More attempts to update the UI to be more simple and clear. This is the Spectator view so no controls are displayed and the Fireball queue UI on top of the dino(Brydon) is part of the old UI that is replaced by the slicker ability bars right on top of the healthbar
—– Patch v0.14 —–
Techniques are in the game. You will now have the option to switch the Recharge Technique for a different one.
Techniques work just like regular abilities, except that they do not cost any resources to use and have no EX versions. These are the Techniques coming in this patch.
lets your monster regenerate Mana at an increased rate that scales with your monster’s Mana stat.
is a Technique available to monsters that are slower on land than in water. While in Dive stance, your monster’s speed is greatly increased but Stamina regeneration is halted completely until your monster surfaces again.
* Focus(no longer an Ability)
gives the user a Focused status effect. While Focused, the next ability used by your monster consumes the Focused status and the damage from this ability will be boosted by 50%.
* Flame On
is a Technique available to all fire types. It gives the user a Flame On status effect which lasts for 15 seconds. While affected by this status, all fire abilities used will have their damage increased by 4. Any physical contact with the enemy monster will also apply a Burned status effect to them.
* Psych Up
is a Technique available to all Psychic types. It gives the user a Psyched Up status which lasts for 5 seconds. While Psyched Up is active, all non EX Psychic abilities that are blockable will activate 3x faster.
For more info on Techniques check out this blog post: https://mdotexe.com/2018/01/17/techniques-in-development/
I’ll have to see how techniques work with the game for a while, but I like having the option to pick your own style of play. It was also a bit odd to have a few monsters have Dive rather than Recharge.
The AI don’t really know how to take advantage of their Techniques yet, so that’s something I’ll have to work on. I might need to start from scratch with the AI because it’s become way too messy as I’ve kept adapting it to new mechanics rather than creating it with all the mechanics in mind.
* Fixed Charge and Tackle abilities having their EX versions locked
—– Patch v0.13.5 —–
– Modified the UI on monsters during battles to be less obtrusive and take up less space.
This should especially help when battling with low level monsters where the UI would sometimes cover a good portion of the monsters up
– Time that it takes for the Counter base ability to activate has been increased from 0.6s to 0.7s
– Increased the scaling of health from 2hp to 3hp per Health stat point.
– Energy Ball mana cost increased from 20 to 25 mana
– Water Shot damage decreased from 15 to 12
– Fixed a bug where the stamina cost for dashing was not being scaled with the monster’s speed stat. Monsters with lower speed will now notice their stamina cost for dashing has increased.
– Fixed a bug where Gribbit’s shooting animation was not being used for certain abilities
—– Patch Notes v0.13 —–
– Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster’s Mana stat.
– Recharge is still a good ability but now simply regenerates your mana faster.
– Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water.
Basically the same as before
– Recharge is currently still equipped for all monsters except Dugo
This will be changing soon. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example.
– Stamina-Only abilities will now keep your mana regenerating and Mana-Only abilities will keep your Stamina regenerating. Hybrid abilities can now be made more impactful if needed. This should add more depth to the game and affect your decision of which abilities to equip for your monster and when to use them in battle.
– Knockdowns no longer reset resources. When a Knockdown occurs both monsters will begin regenerating their resources at their normal speed.
– Once a monster that was knocked down gets up and returns to battle position, there will be a 2 second countdown similar to the 3 second countdown at the start of the match. Once this countdown ends the battle will continue.
This countdown gives both monsters a bit more time to regen their resources and also makes it more clear when the battle is starting back up again. Managing your resources should be more important again.
– EX Abilities will not interrupt your regen as they do not require neither Stamina nor Mana.
They can be used to buy your regen more time.
– Taking non block damage will now interrupt your regen.
– Status effects Minor Heal and Major Heal have had their healing reduced from 15 & 30 to 10 & 20
This will currently only affect Draining Bite which was over-performing
– Lighting has had it’s damage reduced from 15 to 10
– Step Kick had it’s Stamina cost increased from 30 to 36
– The losing player will no longer be automatically brought into the next battle.
– You can use SHIFT+TAB to get out of the player queue unless you are the next player in line. The UI will let you know that you are locked in for the next battle and cannot exit out.
– Players should not be able to view their own character’s camera now.
Not currently working with clients
– You can now use TAB while spectating battles and you won’t be kicked out of the menu unless you are one of the players about to battle.
Not currently working with clients
– Fixed a bug where AI monsters were freezing in battle
– Fixed a bug where Spectators could not hear the countdown sounds when spectating battles
– More changes to Mana & Stamina
Mana and Stamina have gone though lots of changes since release. Here I’m trying a few more.
– Problems with Mana & Recharging
Recharging became a problem because it was the only way to regenerate mana, other than the Dive ability that only Dugo has access to. While this made it more unique, it also restricted me quite a bit. Recharge became a mandatory ability. I had recently made it so that using an ability only stops the regen of the resources it requires. This meant that using a Mana only ability no longer prevented Stamina regen. I think this is really interesting because it worked towards my goal of having a less passive way of managing your resources. But I couldn’t do the same with encouraging the use of Stamina only abilities because mana doesn’t regen passively.
– Problem with Knockdowns
Knockdowns used to benefit the monster left standing much more. They would regen their stamina but the knocked down monster wouldn’t, which resulted in knockdowns being way too powerful as well as stamina use being rewarded more since mana didn’t regen during any of this.
I wanted Knockdowns to serve as a better reset mechanic, where both monsters would be at a more even playing field. To do this I made it so knockdowns would reset the resources of both monsters back to full.
The problem ended up being that knockdowns happened quite often, which meant resources resetting all the time. As a response I decided to also nerf Mana and Stamina for all monsters so that they would still run out between knockdowns. This lead to problems where monsters didn’t really feel very different when it came to their resources and it also created problems where both monsters would be idle due to having no resources when no knockdowns were occuring.
– Changes In Dev Environment
Mana now behaves just like Stamina and regenerates over time. The regen rate will depend on your monster’s Mana stat.
Recharge is still a good ability but now simply regenerates your mana faster.
Dive now only prevents your monster from regenerating Stamina in exchange for speed while under water.
Recharge is still equipped for all monsters. This will be changing soon though. The ability slot where Recharge currently sits will become customizable. Soon you will be able to select from different unique abilities that will only be usable in this slot, meaning you can only have 1 of these equipped at a time. These abilities will hopefully change the way you decide to play. This means Dugo will soon have the option to not use Dive and use Recharge instead for example.
Stamina-Only abilities will now keep your mana regenerating and Mana-Only abilities will keep your Stamina regenerating. Hybrid abilities can now be made more impactful if needed. This should add more depth to the game and affect your decision of which abilities to equip for your monster and when to use them in battle.
Knockdowns no longer reset resources. When a Knockdown occurs both monsters will begin regenerating their resources at their normal speed. Once the downed monster gets up and returns to battle position, there will be a 2 second countdown similar to the 3 second countdown at the start of the match. Once this countdown ends the battle will begin. This countdown gives both monsters a bit more time to regen their resources and also makes it more clear when the battle is starting back up again. Managing your resources should be more important again.
EX Abilities will not interrupt your regen as they do not require neither Stamina nor Mana. They can be used to buy your regen more time.
Taking non block damage will now interrupt your regen.
These changes are being tested now and could easily change, but so far I’ve seen good results from this.
– Added logic to KOTH Arena to handle Draws. Was glitching the game mode out. Both Trainers will earn 100 bits and should rematch.
– The win reward has been brought down from 300 bits to 200. The losing reward has been brought down from 100 bits to 50 bits.
– Charging abilities that require being a certain distance from the enemy in order to use will now check the distance once again after the initial charge up time is completed. If at this point the enemy monster is too close the ability will be interrupted.
This was done to prevent charging attacks like Charge and Tackle from executing from short distance which made them odd to deal with at times.
– Fixed another bug that resulted in melee abilities activating before actually being in range, resulting in your monster doing no damage and looking pretty silly.
– Added logic for enemy AI to better handle queuing up abilities. This should result in an increase in difficulty.
– The Arena now has a black and white floor paint. This floor paint was designed to have customizable colors in-game. The idea is to eventually give players the ability to customize their own arenas and this is the first step towards that.
Mainly putting this out there to fix major bug. Special thanks to Dotkiwi for finding it so quickly
-Mana and Stamina will reset to full for both parties following a knockdown instead of only Stamina.
This was something I was trying out in the latest dev build and I feel it’s a good change for consistency. There have been a lot of buffs to melee abilities and stamina recently and if this makes mana too strong then I will balance the game through max mana values.
-Fixed issue where stamina would not regenerate if the last move used was a dash
Patch Notes v0.12
There are a lot of changes and some new features in this patch and with it there are going to be bugs. Some of which I’m already aware of and more to come. While this version isn’t quite as polished with the features it introduces, I felt like it was time to put something out there to let players test and fix it along the way.
Improved FPS During Battles
Some optimizations have been made to the Battle UI which has resulted in a 10-15 fps increase during battles in the Editor version. For players on lower end machines, you will hopefully notice your battles playing out much smoother.
Abilities Stop Only the Regen of the Resources They Require
Currently, using an ability will stop your passive Stamina Regen. This is now only the case if the ability you are using requires Stamina. This means that you can now use Mana only abilities to keep buying time for your Stamina to regenerate. This now gives more purpose to using long range projectile abilities that might be easily dodged, and also encourages more use of projectile abilities that take more time to charge.
It also creates a different situation for Dugo while diving since mana will passively regen for Dugo while performing stamina only abilities.
This will allow for longer back and forth battles where players can manage their stamina without having to be completely passive.
Every monster in M.EXE has 100 points that make up their total base attributes. Because of the changes I had to go through each monster and properly adjust their attribute point distribution. Monster stats have changed so have a look through all your monster forms to see all the details.
Regen Attributes Removed
Stamina Regen and Mana Regen are no longer main attributes. Mana and Stamina now also govern their respective regen stat.
Using your attribute points to upgrade mana vs mana regen felt very similar so this change makes your choice more clear. Your monster’s regen stat will still be displayed but it will scale with the respective mana or stamina attribute.
Health Attribute Nerf
Health was a bit strong and has been nerfed. Each attribute point on Health will now grant 2 health instead of 3. To make up for this the minimum amount of health has been raised from 100 to 150. This is a general buff to all the smaller/lower health monsters.
More Reliable Melee
Melee abilities have been made more reliable. There were many instances where a monster would use a melee ability too early and be out of range or simply wouldn’t get close enough to their target. This has for the most part been fixed and should result in much more consistent gameplay.
Higher Melee Movement Speed
While melee abilities are activating(winding up) your monster moves at a faster speed than normal. This speed has been increased which will allow melee abilities to be a bit more threatening. It also makes Charge and Tackle abilities much faster and more dangerous.
Tackle and Charge
The way the game handles two monsters using Charge or Tackle abilities vs each other has been changed. Now the monsters will more appropriately push each other away rather than both of them being pushed into the same direction.
Tackle and Charge Separation
Tackle is no longer the EX version of Charge. Instead they have been separated into different abilities. Charge is now only available to smaller sized monsters while Tackle is only available for the larger monsters.
Large monsters will now trade better vs smaller monsters when charging at each other. Tackle will knock down while Charge will not. Tackle will cost more stamina. Small monsters shouldn’t be trading even vs large monsters when charging at each other.
The space you have available during battles has been increased and the distance that monsters start from each other has been increased as well. I wanted to give more space to maneuver, especially with the increased speed during melee windups.
The different arena maps have been disabled in this build. Instead there will be only 1 Arena and in the future I will be adding a way to change the look of the Arena from within. Instead you will now switch between different modes.
The first mode is Training Arena. Training Arena is basically the Arena we are used to. You will spawn in are able to change your monster at computers as well as spawn AI to battle against. Other players can join in and you can walk around and battle as you please.
The second mode is KOTH Arena. This will be a more restricted Arena where constant battles will be taking place. When you start up a KOTH Arena you will see a view of the Arena. The UI will show a list of Trainers in queue to battle. By pressing SHIFT + SPACE you can enter or exit the queue.
If less than 2 players are in queue the game will spawn an AI Trainer and will add this AI to the queue. The AI will always be on the hardest difficulty. If no players are in the queue then 2 Trainers will be spawned and they will then battle each other. Any players present will automatically spectate the match.
The winning Trainer will remain and battle the next in the queue. The losing Trainer will go back to the queue, or in the case that the losing Trainer is an AI, they will be deleted and a new AI will be spawned.
For everyone who enjoyed the old AI Spectate map or would like to just sit back and watch some good battles, you can just start up a KOTH Arena and grab some popcorn.
***Also important to note: KOTH Arena is now the only mode that currently grants rewards to players. Players will receive 300 Bits for each win. There is nothing to spend your bits on right now but these Bits will remain on your account to be used for things in the future. How much currency you earn will likely change in the near future but I wanted to give a good incentive to test this mode out. For now even losing will grant 100 Bits as long as it’s not a surrender. This can all be easily abused and is only temporary.
The battle camera has changed again. This time I’ve decided to focus on making the action as clear as possible. The camera is a bit further away in order to see more of the battle and no longer looks to monsters that have been knocked down. This helps with the larger arena size.
Terram and Mentis Additional Punch Animations:
Terram and Mentis have new punching animations to differentiate their light punches from their heavier ones. This will be most obvious with Terram who uses punch animations to launch rock projectiles. Smaller rock projectiles will use the light punch animations while the larger ones will use the heavier ones.
Hot Meteor –
A lava projectile ability that costs 30 mana. It fires a fireball from the sky that falls down onto the opponent.
EX Hot Meteor(Flaming Meteor) –
The projectile now does 35 damage
– Fixed a bug where counter attack abilities would keep monsters frozen if the enemy didn’t trigger your counter attack
– KOTH Arena has a bug where clients have their cameras switch behind their character instead of staying on the Arena view.
– KOTH Arena allows players to switch to their character’s camera view while spectating
Since the beginning I’ve been trying to add more options to what you can do during a battle. You got your abilities, blocking, dashing, moving forward, and recharging. Most recently, countering was introduced which helps make battles more dynamic by adding a comeback risk/reward system. In general I feel like there is now enough to do during a battle.
Where I found the game lacking was in the 4 ability slot limit. Using 4 abilities feels nice, but it became a problem with introducing new abilities to the game. As I added abilities, there would be some interesting ideas that would come up, but I couldn’t justify using one of your 4 ability slots on it because it was so niche or because it didn’t match the utility of some other abilities.
My first attempt was pretty extreme. I wanted to add more abilities without having people go through more number keys. I decided to try to work with submenus. So pressing 1 would open up your first submenu of abilities that would contain 3 abilities within it. Pressing 1 again would use the first ability of that submenu. There would be 3 submenus, for a total of 9 abilities.
I thought it was a good idea but it ended up working poorly. First of all, having submenus made it so you couldn’t at a glance see what abilities you had available. Instead when you pressed 1, the submenu would pop up which would guide your eyes to it and away from the fight. Instead of instantly giving a command with a single key press, you would need to press 2 keys. If you were stuck in a submenu and realized you would rather use an ability in a different submenu, then you had to exit the current one, enter the new one and select the ability. It just completely disrupted the flow of battle.
So then came my second attempt. Even though you have 4 abilities, you don’t realistically have 4 ability options available at all times. If your monster is past a certain distance from the enemy then most melee abilities aren’t really an option. When up close, most projectiles and boosts aren’t really an option. There are already abilities like Charge that you can’t even use when in close range.
So I decided that maybe having 4 abilities available at a time was fine, but that the 4 abilities available would change depending on your monster’s distance from the enemy monster. It didn’t work out well. The flow of battle was once again disrupted. Dashing away and from close range and queuing up a projectile to use mid-air was a common tactic that could no longer be used. Using melee abilities from out of range was actually pretty useful to get close up if your monster has some good speed, and this took that away as well.
It took a lot of time to try these ideas out, but I’m glad I explored them. In the end I decided that the way abilities work and feel is already in a good place and so I need to try to maintain that. So the simplest and most obvious approach that I was trying to avoid ended up being the right choice. In the next patch, your monster will simply have 5 abilities available rather than 4.
Because I wanted to avoid the use of another number key I made Q the key to use for the fifth ability which ended up feeling the most comfortable. While it might seem out of place not making it a number key, there were always plans to add in a special ability that would use all 3 bars of EX meter by pressing F. I will leave the 5 key as an option as well. The Xbox gamepad controls are also being changed a bit to allow for this expansion in ability options.
After a lot of testing, I think 5 abilities really adds enough variety in abilities to the game. You really feel the luxury of being able to take an extra tool into battle after already having most of what you feel you needed. This will add a lot more variety as players will find themselves with extra options and hopefully more strategies and interesting new abilities will emerge.
Also, new patch coming soon.