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Montabi: Monster Taming Roguelike Deckbuilder Demo›Events›Update Version 1.0.4 Out Now
Game update

Update Version 1.0.4 Out Now

Montabi: Monster Taming Roguelike Deckbuilder Demo · published 26 days ago

All eventsPlayers around this dateRead on Steam

Hey Trainers!

We’ve just updated version 1.0.4!

Previously, we tested 1.0.3-beta in the public_testing branch alongside the 1.0.3 update, which includes several balance changes based on community feedback. Thank you to everyone who shared their feedback! After testing these changes, we’ve decided to bring the 1.0.3-beta changes into the main game as part of today’s 1.0.4 update.

Bug Fixes

  • Fixed stutter issue that could be caused by 1000Hz mouse polling rate. Please let us know if you’re still experiencing FPS drops.

  • Fixed Double Bloomlash would not trigger

  • Fixed softlock caused by pressing ESC during taming tutorial

Balancing

Washette, Student Trainer, and Tygo are the main focus of these changes, as they could enable powerful infinite combos too consistently. Washette in particular was very consistent at generating cards and became stronger than intended, especially with its ability to draw cards for allies.

Replenished

  • Draw card reduced from 2 to 1.

The draw is reduced as it enabled one turn kills too easily.

Search Card

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

Drawing 2 selected cards made it too easy to set up certain combos.

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.

The 0 AP Draw 1 effect enabled infinite combos too easily.

Power Call

  • AP gain reduced from 3 to 2.

Gaining 2 AP with no drawback was too strong, especially since this could be given to an ally.

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.

Generating Emotion card with 0 AP per 1 Resonance was too strong.

Iron Chin

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

The Injury card generated wasn’t enough of a drawback for Tygo, making the 350% DEF Armor too strong.

Bandage Up

  • AP cost increased from 0 to 1.

  • Added Exhaust.

Generating AP and card with 0 AP enabled infinite combos too easily. Making it Exhaust prevents it from being played repeatedly in the same turn.

Instant Sort

  • Discard increased from 2 cards to 3 cards.

Finding the cards needed was too easy and consistent, especially since this could be given to an ally.

Calculated Trash

  • Added Exhaust.

Making it Exhaust prevents it to be played repeatedly for infinite combos.

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: Any other ally discard 1 card and draw 2 cards.

    New effect: Any ally draws 3 cards.

The 0 AP Draw 2 effect enabled infinite combos too easily.

Ammonite Fossil

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

    New effect: Passive cards cost 1 more AP for all player units, including reserves.

The previous effect was too punishing since there are many 0 AP cards.

Washette

  • Replaced starting card Trade For Power with Quickdraw.

Trade For Power was too strong as a Starter Card. We also want to shift Washette’s focus more toward card draw rather than AP gain.

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

The previous distribution made Common cards appear less often than Rare cards. This could feel unexpected when you’re trying to look for a specific Common card, but had a harder time finding it than a Rare card.

Each Montabi has 12 Common cards and 8 Rare cards, so the maximum chance for Rare cards to appear should be 40%. At 40%, all Common and Rare cards have an equal chance of appearing. Above 40%, specific Rare cards would start appearing more frequently than Common cards.

The guaranteed Legendary reward when evolving remains unchanged. However, when leveling a Montabi beyond Level 10, Legendary cards can now appear with a small chance.

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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