Releasing version 2.0 update!

Hello, everyone! As a series work with <[url=https://store.steampowered.com/app/1386340/__II/]Monads II[/url]>, we have updated most graphic elements to synchronize. We hope you can enjoy the sequel to be released [b]tomorrow[/b]. The major changes are as follows. [h1]Visual Expression[/h1] [list][*]Replaced whole the unit image and applied animation! [img]{STEAM_CLAN_IMAGE}/33558349/efbb072fd4117cadc9bbc64935fafad3c62e3d94.png[/img] [*]Created a new loading screen. [img]{STEAM_CLAN_IMAGE}/33558349/be8add71e61777d2a6bdebbda7f01573af77b957.png[/img] [*]Unit information screen [list][*]Changed the shape and modified both sides to the same color. [*]Some important passive skills is displayed in the form of status effects. [*]The status effect that cannot be released shows a thick border. [img]{STEAM_CLAN_IMAGE}/33558349/022326454e79b7f33a0bfe3bea4c33a125e3811f.png[/img] [*]The background color of the name varies depending on the side of the unit.[/list] [*]HP gauge [list][*]Changed the frame shape. [*]Changed color allocation to ally/enemy units. [*]The preview of the action results is displayed with transparency and blinking.[/list] [*]Interacting with a unit will outputs visual effects that are distinct from ready for chain attack. [img]{STEAM_CLAN_IMAGE}/33558349/0dfc00fa96be574595b4a48fb3787f9b586a8c26.png[/img] [*]Gauges change continuously in visual. [*]The speed of unit movement becomes constant regardless of the distance. [*]Changed the layout of detailed information screen. [img]{STEAM_CLAN_IMAGE}/33558349/1fc3179ace448d4f0c7a9a367e1ee5ee26da099e.png[/img] [*]The action list at the bottom includes the cancel button, and is arranged into a separate window. [img]{STEAM_CLAN_IMAGE}/33558349/79d8b563bf37bc84b470d549106a4667912f6923.png[/img] [*]Restrictions are expressed in different visual effects for each type instead of icons. [img]{STEAM_CLAN_IMAGE}/33558349/e8bcf02cfb680fed3a113df9b600d20cb7f6be67.png[/img] [*]The numeric font indicating damage and healing has been modified a little thicker. [*]Some tile images have been modified. [*]Natural objects such as trees and stones have random appearance of several forms. [*]When attacking with chain, some units without unique illustrations will also have cut-in. [*]Modified the color of some keywords to be visible regardless of the background. [*]The text indicating the amount of shield was unified in green. [*]Changed the background paper image of the tutorial instruction and timeline of interlude scene. [*]All scenes have the same mouse cursor shape. [*]Does not mark a circular shadow on the wagon. [*]Modified some illustration. [/list] [h1]Convenience[/h1] [list][*]Battle ready scene [list][*]A character selected for first time will have all opened active skills by default. [*]Can select and unselect skills by pressing not only the icon but also the name text. [*]The list of pary members at the bottom also shows the class and element of the unit. [img]{STEAM_CLAN_IMAGE}/33558349/15173dee6492be7cf45b530e6e38847d0503679f.png[/img] [*]Right-click on the selected units on the left list will unselect it immediately. [*]Resetting the ability selection will check again. [*]In the challenge mode, characters included in the story mode and non-characters will be distinguished by the shape of the background. [img]{STEAM_CLAN_IMAGE}/33558349/0d46127f5e08c74eb9561a4826ae17ca9b2b4f61.png[/img] [/list] [*]Mouse cursor has following tooltip about basic control. This can be turned off from settings. [*]While the objectives panel is open, the camera can be moved a little more to the right. [*]After a dialogue line output finished, a flag pen icon is displayed next to it. [*]Added "Apply & Close" button to the setting window. Clicking outside the window will work same as before. [/list] [h1]Bug Fix[/h1] [list][*]Solved the problems below. [list][*]An effect was left when canceling after installing a magic circle. [*]Part of the objectives panel was visible during the unit placement stage. [*]Closing the window in the step of selecting a restart point during battle, made all the other menus unavailable. [*]The visual effect of element buff did not disappear when canceling the move. [*]Moving diagonally above the unit made it translucent. [*]Using a skill targeting a tile with unit didn't restored the emphasis state after it finish. [*]Some conversations failed to load during battles under certain conditions. [*]Pages with long explanation of glossary was cut off at the end. [*]Wrong information on turn queue because of AP recovery with tactical hit by chain attack. [*]Chapter 5, monster's defensive effect was removed by taunt from its own passive skill. [*]Reverting action after losing the battle caused additional turn for a player unit. [*]Unit information on right-bottom did not disappear even after the unit was removed.[/list] [/list] [h1]Interface[/h1] [list][*]When some skill requirements are not met, the notification will contain the reason. [*]If you mouse to the unit spawn point, it will show additional help. [*]Some keywords display additional icons. [*]If you select a passive skill that enhance another skill, the text of original skill includes enhanced content. [*]When sorting skills, enemy-only skills comes at the top. [*]Skills with HP cost more than current HP become disabled. [*]Refined the explanatory text of some state effects. [/list] [h1]Others[/h1] [list][*]Changed the dialogue output speed to half. 'Immediate' will be the same as before. [*]Background music is played on the interlude scene. [*]Changed sound effects of some skills. [*]The notation of shield amount is changed from 'Shield(X, N turn)' to 'Shield X(N turn).[/list] If you have another suggestions beside these changes, please let us know via [url=https://steamcommunity.com/app/814870/discussions/]discussions[/url] or email( epicmonads@gmail.com ). We'll come back with later version. Thank you.