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Monster Sanctuary News

Monster Sanctuary Battle Overhaul and Balancing Update

Hey Monster Keepers,

We’re working hard on the next area and more new Monsters! In the mean time, we wanted to release an update with a balancing overhaul.

Our main goal here, is to make normal battles and Keeper battles feel more similar. Here's some of the changes we’ve made to do this:
  • We’ve roughly doubled the player Monsters' Health.
  • Healing and Shielding is no longer halved in Keeper Battles, damage multiplier was also adjusted.
  • Wild Monsters' health is no longer as inflated as before compared to player Monsters. Instead, they get more damage reduction.
  • Wild Monsters deal more damage.
  • All passive effects which were related to max Monster health got halved (except for poison.)


The difficulty of the game should still be very close to how it was before. Healing and shielding your monsters now takes more effort in normal encounters but wild Monsters aren’t dealing as much damage relative to the doubled player Monsters' health.

Other balancing changes:
  • Aquatic Predatory crit chance value increased to 5% (from 3%)
  • Stampede damage value increased to 10% (from 7.5%)
  • Rampage crit chance value increased to 6% (from 5%)
  • Polluted Water debuff effectiveness increased to 8% (from 7%)
  • Nature's Wrath damage increased to 13% (from 10%)
  • Fish Scales reflect chance increased to 30% (from 20%)
  • Insect Charge stack count increased to 6 (form 5)
  • Magic Barrier value increased to 100% (from 75%)
  • Pecking Order damage reduced to 30% (from 40%)
  • Aerial Maneuvers dodge chance reduced to 6% (from 7%)
  • Reward Box level 1 + 2 now contain more items and have higher chances to open upgrade materials
  • Blessed Strikes damage reduced to 360% (from 380%)
  • Glitter Damage increase and reduction value increased to 3% (from 2.5%)
  • Elderjel now got another Critical Consistency passive node
  • Caraglow now got Mass Protector instead of emergency channel
  • Sycophantom now has Multi-Barrier instead of buff charging
  • Mana cost and values of active healing and shielding spells slightly increased,support monsters now have to care more about mana
  • Vaero and Silvaero got Blessed Strikes replaced by Aerial Strike
  • Vaero got Phoenix Affinity replaced by Cleanse and both shifts get 1 less base attack
  • Toxic Feedback healing now increases if a monster has multiple stacks of poison (half as much for stacks beyond the first)
  • Bubble burst cost less mana and does less damage on lower levels now
  • Overheal now converts 50% of the heal amount into shield and is an unique aura now
  • Attack Powered Shield, Magic Powered Shield and Hybrid Shield values increased
  • Infinity Buff stacks are now granted a turn earlier in PvP (7th turn of the non-starting player)
  • Infinity Buff stacks for PvE Keeper Battles are granted from turn 10+ on (starting with the human player)
  • Phoenix Affinity heals now for 15% of max health
  • Fungi now has Initial Poison instead of one of the Toxin passive nodes
  • Monk now has the Concealed and Multi Glory passives
  • Asura dark shift now has 1 less defense
  • Salahammer light shift now has -1 base health
  • Light shift frosty now has -1 base health, dark shift has +1 base health and -1 magic
  • Damage reduction provided by defense slightly increased
  • Barricade chance increased to 4% (from 3%)
  • Goblin Brute now has Mass Protector instead of Barricade
  • Ice Blob now has Defensive Presence instead of Barricade
  • Imori now has Defense proc instead of barricade and Preemptive shield instead of Copy Shield
  • We reverted Blob’s skill set to before he got Slime Volley and moved Bubble Burst a tier up. Also he got an additional Magic Proc passive
  • Shield Burst is doing 300% damage for both PvE and PvP
  • Health plus and Defense plus nodes now grant you slightly more Health/Defense
  • In PvP, you now see during the monster choice who will have the first turn


We've also fixed the issue where some players experienced problems when connecting with each other in PvP.

Thanks for reading, we hope you all enjoy these QOL features coming to the game. The next content update will bring an entire new area to the game, so keep watch here and on or socials for more information! :)

Monster Sanctuary Magma Chamber - Update 1 - Fixes and Balancing

Hey Monster Keepers!

Here's a whole host of fixes and balance changes for the Magma Chamber content update! We are always looking to improve the game, these changes have been possible via your feedback and reports! Thank you!

Balancing:
  • Salahammer now has Full Utility instead of Full Offense, shifted stats changed and some passive nodes got rearanged slightly
  • Full Offense, Full Defense and Full Utility mana cost increased
  • Concealed value reduced to 25% (from 30%)
  • Damage multiplier in Keeper battles slightly reduced
  • Imori's Preemptive Shield got replaced with Copy Shield
  • Attacks which cannot be dodged no longer bypass Blind stacks


Bugfixing:
  • Insect Charge doesn't trigger twice anymore
  • Fixed an exploit for monsters to learn skills which should not be available to them
  • Monster Types are now displayed in the Status Screen for Chinese version


We hope you'll have further fun exploring the 'hot' new content and collecting all of the new monsters!

If you come across any other issues with the update, be sure to report them in the 'report a problem' section. Let us know if you have any other feedback on the update in the comments below this post!

We can't wait until the next content update, but we will have another QOL (quality of life) fix for you all in the meantime soon! See you in the next update post!

Monster Sanctuary Content Update 4 - Magma Chamber

Hello Monster Keepers!

The world of Monster Sanctuary expands as we add another area to the game with this update.

Watch the trailer now:
[previewyoutube][/previewyoutube]

New area unlocked: Magma Chamber


Enter the hottest, steamiest, most fiery and volatile area of Monster Sanctuary: Magma Chamber. The new area features:
  • A new story arc, two new Keeper duels and a Champion fight against a demonic warrior.
  • Eight new Monsters to collect, who use a whole host of new fire-themed attacks. There are multiple new dragon-types - two of which belong to the Draco family of Monsters, which we’ll expand on in later content updates. Will you be the one to master their Might & Sorcery-themed skill trees?
  • There are two new unique stores to find in Magma Chamber for players to spend their hard-earned gold.
  • New equipment including the Grey Pearl: it boosts several stats by a large amount, but can only be equipped by unshifted Monsters.




Find the Magma Chamber east of the Stronghold Dungeon, below Ancient Woods and west of Horizon Beach. It can be entered from the Stronghold Dungeon and from Horizon Beach. The story arc of Magma Chamber can only be started once the player has finished Stronghold Dungeon's story arc!

Level Cap raised, Tier 5 passives unlocked, Monster-types


The Level Cap has been raised to Level 33 (from Level 29). This means that Monsters are now able to access the fifth and final tier of their skill trees. For a couple of the older Monsters, their existing skill trees have been slightly adjusted! For this new Level Cap, we decided to only unlock new passive skills; that means active skills can't be leveled to their maximum level yet. We will add tier 5 active skills in the next area update.

There are many new passive skills to learn in this update! As you may have already noticed in the gif above, all of the Monsters in the game now have proper Monster-types. There are new passive auras for almost every Monster-type, which should open up a lot of new options for viable Monster teams. The full list of Monster-types is as follows:
  • Beast
  • Reptile
  • Insect
  • Bird
  • Fish
  • Aerial
  • Aquatic
  • Spirit
  • Occult
  • Nature
  • Warrior
  • Mage
  • Dragon
  • Goblin
  • Slime
  • Construct


New PVP Rating system

This update introduces a new PVP rating system. Instead of simply having a numerical "elo" value, there are now different leagues. All players start in "Bronze" league with a single star. Winning a fight always rewards you with another star. After collecting five stars, you ascend to the next league - after Bronze comes Silver, for instance. After you have ascended to Silver league, losing a fight will subtract half of a star from your ranking. However, it's impossible to drop down from one league to another - so if you keep playing, you can only go up.

Also, to incentivize PVP participation, you get a special reward for ascending to each league.
  • Silver league: Skill Potion
  • Gold league: Switch Stone
  • Diamond league: Shift Stone
  • Master league: Switch Stone & Shift Stone


After you reach Master league, the ranking switches back to a numerical elo value, starting at 1200 (impossible to drop below 1200). So for dedicated PVP players, there's still a traditional elo system in place.

We hope this new system will motivate many more players to try out PVP, that it will reduce the initial frustration for newcomers and that it will still keep PVP veterans happy! Let us know your feedback on the system!

Also with this update starts a new PVP season. The previous season leaderboards are still accessible in-game.

Patch Notes


Minor feature updates:
  • All Equipment is now upgradable to +4
  • You can now use the keyboard to type in the player name and Monster names
  • Added an option for disabling screen shake
  • When a Monster that is part of pre-saved teams learns a new skill, the game automatically updates any saved Monster teams in which the Monster has exactly the current skill tree
  • You can now switch Monsters in any type of combat (switching Monsters consumes the turn for that Monster)


Balancing:
  • When a Buffing action triggers Enlighten, a shared-Buff passive skill or Duality (new skill) it will also increase the combo counter
  • Single Strike value reduced to 25% (from 30%)
  • Blob now has Slime Volley instead of Bubble Burst
  • Frosty's Light shift skill is now Buff Mastery instead of Holy Presence
  • Buff Celebration changed to grant any Monster in the party 2 Charge stacks if the Monster has 4 or more buffs
  • Anti Curse value reduced to 20% (from 25%)
  • Debuff resistance and Weakness now also affect passive skills which add additional effects to Debuffs (like Shatter, Sensitivity and so on)
  • Shield Burst damage reduced to 250% (from 350%). In PvP there is an increase in damage of additional 100% (resulting in 350% like before).

QOL Update Hotfix - Shifting & Chinese Localised Item Search

Monster Keepers,

We've just released a hotfix to resolve the issue of shifted abilities being disabled once loading a team. This patch will also correctly add in the Chinese localisation for item type sorting.

Thank you everyone for the reports and your patience!

Please let us know if you have any more issues in the 'Report a Problem' section on the steam forums or to our support team here: https://www.team17.com/support/

We look forward to the next content update!

Monster Sanctuary 0.7.3 Update - QoL features

Monster Sanctuary 0.7.3 Update - QoL features

Hello Monster Keepers,

We’re working hard on the next area of the game and a whole host of new Monsters - but for now here’s a small update in-between with bug fixes, balancing changes and some of the most requested features from the community.

Here's what’s included with this QoL (quality of life) update:

Status Menu


We’ve added a new handy status menu where you can see all a Monster's relevant stats on a single screen - including learned skills, equipment, attributes, food, and experience points. This should make it easier to manage your Monsters and to share your own builds with the community.

Saving & Loading Teams


The second QoL feature of this update is the ability to save and load your team builds. This should make it easier to experiment with different team setups and Monster builds, allowing you to always go back to your previous team setups.

We tried to make it as seamless and intuitive as possible but here’s a brief explanation of how it works if you are unsure:

  • Team saves save the six current Monsters on your team with their equipment and their learned skills.
  • Team saves do not save food or shifts (which means that, if you changed the shift or food of a Monster after saving the team, they won't revert to the old shift or the old food when you reload the team).
  • If you have acquired a higher upgrade level of a weapon or equipment after saving the team, the Monster will equip the highest available level of that weapon or equipment when you load the team.
  • No skill resetter items are used during this process (even if a Monster's skills are changed by loading a team).
  • You may have multiple different team saves and you may reload them an indefinite number of times (unless you delete them).


Equipment Filter


Ever since the first public versions of the game, this feature has been requested by many players: a way to filter and search for specific equipment. We realize that - especially once you get to the later areas of the game - you can easily get lost on the equipment screen with all the different available equipment. This feature will make it much easier to find all the best equipment for your Monsters!

The equipment filter feature allows you to filter your equipment for any one attribute. On the Monster equipment screen, there’s a button prompt to access the different filters (on a keyboard, it's the "F" key). To remove the filter, you just must press the same button again.

Reorganizing Combat Actions

It is now possible to change the order of actions for every Monster in the combat menu by pressing "M" (or select/back on gamepad) and then selecting the other action you want to swap positions with.

Balance Changes

  • Assault Shield value increased to 25% (from 20%)
  • Lifelink healing value increased to 20% (from 15%)
  • Combo shielding value reduced to 30% (from 50%)
  • Glory buff now gives +20% critical damage again
  • Defense damage reduction scaling decreased (for high amount of defense)
  • Medallion now increases defense instead of max. mana
  • Health values on equipment increased by 10%
  • Health values of Health food increased
  • Encapsulate heal amount slightly reduced
  • Age Stacks value reduced to 3% (from 4%)
  • Aeons healing is now capped to 7 Age stacks
  • Shield Burst damage reduced to 350% (from 400%)
  • Giants Bane now increases all damage by 5% and by 20% against enemies with a Health rating of 7 or higher
  • Cascade and Overcast now also affect Healing and Shielding abilities
  • Kongamato attack and magic base values decreased by 1
  • Multiple Armor Break debuffs are now calculated multiplicative with each other
  • Attack Proc and Magic Proc damage values increased to 35% (from 25%)
  • Reworked Critical Hybridization: "The first critical hit of a physical attack triggers an additional hit equal to 60% of Magic value and vice versa."
  • Weapon Break is now a Unique Aura
  • Infinity Buff Stacks now give 25% damage (instead of 30%) but the damage bonus is calculated multiplicative for each single stack
  • In PvP players now start to get Infinity Buff stacks 2 turns earlier. Also monsters coming from the backup will instantly get the amount of infinity buff stacks according to the current turn.


Bug Fixes

  • Fixed default Music/BGM values to be again 40% BGM and 75% SFX
  • Fixed multiple Glory buffs having no effect
  • Fixed Armor break not be affected by Debuff Resistance/Debuff Weakness


Thanks for reading, we hope you all enjoy these QOL features coming to the game. The next content update will bring an entire new area to the game, so keep watch here and on or socials for more information! :)