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Kādomon: Hyper Auto Battlers News

Community Update: April fixes & improvements

Hey everyone,

Thanks so much for you patience over the last couple weeks. Apologies for how quiet things have been recently, we've been reading through all of your feedback and working hard to improve the Kādomon experience.

Our April update is now live, and with it comes a bunch of fixes and tweaks to make our game more user-friendly for you all!

[h3]Opt-in to the experimental branch to play[/h3]
To play the new updated version, you'll need to be playing on the experimental branch. Here's how to switch to this:



Here's a run-down on what we've been working on:

[h3]Run suspension has been added[/h3]

You can now suspend and resume your run mid-game, so you can easily jump back into the action. The game will autosave after every battle, so you won't lose your progress if you quit the game and can carry on your journey through the map.



[h3]Controller support has arrived[/h3]
You can now battle your Kādomon team using a controller! For players using a Steam Deck, please make sure you've got the Gamepad Layout setting selected, instead of the M/K Emulation. (Steam Deck users: please switch to experimental branch to use controller support.)

[h3]Removing items from Kādomon has been fixed [/h3]
No longer do you need to add a new item to a Kādomon in order to remove the previous one. A button has been added to remove an item, making powering up your team loads easier. (You need to right click a Kādomon in the shop.)



[h3]Seeded Runs have been added [/h3]
It's now possible to enter and share Run Seeds on the Main Menu, allowing you to replicate maps between runs.



[h3]Misprints are now selectable in the Kādodex[/h3]
The issue with being unable to choose unlocked misprints in the Kādodex has been sorted. If you've unlocked a special Kādomon, you'll be able to select it from the Kādodex and battle with it. (Assuming you've sent the Kādomon home at camp in order to unlock it)



[h3]Check out the patch notes to read the full update[/h3]
Many more bugs have been fixed, so click here to read the full patch notes. Thanks so much for bearing with us while we investigated these issues. We hope these tweaks make the game more enjoyable.

[h3]More updates are on the way![/h3]
We're still cracking on behind the scenes to make Kādomon the best game it can be! We're aiming to have another update for you coming in May, and this will cover language consistency, localisation fixes, more bug fixes and more balancing tweaks.

Alongside these fixes, we're also looking at wider design improvements, as well as changes to the gameflow and core issues players have been experiencing. We'll keep you in the loop with when these are coming, but please rest assured these are on our to-do list and we're working through them!

Thanks again for your continued support. Any questions or suggestions please do let us know, and if you'd like to chat with other players and take part in Kādomon challenges, join us over on Discord.

Speak soon,

Pat

About our April update...

Hi everyone,

I just wanted to let you know that we have found some disturbing footage on our security cameras this morning… It seems a cheeky Sewinder has run away with our April update!



We had planned to release our update today, but this little setback means it’ll be ready tomorrow instead (once the authorities have managed to retrieve our build).

In the meantime, we wanted to let you know that this new build will go live on the experimental branch and will include a lot of your requested features. You can check out the patch notes here.

Thanks so much for bearing with us. We hope you enjoy tomorrow’s update.

Cheers,

Pat

[Experimental Branch] Kādomon Hyper Auto Battlers Version 0.4.0

Hey everyone,

we'd like to apologise again on this taking some time to reach you, but we have a patch going up on the experimental branch tomorrow 01/05/2024!
Keep an eye on the Steam Announcements, as we will put up a post when the build is available & instructions on how to access the branch.

Please find the patch notes below:

[h3]General Gameplay Adjustments [/h3]

- Support for Controllers is now available.
- For users on Steam Deck or using Steam Input, to correctly utilise Controllers, please ensure your Steam Input settings are set to a Gamepad layout, rather than KBM Emulation.
- It is now possible to suspend and resume mid-run, allowing players to easily jump back into the action.
- It is now possible to enter and share Run Seeds on the Main Menu, allowing players to replicate maps between runs.
- Stability issues may be introduced when using Seeded Runs, please report any encountered using the in-game bug reporting tool, accessible via. pressing F10 on KBM.


[h3]Misc. [/h3]

- Added button to remove items from Kadomon, without having to switch for another item in your inventory.
- Updated English text strings for certain triggers and events, correcting grammatical errors and removing placeholder text.
- Enemies can no longer exploit the damage from the 'Radioactive Gem' item.

[h3]Bug Fixes [/h3]

- Fixed an issue allowing all Kadomon to be released, rendering further progress impossible.
- Fixed an issue causing Misprints to be unselectable in the Kadodex.
- Fixed an issue allowing the game to continue once the player's Morale has hit 100.
- Fixed Split Evolution Kadomon having incorrect interactions with their pre-split Evolution Lines.
- Fixed Scowlie's Super Ability dealing too little damage to Allies.
- Fixed an infinite caused by combining Tainee's Passive with the Ice Club item.
- Fixed items equipped to Gnock disappearing permanently from your Inventory when Fragile is triggered.
- Fixed Hyper Wormonger's Evolution animation not displaying correctly.
- Fixed an issue causing the 'Carrot on a Stick' item ability to not trigger.
- Fixed 'Toxic Lamp' item incorrectly targeting the wrong Kadomon.
- Fixed 'Fishing Hook' item incorrectly granting bonus health.
- Fixed 'X Fainted Allies in Battle' Quest not triggering correctly from parties using 'Last Wish' status effect.
- Fixed 'Apply X Thorns to Enemies' Quest displaying the wrong number.
- Fixed Kadomon Cards occasionally getting stuck when moving between active Party and Box during battle.
- Fixed tooltips not correctly appearing for Shop items.
- Fixed the battle being able to be started whilst still holding a unit, causing some incorrect behaviours.
- Fixed an exploit allowing the enemy team to be edited and stolen from during battle setup.
- Fixed an exploit allowing nodes to be skipped by hitting the continue button in the shop whilst in the start of a battle.
- Fixed an exploit allowing locked off Map nodes off the current route to be selected.
- Fixed an exploit causing Shop Items to be swappable with items in your inventory.
- Fixed an exploit causing Shop Items to be sellable.
- Fixed an exploit allowing Items to be duplicated through swapping them around in your inventory.
- Fixed Items being incorrectly able to be combined with themselves.
- Fixed an issues causing Lock symbol to become stuck in the Combine option box, if an item had been sold mid-Combine attempt.
- Fixed an issue causing status effects to incorrectly display in your Box if a unit had since been deleted (primarily caused by Bulbaby).
- Fixed Hyper Evolutions incorrectly displaying a half-full XP bar after battle.
- Fixed Shop Menu only being able to be closed by hitting Continue after battle.
- Improved Menu flow to enable easier access to the Shop when moving between screens.
- Fixed the Expanded Card View closing any menus the player currently has open.
- Fixed an issue causing incorrect menu highlights to appear when pressing ESC on KBM.
- Fixed an issue with ESC inputs causing certain menu options to no longer function correctly, including one known crash.
- Fixed an issue with the Tutorial becoming incompletable if the player interacts with Menu options on the top bar.
- Fixed menu flow to allow the Options menu to be correctly accessed during the Tutorial.
- Fixed issues with the Kadodex.
- Hyper Skeeleton will now no longer incorrectly appear before unlocking.
- Legendary units now no longer display duplicated entries.
- Names for certain items have been added, where they were previously missing.
- Fixed Handora incorrectly displaying in the Kadodex.
- Made the display on the left hand side update faster when rapidly switching between unit entries.
- Selecting a different unit in the Kadodex now defaults back to the currently open menu, allowing easier comparison between units.
- Won/Released Stats should now update correctly.
- Fixed Resolution Menu in Settings not working correctly.
- Fixed Language Select defaulting to English when navigating away from it.
- Fixed Audio Settings resetting on startup.
- Fixed Settings button not functioning correctly if returning to the Main Menu after a run.

[h3]Known Issues [/h3]

-Localised Text will be updated in the coming weeks, correcting inconsistencies in grammar and incorrect translations.
- Initial Loading can be slow at times, appearing to hang.

Community Update: Improvements to Kādomon

Hey everyone 👋

Big thanks to everyone who has been playing Kādomon and leaving us feedback. We've been hard at work making improvements, and I wanted to give you a little update of where we're up to:

[h3]Addressing Technical Issues/Bugs (ETA: Regular Updates)[/h3]
Thanks to your reporting both in-game (via the F11 Bug Reporting system) and on our Discord server, we’ve already been able to ID and fix a litany of balancing and performance issues - including an infinite-prevention system, fixes for missing text strings, resolving crashes during the final boss, and more.

We’re continuing to make Major fixes at a steady pace, and we’ll be releasing regular hotfixes over the next few weeks to ensure the game is as stable as possible. Some current issues we’re looking to clean up ASAP include:
- Extended loading times/crashes related to loading.
- Being unable to select Misprints in the Kādodex.
- Evolution animations being automatically and incorrectly skipped.
- Soft Locks in certain Sub Menus if opened during Battle (Bag, Dex, etc.)
- And much more




[h3]Boss Fight Rebalances (ETA: Regular Updates)[/h3]
We’ve heard your feedback regarding the boss fights, and have already made sweeping changes in the first few hotfixes. They should now be less of a bottleneck, only taking 50 Morale on Defeat rather than wiping your run entirely. We’ve also made adjustments to Gnocking, reducing his ability to mirror buffs, which should make the fight more tolerable when using teams with diverse strategies.

These are a start, but we’re looking to make more changes to make the boss encounters more fun and engaging throughout. Changes are planned for the Khaothesis encounter in particular, to resolve issues players are encountering regarding the two-phase structure of the fight. We welcome any and all feedback on this one, so please continue to make your voices heard!

[h3]Controller Support (ETA: April)[/h3]
We were initially targeting this feature for Launch, but as is often the case, you introduce one thing and a thousand other smaller things break, so it wasn’t ready for prime-time. We’re now in the final pass of bug fixing on Controller Support, so gamepad (and Steam Deck) users should be able to get their Kādomon fix in the coming weeks.

[h3]Addressing Localisation Issues/Bugs (ETA: April)[/h3]
First things first, thank you for all your feedback and reports regarding localisation issues experienced at launch (especially those playing in the Chinese languages). We’ve been able to address some of them in the various hotfixes released over the last fortnight - and we’ve immediately had the game QA’d in every language to identify the more widespread issues.

Soon, we’ll be releasing a major update to our localised languages, featuring corrections, retranslations, font updates, and more - to make the Kādomon experience as smooth as possible, regardless of what language you play in.



[h3]Changes to Save Data (ETA: May)[/h3]
After feedback from Launch, we’ve already made some updates to how the game handles Save Data. Most prominently of these, Quest Progress now auto saves AFTER each fight, rather than at the end of a run. This should hopefully make the experience of unlocking new items and Kādomon a bit smoother.

We’re looking to make further changes going forward:
- An update to Save Data structure, to improve stability and decrease excessive loading times.
- A refactor of how we handle Legacy data (Saves from previous Demos and the Kādomon Prologue) to ensure smoother and more consistent data transfer to the Full Game.
- We’re currently investigating the possibility of mid-run saving/run suspends (as it is currently our number one requested feature). We’re hopeful we’ll be able to make this happen, but any updates, watch this space!

[h3]Potential Changes to Type Effectiveness (ETA: May)[/h3]
The current implementation of Type Effective damage has been a point of contention, both internally and within the community. Whilst we made major revisions to it when preparing the game for launch (including adding the Type Effectiveness chart, and diversifying the animations) - it’s clear from feedback that most seem to find the current system intrusive or detrimental. Focusing on both damage output and elemental synergies is too much, and not especially fun to manage.

As a result, we’re looking to hear from the community. Is Type Effective damage something we should remove from the current version of the game? Do let us know in the comments!

Caveated that we can always add it back in future updates, as an optional Difficulty Modifier - for those looking for a more punishing experience. Please let us know your thoughts on this suggestion.



[h3]Smaller Improvements coming to the game in the near future:[/h3]
- Making the Kādodex available on the Main Menu, to make it more easily accessible.
- Making the Quest Screen available on the Main Menu, as well as more prominent featuring of Quests and their Unlocks throughout your adventures.
Changes to Items:
-The ability to Remove Items from Kādomon, without having to swap them with another item.
- Automatically placing any items received from wild Kādomon that are already in your party, into your bag.
- Viewable Recipes for Item Combinations in-game.
- Viewable Combinations for Items/Kādomon needed for Hyper Evolution in-game.
- Changes to how CONSUME items work, to better reflect their descriptions.
- Updates to the Shop, to remove Tickets and allow for re-rolling using Gold instead (to make Gold more useful longer-term).
Changes to Misprints:
- Making Misprint Selection more readily accessible.
- Making Banking Misprints at Rest Areas not remove that unit from your team, making 1st time Misprint runs more viable.
- Balancing the ‘Cursed Chest’ Field Effect to ensure that Misprints are not accidentally missed when it is equipped.
- Updates to the current Ending, to remove unnecessary menuing and improve rewards.
- Better signposting of the in-game tutorial (as well as some smaller tutorial updates, to ensure information is consistent with new changes).



[h3]Looking to the Future of Kādomon:[/h3]
We’re already starting the conversation of where we take things from here with Kādomon, looking towards a longer-term future.

Certain pieces of feedback (regarding Meta-Progression, Making Battles Easier to Understand, Diversifying Starters, Additional Bosses, etc.) are all things we’re keen to look at, but will require more time to properly address.

Once we’re through with this initial set of fixes and updates, we’ll be back with another community update, better expanding on our plans for these larger features, and re-introducing our Early Access Roadmap. Thank you for your patience, as we make these preparations - and please continue to provide as much feedback as you can. We read everything, and are dedicated to making the Kādomon experience something everyone can enjoy.

Talk soon,

Pat




Community Update: Improvements to Kādomon

Hey everyone 👋

Big thanks to everyone who has been playing Kādomon and leaving us feedback. We've been hard at work making improvements, and I wanted to give you a little update of where we're up to:

[h3]Addressing Technical Issues/Bugs (Regular Updates)[/h3]
Thanks to your reporting both in-game (via the F11 Bug Reporting system) and on our Discord server, we’ve already been able to ID and fix a litany of balancing and performance issues - including an infinite-prevention system, fixes for missing text strings, resolving crashes during the final boss, and more.

We’re continuing to make Major fixes at a steady pace, and we’ll be releasing regular hotfixes over the next few weeks to ensure the game is as stable as possible. Some current issues we’re looking to clean up ASAP include:
- Extended loading times/crashes related to loading.
- Being unable to select Misprints in the Kādodex.
- Evolution animations being automatically and incorrectly skipped.
- Soft Locks in certain Sub Menus if opened during Battle (Bag, Dex, etc.)
- And much more




[h3]Boss Fight Rebalances (ETA: Regular Updates)[/h3]
We’ve heard your feedback regarding the boss fights, and have already made sweeping changes in the first few hotfixes. They should now be less of a bottleneck, only taking 50 Morale on Defeat rather than wiping your run entirely. We’ve also made adjustments to Gnocking, reducing his ability to mirror buffs, which should make the fight more tolerable when using teams with diverse strategies.

These are a start, but we’re looking to make more changes to make the boss encounters more fun and engaging throughout. Changes are planned for the Khaothesis encounter in particular, to resolve issues players are encountering regarding the two-phase structure of the fight. We welcome any and all feedback on this one, so please continue to make your voices heard!

[h3]Controller Support (ETA: April)[/h3]
We were initially targeting this feature for Launch, but as is often the case, you introduce one thing and a thousand other smaller things break, so it wasn’t ready for prime-time. We’re now in the final pass of bug fixing on Controller Support, so gamepad (and Steam Deck) users should be able to get their Kādomon fix in the coming weeks.

[h3]Addressing Localisation Issues/Bugs (ETA: April)[/h3]
First things first, thank you for all your feedback and reports regarding localisation issues experienced at launch (especially those playing in the Chinese languages). We’ve been able to address some of them in the various hotfixes released over the last fortnight - and we’ve immediately had the game QA’d in every language to identify the more widespread issues.

Soon, we’ll be releasing a major update to our localised languages, featuring corrections, retranslations, font updates, and more - to make the Kādomon experience as smooth as possible, regardless of what language you play in.



[h3]Changes to Save Data (ETA: May)[/h3]
After feedback from Launch, we’ve already made some updates to how the game handles Save Data. Most prominently of these, Quest Progress now auto saves AFTER each fight, rather than at the end of a run. This should hopefully make the experience of unlocking new items and Kādomon a bit smoother.

We’re looking to make further changes going forward:
- An update to Save Data structure, to improve stability and decrease excessive loading times.
- A refactor of how we handle Legacy data (Saves from previous Demos and the Kādomon Prologue) to ensure smoother and more consistent data transfer to the Full Game.
- We’re currently investigating the possibility of mid-run saving/run suspends (as it is currently our number one requested feature). We’re hopeful we’ll be able to make this happen, but any updates, watch this space!

[h3]Potential Changes to Type Effectiveness (ETA: May)[/h3]
The current implementation of Type Effective damage has been a point of contention, both internally and within the community. Whilst we made major revisions to it when preparing the game for launch (including adding the Type Effectiveness chart, and diversifying the animations) - it’s clear from feedback that most seem to find the current system intrusive or detrimental. Focusing on both damage output and elemental synergies is too much, and not especially fun to manage.

As a result, we’re looking to hear from the community. Is Type Effective damage something we should remove from the current version of the game? Do let us know in the comments!

Caveated that we can always add it back in future updates, as an optional Difficulty Modifier - for those looking for a more punishing experience. Please let us know your thoughts on this suggestion.



[h3]Smaller Improvements coming to the game in the near future:[/h3]
- Making the Kādodex available on the Main Menu, to make it more easily accessible.
- Making the Quest Screen available on the Main Menu, as well as more prominent featuring of Quests and their Unlocks throughout your adventures.
Changes to Items:
-The ability to Remove Items from Kādomon, without having to swap them with another item.
- Automatically placing any items received from wild Kādomon that are already in your party, into your bag.
- Viewable Recipes for Item Combinations in-game.
- Viewable Combinations for Items/Kādomon needed for Hyper Evolution in-game.
- Changes to how CONSUME items work, to better reflect their descriptions.
- Updates to the Shop, to remove Tickets and allow for re-rolling using Gold instead (to make Gold more useful longer-term).
Changes to Misprints:
- Making Misprint Selection more readily accessible.
- Making Banking Misprints at Rest Areas not remove that unit from your team, making 1st time Misprint runs more viable.
- Balancing the ‘Cursed Chest’ Field Effect to ensure that Misprints are not accidentally missed when it is equipped.
- Updates to the current Ending, to remove unnecessary menuing and improve rewards.
- Better signposting of the in-game tutorial (as well as some smaller tutorial updates, to ensure information is consistent with new changes).



[h3]Looking to the Future of Kādomon:[/h3]
We’re already starting the conversation of where we take things from here with Kādomon, looking towards a longer-term future.

Certain pieces of feedback (regarding Meta-Progression, Making Battles Easier to Understand, Diversifying Starters, Additional Bosses, etc.) are all things we’re keen to look at, but will require more time to properly address.

Once we’re through with this initial set of fixes and updates, we’ll be back with another community update, better expanding on our plans for these larger features, and re-introducing our Early Access Roadmap. Thank you for your patience, as we make these preparations - and please continue to provide as much feedback as you can. We read everything, and are dedicated to making the Kādomon experience something everyone can enjoy.

Talk soon,

Pat