Full notes
Full Monads update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, everyone!
What changed
- UI and audio
- Gameplay
- Maps
- Events
- Balance
Ahead of the release of < Monads II >, we have decided to apply some progress we've made to Part I. Please pay attention to the sequel if you enjoyed this!
The major changes are as follows.
Visual Expression
Battle Ready Phase
Screen layout changed.
Scroll position does not reset when going between 'Briefing' and 'Party' tabs.
Bookmarks on unselected tabs look shorter.
On the 'Briefing' tab, the upper left icon displays the side of each AI unit.
The red color of the 'Start Battle' button will be released 'when the remaining score is less than the cost of most expensive skill'.
Modified loading screen.
The back translucent image of the protagonist and emblem were adjusted darker.
The tip at the top of the screen is highlighted by the same rules as other explanatory text.
Skill Explanation
A description of the keyword appears below, not above, the default text.
The assigned color table has been adjusted to highlight important content in the text.
The sprites of various terrain have been replaced.
For natural objects, the visual size is determined randomly between 70% and 100%.
'Wall' units do not have circular shadows.
Tooltips for status effect applies the maximum width limit, and includes its icon.
The area of 'Corruptive Circle' visually corresponds to the area where the actual effect is applied and has additional lasting visual effect.
Display circular visual effects around units with Shield effects.
Highlighted borders of tiles where additional units are to be created are displayed in different colors depending on the number of remaining phases.
Keywords are highlighted in color in the description text of the participating character's will character.
Several characters' illustration changes have been made or facial expressions have been added.
Changed the position of the 'Confirm' button and the 'Initialize' button in the unit placement phase.
The font size of the objectives panel has been reduced.
The tile information panel also displays special effects in addition to reducing will.
Convenience
Unit Placement Phase
Right-click to cancel only the last unit you placed without initializing.
In the absence of deployed units, you can return to the Battle Ready Phase instead of the reset button.
Battle Ready Phase
Identifies win/lose/bonus conditions as same as in combat.
Click on the participating character image below to display the character's information immediately.
Pressing Menu > Restart allows you to choose continuing from Battle Ready or Unit Placement.
When you return to Interlude after the challenge mode, the one you just played(not the last opened chapter based on the story) will be selected.
In Chapter 5, the connected monster is highlighted while the mouse cursor is positioned on the crystsal.
While the mouse cursor is placed on a tile, the units(e.g. giant trees) that cover the tile becomes translucent.
You can adjust the speed of text output in dialogue mode.
You can rotate the battlefield with Q/E key during the AI turn.
Press the Shift key to display the formula for the resulting value during the skill description in text.
Ask again if you go back to before the start of the turn by revert (you can disable this in configuration).
When the mouse cursor is placed on the unit portrait in turn queue, the entire silhouette flashes.
If Bianca exists in the game, player characters' movement path avoids traps if possible.
The underside of the tile is dimmed to melt into the background, and express shadows by comparing the height with the adjacent tiles.
During the battle, camera can move a little further to the outskirts.
Bug Fix
Solved the problems below.
Battle Ready Phase
Some stats of player character didn't show tooltip.
Issue with slightly cut bottom of skill list
As the crystal disappeared in Chapter 5, the problem of the escaping monster disappearing from its place(without moving)
When the unit is removed, it remained blank in the sequence queue until all relevant productions were complete, including the visual effects of the attack.
AI misidentified AP consumption when planning for the next turn.
Units entering the attack range after waiting for a chain attack were not hit when it was invoked.
When displaying images on the tile information panel, there was no synchronization of snow-covered sprite.
Some scrollbars didn't seem to go all the way down.
Gameplay/Balance
Damage/Healing Over Turns is now immediately extinguished (not at the end of the turn) after the last application.
The amount of defenses/resistance changes from skill is fixed independently of the chapter number.
Traps and Magic Circle can be installed on the same tile.
Added tutorial battle, which can only be played once for each save slot, and two battles in chapter 1 are consolidated into one stage.
Changed bonus score conditions for Chapter 3.
Allies in Chapter 7 now start with activation.
Less enemy units appear in Chapter 12, depending on the level of difficulty.
Others
Reduced background music volume while sound effect of starting battle is playing.
Some lines have been modified.
If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ). We'll come back with later version.
Thank you.
Source
Changelog.gg summarizes and formats this update. How we read updates.
