Demo version 0.1.0
Demo version 0.1.0 is now released.
We've received quite some feedback on the low variation in Coromon types. Adding new Coromon types would take quite some resources, but adding more after release of the full game already was, and will remain our goal.
To address this feedback until we reach that point, we're introducing Skill Types. We've added six new types, which (for now) can only be found on Skills. This means that we've changed the type of some existing and upcomming skills, to allow for more strategic Squad building and skill selection. Check the updateded Type Manual in-game to see how each of the new types interact with the existing ones.
For Hard or Insane players, we've set up a system which keeps track of all your Coromon that returned to the wild. Should you decide to lower the difficulty to Normal or Easy, your Coromon will return to your Storage. This change is not retroactive, so all Coromon which have currently returned to the wild, will remain there.
-Added Skill Types, and changed types on a number of skills.
-Updated visuals for the Power Tower puzzles. We are now using symbols instead of (sometimes hard to differentiate) colors.
-Lowering difficulty from Hard or Insane will return your lost Coromon (not retroactive).
-Added signs in front of the labs in the Lux Solis Campus, so that new trainers have less trouble getting around.
-You can now see some extra information while viewing locked skills, to better decide how you want to customise your Coromon.
-The flashes after overcharging the fusebox are no longer flashes, but a smooth fade transition.
-Increased speed of Claw and Bite skill animation.
-Slight decrease to encounter rates in specific grass patches.
-Buzzlet can now be encountered in Woodlow Forest as well, and Mino appears more often in Radiant Park.
-Added sections to the settings menu, and added streamer info there: Game Capture doesn't work well with our engine, but Window Capture or Display Capture works fine.
-Fixed a number of minor bugs & typos.
We've received quite some feedback on the low variation in Coromon types. Adding new Coromon types would take quite some resources, but adding more after release of the full game already was, and will remain our goal.
To address this feedback until we reach that point, we're introducing Skill Types. We've added six new types, which (for now) can only be found on Skills. This means that we've changed the type of some existing and upcomming skills, to allow for more strategic Squad building and skill selection. Check the updateded Type Manual in-game to see how each of the new types interact with the existing ones.
For Hard or Insane players, we've set up a system which keeps track of all your Coromon that returned to the wild. Should you decide to lower the difficulty to Normal or Easy, your Coromon will return to your Storage. This change is not retroactive, so all Coromon which have currently returned to the wild, will remain there.
-Added Skill Types, and changed types on a number of skills.
-Updated visuals for the Power Tower puzzles. We are now using symbols instead of (sometimes hard to differentiate) colors.
-Lowering difficulty from Hard or Insane will return your lost Coromon (not retroactive).
-Added signs in front of the labs in the Lux Solis Campus, so that new trainers have less trouble getting around.
-You can now see some extra information while viewing locked skills, to better decide how you want to customise your Coromon.
-The flashes after overcharging the fusebox are no longer flashes, but a smooth fade transition.
-Increased speed of Claw and Bite skill animation.
-Slight decrease to encounter rates in specific grass patches.
-Buzzlet can now be encountered in Woodlow Forest as well, and Mino appears more often in Radiant Park.
-Added sections to the settings menu, and added streamer info there: Game Capture doesn't work well with our engine, but Window Capture or Display Capture works fine.
-Fixed a number of minor bugs & typos.