This is just a simple update that brings a new window to the interface that you can access by clicking on a party of adventurers or monsters roaming the map. It allows you to see the units within the group and check the details of each member of the group. That way, you now have a way to check how dangerous a group of monsters is before deciding whether to create a quest.
Early Acess update 0.3a
Developer notes
Hey Adventurers!
This will be the last weekly update for a while. We still have more tweaks in mind, but they will have to be tied to more substantial updates. This week's update brings a myriad of quality of life changes for you, aimed at making the game smoother and highlighting the most relevant information.
Att, GHGP.
New building information windows
The visuals of the info windows that open when you hover over the building buttons in the build menu have all been updated with a new design more in line with the quality level of the latest UI elements we've implemented.
Multiple buildings had their descriptions updated (and those that were without description had new ones added) and now at the bottom of the window you can see icons that indicate what resources the building brings or consumes.
Streamlining the Production Buildings
The production bonus system for your producer buildings has been modified to have a more obvious and direct impact; now instead of the bonus production increasing the amount of points the building produced for its production bar, the target value itself is now reduced. The end effect is still the same; the building produces it’s resources faster. But now the effect is much clearer and easier to see and plan around.
We realized that 10 priority levels was a bit overkill on our part, so we reduced it to a simpler High, Normal, or Low priority levels. We'll keep an eye out in case in the future if we need to increase the granulation back.
Minor Adjustments
The farm now displays its extension area when choose where to place it
The Farm menu no longer closes when building an extension
The icon for Gold has been updated
The colors of some elements in the Quest Menu have been updated to increase clarity
The value of the production estimate per turn in the resource bar has been limited to 2 decimal places
1 Tile-sized buildings now feature a small rotation to bring more visual variety
Hotfix 0.2b
Fixed a issue where some users coudn't open the game through Steam.
Atualização Acesso Antecipado 0.2a
Developer notes
Hey Adventurers!
This week's update, in addition to more bugfixes, contains the first of multiple planned reworks to the user interface. One of the feedbacks I received the most was that the information that the interface presents is not enough, making the game more complicated than it should. I agree that I can do better in this regard, and I hope that the changes you will see will be a good example of what's to come.
Bugfixes
Fixed translation error in the Town Center tutorial window
Fixed translation error in the farm tutorial window
Fixed translation error in the Quarry window
Fixed bug where the camera controls were still active while entering city name
Fixed a bug where the food variety bonus icon in the house window could be clicked like a button
User Interface
New resource bar
A new resource bar has been implemented in the upper left corner of the screen. It now represents a much more centralized way to show essential information such as population, job vacancies, resources and their estimated yield per turn, etc. Resources are categorized into columns based on the Tier in which they become available. You can expand and collapse these columns by clicking on the citizen portrait at the top.
With this implementation the old resource bar and the lower resource menu were removed as they became redundant.
Balancing
Meat production per cycle on the ranch reduced to 15 (from 30)
Silk produced per per cycle on the ranch increased to 8 (from 5)
Wheat consumed in the mill per production cycle increased to 10 (from 5)
Flour produced in the mill per production cycle increased to 3 (from 1)
Dungeon Mouse attack animation speed increased by 50%
Early Acess Update 0.1a
Developer Notes
Hey Adventurers!
My name is Gustavo, I am the creator of The Monstrous Frontier and I would first like to thank everyone who played my game! Thanks to all the influencers who made content and showed so much love for the game. And a special thanks to all those who decided to bet on the potential of The Monstrous Frontier, supporting our project even more. I know we've had a less than ideal release (yes, always the damn bugs), but know that this game has been my child for years, and as the sole developer, I'm constantly working to make the game even better! That's why we're starting early access with weekly patch updates (starting with this one!) with a focus on making the game more stable and smoothing the game's learning process by updating or redoing multiple elements of the game's interface. I hope everyone can live the experience I wanted to put in this world, and that The Monstrous Frontier becomes more and more a game to bring pride to Brazilian indie games.
Bugfixes
Fixed a bug where the player couldn’t complete purchases or sales through the Market Menu.
Fixed a bug where the reference to defeated monsters were still being recorded when the game is saved, making the game freeze when trying to load.
Fixed a bug where when an adventurer defeated a monster that was already a target of another quest would slow down the time between turns.
Fixed a bug where when trying to load a save in the middle of an active session, the references were not being cleaned properly and the loading process would freese.
Fixed a bug where when two units were trying to move to the sabe the other was already occupying would make both freeze in place.
Fixed a bug where the AI of the Naga monster would make the turn pass process slow down.
User Interface
New building interface images were added where some were missing
Quest creation interface changed to prevent a Patrol Quest from being created before setting its duration in turns. (Interface also updated to prevent similar situations from occurring).
Balancing
Naga monster base level reduced to 3 (From 5)
Naga monster max group size reduce to 1 (From 2)
The attack animation of certain units were accelerated to reduce the wait time between turns