M.EXE Patch Notes v0.0.7
The EXtra Patch
An EX Meter and EX Abilities have been added to the game. This changes the game quite a bit and should help improve the game in several ways. For one, you now have access to 8 abilities rather than 4, but the game doesn’t become too confusing with these 8 abilities since 4 of them are just enhanced versions of the other 4. Managing your EX Meter also adds a new depth to the game and helps strong abilities be more balanced by requiring a bar of meter to use them.
- A new resource has been added to the game, visible above your monster’s health bar during combat. The new EX Meter is completely empty at the start of a battle and begins to fill up as the battle progresses. Meter is gained by attempting to perform abilities, blocking a hit of damage, and by dashing. You can have up to 3 bars of meter filled up at a time.
- Every ability now has an enhanced(EX) version. In order to use an EX move you will hold down Shift(RT on Xbox controller) and then select the EX ability you wish to use. EX moves do not cost mana or stamina, but instead require you to spend a bar of EX meter.
- Due to this change, some abilities have been merged by having one be the EX version of the other(ex. Heavy Fireball is now the EX version of Fireball). Many new abilities have been added to the game. Mostly weaker version of existing strong abilities or new stronger versions of existing weaker abilities, but there some completely new things in there as well.
- Re-issuing the command for certain abilities will now cause them to cast immediately. This can be useful for countering enemies that are still on their way towards your monster(ex. Using Water Blast to counter a Tackle).
Increased Projectile Cast Time Nerf Distance
- Projectiles were nerfed in the last patch by making them longer to cast when in close range of the opponent. This range has been increased from 500 units to 800 units, further nerfing projectiles at close to medium range. There is currently no real indicator to let you know whether your monster is within this range but I plan to add one in the next patch.
Projectile Speed Increase
- Most straight line projectiles have seen a significant increase in travel time. This is to help projectiles be a bit more effective at longer range, especially since close range use of projectiles was nerfed in the previous patch.
It’s basically a whole new game now with EX Abilities so it’s hard to really say too much about balance without a lot more testing first. I will say that all monsters on HARD AI difficulty are completely beatable by any monster, and while that doesn’t say much about PvP, it’s a good starting point.
There have been lots of number changes with this patch, too many to really list due to all the major changes. I will make an effort to be more detailed for number changes in the future but for now I will simply list the most major changes.
- 5 Freeze stacks are now required to freeze an opponent(Increased from 4). This nerf comes from the introduction to EX abilities which allow for multiple ice projectiles being fired at once(Iceball Barrage) as well as Frost Breath being more viable. Just the fact that EX Ice abilities are available for use when you are low on mana or stamina also adds to this being a necessary change.
- The Electric Slow effect has been removed. It was too annoying and made electric types not too much fun to play against. It also caused some weird behavior with certain melee abilities and also made electric abilities hard to balance. In exchange for this, electric projectiles now travel much faster than other projectiles. Electric abilities also don’t cost stamina to cast anymore(hybrid abilities like Spark Bite still cost stamina).
- Current EX poison abilities might seem a bit weak, but they apply a new status effect called Toxic. Toxic is identical to the Poison status which drains 2 health every second. The difference here is that Toxic and Poison can stack, which results in 4 health being lost every second.
- Acid abilities no longer require stamina to cast. Some EX Acid abilities apply an Acid Ignite status rather than an Acid Burn, which does 2 damage every second for 3 seconds rather than 1 damage.
- Some fire abilities have seen an increase in mana. Fireball is now the only non-EX ability that does 25 damage, which results in a knockdown. Some EX fire abilities now apply an Ignite status rather than a Burn, which does 2 damage every second for 3 seconds rather than 1 damage.
Visual Style Changes
- Significantly increased the brightness of monsters to make sure they are always clearly visible and stand out more during battles. An outline effect has also been added to the game which results in more clarity. In combination, these changes give the game a bit more of an anime style look.
- Starting the game you will be given the option of boy or girl. Once you select one the choice will stick with your account. I’ll probably add a way to change this later on but for now you’re stuck with your choice.
Circle Shaped Arenas
- Circle Shaped Arenas will replace the rectangular arenas and become the standard Arena for the game. I plan to keep rectangular arenas as an option. Circle Arenas allow for more open space to maneuver as well as not getting stuck in corners.
Look At System
- Monsters and Trainers now look at their targets. Your monster will look up or down at you and will look up or down at their opponents during battle. This helps battles feel much more alive.
- A basic tutorial was added, located on the bottom left side of the PlayerHub. This tutorial walks you through the basics of battling, including the new EX system.
Alternate Battle Camera Improvements
- The alternate battle camera(Back Cam) has seen some improvements. It is now a bit smarter and has a better angle in order to keep your monster and it’s target on screen. Toggle the alternate battle camera by pressing Tab during battle.
Automated Ability Descriptions
- In an effort to speed up development as well as to keep ability descriptions accurate, I’ve been working on a system that automatically generates the descriptions for abilities. There is still a lot of work ahead, but the current system already works pretty well for most abilities. The automated descriptions don’t yet describe any status effects that are applied or the range of melee abilities, but it’s already more accurate at describing abilities than manually updating descriptions. As more abilities are added and along with the whole EX abilities, this was a necessary effort that should improve over time. (I apologize for the lack of detail for certain abilities)
Testing Trainer Color Customization
- This feature isn’t finished yet, but I wanted to leave it in for this build. You can access the Trainer Color Customization menu through the Monster Style menu. Here you can customize your avatar’s colors. (The colors currently don’t persist after you leave a map. This will be added in a future patch, as well as ways to unlock colors rather than them all being available at the start. But for now, try them all out and make yourselves look stylish).
- New Health, Mana, and Stamina bars UI
- Changed look of damage, cost and regen numbers
- Added a description for the EX version of every ability
- Fixed a bug where AI would not do anything after casting a Heavy Psy Bubble
- Fixed a bug where projectiles would sometimes not move for clients
- Fixed a bug that resulted in Mana and Stamina regen numbers during battle to read as 1.1 rather than their true values
- Fixed a bug that had clients see a monster’s starting animation up in the air rather than the default idle animation
- Fixed a bug where the AI Spectate map wouldn’t let you access the Escape Menu after first pressing Esc to exit Spectator mode.