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The Monster Breeder News

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.

Druids I.

Hi All!

This update adds the Druid's Market and three early quests to the game. Every March, the druids hold a fair where you can buy tamed, grown species. If the player completes the quests, they will also gain access to a higher variety of goods. I added enhanced versions of some weaker species to make them more valuable. A couple of new organs, food supplements, a new spell, and magic staff also come with this update.

[h3]Six new subspecies bred by druids, with new or enhanced abilities:[/h3]
    Horrid Worm
  • Killer's Revival - Replenish health points to the maximum, if a melee attack results in a kill.
  • Greater Life Steal - Regain more health points after every successful attack

    Green Ant Raider
  • Fearless Aura - Encourage monsters on all adjacent hex

    Dread Wolf
  • Greater Pack Attack - Simultaneous attack of multiple monsters. No 50% damage penalty.

    Battle Rat
  • Flawless Defense - Dodge every melee attack for a turn. Costs double energy, and cooldown period.

    Dire Varanus
  • Greater Energy Steal - Drain more energy from the enemy after a successful attack

    Ghyllow Beast
  • Total Spininess - Severely damage attacking monsters. 100 Spiny Skin is required.


[h3]New food supplements:[/h3]
  • Bone Stone increases the bite strength of juvenile creatures.
  • Downy Leaf decreases the size but increases the agility of juvenile creatures.
  • Bloom Root increases the lifespan of juvenile creatures.
  • Mud Worm increases the resilience of juvenile creatures, making them less vulnerable to abomination.


[h3]New organs:[/h3]
  • Nerve Bladder provides additional skill points.
  • Segmented Bowel provides a bonus affecting plant food ratio.
  • Spawning Cells provides a bonus affecting the litter size.


Invoke Wraith spell
Increases bite strength, and critical chance, and decreases fear in combat.

Staff of Fear
This magic staff causes fear instead of inflicting damage.


Bug fixed:
  • The class bonus of Blood Potion is not transferred to the transfusable blood.
  • Runestones don't decrease the weakness of fire, frost, or shock.
  • Combat potions are consumed in auto-combat mode, even if their use is not allowed for that fight.
  • Hit chances of ranged attacks are not corrected with the possibility of dodging arrows when the target has the "Dodge arrow" ability.
  • Weight data disappear from the item pop-up info.
  • Enemy characters can step on the exit hex, causing the game to freeze.
  • Friendly characters do not use exit hex for fleeing.
  • The attack of opportunity was not triggered on every relevant occasion.