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The Monster Breeder News

User Interface Update

[p]Hi All,[/p][p][/p][p]This update primarily focuses on improving the user interface, along with a few smaller fixes and enhancements. The most important change is that the buttons indicating the monsters’ rooms can now be collapsed and rearranged. This makes the interface clearer and easier to organize when there are many monsters.[/p][p][/p][p]I also redesigned the purchase window to make it faster and simpler, with fewer buttons and clicks. From now on, saved demo games can be continued in the full game. Additional minor changes include the possibility that if the main character dies of old age, a successor can be appointed, preventing the game from ending. Save files can also be deleted directly from the load menu. The potion strength of the initial stock was increased. A quick guide for new players was added to the game.[/p][p][/p][p][/p][p]Bug fixes:[/p]
  • [p]False indication of the effect of burden on action points.[/p]
  • [p]Some mammals’ heads grow larger during the bite animation.[/p]
  • [p]Some insects’ mouthparts are incorrectly attached to the head during the sick animation.[/p]
[p][/p][p][/p][p]UPDATE[/p][p][/p][p]This update originally consisted Steam Cloud, but I had to remove it because the code was not robust enough to use that function and caused multiple bugs I could not solve.[/p][p][/p]

Language & Engine Update

[p]Hi,[/p][p][/p][p]This is more of a maintenance-type update, made with the latest Unity 6 LTS. It was greatly needed, as the old Unity builds had become increasingly incompatible with newer hardware and drivers. This should reduce the number of crash-to-desktop incidents, and the new engine is also somewhat better optimized. Unfortunately, importing the 3D assets wasn’t easy, but one old bug has been fixed: for hybrids, the chelicerae no longer hang off the head. Reimporting the 3D models into the new engine solved that issue.[/p][p][/p][p]The localizations have also been updated. They are still produced with machine-translation tools, but I believe DeepL’s capabilities have improved over the past four years, so it was worth refreshing them. Five new languages have also been added: Spanish, Portuguese, Italian, Japanese, and Korean. I can’t judge the quality of the translations, so it’s recommended to try the demo before purchasing. The full text of the game consists of 36,000 words (a 100-page book), and unfortunately, there is no budget for human proofreading.[/p]

Secondary Melee Combat System

[p]Hi All![/p][p][/p][p]I know many of you felt that randomness plays too big a role in the combat system. After the summer break, I began working on an alternative approach that eliminates RNG from melee combat.[/p][p]With this update, the game now includes a secondary melee combat system. You can enable it from the Options menu or select it when starting a new game. Ranged combat and magic are unaffected.[/p][p][/p][h3]Secondary melee combat system:[/h3][p][/p][p]Every attack hits but does not trigger a counter-attack. Dodge and parry skills can reduce the damage taken by up to 90%. If the attack is unseen, it always deals maximum damage. For human characters, the higher value between dodge and parry is considered. The passive ability called 'Protector' is more valuable since it triggers on every enemy attack.[/p][p][/p][p]I hope the secondary combat system improves the gameplay experience. Please share your thoughts on how you like it. Starting a new game is not necessary; you can enable it in the Options menu.[/p][p][/p][p][/p][h3]Bugs fixed:[/h3][p][/p]
  • [p]The ‘Cruel to slaves’ trait of the alchemist and the blacksmith increased work capacity instead of decreasing it.[/p]
  • [p]The Energy Steal and Life Steal abilities do not work on counterattacks.[/p]
  • [p]The Bleeding Wound ability does not work properly if the enemy has hemophilia.[/p]
  • [p]The salaries of the alchemist and blacksmith do not decrease after removing the greedy skill.[/p]

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.