In this update7
Full notes
Full Monastery update
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What changed
- Compatibility
- Gameplay
- Performance
- Fixes
- Balance
- UI and audio
Monastery changes
We've upgraded the project from Unity 2020 to Unity 6 to ensure better compatibility with future content updates and long-term development support.
This engine upgrade lays the foundation for upcoming features, gameplay improvements, and technical enhancements while helping us maintain a more stable and efficient development pipeline.
Players can expect some performance related improvements, faster loading times and an overall smoother gameplay experience.
Improvements
Updated the game engine from Unity 2020 to Unity 6
Reduced loading times across multiple game areas
Improved overall game stability
Fixed several engine-related issues introduced by the older Unity version
Gameplay & Combat Fixes
Fixed an issue where the enemy HP bar highlight could become stuck while targeting.
Fixed an issue where multi-life enemies could become stuck after losing HP Charges.
Fixed an issue where Battle Stance would not always deal the correct amount of damage.
Fixed card interaction issues when losing Stamina against Ghost enemies. Card availability now updates correctly and cards will no longer appear playable when there isn't enough Stamina to use them.
Fixed targeting issues with Weakened enemies during transformation. They can now only be targeted after the transformation is complete.
Added a delay after boss deaths to prevent enemies from moving before death animations have finished.
Cards, Stances & Preview Fixes
Fixed an issue where switching Pistol Grips could become stuck while hovering over Shot or Grip Strike cards.
Parrying Dagger now correctly displays Block Preview for all Combo-generating cards.
Fixed Parrying Dagger's Block Preview when playing cards that apply Berserk Stance. Incorrect Block gains will no longer be displayed.
Cards that only apply Guard Stance without granting additional Block now correctly display a Block Preview.
Fixed Power Preview display issues on cards that grant Berserk Stance.
Fixed issues with Hide Armor and Guard Stance Armor Preview calculations.
UI & UX Improvements
Enemy tooltips will no longer flicker when moving an enemy while the cursor is hovering over it.
Fixed an issue where card popups could extend beyond the screen during Scry.
Fixed an issue where three-digit release numbers would not fit correctly on cards.
Reduced the size of Relic icons.
Fixed the positioning of the Defeat animation so it correctly follows the camera and remains centered.
Updated the visual presentation of area and equipment requirements in quests.
Enemy Visuals & Positioning
Updated enemy positioning. The spacing between enemies now scales based on aspect ratio.
Adjusted the size and positioning of Giant Leech and Powerhouse enemies.
Fixed the Rabid Rat collider size and slightly raised its position to improve targeting.
Visual Updates
Added new Tome artwork to the Inventory, Mastery Panel, and Battles.
Updated Light Armor artwork with higher-resolution images.
Added new player attack, skill, and bomb animations.
Localization & Text Fixes
Updated the Hungarian translation for Exposed card.
Improved card descriptions for Spirit Ward, Sharp Metal, and Shieldstorm.
Updated the description of Ring of Swiftness.
Fixed Sacred Purge and Sacred Protection description formatting. The "{0}" placeholder will no longer appear during battles.
Fixed the localization for Heap Boon. The correct ability description is now displayed.
Technical Fixes & Optimization
Fixed a battle-end Brew softlock that could occur if the last enemy died at the start of the player's turn. Cards will no longer remain stuck between battles.
Fixed Techmaster's opening action. Mines will no longer be placed if there isn't enough room for them.
Cleaned up unnecessary Unity logs from the battle system.
Fixed Protection Potion preview. Protection is now correctly displayed beneath the player character.
What's Next
The next content update will introduce Wand, the third and final main-hand item.
On behalf of the team at Lycan Studio, thank you for playing Monastery and for the feedback that keeps shaping it. If you have a moment, a Steam review helps more than you might think.
Source
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