Monster Train is a strategic roguelike deck building game with a twist. Set on a train to hell, you’ll use tactical decision making to defend multiple vertical battlegrounds. With real time competitive multiplayer and endless replayability, Monster Train is always on time.
Our first DLC, The Last Divinity, is now available! This DLC adds a new clan, a brand new end boss after Seraph, the ability to merge units together combining their abilities, new cards in existing clans, new artifacts, new Concealed Caverns events, and more! [b]Note: the Wurmkin clan unlocks upon completing Covenant level 1.[/b]
https://store.steampowered.com/app/1359320/The_Last_Divinity/
[h2]Major New Features[/h2]
[h3]The Wurmkin Clan[/h3]
A new clan has risen from the depths of hell to join forces with your 5 original favorites. The Wurmkin Clan is led by two powerful new champions. The Spine Chief uses the power of Charged Echoes to do damage and make compatriots even more powerful and the Echowright can tap into the power of consumable spells in all new ways. Charged Echoes create buffs for the whole floor and bring a completely new gameplay mechanic to the already diverse world of Monster Train.
[h3]Pact Shards[/h3]
Pact Shards are a brand new currency; unlike gold, you reap benefits when you GAIN shards rather than when you spend them. But beware the tradeoff, they also enhance the power of your enemies in battles throughout your run. You acquire the Pact Shards in the Shard map nodes on your journey in the Boneshaker. Each ring has one Shard map node, so be sure to look for them. You can take on more Shards to gain gold, artifacts, or spell upgrades, or to perform a new mechanic called unit synthesis where two monster units are merged into one. If you have gained 100 or more Shards when you defeat Seraph, a new battle unlocks and you can face – The Last Divinity!
[h3]The Last Divinity[/h3]
The clans of Hell will need to rally together and support the Wurmkin clan, as a new ominous deity interferes with the ongoing battle between the forces of Heaven and Hell. The Last Divinity is so huge it can’t be contained to one area and instead imposes itself over all 3 floors at once. Prepare, as all your previous knowledge and strategy will be pushed to the limit to defeat this last divine force. What will tip the balance?
[h2]Important Note On Mods[/h2]
Some existing mods may not be compatible with the new version of the game due to significant changes to the engine. Mod authors may need to update their mods to maintain compatibility with the new version of the game. If you are experiencing any problems after the update and are using mods, please uninstall all mods via the Steam Workshop outside of the game.
[h2]Full Patch Notes[/h2]
[h3]DLC Content[/h3]
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[*] NEW CLAN - the Wurmkin with a full set of cards and artifacts.
[*] NEW BOSS - The Last Divinity, the biggest threat you've faced yet.
[*] PACT SHARDS - a new currency that has new types of upgrades, including the ability to merge two units into one.
[*] NEW EVENTS - new Concealed Caverns events to add more variety to your runs. These have new rewards including unique cards and artifacts.
[*] NEW ARTIFACTS - new clanless artifacts that can appear on any run.
[*] NEW RARE CARDS - one new rare card in each of the original 5 clans to spice up rare card drafts.
[*] DIVINE MASTERY - a second tier of card mastery that imbues your cards with a divine stamp if you defeat The Last Divinity on a run.
[*] NEW EXPERT CHALLENGES - five more expert challenges to test your mettle at Covenant 25.
[*] LOGBOOK UPDATE - owners of The Last Divinity get a new Logbook page to track all of their progress.
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[h3]Gameplay Balance Updates[/h3]
In addition to the new content in the DLC, we made a variety of balance tweaks to existing content that apply to all players.
[b]Artifacts[/b]
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[*] Imp-cicle can now give Queen’s Impling. Additionally, the chances of getting Imp Scholar and Transcendimp were increased slightly.
[*] Cursed Vines artifact changed from rearranging enemies automatically to giving the player Vine Grasp spells with Purge to rearrange enemies as they see fit.
[*] Hammered Chestplates now grants +5 health (increased from +3).
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[b]Champions[/b]
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[*] Hornbreaker Prince’s Reaper path and all three of Tethys Titansbane’s paths gained a little bit more health to reduce the occurrence of back-line champion death.
[*] Cultivating Sentient’s card draw bonus no longer grows bigger at levels II and II. We’re pleased so many players are enjoying the recent changes to Cultivating Sentient, but she’s grown just a little too reliable at winning. This small tweak back down in power should trim her hedges just a little and bring her in line with other Monster Train champions.
[*] Tethys’s Handheld Totem path now deals more damage at levels II and III. Tethys is a unique champion many players enjoy, but higher levels of her Handheld Totem path have struggled to keep up with other options. We’ve increased attack at levels II and III to make it more rewarding to stay on her Spell Weakness path instead of branching out.
[*] Lil Fade’s Eternal Flame path has had its attack bonuses reduced, but it no longer increases her ember cost each time she dies. This will allow the pint-sized Eternal Flame to be eternally playable regardless of your ember generation. Also added Quick.
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[b]Cards[/b]
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[*] In the Hellhorned camp, Horned Warrior, Steelworker, Railbeater, Fledgling Imp, Horn Break, and Imp-in-a-Box all got a little bit stronger in various ways. On the other hand, Imp-Portant work was toned down slightly. (Horned Warrior attack 30 -> 15, health 4 -> 5, gained Multistrike 1. Steelworker now affects all friendly units. Railbeater now inflicts Melee Weakness instead of Push. Fledgling Imp Rage 3 -> 5. Horn Break hits twice. Imp-in-a-Box got the same changes as Imp-cicle. Imp-Portant Work ember gain 2 -> 1.)
[*] Over in Awoken territory, Thorned Hollow gained more attack, but they’ll need to pay a little more ember for Invigorating Solution, Unleash the Wildwood, and cards drawn from Awoken Railspike. (Thorned Hollow attack 5 -> 15. Invigorating Solution and Unleash the Wildwood ember 0 -> 1. Awoken Railspike ember reduction 2 -> 1.)
[*] The lands of the Stygian Guard look pretty calm, but we added a couple extra Magic Power to Molluscmage to ensure they remain the masters of the arcane. (Molluscmage Magic Power bonus 8 -> 10.)
[*] In Umbraland, Ember Cache and Making of a Morsel traded a point of ember, numerous Morsel units’ stats and/or bonuses increased, and the “Uncommon or Rare” morsel drop rates were adjusted slightly. (Ember Cache cost 0 -> 1. Making of a Morsel cost 2 -> 1. Magma Morsel attack stat 4 -> 6 and granted attack 4 -> 6. Antumbra health stat 4 -> 6 and granted health 4 -> 6. Morsel Excavator attack stat 2 -> 3 and granted attack 2 -> 3. Morsel Jeweler health stat 2 -> 3 and granted health 1 -> 3. Morsel Miner granted attack and health 5 -> 6. Rubble Morsel granted attack and health 0 -> 1.)
[*] Last but not least, the Melting Remnant saw some improvements to Lady of the House and Waxen Spike while the almighty Intent on Death was toned down. (Lady of the House attack stat 25 -> 35 and health stat 40 -> 45. Waxen Spike attack scaling 3 -> 4 and Burnout 1 -> 4. Intent on Death was cost 2 and now has Consume and is cost 1.)
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[b]Other[/b]
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[*] The Covenant Rank 10 and 20 challenges have been changed. Covenant Rank 10 now gives Emberdrain to the first unit played to the top floor each turn, and Covenant Rank 20’s capacity reduction now always applies to the middle floor. This gives each floor a unique challenge: getting hit by enemies first, having less room for units, and impacting your ember generation.
[*] The “Shards of the Pyre” event now has a third reward options that gives you a Strengthstone unit upgrade.
[*] Various game elements rephrased slightly for clarity and/or consistency.
[*] Free Soundtrack update adding The Last Divinity theme song for Soundtrack owners.
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