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Kādomon: Hyper Auto Battlers News

Community Update: Public Branch update

Hi everyone,

Just to let you know that the Public Branch has now been updated with our latest changes from the last two patch notes (previously these were on the Experiments Branch).

These changes included:

- Controller support
- Seeded runs
- Hyper Evolution items added to the Kādodex
- The removal of Type Effectiveness
- & lots of smaller bug fixes




[h3]More updates are on the way![/h3]

While we don't have a set date yet on when to expect the next batch of updates, please rest assured we are working hard on improving Kādomon throughout the rest of 2024 and beyond. We want to give everyone the best experience we possibly can, so expect lots of changes and lots of chances for your feedback to be heard.

We're very excited to show you more of what's coming to our game, but we just need a little more time to get our heads down and iron out some details before we share more.

Thanks so much for your ongoing patience and support.

Pat

[Experimental Branch] Kādomon Hyper Auto Battlers Version 0.4.1

Hey everyone,

Please find below the patch notes for Patch 0.4.1 on the experimental branch of Kadomon!

[h3]General Gameplay Adjustments [/h3]

  • Following community feedback, Type Effectiveness will no longer be factored in to combat.


    • Furthermore, the Type Effectiveness chart has been removed.
    • The Eelement line has been adjusted accordingly, with their passive now "Attacks deal [20/40/60/80]% bonus DAMAGE to targets with a matching type."
  • Made balancing adjustments to Camoss and Camount.


    • Speed and Energy requirements increased, causing their attacks to occur less frequently.
    • Camount's Super Heal has had its healing capabilities reduced.
  • The Item required for a unit to Hyper Evolve can now be viewed alongside that unit in the Kadodex (once the Hyper Evolution combination has been discovered).


[h3]Misc. [/h3]
  • Added in a prompt encouraging first-time players to play through the tutorial before starting a run.
  • Added in a new pop-up at the end of a run highlighting newly unlocked items.
  • Tabs in the Kadodex screen are now listed alphabetically.
  • Made changes to the way Audio loading is handled, which should have an impact on reducing load times.


[h3]Bug Fixes [/h3]
  • Corrected an issue causing completed quests not to be displayed at the end of a run.
  • Fixed On Death effects that deal damage not triggering correctly, addressing issues with some passives (including Bouse).
  • Corrected a missing string causing Rest Areas to display the wrong error message when attempting to add a bonus type to a unit that can't add any more.
  • Fixed the statistical diagram in the Kadodex incorrectly scaling 'Health' values.
  • Fixed Coldent's Passive spawning a Token unit at the incorrect level.


    • Also fixed the description on this Passive not updating correctly.
  • Fixed Shock Ball functioning incorrectly.
  • Fixed Spotlight functioning incorrectly.
  • Fixed some items missing the backgrounds for their description tool tips.
  • Fixed Settings and Credits buttons not working after returning to the Main Menu after a run.
  • Fixed issues regarding the Minecart item, addressing softlocks.
  • Fixed blank notifications appearing after collecting the last reward from a battle.
  • Fixed RS scroll on controller not working correctly on expanded view during a battle.
  • Fixed money gained during miniboss encounters not saving correctly.
  • Fixed an exploit causing the Quick Cash field effect to incorrectly trigger when continuing a save.
  • Fixed an issue causing progressing to be reset if continuing a save with a Split Evolution line in your team.
  • Fixed an issue causing users to load into empty battle screens.
  • Fixed an issue causing some UI elements to become stuck, preventing progress.
  • Fixed Unequip button appearing inconsistently in expanded view.
  • Fixed expanded view becoming inaccessible if the Minecart item has been triggered.


[h3]Known Issues [/h3]

  • Additional fixes are in the works regarding the appearance of certain localized languages in game (focused mainly on French and Japanese).

Community Update: May improvements & fixes

Hey everyone,

The May update is now ready to play on the experimental branch! (Instructions on how to switch to this build are here). This update includes tweaks and bug fixes to improve the overall gameplay. A couple changes you can expect to see include:

[h3]Hyper Evolution items have been added to the Kādodex! [/h3]



You no longer need to try and remember which items Hyper Evolve which Kādomon. If you've already discovered the item, it'll now appear in the Kādodex next to the name of the Kādomon that it will evolve!

[h3]Type Effectiveness will no longer be factored into battle[/h3]



Following feedback we've seen from players, Type Effectiveness has now been removed. This also means that Eelement now has an entirely new moveset, with their passive now "Attacks deal [20/40/60/80]% bonus DAMAGE to targets with a matching type."

Please note: The departure of Type Effectiveness might not be permanent. We will bring it back if there's a good reason to!

[h3]A new batch of bugs have been fixed! [/h3]

Alongside these changes, we've fixed some of the popular bugs we've noticed the community has been experiencing. For example, the Spotlight and Shock Ball items are now functioning, as well as the issue causing users to load into empty battle screens.

Thanks so much for your continued support and feedback. We're working hard to keep improving our game, so please do keep letting us know your suggestions - they're really helpful!

If you'd like to share your strategy with other Kādomon players and chat with the dev team, do join us over on Discord.

Until next time,

Pat

What improvements would you like to see?

Hey everyone,

Big thanks to those of you who commented on our last post with your thoughts on the speed stat. It's been really interesting reading all your opinions and while we haven't got a set decision yet, it's definitely helped influence where we go from here.

[h3]We'd love some more feedback! [/h3]

We've been looking closely at reviews and Steam forums to determine what we should tweak next, and if possible we'd love to get a little more input from our community. Seeing as the previous blog worked so well with capturing comments, we'd like to ask another question...



[h3]What Quality-of-Life updates would you want to see next? [/h3]

By quality of life, we're talking about changes that aren't heavily affecting any gameplay elements or features, but instead tweaks that make the player's life easier.

What would make the game easier to understand/more fun to play? Is there anything you've come across in-game that's confusing/frustrating? Please reply to this post and let us know!



We want to make sure we're sorting the things that are impacting your playthroughs, so any feedback you have related to quality-of-life would be fantastic.

[h3]More bug fixes are coming! [/h3]

We'll have an update coming by end of May with more fixes and tweaks. For example, we'll have a fix for the Shock Ball item. We'll share more with you soon on what to expect from this update.

[h3]Thanks for all your support [/h3]

As a solo dev, it's hard to get updates out as quickly as I'd like, so thank you for bearing with us. Launching into Early Access has been a bit of a whirlwind so far, but please know we are dedicated to improving and growing Kādomon: Hyper Auto Battlers!

Talk soon,

Pat

We'd love your input on something!

Hey everyone,

We've been hard at work on the next batch of fixes and tweaks, and we came across something that we'd love to get your thoughts on. 💭

[h3]Gotta go fast! 💨[/h3]

We've noticed a lot of players have had concerns about the speed stats, and have said how it seems confusing. We've taken a look into this and agree, it might be making the game unnecessarily complex, so we've come up with 2 options on how to change this:

[h3]Option 1[/h3]

We can remove the speed stat so that attacks are now based on the units position. Both ally and enemy attack each other at the same time.



[h3]Option 2[/h3]

The same as Option 1, but units now always attack the enemy in the mirror position unless stated otherwise.



[h3]Option 3[/h3]

Have your say! Alternatively, if you have a different solution to how speed stats work, we'd love to hear it.

[h3]Which option would you prefer to play with? [/h3]

Please let us know in the comments how you like us to progress with this, alternatively we will be setting up a thread in the steam discussions to discuss the speed stat - your thoughts are really important to us and we want to make sure we're taking our game in the right direction!

We'll have more news about updates coming soon. Thanks for your help with this.

Cheers,

Pat