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EGGOMON
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Displaying posts with tag Update.Reset Filter
EGGOMON
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June Update 1

It's in the MEGA. FLY BOT HAS BEEN ADDED TO THE GAME. She is an EZ encounter in the bright grass before the drop base. You may start the game with her unevolved form; Flybit!

Bugfixing: FERNAII animation is fixed. Status effects should now be properly removed from all your monsters at the end of battles. I need to go through all comments and compile more bug reports.

The reason this update got delayed a bit is the typical excuse. I, as the brilliant Dev think to myself: "I'll do 2 smaller updates a month but oh I want to get XYZ in for the next one to make it meaty." Instead this little mini update is a precursor to meatier one. The last set of new moves is proving a little harder to implement than I thought. Lets spoil em now.


What move is more iconic to the MIND monsters than PSYBEAM?! Well probably psychic. But I chose to go add PSYBEAM as the stronger STAB move. Next, the status effect MIND monsters get is; CONFUSION. Confusion does a bit of damage and afflicts a status of the same name. The confusion status in 'monster-catch-game' has historically been a bit too strong for my liking. EGGOMONS confusion move forces the enemy to use only BONK on the next turn. (this is proving to be tricky to code)


Next we have the GHOST type damage move: Grave Chains! Finally there is the status effect cursed, inflicted by the move; CURSE. Cursed does some damage, causes a monster to bleed out energy each turn, and finally nerfs their fertility, fouling a monster who's strategy might be to breed an enemy leader.

Did I say LEADER? I think I meant Trainer... No I meant leader. On that note, the next update will include these moves, and a discussion on how (and WHY) the ants are going to function, as well as their importance in Eggomons development.
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EGGOMON

JULY MONSTER VOTE AND UPDATEReminder, that Zephyr won last months poll. The current update includ...

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EGGOMON
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JULY FIRST UPDATE: 
THE NEW FEATURE IS OUT... But first;

Zephyr and her unevolved form Cluffy have won the monthly monster poll.

But who cares because the buggy CAMPING UPDATE IS OUT. No way to sugarcoat this, we are going to be grinding into this one all week with bug tests... Read on.

CAMPING UPDATE. After a miserably overworked season of automating call centers Invader Incubus FINALLY has time off (2 weeks) and managed to finish the next major FEATURE (alpha) build for EGGOMON. After the battle system, Camping is easily the most complicated thing going on, even though it doesn’t feel like it on the surface. 

THIS IS A TEST BUILD. New monsters will come in a couple days (along with the new poll). This means you start with a team of mature monsters. To play normally, dismiss them. I’ll be adding 2 new monsters this Thursday. 

ADDED CAMPING: 
How it works:
Monsters got their calories bar in yellow, and obedience bar in red. Every day monsters lose calories. 
The less calories a monster has the hungrier it is. Hungrier monsters lose obedience at the end of a day.
FIREPITS are little points near most major roads and some POI’s. Walk up to a firepit and interact with it [R] to start camping. Camping heals your monsters for 50hp. On the camp screen, you may first open your inventory [I] and then use numbers and arrow keys to target monsters which you can feed food. Then start camping with [C]. Your monsters then take turns seeing how much obedience they have left. The lower the obedience, the higher chance there is of the scout being mounted and possible bred. Breeding works like it does in battle, the scout might use up her BP (contraceptive Barrier Points) to avoid an impregnation, and her bonus fertility increases the likelihood of getting knocked up. The monster that mounts the scout regain some Obedience, since it likes her more now. 

ADDED WARP SPEED: Previously a dev only ability I will be leaving it in the game for now. Hold [z] and you will send the clock ticking at warp speed into the next day. 

ALTER: The LOSS LOOP of monsters getting hungry, and then forcibly breeding the scout in the camp isn’t well balanced yet. For one you start with a load of food which trivializes the problem for some time. Expect a lot of these numbers to be tweaked over time, feedback appreciated.
ALTER: Time now passes at half the speed it did. Originally every second caused one TICK of a days clock which lasts for 240 ticks (so seconds). I doubled this a while ago in order to speed up the passage of time., Now that the player can enter a warp speed with [z] and that time warps to the next day when resting at camp, the passage of time has been reverted to its original state of 1 day = 240 seconds. 


ALTER: Changed the Rosedew Meadow ambient track to one that doesn’t include insect buzzing. 
FIXED: The tires on the ends of the road for the plains map didn’t have a collider, allowing the player to walk out into the void.

FIXED: You can no longer flee a battle after losing a battle and cause the game to become confused. 
Known Bug: Game is desyncing or some shit after running too long on older PC’s. I am losing my mind trying to track down this bug and figure out where the garbage is collecting in GODOT.

Known Bug: You can still do shit with a stable stud monster, like moving it after it mounts a scout, and have it still be counted as in the stables breeding a scout. This is about to be fixed with a bug repass on the stables which will include a once-per-run scout recovery.

Probable bugs: X-anims might need a repass in several places because I had to make room and change code for a new Xanim: Cowgirl, which has monster sprite parts that will underlap and overlap the scout sprite. This is why Thundama took so long.
The worst parent of all time, Vedabug is finished and will be added this week with Thundama.
Coming: AFTER much discussion I will be redoing the unlocks system into a levelling system. Basically you will earn persistent skill points and spend them before going into a run. ALSO I am (soon) adding an item called SANITY SALT that will allow you to recover one scout from her bad end, once. More instance of this item will likely be super rare and tough to find in the game. 

Furthermore, I have recently picked up several huge bundles of royalty free SFX and music from HUMBLE BUNDLE, so expect loads of new sounds going forward. 

I have 2 weeks off of work to JUST focus on EGGOMON (until the 15th) so you can (constructively) harass me plenty on F9zone until then, just like during launch I will be slumming about. There will be a new LINUX version once this release is bug fixed, no point releasing a buggy LINUX version.
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EGGOMON
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APRIL FIRST: 
I said I wouldn’t make another massive level, and then I made the open plains.
The plains are a very wide open, empty space, and its rolling hills and spread out loot, is now added to the game. It FEELS like a sprawling open space, but that’s not necessarily a great feeling in this game format. Hopefully there are enough unique assets and points of interest to keep it engaging but honestly, I could double the points of interest in the future and make it feel more... WORTH exploring. It’s definitely the first area that drops big environmental story hints.
GALEM WINS the monthly monster poll. Her, and Pebs are finished in this update and will be stomping IN to the monster lineup. Pebs can only be caught in the open plains.  
MONSTER DROP: The first WIND type is swooping in, she is, predictably, a bird. She wields the first ever WIND element move: Razornado. Which is also the first move which is one word, weirdly enough. Pippin, her unevolved form can only be found in the open plains. 

NEW MONTHLY POLL:
I hope you’ve all enjoyed huge breasts and chubby monster girls because WIND type is going to get fleshed out, and these avian chicks are bringing JUSTICE. (Well maybe not vulture).
This month’s poll is between the VULTURE AND THE RAVEN, both carrion eaters, they are well suited to living in the wide open plains, which are littered with the bones of (hopefully) long dead monsters and people. The Raven wears a blindfold out of respect for the dead, and judging by vultures expression she doesn’t give a fuck what anyone thinks. I think both these turned out great, and whoever loses the election will have to be a future redemption poll challenger. 

Monster special moves damage upgraded from 20dmg base to 25dmg.
Caves are less dark. 
Fixed: In an earlier hotfix I corrected the Kihikihi fight and Mamamole fight to offer the correct monster when the fight is won. GET OUT OF HERE DRUII.
BUG: Don’t have a monster mount a scout in the stables and then pull the monster out and then jiggle them around your roster. The game gets really confused about where this monster is when you do this. 
The game also gets confused (still) in general about the party slots. If you start doing weird shit in there, I will be looking into this, and you won’t be able to mount a monster then pull them out of the stables while they are mounted in the next update.

Camping and questing is coming. It has to come at the same time, which will almost certainly be this month.
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EGGOMON
Public post
2024 UPDATE 1 early JAN: 
THE GOTH has won the vote to be the Fire Scout, everyone please welcome CINDER, who is now in the game, ready to lose battles and breed monsters in the new, fantastic feature...
CERBERUS, and its unevolved form: CERBERPUP, won their monster poll and are added to the game.
Voting on the fourth scout, NORMA, begins:
Voting on the January monster, the next VEG type monster begins, it is between a Cervitaur, and a Dryad. 
Added 3 “New” unlocks. They are the 2nd, more difficult level of the first three. Evolution Master, achieved by evolving 12 monsters, grants you ANOTHER evolution stone at the start, so you can begin with three. MEDIC is attained by using 75 healing items, it is interesting because once unlocked it makes potions and ethers more EFFECTIVE, they both restore +15 hp / ep. SCAVENGER is earned by looting 25 containers, and once unlocked you’ll find bonus potions in containers. The final level of these unlocks might come soon but will be very hard to achieve.
The Achievements script is now also tracking how many battles you lose, how many you flee, and how many you WIN. It is also tracking how many days you have survived (easy since theres no day night cycle and not obedience / calories mechanic) and its tracking how many monster births occur... So that's a hint on the next slew of Achievements coming in February. 
As requested, you can only randomly find stones of monster types that are in the game right now.
There is a new Zone, the bright forest. Although it isn’t loaded with brand new assets it feels good to have more than one significant area in the game. I have decided I will add the DARK FOREST, next month, the area to the LEFT of the starting zone it will be much smaller though since you won’t get the abilities needed to traverse it until later (also you might notice some closed cave looking things on the maps, strange). 
There is now a clock in the game, hit T, to display the clock. For now days last 240 seconds. This will be alterable by YOU in the future. This is the V1 of the clock. 
When the player resets their run the party is healed to half HP. Hopefully this ends the confusion for players who think they are getting inta-lossed after losing one scout and then NOT healing their party. 

Stables V1 are working.
Stables V1 are working.
Stables V1 are working.

Q: Why was it such a big deal for the stables to get done why couldn’t the game’s first alpha have it?
A: Pregnancy is fucking complicated. In order to support the stables a load of other systems have to exist; multiple scouts need to be in the game for it to make sense, I need to track the status of the wombs of each scout, there needs to be a clock to track the countdown to birth, there needs to be a REASON to breed the scouts, meaning genetics needs to be in play, stud monsters need to be stored in a whole new storage system. Eggs need a whole storage system and hatch time system. BASICALLY, there’s a ton of shit that needs doing and a load of new variables that need to be tracked that cannot be considered ‘normal’ monster catching boiler plate code.
 
Monster genetics V1 are now in play. There’s a 10% chance a monster may be born with GOOD genetics, and then a 10% chance that might result in EXCEPTIONAL genetics, and then a 10% chance that a monster will have PERFECT genetics. Monsters never parent monsters with worse genetics. Each of these genetics bonuses confer increasing blanket stat boosts. ALSO a monster descended from a scout will have a higher max obedience, and can EAT MORE BOOST FRUITS (not in the game yet). 

The stables still need a lot of work to be more usable, like the ability to tab over offspring and studs to see the genetic boons they have unlocked. Necessary since I know you degenerate fucks are like me and will will be farming out our heroines to create monsters with perfect genetics on a semi-industrial scale. Furthermore I think I will be introducing a new mechanic soon that will allow you to collect genetic samples and help ensure you are ALWAYS inching closer to genetic upgrades for your offspring, just by mass reproducing. Since it feels bad to lay a load of eggs, get no boosts, and then release a load of monsters. At least the BUG types (so far) have the OVIPOSITOR keyword allowing the bug type to LOAD UP your poor lost scouts with offspring. To compensate for Bugs being good early game breeders, I think they will eventually need to be a bit weaker in combat.

Loads of features I would love to add here, animated pregnant sprites, pregnant sprites of further size, pregnancy TYPES other than just eggs, and of course, animated births. So speaking of bugs, get to it, lets get to breaking this update so I can get to patching it. 

Combat now announces when a SUPER effective hits are scored, all of the future element types are included in the calculus.

The XXX animations in combat now get faster as the monster approaches climax, finishing up with a drastic jump to x3 speed. Makes the countdown feel more desperate (and the monsters more frantic to breed). I was shocked by how much I enjoy this one little change.

The Bee, Wolf, Sheep, and Cerberus monster lineages are now exclusively found in the BRIGHT FOREST area. As more areas are added the monsters will be spread out between them, but starting zones like Rosdew will always be quite populated with a diverse array of monsters so that runs will feel varied. 

Fixed Warwolf’s lore, which now displays correctly. Not bad for work done over a Christmas break. 


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EGGOMON

MONTHLY VOTING TIME:

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