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
