Third Pillar reappearing if you take the item instead of the Automon
Game freezing when you evolve a Stranglie in a way that causes inventory overflow (now extra items just get discarded)
Switching items between Stranglie and another Automon causing incorrect item positions and blank items in the inventory
Swole Champion assaulting you at every opportunity
Swole and Creepypasta Champion abilities being active after dismissing them, until you quit
Probably fixed a random ass crash that could happen when moving Automons around as Creepypasta
Huge thanks to the absolute legend himself, SEND 'EM TO THE RANCH for catching every bug in existence with every update. It's extremely helpful
The Automonniversary!
The Automonniversary Update is here!
When Automon was released, Earth was in a vaguely similar position as it is now. That is a reason for celebration.
This update has everything you wished for. New Automons! New character! Slight UI fiddling! More bugs! Open world multiplayer gameplay with crafting elements and a rich narrative! Okay, one of those is a lie. Regarding new Automons, I did my best to ensure the new abilities go beyond (+2% ATK) and break the rules of the game in an interesting way. One of them broke the rules so hard that, I'm not kidding, it took about 3 hours to even get its ability working correctly. Afterwards, new bugs surrounding this ability kept showing up daily. I'm sure you'll know which Automon this is when you see it. Or maybe not, because there are 3 more that took a good chunk of time to implement and polish.
Vague description of the update for the busy people:
1 new Automon elemental type!
10 new Automons! Or I guess 11 if you could that one ability... 12 if... Okay, I'll shut up now
1 new playable character
11 new Achievements
Detailed description of the update for those who really have nothing better to do with their time:
Automons:
Swole type added. Type bonus: +2/4/6% ATK buff when hit Strong against: Rock, Steel, Ice. Weak against: Fire, Wind (you ever tried punching a bird?) Resists Rock, Steel, Water. Weak to Fire, Poison
Ladybuff is now Wind/Swole, ability power from 5/10/15/20 to 4/6/8/10
Blamtern is now Water/Swole, ability power from 150/300/350/600 to 150/225/300/375
Frenmon is now Steel/Swole, ability power from 3/6/9/12 to 3/4.5/6/7.5
Angrus is now Fire/Swole, ability power from 33/66/100/133 to 30/45/60/75
Chadoom is now Electric/Swole
Punchic HP 70 -> 50
Meishowl SPD 130 -> 125
Mobird SPD 95 -> 90
Chilock DEF 150 -> 140
NOTE: Punchic and Butterage are not Swole because they were caught using steroids. Yes, this is canon.
Areas:
3 new areas added, 1 per regular difficulty tier
1 endless area added
Most areas got their Automons changed
Bosses:
New music track when fighting your past self, composed by MammothPlant!
Swole Boss and Champion added
Player-made Champion now has its character abilities (applies only to Creepypasta and Swole, since only they have in-combat abilities)
Characters:
"You but Swole" added: Take matters into your own hands, but your Automons come out in a random order. Unlocked by "Transform Adyel", whatever that means
Items:
Steak added (Swole type enabler)
Other:
-Rest and Release icons changed to make text more visible
-Updated Steel attack sound
-Ability timer bar looks less horrendous
-Fixed badge tooltips showing when dragging Automons over them
-Fixed û̶̟̄͑̈̀'s ability crashing the game
-Learned how to spell Ethereal
-Fixed HP-based abilities not updating when holder gains HP due to enemy death (using Fork for example)
If you find bugs, want me to add your epic OC Coldsteechu to the game or just want to call me names, you can contact me on Twitter, the Steam Community Discussions or if you're a real weirdo, Reddit
Get swole!
Upcoming Automonniversary Update
I bet you thought Automon will never get updated again! I bet you laughed with your friends about this. Well, who's laughing now? (no one, because it's not that funny)
The Automonniversary
So the 1 year anniversary of Automon's release is coming up in early March. To celebrate, an update will be released around that time
Here's what's (probably) coming:
New Automons!
New elemental type, and all the side stuff that comes with it (new areas, new boss, new badge, new item, new Pretty Good Three team compositions that include the new type, etc)
At least one new character, but hoping for 2
New achievements
If time allows, Steam trading cards and all the fluff around it like badges, emotes etc. If not this update, it'll come soon after
What else?
Well, what else would you like to see? Leave your suggestions below, or on twitter, or steam community discussions, or through a smoke signal message.
Update 1.2.3 Released
Fixed bugs with Cloning Vat (They were really funny though)
Update 1.2.1 released
Bug Fixes:
Being able to select items equipped by enemies and move them to inventory
Game crashing when you catch an Automon to evolve it while it's holding an item and your inventory is full
Beating the game not awarding "Won" checkmark in the Autodox
Some odd behaviour regarding party box selection and items (boxes should not be selected unintentionally anymore)
Game crashing when you right click an empty party box
Other:
You can now swap items by clicking on an equipped item while another is selected (previously you had to click on the Automon's party box)
Thanks to everyone for reporting the bugs so quickly. Keep sending them when you see them!
Automon 1.2 Released!
Automon 1.2 was just released! Patch notes below
BIG Stuff:
Items added! 63 items can be obtained through various means. They can be one time use or held by Automons
Alternate playable Characters added! 4 new characters can be unlocked and selected when starting a New Game from the main menu (They are also unlocked from achievements so you don't have to meet the requirements again if you played the game a bit) (If you have neither a second character nor a second difficulty unlocked, you won't see the character selection screen when starting a new game)
Automon Changes:
All Automons now have a 4th ability tier that can only be reached with a specific held item. It upgrades the ability the same amount that an Evolution would
Mobird's ability is now: Evolves with 2 copies. Gets 1/1/1.5/(2)% more stats for evolving
Rockover's ability is now: Gain 2/4/6/(8) Block when battle starts
Floatox DEF from 120 to 110
Noxeed's ability power from 2/4/6 to 2.5/5/7.5/(10)
Vipemare's ability is now: Make a cloud on attack; It hurts inactive Automons for 2/3/4/(5)% of their current HP per second (Draining % of current HP means it will never kill unless the counter reaches 100 somehow. This should hopefully make Vipemare synergize with more things)
Other Gameplay Changes:
Box Heal from 70% to 30%
Poison Bonus from (1
tier - 0.5) to (0.75
tier)
Wild Automon levels increased
Random damage variance from 15% to 10%
Effective minimum SPD is now 1, regardless of buffs and debuffs
When you defeat the game and your team becomes the Champion's team, it will now use your team as it was at the beginning of the battle and not the end (effectively means that your one-use items will be preserved for the Champion's next team, and any level ups gained during the Champion fight won't apply)
Exp reward for beating bosses now gives 40% more exp
Difficulty 3 Champion level modifier from +10% to +5%. Also applies to difficulties above 11 - it will start from 5% and add 2% for every new difficulty level
Minor Stuff below, you can stop reading here
Hovering over an Automon that has bonus stats will now toggle between full stats and bonus stats about every second
Minor sprite adjustments to most Automons, mainly to make shading pop more
Badges relocated to make room for items
"Piercing" is a new word used whenever an attack or damage ignores DEF and Block
Some font adjustments to make long ability text fit into the tooltips (by long ability text I mean Vipemare's ability and no one else's)
Added a help page about items
Added obnoxious arrows pointing at unread tutorial tooltips (seen YouTubers not notice them one too many times)
Bug Fixes:
Area 39 having rarity odds different from the rest of endless areas
Game timer not starting after the game is loaded, until an Automon is captured - now starts whenever an area is selected
Defeated Wild Automons lingering on the screen after areas are loaded
Fewlayering issues with tooltips and particles
Graciel's effectiveness indicators not calculating correctly
Player-made Champion not benefitting from "+X% Champion Levels" difficulty modifier
Player-made Champion sometimes getting bonus stats on Automons that shouldn't have them
Bugs and suggestions can be reported on Twitter or the Steam Discussions. Both are checked regularly
Have fun!
Update 1.1.4 released
Update 1.1.4 has been released
Changes:
Winning a boss fight now heals your entire party for 100%. The heal reward is gone
Automons you can catch after beating a boss now have 5 extra levels
Pretty Good Three bosses now also offer Automons as a reward
Bugs squashed:
Starters's exp requirements not updating when difficulty is changed within the game screen
Player Champion Goolect not being at full health
Update 1.1.4 released
This patch aims to address imbalance problems such as Pengloom, Ice bonus, Poison bonus, Pengloom and Pengloom and to make the base game easier while making the extra difficulties more impactful
Difficulty Changes:
Endless wild Automon levels reduced
Non-endless wild Automon levels reduced
Non-endless boss Automon levels reduced
Difficulty modifiers are now as follows: Difficulty 1 : Normal Mode 2: -2 Starter levels 3: 10% Champion Levels 4: -15% Non-combat healing 5: -1 Box size 6: 15% Wild Automon Levels 7: 1 Upgrade to a random boss automon 8: -1 Box size 9: 15% extra boss levels 10: No easy areas after 15 11 to infinity: +2% Wild Automon Levels +2% Boss Levels +2% Champion Levels -2% Healing (up to 50%)
You might notice that there is no exp penalty at all now - this is because it's pretty much equivalent to the enemies having more levels
Automons:
Base HP of all Automon reduced by 5
All monotype Automon abilities now upgrade with a rate of 1/2/3 instead of the regular 1/1.5/2. Florey is unchanged because it was technically already like this for him
Stats of many Automons changed, scroll to the bottom of the patch notes to see the details
Areas:
Legendary areas now can't appear in areas 11, 21 and 31.
Bosses:
Block now can't be the first boss (thematic fail, I know)
Endika, Stephen and Block are now 20% more likely to be chosen as the next boss (to offset the fact that they can't show up as boss #6, #1 and #1 respectively)
Default Champions now have 3 badges of different types
Ice Champion team reworked so that her secondary types are Grass and Rock instead of Wind and Rock (Wind was previously overrepresented in Champion teams, Grass was underrepresented)
Party bonuses:
Wind bonus from 75% SPD to 60%
Fire bonus per tier from 5% to 6%
Ice bonus per tier from 12% to 10%
Poison bonus reduced by flat 0.5
Other:
Few words added to random seed title
Bug Types:
Florey's ability not working for bosses
Champion's music not stopping on loss
Absurdly specific stat changes for nerds:
Ladybuff: SPD from 125 to 140, ability from 6/9/12 to 5/10/15
Rathium: ability from 4/6/8 to 3/6/9
Blamtern: ATK from 130 to 140, ability from 150/225/300 to 150/300/450
Rockover: HP from 75 to 20, ATK from 100 to 150, DEF from 140 to 40, ability from 2/3/4 to 3/6/9
Chilock: DEF from 130 to 150, ability from 7/10.5/14 to 6/12/18
Pengloom: ATK from 70 to 60, SPD from 85 to 75
Jazzap: ATK from 60 to 65, SPD from 130 to 120, ability from 2/3/4 to 3/4.5/6
Sablead: ATK from 115 to 110
Eatoad: ability from 30/45/60 to 50/75/100
Fremon: ability from 3/4.5/6 to 3/6/9
Chompice: HP from 130 to 125
Spookorch: ATK from 140 to 150
Angrus: HP from 100 to 110, ability from 40/60/80 to 33/66/100
Batorm: ATK from 100 to 120, DEF from 90 to 60
Floatox: DEF from 125 to 120, SPD from 90 to 85
Punchic: ability from 10/7.5/6 to 10/7.5/5 (more of a bug fix than rebalance)
Turtroll: DEF from 140 to 135
Noxeed: HP from 110 to 100, SPD from 70 to 50, ability from 3/4.5/6 to 2/4/6
Paravour: HP from 110 to 90, ATK from 120 to 140
Weedge: ability from 20/30/40 to 20/40/60
Fironek: HP from 130 to 125, ATK from 100 to 105, DEF from 80 to 85, SPD from 105 to 110, ability from 30/45/60 to 30/60/90
Clamity: DEF from 125 to 120, ability from 40/60/80 to 40/80/120
Ramblast: HP from 70 to 80, ability from 24/18/12 to 18/12/6
Shiecken: DEF from 130 to 125, SPD from 110 to 100
Game crashing on Champion win when Goolect is on the player's team
"Calculated" achievement not triggering
Legendary areas having difficulty indicators other than "Don't"
Other notes:
Still looking at one bug where a win might not increase winstreak if you quit to main menu and start a new game. Will likely fix later this week
Big update coming later today!
THE big update coming later today
Greetings gamers, The update previously mentioned in the "Short, Medium and Long Term Goals" will release later today (approximately 1PM GMT). Here are the details on what's included:
Major Stuff:
Game screen is now in 16:9 resolution, there's even a never-seen-before full screen button! (UI has been moved around to make more sense with this change)
Beating bosses will now offer the player 4 rewards to choose from: a badge that boosts the elemental party bonus by 1, one of their Automons (with upgrades removed), EXP boost or full heal (bosses also have their badges during the fight) (Pretty Good Three bosses don't offer badges or Automons. Bosses in Endless don't offer Automons)
Upgrading Automons now also upgrades their abilities, up to 2 times. The second upgrade will be twice as good (or half as bad) as the default ability, and the first upgrade will be the exact middle point between second upgrade and default ability
Legendary areas now appear 3 times throughout a run. All 3 have to be beaten in order to capture the legendary Automon (This doesn't affect Endless where they can be captured as normal)
New music everywhere
Minor stuff:
Automons:
Completely new abilities for Blamtern, Sablead, Frenmon, Goolect, Coldsteel, Vipemare and Chadoom.
Ivytant's and Tongo's abilities changed to trigger when battle starts, which means they'll keep debuffing each new enemy that comes out
Pelifin now buffs SPD instead of DEF
Armorillo's ability changed to trigger after a number of hits, rather than seconds
Butteroast renamed to Butterage because it was displaying as Butteroas[UR]
A ton of stats and abilities adjusted. There's now a smaller gap between average stats of each rarity (or in other words, commons buffed)
Automons with time-based abilities now have a crude progress bar above them
EXP gained from defeating Automons no longer multiplies based on their rarity, but there's now a static amount of bonus exp given for every Automon defeated (or in simpler words: early exp good, later exp bad)
Areas:
Area tooltips now highlight the Automons you already have in party, with a different color if you only need 1 more to Upgrade
Player-made champion can now be dismissed when you're in Area 0, with a button above the portrait
3 new areas in Endless to even out distribution of Ultra Rares
Area difficulty now matters more (affects levels and rarity to a higher degree). Areas now show colored squares around them to make this more visible
More difficult areas now show up less often
Chance for legendaries in Endless increased
Wild Automons have higher levels
Bosses:
New Pretty Good Three member; Other Pretty Good Three members had their parties reworked to even out the type distribution
Bosses will now try to order their Automons with more sense
Bosses have more upgraded Automons
Boss Automons have lower levels in the early game, but scale harder later
Other:
Attacks take 6% more time to charge (mainly meant as a buff to time-based abilities and Poison)
Damage now can't be less than 1
Grass party bonus now heals a flat amount of HP on successful hit
Wind party bonus now gives 75% SPD bonus for (tier
3) attacks
Water, Fire, Electric and Steel bonuses nerfed; Ice and Poison buffed
Autodox now has rarity indicators
Area choice penalty from Difficulty 5 onwards was changed to "No easy areas after Area 15"
Healing amount changed: party heal from 25% to 20%; Box heal from 50% to 70%; Rest heal from 35% to 50%, Release heal from 25% to 30%
Fire no longer deals more damage to Poison
Base damage of all attacks increased by 2
Electric bonus now applies before DEF, which means it'll be increased or reduced by attacker's ATK and defender's DEF
Splash damage from fire bonus is now capped by the defender's max HP
Speed controls now unlock in Area 4 (I bet some people refunded the game after watching Area 5 Endika fight at x1 speed)
Added a few words to the possible list of seeds
Few new sprites to fix full screen scaling issues, including new particles for buffs and healing
Music in wild areas is selected semi-randomly
Bug Types:
Perfect Harmony achievement not triggering with Florey on the team
Loading a run increasing the run count
Restarting a run not resetting winstreak (it still doesn't when done in Area 0 or after Champion)
Incorrect colors on shiny Frenmon's sprite
Coldsteel moonwalking to kill you when you lose to him (in fact, now he doesn't walk at all)
Release actually healing for the Rest amount
Clamity's ability not triggering if HP went below 50% as a result of an on-death ability (like Bomblow's)
Abilities that trigger on attack applying only after damage is dealt (matters for Turtroll)
Flowey increasing the odds of Grass areas appearing (this was his original ability way back in the 1980's, it was still coded in but who would even notice, right?)
Buffs being displayed before the fight starts for real
Player Champion's Automon levels not updating when changing difficulty