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The Monster Breeder News

Full Release Reptile Class

Hi Folks,

I worked on the new assets for the Full Release in the last couple of months. The graphical overhaul of this game is a difficult task for me, and I'm making slower progress than expected. But finally, the new reptile models and textures are complete! This new model allows for much greater variety in appearance. The video below aims to demonstrate the diversity of species of the Reptile Class and represents the new visuals of the Full Release game.


[previewyoutube][/previewyoutube]

Update

Hi,

This small update adds tagging system, slave management, and bug fixes. I know it is not much, but I spent the majority of my time on creating better graphical assets for the full release.

New features:

A new "Slave workers" button was added to the Base management window. Players can kill slave workers to get human blood and meat.

The price of slave workers varies depending on their age.

Training sliders now show the annual gain due to training.

A tagging system was added for better monster management. There are 8 tags available:
  • For crossbreeding
  • Favorite
  • Veteran
  • For organ removal
  • Available for sale
  • Expendable
  • Non-lethal combat only
  • For organ implantation



Bugs fixed:
  • Quest names are missing from the new messages button when the "Better readable font" option is on.
  • False tooltip for the alchemist's skill at the character generation window
  • The "Copy treatment" and "Cancel treatment" buttons don't update the upkeep cost
  • Animation stuck if multiple monsters attack with the "Pack Attack" ability
  • The lifespan of offspring was maximized to 25
  • The upkeep cost is not updated when the creatures get treatment and get removed from Hatchling's Cabin.

Tournament Balance & Optional Mechanics

Hi Folks,

This update focuses on balancing enemy strength for tournaments and making multiple game mechanics optional.


[h3]Changes:[/h3]
The enemy team generation method was rebalanced for tournaments.

The "Extra Risk & Reward" button was replaced with a slider at the Tournament window. The player can increase or decrease the strength of the enemy team, and the magnitude of the prize for winning.

Ebonwood Bark is a new food supplement to increase the damage capacity of juvenile creatures.

The following game mechanics are optional and can be selected under "Custom difficulty" settings:
  • Harmful traits and inbreeding
  • Crippling mechanism
  • Main character aging
  • Runestone and magic scroll usage costs


The price of slave warriors varies between 900 and 5000 depending on their age.

The combat speed has been increased a bit.

Hotkey for the "Next character" button: "]" or "."
Hotkey for the "Previous character" button "[" or ","

A pop-up tooltip was added to the Arena badge icons on the statistic cards.


[h3]Bug fixes:[/h3]
  • The "Sell Monster" button is falsely inactive
  • Intro volume is not affected by the Options setup
  • Running animation may persist after creatures die in combat
  • Bleeding info is indicated incorrectly in the Character Panel during combat
  • Attack of opportunity does not trigger Bleeding if the monster has Hemophilia
  • Dead human characters do not get removed after manual combat
  • The Catacomb fight counted as done after canceling it
  • Monster's total upkeep costs do not include prices of potions, food supplements, magic treatments, and implanted organs.

Easter eggs and new game mechanics

Hi,

This update adds a couple of new mechanics. These new features affect primarily the monster breeding part of the game, adding more challenges and complexity.


Easter eggs

I added four hidden abilities to the game. These abilities may appear in offspring if the parents belong to certain species.


Crippling mechanism and damage capacity

All the monsters have a new inheritable trait called damage capacity. This indicated the amount of HP losses they can accumulate without the risk of becoming cripple. Whenever monsters lose HP in combat, the damage capacity decreases. When it is exhausted, the chance of getting a crippling wound increases, and being defeated means the end of a career. Crippled creatures can no longer participate in any fight but still can reproduce.


Combat injuries

Monsters can get injured or seriously injured when defeated in non-lethal combat. The chance of injury is higher for creatures with the "Fragile bones" trait.


Crossbreed potion's strength

The potion strength of the Crossbreed Potion will have a significant effect. Weak potions cause random harmful traits in the offspring.


Harmful traits

  • Light Hemophilia - Loses 2 HP for 2 turns after being hit
  • Hemophilia - Loses 4 HP for 3 turns after being hit, and blood draw or organ implantation is not possible
  • Severe Hemophilia - Loses 6 HP for 4 turns after being hit, and blood draw or organ implantation is not possible
  • Fast aging - Becoming old at 50% of lifespan
  • Untamable - Not possible to tame this creature
  • Fragile bones - Can be crippled when defeated in combat, regardless of the damage capacity
  • Sickliness - Moderate illness is fatal, and organ implantation is not possible
  • Fast metabolism - The upkeep cost is double due to increased food intake
  • Single offspring - The litter size is 1



Effect of hemophilia in combat

Melee weapons, bow, bite, claw, or spiny skin cause physical damage and trigger bleeding if the monster has hemophilia.
Elemental and poison damages like magic staff, Ice Breath, Poison Spit, or Shock Skin do not cause bleeding wounds.


Inbreeding

All offspring of closely related creatures get inheritable harmful traits and a not-inheritable trait called Inbred. If a parent is inbred, the offspring may get harmful traits but not inherit the Inbred trait.

The aging algorithm has been modified, and now you can see the number of turns until growing old.

Auto-combat has been reworked. The losses better reflect the combat power of each team.


Bugs fixed:

  • Shady Business quest starts all over again after the completion
  • Pop-up info of strength can be stuck at the "Monsters" window

Druids II.

Hi All,

This small update adds five more quests to the mid-late game. You will get generic quests if you miss the three early druid quests. With this change, you won't miss the opportunity of getting more exclusive goods at the druid's fair. The other four new quests provide new species or subspecies:

Sapphire Beetle has a new ability called Flawless Attack. This type of attack is always successful. Only the Flawless Defense ability neutralizes it.

Cave Arachnid Queen has the Fire Breath ability. I am trying to add better traits to the new insectoid monsters making them more valuable because insectoids are the less popular class according to the Steam Achievements stats.

Giant Bear and Greater Northern Lizard are the bigger and stronger subspecies created by the druids.


Bug fixes:

  • Missing food supplement slots at the Hatchlings window when the creature's growing-up time is higher than 15. Hatching and growing-up time is now maximized at 15 turns.
  • Tooltips show incorrect values for the Greater Energy Steal at the Skill Upgrade panel.
  • The monster upkeep cost is not recalculated after implanting the Segmented bowel.



I am also working on the new creature models for the full release. I hope I will be able to show some of them in the next couple of weeks.