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Coromon News

Demo version 0.1.6

Demo version 0.1.6 is now released.

-A new Coromon is inhabiting Woodlow Forest... Try to find it and check out its evolution as well!
-Added item bind menu to be able to quickly access items. Perrin will add this Gauntlet upgrade when he installs the Essence Module. Hold Shift (or Extra 1 on controllers) to access the Gauntlet Power / Item Bind menu. Once you bind an item. You can unbind it by holding down the respective key (1-3), or with a controller by selecting an entry and holding the interact button.
-Coromon can now be swapped around faster. By holding down on a Coromon from the menu you instantly see the swap popup.
-Active effects (like Scents) can now also be accessed via controller by pressing the Extra 2 button.
-Mino now has a set of Traits available.
-Improved English syntax with thanks to Kingfisher!
-Fixed softlock when losing all Coromon on Hard+ difficulty.
-HP & SP bar now correctly update their max values during a battle.
-Minor improvements and fixes.

Demo version 0.1.4

Demo version 0.1.4 is now released.

-Perrin now has a stack of spare Gauntlets to give to trainers when he upgrades their Gauntlets. This should prevent trainers worrying that their Coromon are not in good hands.
-Coromon with conditions like Shock, Burn etc. will be cured of their condition after 4 battles, whether they participate in the battle or not. This counter includes the battle in which the condition was inflicted.
-Passing Jebediah's first quiz now rewards a nice item, the Lazy Gem. This item gives some XP to the Coromon holding it, if it did not participate in the battle. Trainers which already completed the quiz can find this item in their inventory.
-The Potentiflator and Traitifier progress will now be shown when talking to Oleg or Roman.
-Professor Larch finally shared his research data: You can now see which Coromon appear in areas in the world map. Click on a town or route to see the Coromon population of that area.
-Dialogs in which you may spend Gold (like Shops, Potentiflator, Traitifier) now show your available Gold.
-Improved dialog flow when emojis are used.
-Silquil now evolves at level 15, and Moffel now evolves at level 17.
-A possible soft lock at Power Tower floor 2 should no longer be possible, and solved for players who experienced this.
-Improved feedback mechanism from Mr. Mind's security measure at Power Tower floor 4.
-When the prologue is completed, players can now take the train back home to visit their mother, and redo their hair in front of their mirror.
-Added a number of new hairstyles.
-Lowered cave encounters some more.
-Improved shop layout for better pathing to the register.
-Added a setting for mobile to hide the movement input.
-Possible fix for games freezing right before a trainer battle.
-Minor improvements and fixes.

Demo version 0.1.2

Demo version 0.1.2 is now released.

-When starting a new game, players have the option to try out a quick battle to get a feel for the battle mechanics. This is for the demo only.
-Trainers that forget to pick up their Coromon get blocked from going to Woodlow Forest. Silly trainers, you can't battle without Coromon.
-The Beezel and Buzzlet quests now keep track of your progress in the logbook.
-The Potentiflator should no longer send Coromon into oblivion.
-Scrolling in the Coromon Storage with a gamepad now works as intended.
-Minor improvements and fixes.

Coromon Demo v0.1.1

Demo version 0.1.1 is now released

-The receptionist now offers the option for a less extended training course for more experienced trainers.
-Added a setting to enable window scaling.
-Added Settings and Quit button to the title screen.
-New icons for "Delete savegame" button on the title screen and "Return to title screen" button in the game menu.
-Type effectiveness can now also be seen in the Coromon details popup when clicking its nametag.
-Adjusted Type Efficiency of some types. We did this to prevent wild Coromon in the first routes to be super effective against starters:
--Cut is now 2x against Electric, and 0.5x against Ghost.
--Heavy is no longer 2x against Electric.
-Trapped Coromon have their Speed lowered, making Constrict more useful.
-Skill buttons show whether they will be very effective or not effective with a small color indicator.
-Renamed a number of Skills.
-Sleeping Coromon restore some SP per turn.
-Increased flashlight visibility, and removed flashlights. You now get a cool helmet with the same functionality.
-Traitifier is no longer limited to once per Coromon.
-Wild Coromon drop the Gold which they robbed from you on fainting. Sweet revenge!
-Added a custom background for Voltgar.
-Minor improvements and fixes.

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.