Fixed bug with corral when restarting as the same character immediately after dying
* Possible fix for some left-click-to-fire LOS issues
* Fixed game load bug with Plunderers in the corral
* Likely fixed bugs with some monsters’ player-created names not consistently showing up in the corral
* Fixed error related to Brigand’s Find Weakness ability
ENGINE
* Mega refactor of how spellshapes work under-the-hood
QUALITY OF LIFE
* A new pet/summon tab has been added to the player HUD in the lower right corner, replacing the old/ugly white text display. This is a ‘drawer’ style UI that you can expand / collapse to view all your active pet/summons’ health and summon duration (if any).
* Spellshaper’s Evocation ability tooltips now display descriptive text for any spellshapes active, as well as modified costs due to spellshapes