Update Notes #1 6/17/24


Here is a list of everything that has changed in this version of the game (in no particular order):

1. Added the basic architecture for the Mission corner 

(each tab is a differnet possible layout. lots of tweaking to come).

2. The heart next to life count was animated, but didn't auto start. Now it does!

3. Behind the scenes I've developed a few dozen follower abilities and mission qualities that benefit (or suffer) from those abilities (some veeeerrrrry WIP examples are in the window)

4. I made the medium Purple tower have an actual ability. 

(When it over kills an enemy, it now creates an AOE effect on the site of the overkill. The damage of that AOE is equal to the overkill amount, and the AOE size is up to 30 pixels in all directions (about a 2 tiles of radius, which is huge). The size is based on the %of damage from the killing blow that went into overkill. So if 50% damage went into overkill then the size is only 15 pixels of radius (or 1 tile in each direction). None of this is reflected visually or in the power description yet, but if you pay close attention you'll see enemies take the damage from these attacks as they should.)

5. I've begun some behind the scenes work on a complete tower rebalance. 

(The main thing I'm not sure about at the moment is tower costs. I think I'm going to try to keep the colored costs but scale them to a # of 3 tile matches. Currently, the cost numbers were just arbitrary decisions I made when designing stat blocks, and they feel like the single least balanced part of the tower defense corner. Although some of the effects the towers have are a close second. I may also attempt to add more levels? I'm not sure about this. We'll see. )

6. Added a free tile map and built the exploration corner! (Featuring textures from Cuddly Clover https://cuddlyclover.itch.io/ -> tile map and many community additions found here: https://cuddlyclover.itch.io/fantasy-hex-tiles)

7. Removed the weird rectangles I had backing resource numbers in favor of style textures 

(they were instanced scenes consisting of a single node??? Didn't make any sense idk what I was thinking at the time... It shouldn't matter much)

8. Downloaded a resource pack of fantasy icons for use in Missions (Created by Shikashipx https://shikashipx.itch.io/ and found at https://shikashipx.itch.io/shikashis-fantasy-icons-pack)

9. Experimented with some new UI textures (can be seen behind the rewards on the mission tabs; Created by User Crusenho -> https://itch.io/profile/crusenho found at ->   https://crusenho.itch.io/complete-ui-essential-pack -> purchased for 3.50$)

10. Rebalanced resource crates to no longer give special resources 
(This previously created a Money exploit where resource crates gave Special gold currency that could be converted into regular gold to buy resource crates. Not infinite, but strong.)

10. Began work on multipathing and procedural map generation for tower defense corner. It mostly works! But there is a good chunk of work left before it will be implemented. 

(big thanks to youtube creator Garnet -> https://www.youtube.com/@GarnetKane for the general ideas behind the generation process)

Files

MNM EXE V0.5.1.zip 39 MB
Jun 18, 2024

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