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version 1.16 update

Hello, everyone!

Ahead of the release of <Monads II>, we have decided to apply some progress we've made to Part I. Please pay attention to the sequel if you enjoyed this!

The major changes are as follows.

Visual Expression

  • Battle Ready Phase
    • Screen layout changed.
    • Scroll position does not reset when going between 'Briefing' and 'Party' tabs.
    • Bookmarks on unselected tabs look shorter.
    • On the 'Briefing' tab, the upper left icon displays the side of each AI unit.
    • The red color of the 'Start Battle' button will be released 'when the remaining score is less than the cost of most expensive skill'.

  • Modified loading screen.

    • The back translucent image of the protagonist and emblem were adjusted darker.
    • The tip at the top of the screen is highlighted by the same rules as other explanatory text.

  • Skill Explanation

    • A description of the keyword appears below, not above, the default text.
    • The assigned color table has been adjusted to highlight important content in the text.

  • The sprites of various terrain have been replaced.

    • For natural objects, the visual size is determined randomly between 70% and 100%.
    • 'Wall' units do not have circular shadows.

  • Tooltips for status effect applies the maximum width limit, and includes its icon.
  • The area of 'Corruptive Circle' visually corresponds to the area where the actual effect is applied and has additional lasting visual effect.
  • Display circular visual effects around units with Shield effects.
  • Highlighted borders of tiles where additional units are to be created are displayed in different colors depending on the number of remaining phases.
  • Keywords are highlighted in color in the description text of the participating character's will character.
  • Several characters' illustration changes have been made or facial expressions have been added.
  • Changed the position of the 'Confirm' button and the 'Initialize' button in the unit placement phase.
  • The font size of the objectives panel has been reduced.
  • The tile information panel also displays special effects in addition to reducing will.

Convenience

  • Unit Placement Phase
    • Right-click to cancel only the last unit you placed without initializing.
    • In the absence of deployed units, you can return to the Battle Ready Phase instead of the reset button.

  • Battle Ready Phase

    • Identifies win/lose/bonus conditions as same as in combat.
    • Click on the participating character image below to display the character's information immediately.

  • Pressing Menu > Restart allows you to choose continuing from Battle Ready or Unit Placement.
  • When you return to Interlude after the challenge mode, the one you just played(not the last opened chapter based on the story) will be selected.
  • In Chapter 5, the connected monster is highlighted while the mouse cursor is positioned on the crystsal.
  • While the mouse cursor is placed on a tile, the units(e.g. giant trees) that cover the tile becomes translucent.
  • You can adjust the speed of text output in dialogue mode.
  • You can rotate the battlefield with Q/E key during the AI turn.
  • Press the Shift key to display the formula for the resulting value during the skill description in text.
  • Ask again if you go back to before the start of the turn by revert (you can disable this in configuration).
  • When the mouse cursor is placed on the unit portrait in turn queue, the entire silhouette flashes.
  • If Bianca exists in the game, player characters' movement path avoids traps if possible.
  • The underside of the tile is dimmed to melt into the background, and express shadows by comparing the height with the adjacent tiles.
  • During the battle, camera can move a little further to the outskirts.

Bug Fix

Solved the problems below.

  • Battle Ready Phase
    • Some stats of player character didn't show tooltip.
    • Issue with slightly cut bottom of skill list

  • As the crystal disappeared in Chapter 5, the problem of the escaping monster disappearing from its place(without moving)
  • When the unit is removed, it remained blank in the sequence queue until all relevant productions were complete, including the visual effects of the attack.
  • AI misidentified AP consumption when planning for the next turn.
  • Units entering the attack range after waiting for a chain attack were not hit when it was invoked.
  • When displaying images on the tile information panel, there was no synchronization of snow-covered sprite.
  • Some scrollbars didn't seem to go all the way down.

Gameplay/Balance

  • Damage/Healing Over Turns is now immediately extinguished (not at the end of the turn) after the last application.
  • The amount of defenses/resistance changes from skill is fixed independently of the chapter number.
  • Traps and Magic Circle can be installed on the same tile.
  • Added tutorial battle, which can only be played once for each save slot, and two battles in chapter 1 are consolidated into one stage.
  • Changed bonus score conditions for Chapter 3.
  • Allies in Chapter 7 now start with activation.
  • Less enemy units appear in Chapter 12, depending on the level of difficulty.

Others

  • Reduced background music volume while sound effect of starting battle is playing.
  • Some lines have been modified.

If you have another suggestions beside these changes, please let us know via discussions or email( [email protected] ).
We'll come back with later version.

Thank you.