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Crafting Reworked

Hi All,

I've reworked the weapon and armor forging system and introduced a few new features. These updates will be available in the Full Release.


[h3]Skill Development[/h3]

Alchemists and blacksmiths no longer develop special skills randomly. Instead, they earn skill points upon reaching levels 10, 20, 30, and beyond. Players can use these points to select a special skill, such as 'Skilled Herbalist' or 'Enchanter,' or to remove a negative trait. This system allows for greater customization of craftsmen, making their development less dependent on chance.


[h3]Bows & Shields[/h3]

The creation of bows, shields, and magic staves will now be possible. To craft these items, the blacksmith must possess a special skill called 'Master Smith.' Different types of shields will offer unique bonuses. For instance, the Cavalry Shield provides a +15% chance to block but offers less protection against arrows due to its smaller size.


[h3]New Alloys[/h3]

Eleven new alloys have been introduced, each offering a unique bonus. This allows all melee weapons, bows, and shields to have two distinct bonuses: one based on the weapon type and another determined by the alloy used during their creation.


[h3]Raw materials[/h3]

The raw materials have been replaced with four distinct types of steel.

Standard Steel is the most common and affordable option. It has no notable advantages or disadvantages, serving as a balanced choice for general use.

Light Steel weighing 30% less than Standard Steel, this type is ideal for applications where weight is a concern. However, its enchantability is reduced by 30%, making it less suitable for enchanting.

Army Steel provides a 20% bonus for either damage or protection. It is 30% heavier than Standard Steel, making it more demanding to wield or wear.

Arcane Steel gives a 30% enchant bonus. On the downside, it is less durable than Standard Steel and reduces physical protection or damage output by 15%.


Expeditions

Hi,

I want to give a quick update on the progress of the development. One of the new content of the full release will be the expeditions.

Three expeditions will be available in the game, northern, tropical, and islands. About a third of all species will not be available for purchase. These rare species live in remote areas and possess the most valuable features such as regeneration, flying, or ice breath. The player can launch expeditions to explore caves and get these rare and invaluable creatures. To do so, have to cover the costs and undertake combat against unknown opponents. Outlaws and rogue lords are ruling those distant lands and you have to fight your way through them.













Development Progress

Hi,

I would like to give you a quick update on the development progress of the past months. In the last couple of months, I worked on the new UI assets, and interiors, and integrated all the creature assets into the game.

Unfortunately, I had to take a part-time job in August. As a consequence, I can no longer work full-time on this game, but the development will continue. I want to launch the full-release version before the winter sale.

These screenshots represent the full-release version:










Hybrid Class Inheritance

Hi,

Finally, the inheritance algorithm is complete for all classes, including the hybrids. This short video shows how it will work in the Full Release version. Offspring appearance is generated based on parents' characteristics. In the next couple of months, I will focus on implementing the new graphical assets into the game.



[previewyoutube][/previewyoutube]

Insectoid Class Inheritance

Hi All,

The inheritance algorithm of the insectoids is complete. This short video shows how the inheritance of external characteristics will work in the full-release game.

I need some time to polish the hybrid inheritance algorithm, but the next video will focus on the hybrids of reptiles, mammals, and insectoids.


[previewyoutube][/previewyoutube]