Patch v0.0.9 Combat Reworks, Improved Graphics, More Clarity
v0.0.9 that New Feel Patch
Gameplay
Command Delays
Abilities now have a longer delay between when you give a command and when the monster begins to react. This includes reactions to Block and Dash commands. In general, being defensive and countering will take a bit more prediction and require more caution rather than being able to react to almost any offense right away. This doesn't change the speed at which abilities are executed, just the delay before your monster begins to react to a command. The delay is present in AI without trainers as well so it's all fair.
Percentage Blocking
Blocking has changed a lot. I really loved how simple blocking was to understand since you only had to subtract your block rating from the enemy's attack to know exactly how much health you were going to lose. There was a real problem with the way blocking worked though. Because it subtracted from the damage, low damage attacks like Scratch and Fist Attack became really weak in comparison to higher damage attacks. Even monsters with the lowest block ratings would be able to block weaker attacks with no problem.
In this patch blocking will be percentage based rather than subtracting from the damage directly. The way it works is that first penetration will be calculated. If the penetration is greater than or equal to the target's block rating, then it will still be as if the target had never blocked. If there is no penetration or if it's lower than the block rating, then automatically 1 damage will be subtracted from the attack. This ensures that it's still always better to block a weak attack, since a percentage of very low damage is often less than 1. Then afterwards, the damage is reduced by a percentage based on your block rating.
Overall, it means that all attacks will get to do some damage when blocked. It also means that all monsters will still see a decent damage reduction when blocking higher damage attacks, but only monsters with high block ratings will actually see a good reduction in damage from blocking weaker attacks. You can now safely stack points on block without fear that it will go to waste. At the same time, you no longer have the safety of 4 points in block reducing Fist Attack to 1 damage for each hit. It also gets rid of the weird hump between having 3 points on block and 4 points on block(4 would make 5 damage attacks do the minimum 1 damage, while only having 3 block would double the damage to 2).
More Health
With more damage going around, I needed to up the starting health a bit to compensate and make matches last a little longer. This also helps make higher health monsters have a little less of an advantage as before, since more minimum health makes the health attribute points worth less, though they are still pretty strong.
Stamina Regen
Stamina is proving to be a challenge to get right. It has changed a lot but I will be watching it closely. It now recharges at the same speed as you recharge Mana, assuming your Mana Regen stat is the same as your Stamina Regen. However, Stamina now takes more time to begin recharging than before, which should leave opponents with a good window to attack you if you are drained. This makes it so running out of Stamina isn't quite as punishing as before since it can currently be very hard to recover once out of it. This should also make it less stressful for monsters that run out of Stamina quickly while still leaving them vulnerable for running out. Stamina taking so long to recharge made Stamina abilities less favorable since Dashing was so important. With Dashing having a longer delay, and Stamina recharging faster, it should encourage more use of Stamina attacks. This also helps since matches may last a bit longer with more health going around.
Mana Recharge
Recharge now has a bit more of a delay before your monster actually begins getting some mana back from it. The delay is slight but it's there which helps it match up more with all the standard abilities in the game.
Knock Outs
KOs almost always benefited the aggressor who would be regenerating Stamina while their enemy struggled to get up. This often lead to too big of an advantage since after dealing 25+ damage you now also had a decent Stamina lead as well. The way Stamina works now also doesn't really allow for this to work the same way, and it always bothered me how unpredictable this could be. If the defender was KO'd close to their battle start location, then they would be in a bigger Stamina disadvantage than if they were KO'd far away from their battle location since they would gain Stamina while moving into position. It also meant slower monsters had a slight advantage there too, since it would take them longer to get there... It was just really funky, so for now I have removed this feature. KOs now simply reset the fight while granting all participants full Stamina. In many ways, KOs favor the defender now since it prevents the aggressor from following up with more damage after the initial hit, but it really depends on how much Stamina both players have available when the KO takes place.
Move Command
The Move command is useful for getting your monster in better range for melee attacks, but it would also leave your monster vulnerable to attack during the movement which made it a bit of a risk to use. I wanted to get rid of this risk in order to encourage getting closer to your enemy. In this patch the Move command is cancelled when you give your monster another command. This means you can move your monster forward and during the movement you can give a Fireball command or a Dash command and your monster will immediately stop moving and begin processing the new command.
Dodging Melee Attacks
Dashing away from a melee attack felt very inconsistent sometimes. Since the attacking monster will track their target, you could sometimes dash away and still have the enemy keep tracking you during the initial movement of your dash, which felt a bit unfair. To combat this, melee attacks now create an invisible target for your monster when they begin winding up. This temporary target will spawn in the same location as the enemy monster's location but will not follow the enemy monster. As a result, dashing away to avoid melee attacks should feel a lot more consistent as long as your monster starts their dashing movement during the windup.
Visual
Larger Monster Collisions
Many monsters have gotten their collision sizes increased a bit in order to prevent monster models from getting too close to each other during battles which would result in things like heads overlapping. As a result melee attacks should be in range a bit faster than before.
Added Some Effects for High Graphics
The game now has some motion blur, lens flare and depth of field effects. You should only see these if you have your Post Process settings up to 3. I'm still playing with these settings so it might need to be toned down.
Shield Effects When Blocking
The Block shield effect has changed a bit. It looks a bit different but the main change is that is visible as long as you're blocking instead of only when receiving damage while blocking. Taking damage while blocking will shortly change the color of the Block shield to give better feedback that damage was blocked.
Outline and Ground Circle While Performing Abilities
It should now be very obvious when a monster is performing an ability. I've been working on making it as clear as possible and I think I've finally done that. Monsters who are performing abilities now have a white outline. The outline will be yellow if the ability being performed has armor.
I have also added a white circle effect on the ground that starts large and grows smaller as the ability is being performed. This circle serves as a visual representation of how much longer it will take for the ability to finish casting.
New Battle UI
The battle UI such as the abilities available and the health bars have all been upgraded. The life bar has been changed into a circle progress bar that also displays your current hp as well as your max hp in numbers.
Fire Projectile Effects
Upgraded the fire projectile effects to now look more like a ball of flame. The fire projectiles now also leave a trail of smoke as it travels and this smoke persists after the projectile is destroyed. This sets up the base code for other projectiles to also have persistent effects and more effects will see some upgrades over time.
New Look for Computers
The model for the computers has been changed so they look a bit sleeker now.
Ability Changes
There were lots of changes to abilities in order to help balance the game a bit more after all the changes listed above. I won't list all the changes because after so much testing and so many different dev versions I've honestly forgotten... Sorry about that. I'll try to keep better track of numbers once things become a bit more settled in development. But I'll try to put some of the important things out there.
-Fireball Takes a bit longer to charge, same for EX so they both have matching charge times
The speed at which the Fireball projectile travels has been increased to match the travel speed of EX Fireball
-Scratch and Fist Attack These abilities are now much stronger since blocking doesn't make you almost immune from them. With the added Stamina going around, they had become more spammable. In order to combat this, the Stamina cost for these abilities has gone up.
Stamina cost has gone up from 15 to 24(8 per hit)
-EX Ice Chomp I wanted to reward landing this ability a bit more and make it more unique
Now does 15 damage instead of 25.
Now instantly applies Freeze to the opponent, consuming all Chill stacks.
New Abilities
In this patch I'm introducing 3 obstacle abilities. Not only are these new abilities but they are the first of their kind. These abilities spawn an obstacle into the battlefield that you should be able to use to your advantage. I will be watching these abilities closely.
Energy Barrier Energy Barrier is a psychic ability that creates a wall in front of your monster that blocks only enemy projectiles. It does not block monsters however, so you are still vulnerable to melee attacks. It can be destroyed through enough damage.
Lasts for 10 seconds
EX Energy Barrier
This version of Energy Barrier will reflect projectiles back at the opponent and cannot be damaged.
Rock Wall Creates a solid wall between your monster and their opponent. This wall blocks monsters as well as all projectiles. Monsters performing melee attacks who come in contact with a wall will use their melee attacks to damage it instead of their opponent. It is an obstacle for both you and your opponent, so its main use is to block an incoming attack when you don't want to use Stamina, or to buy you time to regenerate some energy. It can also make an aggressive enemy dash to get around it, consuming their Stamina. It can be destroyed through enough damage.
Lasts for 5 seconds
EX Rock Wall
Creates a wider wall with more health that prevents the enemy from getting around it as easily.
Fire Wall Creates a wall of fire that damages and pushes away enemy monsters but does not block projectiles.
Does 15 damage on touch
Fire projectiles that pass through this wall get +10 damage
Lasts for 5 seconds
EX Fire Wall
Does 20 damage on touch
Fire projectiles that pass through this wall get +20 damage
Lasts for 10 seconds
Bug Fixes
Fixed a bug where players could get stuck in the spectator cam after the battle they were spectating ended
Fixed a bug that made switching through monsters in the AI Spawner to not cycle properly
Fixed a bug where looping EX abilities consumed mana for certain looping abilities
Battle UI Preview
I've been working on a lot of things, mostly ironing out some kinks but also adding in lots of new stuff.
One of the things I've changed recently is the battle UI.
As can be seen, the health bars are no longer like the stamina and mana bars. In an effort to help differentiate health from mana and stamina, as well as to make it more clear to players and spectators, health bars are now circular bars that also display in numbers how much health monsters have available. They are also quite large so it's always really easy to see without having to strain your eyes.
The UI that displays the ability command text as well as the bar that fills up as the ability is charging up have all been incorporated into the health UI. No longer will the ability charge UI overlap with your health bar. In the image you can see that coming from the top of the health UI is the now attached ability charge UI showing that Flareball has recently completed for Brydon.
The UI for the abilities has also been going through changes, though this is a bit more WIP. But right now the ability icons glow white in the center when the ability is available for use and become dark when the ability is not available.
As always, this is all WIP and changes are being made daily.
MORE PROGRESS ON OBSTACLES
Blog Link:
https://mdotexe.com/2017/03/03/more-progress-on-obstacles/
I’ve made a bit more progress on Obstacles since my last post.
The Fire Wall ability felt a bit lacking since it doesn’t block projectiles. This leaves your monster vulnerable while casting for very little payoff. The only real reason to use it would be on reaction to an incoming melee attack, but that seemed too situational for me.
Luckily a viewer on YouTube(Bleck Jimtarters) suggested to me that Flame Wall could combo with friendly projectiles in some way. I’ve taken his suggestion, and currently Flame Wall will buff Fire type projectiles by increasing their damage +10. Non Fire Projectiles will gain the burn effect but no damage buff.
There is a visual effect on the projectile after it passes the Flame Wall to let you know that it has been buffed, though it may be a bit hard to tell since projectiles move pretty fast.
Flareball passing through Flame Wall. Yellow ring added to projectile as well as a size increase to let you know the projectile has received a buff.
For EX Flame Wall, the damage buff on Fire projectiles is upped to +20 and it replaces the Burn effect with the Ignite effect. Non Fire Projectiles just gain the Ignite effect.
Flareball passing through EX Flame Wall. Blue ring added to projectile and a larger size increase.
I still don’t know how much use Fire Wall will see but it’s at least strong on paper now so we’ll have to see once the patch is out.
I’ve also been working on an Earth type obstacle, Rock Wall. Rock Wall is an obstacle that does block projectiles. Also, unlike Flame Wall, Rock Wall does no damage to enemy monsters. So it’s really a more defensive move. When you throw out Rock Wall, you know you are safe until the Rock Wall is destroyed or the enemy dashes out of its way. It’s also a useful way to trade vs expensive enemy projectiles. It should be useful to cast and buy some time to regenerate Stamina.
While Rock Wall might seem pretty straight forward, it has been a lot of trouble to get it to work properly. First I had to be careful to not make it too cheap, because you could infinitely delay the game. But if made too expensive then it wouldn’t really serve its purpose as an ability that let you regenerate resources.
This became a big problem because Earth abilities all had a Mana and Stamina cost. The combined cost was something I felt made Earth monsters more unique, but in the end it’s causing a lot of problems.
So for now I’ve made Earth abilities like the other types, where they only cost Mana unless it’s a hybrid ability like Rock Punch. With Rock Wall costing only Mana, it can now be used to regen Stamina.
Terram Spawned a Rock Wall. Art is temporary.
The Rock Wall has 25 Health, so it will block 2 Flareballs, but only 1 Fireball.
Another big problem I had was dealing with incoming melee attackers. One way to handle it could have been like Flame Wall, where enemies take damage for running into the wall. But that also meant your own monster would run into it when doing melee attacks, and it also made it feel less like a defensive obstacle and more like a Flame Wall.
Right now the way it works is that any monster performing a melee attack that comes into contact with the wall, will target the wall rather than trying to go through it. So If the enemy performs a Haymaker and they run into a Rock Wall, they will stop and Haymaker the Rock Wall.
Here is an example of Terram using Haymaker on its own Rock Wall.
I feel like this is more appropriate since it keeps it very different from something like Flame Wall while also not making your monster look too dumb running into the Rock Wall and taking damage. Taking some damage might be more appropriate for charging attacks like Tackle so I might work that in later.
So this is some progress I’ve made with Obstacles. There are so many cool things I can still make, like force fields that slow projectiles or shoot them back. Maybe an Ice Mine that freezes opponents on contact. Make sure to leave me some ideas if you think you have any cool ones.
DevLog #15 - Obstacles
I've been working on getting obstacle abilities into the game. Recently, I've been making some good progress.
https://youtu.be/schFvOR6S6U
This should serve as building blocks for many more abilities to come. Hopefully these types of abilities find their use in the game.
Cooldown System Didn't Work Well For the Game
After a lot more testing, I realized that the cooldown system was causing a lot of problems and ended up not feeling right for the game. While I enjoyed how precise the system was in letting you know when an ability would be available again, the current resource system lets me quickly glance at my Mana and Stamina bar as well as my enemy's and I know more or less what we are both currently capable of. With the cooldown system I had to look at each of my 4 abilities individually, my cooldowns and charges, as well as look at my enemy's.
I thought the cooldown system would make it easier for players to know when an ability is available or not. It instead created more instances of players attempting to perform abilities that weren't available. What's nice about the resource system, is that as long as you have the mana and stamina available, you can perform any ability. Should have been obvious I guess. Looking at 2 things is easier than keeping track of 4.
I'm glad I experimented with this though. It would have still been in the back of my mind if I hadn't. I will now work on ways to refine the current system. I also really like the circular progress bars I came up with. Maybe I can use them for something else?
Testing Cooldown Based Abilities with Charges
This is all WIP and subject to change
Being in Early Access, I think that now is the time to experiment and make big changes. In the build I've been working on since the v0.0.8 patch, I have been trying out cooldown based abilities with charges. I figured I would make a post to just let everyone know what I was up to.
Here is an example of the UI (WIP):
With this system, Mana and Stamina aren't being used. The bars are still present in the screenshot because I simply haven't removed them.
Instead, abilities have cooldowns and charges. When an ability is used, a charge is removed from that ability, and that charge goes on a cooldown. When an ability has zero charges left, it can no longer be used until a charge is back off of cooldown. The ability circles are made darker to represent when an ability is out of charges. In the example above you can see that Rock Shot and Rock Throw are both out of charges. Abilities that have more than 1 maximum charge have their current charges displayed inside the ability circles. Rock Throw has a maximum charge of 3 but is currently at 0 charges.
The cooldown duration can be seen by the timer above the ability circles, as well as by the circular progress bar that fills up. Flareball for example has a maximum charge of 2. In the example above you can see that Flareball was used once, reducing the current charge from 2 to 1. The charge that was used is currently on cooldown as shown by the timer and the circular progress bar. However, the circle isn't made darker like it is with Rock Throw, because there is still a charge available, meaning the ability can still be used at this time.
The EX meter is still present and using an EX Ability still consumes 1 bar of EX Meter and also consumes a charge for that ability, putting that charge on cooldown.
While this might all sound a bit confusing, I think that managing cooldowns should make the game a lot less cluttered than managing a mana bar and a stamina bar. It makes it much easier to balance individual abilities without it affecting the other 3 you have equipped. Another thing it does is it encourages players to make use of all four of their abilities and find some synergy between them instead of using all your resources to spam a single ability. As a player I also feel much more in control since I know exactly when an ability will become available for me. In comparison, with mana and stamina you would have a rough idea but it wasn't as precise.
I will have a lot more testing to do and still have some things to figure out, but so far battling vs AI and watching AI battle each other is just as exciting and a lot more varied.
v0.0.8 Hotfix #2
Fixed healing abilities being available from level 1, restoring low level monsters back to full health.
* Mud Mend & Water Mend are not available until level 7
v0.0.8 Hotfix
I just put up a hotfix to clear up some issues
* Fixed AI using melee abilities from far away
* Fixed Charging and Tackle attacks hitting monsters that are in the way but are not in the battle
* Fixed Server Name not showing up when looking for games
Patch v0.0.8, Online Lag Fix, Name Your Monster, Melee Buff
A terrible bug that was causing lag for clients in multiplayer seems to be gone. Online battles should now be smooth and not cause any lag as long as both players don't live too far away. Overall, you should see a huge improvement to online play.
Fixed an issue where a bug was causing lots of players to lag in online matches.
Added the ability to name your game when you host an Arena. Players will see the name you gave your game when the look through the list of games available.
Name Your Monster
You now have the chance to name your monster. When you start your game up, you will be asked for your gender and then will be asked what you feel your monster's name would be. Remember that in M.EXE, a player only has 1 monster that changes through different bodies/shells. So calling your monster FireDino might not be the most appropriate name. It's of course all up to you guys, but know that there isn't any way to change your monster's name once you've chosen one. There might be a way to do so in the future, but for now if you are truly unhappy with your monster's name, then contact me directly through Steam and I can attempt to change it for you.
Gameplay
Melee abilities have still been a bit risky when going up against projectile abilities. In this patch, melee abilities have received a change to help balance the scales.
Melee Abilities
Melee Abilities have had a significant buff. While a melee ability is activating(wind-up time) monsters will move at a faster speed(*1.5), allowing them to reach their target faster. This speed increase is taken into account when a monster calculates when to start winding up a melee attack, which means that melee attacks now begin activating from further away.
Projectile Abilities
With the buff to melee abilities, I have decided to alter the penalty for using projectile abilities up close. The range from an opponent at which projectile abilities are made to cast slower has been reduced from 800 units back to 500 units. This range matches the range at which the battle camera zooms in closer, so the zoom in will serve as a visual queue to let players know that projectile abilities in this range will receive the cast time penalty.
Optimizations
Monster LODs
Monster models now have LODs which use less than 20% of the monster's original polygon count. These LODs have little visual impact and are what all players will see almost the entire time they are playing. The only time when the high poly model is used is when the camera gets very close(which is rare) or when you go into your monster menu. The entire time you battle, even when the camera closes in, you will only be seeing the LODs. This should be huge for anyone who was having trouble running the game at an optimal level.
Balance
Stamina
Stamina was a bit too easily available in the game after EX Abilities were introduced. To make Stamina and Stamina Regen more valuable, the total amount of Stamina available to monsters has been reduced across the board. Stamina also regenerates at a slightly slower rate.
I will have to look closely at monster types that use stamina regularly, such as Earth and Psychic monsters, as they might need some help in cost reduction for their abilities.
Total Stamina reduced by 20 for all monsters.
Stamina now regenerates every 1.5 seconds instead of every second
The Stamina bar now becomes darker when a monster doesn't have enough stamina to dash
Abilities
I wanted to make charging attacks more useful and making tackle attacks a bit harder to dodge. With the buff to Melee Abilities both charging and tackle attacks now much much faster.
Tackle Attacks(ex. Tackle)
Tackle attacks still go past their targets and can hit walls. However, these attacks will not lose track of their targets until they are within activation range. So if you are very far from your opponent and use the Tackle ability, your opponent can no longer dodge the ability while you are still far away. They will have to time their dashes like they do vs other melee abilities.
Charging Attacks(ex. Charge)
Standard charging abilities now move the user at an increased speed(*1.5) for the whole duration, matching their EX counterparts in speed but still with no armor.
Now that they match the speed of their EX counterparts, I will likely give them the same penalty of being able to go past their target and hit walls. For now, they remain only buffed.
Ice Drill
Upped the mana requirement from 25 to 30
Rock Punch
Cast time has been reduced allowing it to hit more reliably
Spit Abilities(ex. Acid Spit)
Cast time reduced. These projectiles should come out much faster now.
Acid Bubble
Damage increased from 20 to 25
New Abilities
Lava Rock
Just like Rock Shot, but throws a rock of full of lava, doing increased damage and applying a burn at the cost of mana.
Damage: 25
Cost: 15 Stamina, 25 Mana
EX Lava Boulder Damage: 45
Miscellaneous
AI Improvements
Many improvements have been made to the AI. Monsters now check which direction is best for them to dash to depending on obstacles in the way like the arena walls. They check to see whether a projectile is heading towards them or not so they can ignore those that aren't. They no longer play cautiously when their opponent is low or when they are low themselves.
They still make mistakes and I have more work to do, but they have definitely become more challenging, especially at Hard difficulty.
There is currently a bug that makes AI monsters perform melee abilities from far away. This will be fixed very soon since this dramatically brings down the difficulty.
Arenas
Arenas have all been changed to have a circle battleground to match the newer arenas. I would like to make the shape of the arena something that players can customize, but for now all arenas are circular. Check all the arenas out for other visual changes.
Monster Skins
The Monster Skins store has been delayed and will likely be there in a patch coming soon. Monster Skins are still in the game though. You will see NPCs in the PlayerHub and ArenaHub with different skins equipped. You will also see different monster skins when you spawn AI opponents in arenas. In an upcoming patch, you will be able to unlock and select these skins to customize your monster, as well as earn in-game currency. Monster Skins will replace the Hue-Slider.
Matchmaking
Lots of progress has been made on getting some sort of matchmaking going. Matchmaking would pair 2 players up and instantly start a battle with whichever monster and abilities you currently have equipped. After the battle is over, both players would be sent back to the PlayerHub. Here the winner would receive a reward and the opponent would receive a lesser reward for completing the match(not surrendering).
MChanger
The MChanger now uses the same visual display as when you press TAB. You will see 3D models of your monsters rather than images of them as well as some additional info.
Bug Fixes
Fixed a bug that made monsters twitch when reaching their battle location.
Fixed a bug that made monsters twitch while laying on the ground after a knock down, making it seem like they were getting back up only to lay back down instantly
Patch v0.0.7, EX Abilities, New Visual Style, Tons more
This is a huge patch, I recommend you look at the full patch notes to see all the changes, but I will list the main stuff here.
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.
EX Meter
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.
EX Abilities
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.
Cast Now
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.
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.
Gender Selection
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.
Battle Tutorial
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.