Fast-paced auto-battler. Fight, capture and upgrade Automons, build a diverse party, battle bad Bosses and become the Automon Champion!
[h1]THE big update has been released![/h1]
Greetings gamers,
The update previously mentioned in the "Short, Medium and Long Term Goals" has been released!. Here are the details on what's included:
[h1]Major Stuff:[/h1]
[list]
[*]Game screen is now in 16:9 resolution, there's even a never-seen-before full screen button!
(UI has been moved around to make more sense with this change)
[*]Beating bosses will now offer the player 4 rewards to choose from: a badge that boosts the elemental party bonus by 1, one of their Automons (with upgrades removed), EXP boost or full heal
(bosses also have their badges during the fight)
(Pretty Good Three bosses don't offer badges or Automons. Bosses in Endless don't offer Automons)
[*]Upgrading Automons now also upgrades their abilities, up to 2 times. The second upgrade will be twice as good (or half as bad) as the default ability, and the first upgrade will be the exact middle point between second upgrade and default ability
[*]Legendary areas now appear 3 times throughout a run. All 3 have to be beaten in order to capture the legendary Automon
(This doesn't affect Endless where they can be captured as normal)
[*]New music everywhere
[/list]
[h1]Minor stuff:[/h1]
[h2]Automons:[/h2]
[list]
[*]Completely new abilities for Blamtern, Sablead, Frenmon, Goolect, Coldsteel, Vipemare and Chadoom.
[*]Ivytant's and Tongo's abilities changed to trigger when battle starts, which means they'll keep debuffing each new enemy that comes out
[*]Pelifin now buffs SPD instead of DEF
[*]Armorillo's ability changed to trigger after a number of hits, rather than seconds
[*]Butteroast renamed to Butterage because it was displaying as Butteroas[UR]
[*]A ton of stats and abilities adjusted. There's now a smaller gap between average stats of each rarity (or in other words, commons buffed)
[*]Automons with time-based abilities now have a crude progress bar above them
[*]EXP gained from defeating Automons no longer multiplies based on their rarity, but there's now a static amount of bonus exp given for every Automon defeated (or in simpler words: early exp good, later exp bad)
[/list]
[h2]Areas:[/h2]
[list]
[*]Area tooltips now highlight the Automons you already have in party, with a different color if you only need 1 more to Upgrade
[*]Player-made champion can now be dismissed when you're in Area 0, with a button above the portrait
[*]3 new areas in Endless to even out distribution of Ultra Rares
[*]Area difficulty now matters more (affects levels and rarity to a higher degree). Areas now show colored squares around them to make this more visible
[*]More difficult areas now show up less often
[*]Chance for legendaries in Endless increased
[*]Wild Automons have higher levels
[/list]
[h2]Bosses:[/h2]
[list]
[*]New Pretty Good Three member; Other Pretty Good Three members had their parties reworked to even out the type distribution
[*]Bosses will now try to order their Automons with more sense
[*]Bosses have more upgraded Automons
[*]Boss Automons have lower levels in the early game, but scale harder later
[/list]
[h2]Other:[/h2]
[list]
[*]Attacks take 6% more time to charge (mainly meant as a buff to time-based abilities and Poison)
[*]Damage now can't be less than 1
[*]Grass party bonus now heals a flat amount of HP on successful hit
[*]Wind party bonus now gives 75% SPD bonus for (tier * 3) attacks
[*]Water, Fire, Electric and Steel bonuses nerfed; Ice and Poison buffed
[*]Autodox now has rarity indicators
[*]Area choice penalty from Difficulty 5 onwards was changed to "No easy areas after Area 15"
[*]Healing amount changed: party heal from 25% to 20%; Box heal from 50% to 70%; Rest heal from 35% to 50%, Release heal from 25% to 30%
[*]Fire no longer deals more damage to Poison
[*]Base damage of all attacks increased by 2
[*]Electric bonus now applies before DEF, which means it'll be increased or reduced by attacker's ATK and defender's DEF
[*]Splash damage from fire bonus is now capped by the defender's max HP
[*]CLOSE_WIN hidden achievement requirements changed (not telling you, it's a secret)
[*]Speed controls now unlock in Area 4 (I bet some people refunded the game after watching Area 5 Endika fight at x1 speed)
[*]Added a few words to the possible list of seeds
[*]Few new sprites to fix full screen scaling issues, including new particles for buffs and healing
[*]Music in wild areas is selected semi-randomly
[/list]
[h2]Bug Types:[/h2]
[list]
[*]Perfect Harmony achievement not triggering with Florey on the team
[*]Loading a run increasing the run count
[*]Restarting a run not resetting winstreak (it still doesn't when done in Area 0 or after Champion)
[*]Incorrect colors on shiny Frenmon's sprite
[*]Coldsteel moonwalking to kill you when you lose to him (in fact, now he doesn't walk at all)
[*]Release actually healing for the Rest amount
[*]Clamity's ability not triggering if HP went below 50% as a result of an on-death ability (like Bomblow's)
[*]Abilities that trigger on attack applying only after damage is dealt (matters for Turtroll)
[*]Florey increasing the odds of Grass areas appearing (this was his original ability way back in the 1980's, it was still coded in but who would even notice, right?)
[*]Buffs being displayed before the fight starts for real
[*]Player Champion's Automon levels not updating when changing difficulty
[*]Particles lingering when quitting to menu
[/list]
As usual, report bugs and send feedback on [url=https://twitter.com/AutomonGame]Twitter[/url] or the [url=https://steamcommunity.com/app/1822710/discussions/]Steam Discussion hub[/url]. Both are checked regularly.
Have fun!