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The Monster Breeder News

Bug fixes and UI improvements

[p]Hi everybody,[/p][p][/p][p]This update contains bug fixes, improvements to the user interface, and more tooltips about weapon and armor bonuses.[/p][p][/p][p][/p][h3]Bugs fixed:[/h3][p][/p]
  • [p]Casting Dispel Magic can cause freeze.[/p]
  • [p]Casting the Invoke Fear spell on human characters caused the game to freeze.[/p]
  • [p]Insectoid opponents with Tail Strike ability were generated with short tails.[/p]
  • [p]Monsters can inherit Fly ability without having wings.[/p]
  • [p]The action point bonus on the character panel wasn't indicated correctly.[/p]
  • [p]The Quality settings dropdown button was occasionally irresponsive in the Options Menu.[/p]
  • [p]Missing tentacles from the Frogbeast's back.[/p]
  • [p]The "Attack bonus against hybrids" stat was mislabeled on the "Monster grew up" message.[/p]
  • [p]The ability button for Flawless Defense doesn't update after clicking on it, and the tooltip doesn't show the full description.[/p]
  • [p]Wrong instructions for the Skill Upgrade button in the tutorial.[/p]
  • [p]The auto-combat report incorrectly displayed the number of enemies killed in the Catacomb fight called Duel.[/p]
  • [p]Items selected for purchase disappear from the purchasable items after saving and loading.[/p]
  • [p]The tooltip for the Great Slash ability did not indicate that a two-handed weapon is required.[/p]
  • [p]The stock of Titanwood could go negative when crafting shields. This also prevented new purchases from appearing in the blacksmith's inventory.[/p]
  • [p]The effect of Poison Gland on Poison Split was incorrectly displayed in the Surgery tab.[/p]
  • [p]The eye size of hybrids could increase indefinitely on some occasions.[/p]
[p][/p][p][/p][h3]Added:[/h3][p][/p]
  • [p]Cooldown indicator for abilities during combat.[/p]
  • [p]If the player cannot create the required battle team for an arena fight, the pop-up tooltip displays the reason.[/p]
  • [p]The monsters can be shown or hidden from the list by tags in the battle preparation window.[/p]
  • [p]Tooltips were added for the weapon bonuses in the Forge weapon/armor window.[/p]
  • [p]More info was added to the character panel regarding weapons and armor bonuses.[/p]
  • [p]The size of the mandibles and teeth more accurately reflects the creature's bite strength.[/p]

Update 1.03

Hi Everybody,

[h3]RNG has been reworked[/h3]

The game used Unity's built-in Random.Range() function, which sometimes generated annoying values. I have also experienced cases where the archer missed twice in a row, even though the hit chance was over 90%. It truly feels unfair, but this is how random works. I checked how other games handle this and found they use manipulated RNG, where extremes are cut off. So, I have modified the RNG — it is no longer truly random, but it is less likely to produce extreme results in a row. I spent a lot of time testing it, and it looks better. I am interested in any feedback. How does the new RNG work for you?


[h3]Encyclopedia[/h3]

The encyclopedia is back. I have updated it with the new content and features of the full-release game.


[h3]Changes[/h3]

The arena battle does not provide chances for victory. Based on the result of the auto-battle, the player can decide whether to accept it or play it manually.


[h3]Bugs fixed[/h3]

  • Skill panel error for Mammal class creatures with Ultimate Fury ability
  • Incorrect tooltips. Referring to the Early Access game.
  • Pop-up info shows wrong values for Energy Steal and Greater Energy Steal abilities.
  • The "Druids" combat in the arena has an incorrect description.
  • Fear of Hybrids stat does not show up on the character panel.
  • Caves occasionally do not appear on the map after completing the "Path is blocked!" fight to clear the way for the expedition.
  • Wrong achievements for Golden and Bronze Medals and Badges.

Quick Patch & Combat Balance

Hi,

Combat balance:

Several of you have reported that combat feels more difficult in the full-release game compared to the early-access version. I made some changes. Enemies between levels 1 and 10 can no longer have more than one elemental bite or resistance, including poison bite and poison resistance. Additionally, Spiny Skin can no longer occur with Poison Skin, Shock Skin, or Fire Skin.



Bugs fixed:

  • The number of items in inventory was miscalculated. Weapons and armor equipped by characters were added to the inventory.
  • I corrected the code to fix the mysterious "Phantom Enemy" bug. Since this bug never happened in the editor, I can't say with 100% certainty that it's fixed. We'll see.
  • Spider Worm uses Energy Leach ability after death.

Quick Patch

Hi everybody,

I've put back the localization for German, French, and Simplified Chinese. It was done with DeepL without proofreading. I'm not sure about the quality. Unfortunately, the game's text exceeds 215,000 characters, equivalent to a 100–150-page book. Professional translation is currently not feasible.


Bugs fixed:

  • The arena fight description window does not contain the participant count for hybrids.
  • Enemy hybrids without spiny skin get Total Spininess ability in the arena.
  • Juvenile hybrids are occasionally generated without eyes when crossbreeding insects and mammals.
  • The slave warriors are showing "Training skill" stats.
  • Generate enemy hybrids without legs for arena combat.

Full Release

Hi everybody,

After three years, the time has finally come for the full release. Thank you for your patience and the many great ideas you've supported me with. Of course, development will continue—I have quite a long list of ideas and content that can still fit into this game. Here's a brief summary of what changes compared to Early Access.


[h3]Graphic overhaul[/h3]

The 3D graphics and 99% of the user interface have been replaced. The armor and weapon 3D models remained but received new textures. This is a one-person project with a minimal budget, though for some essential tasks, such as animations, I hired contractors.





[h3]Hybrid class[/h3]


While in early access only creatures belonging to the same class could be crossbred, now it is possible to crossbreed any creatures without limitations. The learnable abilities from each class are also accessible to hybrids if any of their ancestors belonged to that class.


[h3]Expeditions[/h3]

It is possible to launch expeditions to discover new species. Certain species and their associated abilities can only be acquired this way. Expeditions are costly and dangerous undertakings. The further you travel, the greater the expense and danger you must anticipate. It is advisable first to assemble a strong team and accumulate sufficient funds.




[h3]New species and abilities[/h3]

New species and abilities have been added. Currently, there are 44 species in the game from which new creatures can be created. However, about half of these species are only accessible through completing quests or embarking on expeditions.

Monsters can attack by biting or by using their tusks, claws, or tail spines.

Bite attack
The damage inflicted depends on the monster's bite strength.

Advantage:
  • Bites can inflict elemental damage and poisoning.
  • The passive abilities Life Steal and Energy Steal activate only during biting.

Disadvantage:
  • If the opponent has spiny skin, poison skin, shock skin, or fire skin, the attacker will take damage.


Charge, Claw, and Tail Attacks
The damage inflicted depends on the monster's strength.

Advantage:
  • Immunity to the opponent’s spiny skin, poison skin, shock skin, or fire skin.

Disadvantage:
  • Cannot inflict elemental damage or poisoning.


New abilities:
  • Charge
  • Tail attack
  • Energy leech
  • Selfless healer
  • Ultimate fury
  • Family bond
  • Flying
  • Bleeding wound





[h3]Crafting[/h3]

The list of craftable equipment has been expanded. It is now possible to create shields, bows, and magic staffs. Eleven new alloys have been introduced, each adding a new bonus to weapons or armor. The raw materials have been replaced with four distinct types of steel, each with its advantages and disadvantages.

Alchemists and blacksmiths no longer receive special skills randomly. Instead, they gain skill points upon reaching skill levels 10, 20, 30, and so forth. Players can spend skill points on their preferred special skills.




[h3]New character bonuses[/h3]

Warrior
  • Special quests to find camps of bandits, deserters and runaway slaves
  • Weapon and armor


Archer
  • Special quests to find caves
  • Hunting Beast