1. Kādomon: Hyper Auto Battlers
  2. News

Kādomon: Hyper Auto Battlers News

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




[Hotfix] Kādomon: Hyper Auto Battlers Patch 0.3.3

Hey everyone, some additional localisation fixes in today, we're still hard at work on additional fixes mentioned and would like to thank you for your patience with us on this.

Bug Fixes
  • Additional fixes to Random Events missing localised text in some languages

Community Update: Fixes & Improvements

Hey everyone,

Firstly, thanks so much for all your support over the last couple days. I wanted to jump on here and let you know we’ve been reading every comment, on Steam, social media, and Discord, and we've been tracking all of your reports. This has really helped us to prioritize fixes and issues that need the most immediate attention. You are being heard, and we're working towards solutions for the issues being encountered.

My goal is for Kādomon to be an awesome experience for everyone who plays. This is just the beginning of our journey; I’m really excited to share with you more of what’s to come. We’ve been hard at work releasing hot fixes based on what players have been flagging the most and there’s plenty more improvements on the way.

[h3]These are some of the commonly reported issues we’ve resolved so far: [/h3]
  • Saving issues. The issue of losing challenge data mid-game if you exit the run has been partly resolved. The game now autosaves after each battle, so you won’t lose your progress on the quests that unlock new Kādomon and items. As a next step, we are looking into run suspension, and we’ll keep you updated as we progress with this.
  • Long loading times on initial run startup. This issue has been partly resolved, and we will be further improving and monitoring in future hot fixes.
  • For players who already have Save Data from 0.3.0 or previous versions, the initial load may take some time, as your save file is being upgraded under-the-hood. Once this process is complete, you should no longer experience any extended loading periods in future sessions.
  • Gnock balancing. We’ve taken a look at balancing the Gnocking encounter. We'll carefully monitor this going forward.
  • Game crashing. We’ve seen different reports of crashing in different areas, and have addressed a majority of these now. We will be monitoring other crash reports and feedback and addressing them.
  • Addressed language settings being overridden by user's System Language setting
  • Missing localisation. The missing localisation in the events has been added in.

[h3]Secondly, I wanted to cover off some of the known issues that we're investigating. [/h3]
  • Run Suspension
  • Further speeding up load times
  • Quality of Life changes such as having the Kādodex on the main menu or being able to remove items without replacing them.
  • Additional bug fixes

These are just some of the priority fixes we're working hard to rectify! We've begun collating a list of fixes and issues from across our channels that the community have reported and are creating a priority list for them.

We're aiming to share more information on these issues Wednesday 3rd April. Thank you for bearing with us!

We’ll be continually working with the community to polish and tweak the game, so again, thank you for your help and support on this. Your feedback is already proving invaluable in helping us rectify these issues, and we’d like to encourage you to keep sharing your thoughts with us on social media and in Discord so we can continue to improve Kādomon! Thank you again.
[h3]How to claim your unlocked misprints[/h3]



I'd also noticed some players asking how to access the unlocked misprints for launch week. Here's how:
🗒️Go to the Kādodex,
🍃Open up the Kādomon you're looking for
🔥Click the 3rd tab at the top (Stats/Unlocks)
❄️Scroll through your misprints

Any other questions please let me know!

Talk soon,

Pat

[Hotfix] Kādomon: Hyper Auto Battlers Patch 0.3.3

Hey everyone, some additional localisation fixes in today, we're still hard at work on additional fixes mentioned and would like to thank you for your patience with us on this.

Bug Fixes

  • Additional fixes to Random Events missing localised text in some languages

[Hotfix] Kādomon Hyper Auto Battlers Version 0.3.2

Hey everyone, thanks for all your feedback! We're continuing to work on fixes and improvements, and here's the latest batch:

[h3]General Gameplay Adjustments [/h3]

- Quest Data now autosaves after battles, rather than after run completion.
- Lowered the upper limit on times an effect can trigger per-battle to 50, preventing infinite loops.
- Damage Effects already queued from units that have since fainted will no longer play.
- Boss Battles now deal '50' Morale damage on defeat, rather than '100'
- Balance Adjustments to Gnocking Boss Battle
- Gnocking will now only use the Enemy's Effects one time, rather than twice.
- Removed 'Crown' item from Gnocking.
- 'Spear' item no longer triggers 'On Hit' effects.

[h3]Misc. [/h3]

- Adjusted the font used on Chinese language options to increase clarity.
- Corrected some spelling mistakes in Random Event text.
- Added missing translations for Random Events and Boss Names, previously affecting all languages.
- Skip Button in the Rest Area has been recoloured to red, to make it more prominent.

[h3]Bug Fixes [/h3]

- Hyper Evolved Kadomon will now correctly grant EXP Candy when released.
- Corrected Comelt's Super not triggering correctly.
- Fixed Ice Club incorrectly only triggering On Gain Frail.
- Corrected issue causing Beetbrute's evolution animation to produce incorrect text.
- Corrected issue causing Specturnal's Hyper Evolution animation to produce incorrect text.
- Corrected Gnocking and Shiftyke's Supers being triggered incorrectly by other effects.
- 'Following Food' Random Event now displays the correct amount of lost morale for the second option.
- Addressed 'Spare' button not working correctly.
- Addressed 'Folding Chair' item accidentally targeting itself.
- Addressed 'Radioactive Gem' not dealing Morale damage.
- Addressed 'Bouquet' item text not appearing.
- Addressed 'Bouquet' item not triggering correctly.