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.