Full notes
Full Monstermonger update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Fixes
- Server
- Performance
- UI and audio
Monstermonger changes
Two major new game mechanics have been added to Monstermonger - contracts from wealthy dungeon owners to capture specific monsters, and swapping starting skills for extra gold. Both of these add new tactical options in the game, forcing players to think more carefully about how they balance their short and long term priorities. Also included are a ton of minor tweaks and improvements, generally adding extra layers of polish as the game rapidly approaches the end of Early Access and its final release.
Full change list is as below.
Added contracts to hunt for specific monsters
Added option to select gold instead of starting skill
Added new Tutorial 6 to showcase contracts
Added new Tutorial 8 to showcase starting gold
Added new achievement for starting gold option
Added support for cross-platform leaderboards
Added not-in-bestiary markers for initial tutorials
Added support for colour-blind players
Fixed issue with multiplayer stats after rage quitting
Fixed issue with multiplayer state synchronization
Fixed periodicity of random number generator
Improved performance of network layer
Improved fog effect in desert / shores / swamp
Improved tutorial text
Improved achievement text
Improved display of achievements in-game
Improved logo rendering
Improved UI icons
Improved turn indicators
Improved mouse-over effects
Improved monster animations
Improved monster textures
Improved monster bestiary thumbnails
Source
Changelog.gg summarizes and formats this update. How we read updates.
