Developer notes Hey Adventurers! This will be the last weekly update for a while. We still have more tweaks in mind, but they will have to be tied to more substantial updates.
In this update4
Full notes
Full The Monstrous Frontier update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions5 changes1 removal
UI and audio
Gameplay
addedNew building information windowsThe visuals of the info windows that open when you hover over the building buttons in the build menu have all been updated with a new design more in line with the quality level of the latest UI elements we've implemented.
addedNew building information windowsMultiple buildings had their descriptions updated (and those that were without description had new ones added) and now at the bottom of the window you can see icons that indicate what resources the building brings or consumes.
changedStreamlining the Production BuildingsThe production bonus system for your producer buildings has been modified to have a more obvious and direct impact; now instead of the bonus production increasing the amount of points the building produced for its production bar, the target value itself is now reduced. The end effect is still the same; the building produces it’s resources faster. But now the effect is much clearer and easier to see and plan around.
changedStreamlining the Production BuildingsWe realized that 10 priority levels was a bit overkill on our part, so we reduced it to a simpler High, Normal, or Low priority levels. We'll keep an eye out in case in the future if we need to increase the granulation back.
removedMinor AdjustmentsThe Farm menu no longer closes when building an extension
changedMinor AdjustmentsThe icon for Gold has been updated
The Monstrous Frontier changes
addedThe visuals of the info windows that open when you hover over the building buttons in the build menu have all been updated with a new design more in line with the quality level of the latest UI elements we've implemented.
addedMultiple buildings had their descriptions updated (and those that were without description had new ones added) and now at the bottom of the window you can see icons that indicate what resources the building brings or consumes.
changedThe production bonus system for your producer buildings has been modified to have a more obvious and direct impact; now instead of the bonus production increasing the amount of points the building produced for its production bar, the target value itself is now reduced. The end effect is still the same; the building produces it’s resources faster. But now the effect is much clearer and easier to see and plan around.
changedWe realized that 10 priority levels was a bit overkill on our part, so we reduced it to a simpler High, Normal, or Low priority levels. We'll keep an eye out in case in the future if we need to increase the granulation back.
removedThe Farm menu no longer closes when building an extension
Developer notes
Hey Adventurers!
This will be the last weekly update for a while. We still have more tweaks in mind, but they will have to be tied to more substantial updates. This week's update brings a myriad of quality of life changes for you, aimed at making the game smoother and highlighting the most relevant information.
Att, GHGP.
New building information windows
The visuals of the info windows that open when you hover over the building buttons in the build menu have all been updated with a new design more in line with the quality level of the latest UI elements we've implemented.
Multiple buildings had their descriptions updated (and those that were without description had new ones added) and now at the bottom of the window you can see icons that indicate what resources the building brings or consumes.
Streamlining the Production Buildings
The production bonus system for your producer buildings has been modified to have a more obvious and direct impact; now instead of the bonus production increasing the amount of points the building produced for its production bar, the target value itself is now reduced. The end effect is still the same; the building produces it’s resources faster. But now the effect is much clearer and easier to see and plan around.
We realized that 10 priority levels was a bit overkill on our part, so we reduced it to a simpler High, Normal, or Low priority levels. We'll keep an eye out in case in the future if we need to increase the granulation back.
Minor Adjustments
The farm now displays its extension area when choose where to place it
The Farm menu no longer closes when building an extension
The icon for Gold has been updated
The colors of some elements in the Quest Menu have been updated to increase clarity
The value of the production estimate per turn in the resource bar has been limited to 2 decimal places
1 Tile-sized buildings now feature a small rotation to bring more visual variety