Full notes
Full Monster Path update
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What changed
- Maps
- Gameplay
- UI and audio
- Balance
- Fixes
Monster Path changes
Biome Updates
Shortened all biomes to be only a single screen long
Increased monster density in biomes, including making more double and triple battles in later biomes
New Grassland Biome
Added support for biomes off of the main path
New Secret Biome, unlocked by gathering 5 slimes
Quality of Life
Made fast mode much faster
Can select paths with WASD or Arrow keys
Can now see which biome each path leads to
If you click run your companion will automatically run as well
Improvements
Improved visual clarity in battle scenes
Incrementally improved art and sound, including many UI elements
Improved shadow visuals across the entire game
Balance
Balance pass on all enemy and companion levels, this is in conjunction with reducing the biome length
Rebalanced "+" version of all moves
Shops now occur in every room after saving Alfredo
Redid Fatigue status ailment (Fatigue now takes 1% more damage each turn, Fatigue resets when you kill a dragon boss, cabbages can be used when fatigue is damaging you, clicking run when you have two characters does not make the second character take fatigue damage).
Glitches
Idk, I fixed a lot of them. Mostly related to the moves.
Thanks again for everyone who has supported us so far! The Slime update is nearly, done. We still plan to bring in one more enemy and a custom soundtrack for the slime biome. We look forward to your continued feedback!
Source
Changelog.gg summarizes and formats this update. How we read updates.
