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Montabi: Monster Taming Roguelike Deckbuilder Demo›Events›Update Version 1.0.3 Out Now
In-game event

Update Version 1.0.3 Out Now

Montabi: Monster Taming Roguelike Deckbuilder Demo · published 28 days ago · build 24688626

All eventsPlayers around this dateRead on Steam

Hey Trainers!

These are our adjustments that are quite big: Infinite Combo Improvements and Shared Ascension Progression

After releasing two hotfix patches, we're ready to roll out changes addressing some of the biggest concerns raised by our more experienced players.

We first tested these changes in the public_testing branch and received positive feedback from the community, so we've decided to bring them to the live version today.

Alongside that, we're also introducing our first major balance update in the 1.0.3-beta build on the public_testing branch. We'd love for you to try these changes and share your feedback before we roll them out to the main game.

Bug Fixes

  • Fixed Procrastination not stacking correctly.

  • Fixed a race condition with Shell Eater that could cause it to not work properly.

  • Fixed a softlock that could occur during taming when pressing the Esc key.

  • Fixed visual target intents persisting during the taming phase.

  • Fixed AP color indicators not updating correctly when AP costs were modified in the draw pile, discard pile, or card selection screens.

  • Attempted to fix FPS drops caused by high mouse polling rates. Please help us test this and let us know if you’re still experiencing FPS drops.

Adjustment

Infinite Combo Improvements

We've received a lot of feedback about infinite combos making higher Ascension levels significantly easier. To address this, we're updating Ascension modifiers.

  • Ascension 1 changed from "Elites spawn more often" to:

    • Whenever a player plays a card, that card costs 1 more AP for the rest of the turn.

  • Moved Ascension 1-4 modifiers to Ascension 2-5.

  • Combined Ascension 5 into Ascension 6:

    • Cafes appear less often and all shops are more expensive.

The goal is to make infinite combos much harder for experienced players seeking a challenge in higher Ascension levels, while still allowing casual players to experiment with powerful combos on lower difficulties.

We tested these changes in the 1.0.2-beta (public_testing) branch, and the community response was positive, so we're bringing them to the live version.

Ascension Progression

  • Ascension progression is now shared across all Trainers instead of being tracked individually.

This change addresses player feedback requesting faster progression.

1.0.3-beta

In this beta branch, we're testing balance changes to several cards based on community feedback. These changes may be adjusted further before being released to the live version.

Balancing

Replenished

  • AP gain reduced from 2 to 1.

Search Card

  • Reduced the number of cards selected from the draw pile from 2 to 1.

Full Action

  • Redesigned from:

    • Attach 1 Start Spark Sticker to all cards in hand.

  • New effect:

    • All cards in hand cost 1 less AP this turn.

Final Instructions

  • AP cost increased from 0 to 1.

Power Call

  • AP gain reduced from 3 to 2.

Surge of Emotions

  • AP cost increased from 0 to 1.

  • Changed from:

    • Add 1 random Emotion card to your hand per 1 Resonance.

  • New effect:

    • Add 1 random Emotion card to your hand per 2 Resonance.

Iron Chin

  • Armor gain reduced from 350% DEF to 250% DEF.

Bandage Up

  • AP cost increased from 0 to 1.

  • Added Exhaust.

Instant Sort

  • Discard increased from 2 cards to 3 cards.

Calculated Trash

  • Added Exhaust.

Tactical Flush

  • AP cost increased from 0 to 1.

  • Redesigned from:

    • Discard 1 card(s). All other allies draw 1 card(s).

  • New effect:

    • Add 1 Quick Sort to all allies.

Second Rinse

  • AP cost increased from 0 to 1.

  • Changed from:

    • Discard 1 card and draw 2 cards.

  • New effect:

    • Any ally draws 3 cards.

Ammonite Fossil

  • Redesigned from:

    • All 0-cost cards become 1-cost for all player units, including reserves.

  • New effect:

    • Passive cards cost 1 more AP for all player units, including reserves.

Washette

  • Replaced starting card Trade For Power with Quickdraw.

Card Reward Weight Adjustments

Evolution 1 Drafting

  • Common: 70 → 75

  • Rare: 30 → 25

  • Legendary: 0 → 0

Evolution 2 Drafting

  • Common: 50 → 65

  • Rare: 50 → 35

  • Legendary: 0 → 0

Evolution 3 Drafting

  • Common: 30 → 57

  • Rare: 70 → 38

  • Legendary: 0 → 5

We're not changing the guaranteed Legendary reward when evolving. However, if you continue leveling a Montabi beyond Level 10, Legendary cards can now appear with a small chance.

As a reminder, we'd love for you to help test these changes in the public_testing branch, especially the balance adjustments, so we can make sure everything feels good before bringing them to the live game.

Please note that the 1.0.3-beta build will become available after the 1.0.3 update has been released. There may be a short delay, but we'll announce it as soon as it's live in our Discord.

Thank you for all the feedback and bug reports you’ve shared. If you'd like to give more feedback and chat with other Trainers, feel free to join the Montabi Discord!

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