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The Monster Breeder News

Tournament rework and RNG

Hi All,

This update focuses on tournament rework and RNG.

Tournament rework

Now, you can evaluate the enemy team and the traits of all combatants before engaging in the arena. It will be easier to decide which fights you want to participate in. Weapon poisons also become more useful because you can select the best poison if you know the composition of the enemy team.

The enemy generation algorithm has been reworked. The game will no longer generate enemies based on the level of your characters. It calculates a combat value instead and creates an enemy team with similar strength. This change will add more challenges to the mid-late game but makes the early game bit easier.

Enemy sorcerers AI has been improved. They support melee characters more efficiently and no longer use their spells too early.

Less RNG

I have decreased the amount of RNG. It is no longer worth reloading the previous turn to get different stock at markets or different events. The auto-combat will also generate the same results, and cave quests will have the same caves regardless of the number of reloading. I hope these changes will improve the game experience.

Changed:
  • The "Sell monsters" button was added to the "Monsters" window. Now, you do not need to wait for the Guild's Fair to sell creatures.
  • Another "Fire Character" button was added to a more visible place of the UI
  • Item info pops up in the production queue for the alchemist and blacksmith.


Bug fixed:
  • Not possible to remove an organ from the selected item list during the Guild's Fair.
  • Agility parameter is calculated falsely after removal of weakening spell on human characters.
  • Grown hybrids purchased at Guild's Fair reset age at the end of the first turn.
  • Agility and action point miscalculation at the following quests: Deserters, Bandits, and Runaway Slaves.
  • Enemy monsters did not use their "Ice Breath" and "Tail Attack" abilities.

Arena badges & combat speed

Hi,

This small update adds a new way to earn skill points and the option to double the combat speed.

Arena badges

Every monster and human character can earn badges fighting in the arena. These medals are awarded for performance such as defeating three opponents in a single match, 100 % hit rate with a bow or surviving 5 lethal combats. Getting a new badge provides an extra skill point to spend. Badges show up in the "Statistics" window where you can find info about all badges you can collect. Some medals have bronze, silver, and gold grades, so every character can earn up to 20 extra skill points this way.

Combat speed

There is a new button on the left-hand side of the screen to double the game speed during combat.

Changed:
  • In the demo, the player gets some items, buildings, monsters, and characters to test game mechanics.
  • The reward has been increased when fighting in the Catacomb.
  • Combat statistics collect data from arena combat only.
  • New music for combat scenes.


Fixed:
  • The "Health Recovery bonus 1" button indicated an incorrect state at the research window.
  • Auto-combat in the Catacomb decreases the number of available arena fights.
  • Unplayable arena fights appeared at the Tournament window.

New update is out!

Added:
  • Auto-combat for the Catacomb
  • Human blood is available at the Guild's Fair. It modifies temperature and humidity tolerance, decreases fear of humans, and provides extra skill points.
  • The player can purchase organs at the Guild's Fair.
  • It is possible to sell meat at the "Hatchlings" window.
  • Item sell prices vary depending on difficulty.
  • Guild's entry quest appears at Veteran and Master difficulty levels only.
  • All creatures can fight in the arenas and Catacomb at lower difficulty levels.
  • Removed organs decay only on the highest difficulty level.
  • Pop-up warnings for the "Next Turn" button.
  • The encyclopedia has a new chapter about surgery and organs.
  • Ambient temperature and humidity indicator on the main screen.
  • Annual events calendar.
  • A new "Camera tilt & zoom linked" toggle was added to the Options panel


Changed:
  • Herb's Market sells all ingredients. The quantity has also been increased.
  • Improved tooltips with English narrations.


Fixed:
  • Fire spit damage increased by organ implantation does not inherit to offspring.

New Update: Surgery

Hi,

This update adds the surgery mechanism to the game. There are four different surgical methods to use on grown monsters:
  • Autopsy
  • Organ removal
  • Organ implantation
  • Combat surgery



Autopsy
Autopsy for research purposes can only be made on a live monster. Performing an autopsy is a prerequisite for learning surgical methods.

Organ removal
You must research organ removal to be able to perform it. Not every monster has a removable organ. This surgical method is lethal, all creature dies after the operation. The removed organs decay rapidly and lose 10 % of condition each turn.

Every removable organ provides 1-3 bonuses:
  • Poison bonus
  • Fire bonus
  • Frost bonus
  • Shock bonus
  • Physical protection bonus
  • Magic protection bonus
  • Spiny skin bonus
  • Strength bonus
  • Agility bonus
  • Endurance & Energy bonus
  • Tameness bonus
  • Resilience bonus


Organ implantation
This method can enhance multiple different traits of grown creatures. You must research organ implantation to be able to perform it. Depending on the level of research, you can implant up to three organs into each monster. The lifespan of creatures decreases after every implantation.

Inheritance of implanted organs
Every creature can have one removable organ with up to three bonuses. Offspring inherit random bonuses from the parent's implanted and removable organs.
Example:
You crossbreed two creatures:
1.) First one has two implanted organs providing three different bonuses.
2.) Second one has no implanted or removable organ.
Offspring have a 50 % chance of inheriting a removable organ. That hybrid organ can provide 1-3 different bonuses when transplanted into another monster.

Decay of organs
The condition of removed organs decreases by 10 % each turn. The condition affects the magnitude of the bonus that the organ provides.

Combat Surgery
Some of the monsters lost in lethal combat do not die instantly. You have one turn to perform a life-saving operation on a dying creature. It will lose some health points permanently but will survive and recover within a couple of turns.

Added:
Rename human characters.

Bugs fixed:
Only Runebow was available for sale in the stock of the Caravan.
There were no bows at the Weapon's Fair.

Localization

Hi!

This update focuses mainly on localization but includes some minor changes like custom difficulty and pop-up tooltips for beginners. All localizations were made by DeepL automatic translater algorithm.

Added:
  • Localization for German
  • Localization for French
  • Localization for Simplified Chinese
  • Custom difficulty
  • Beginners Tooltips
  • Clear messages button


Fixed:
  • Resist Frost and Resist Fire potions did not work in Ice Dome and Caldera arenas.
  • The background image wasn't in the correct position on the monster breeding panel.
  • Messages disappear after loading.
  • The effects of Fire, Frost, Shock, and Poison Extract do not add up when using multiple potions.
  • Poisoning the enemy with Marsh Venom and Frostwind Venom does not decrease strength or agility.