Monads - mn9876kr
Hello, everyone!

As a series work with <Monads II>, we have updated most graphic elements to synchronize. We hope you can enjoy the sequel to be released tomorrow.

The major changes are as follows.


Visual Expression

  • Replaced whole the unit image and applied animation!


  • Created a new loading screen.


  • Unit information screen

    • Changed the shape and modified both sides to the same color.
    • Some important passive skills is displayed in the form of status effects.
    • The status effect that cannot be released shows a thick border.

    • The background color of the name varies depending on the side of the unit.
  • HP gauge

    • Changed the frame shape.
    • Changed color allocation to ally/enemy units.
    • The preview of the action results is displayed with transparency and blinking.
  • Interacting with a unit will outputs visual effects that are distinct from ready for chain attack.

  • Gauges change continuously in visual.
  • The speed of unit movement becomes constant regardless of the distance.
  • Changed the layout of detailed information screen.

  • The action list at the bottom includes the cancel button, and is arranged into a separate window.

  • Restrictions are expressed in different visual effects for each type instead of icons.

  • The numeric font indicating damage and healing has been modified a little thicker.
  • Some tile images have been modified.
  • Natural objects such as trees and stones have random appearance of several forms.
  • When attacking with chain, some units without unique illustrations will also have cut-in.
  • Modified the color of some keywords to be visible regardless of the background.
  • The text indicating the amount of shield was unified in green.
  • Changed the background paper image of the tutorial instruction and timeline of interlude scene.
  • All scenes have the same mouse cursor shape.
  • Does not mark a circular shadow on the wagon.
  • Modified some illustration.

Convenience
  • Battle ready scene

    • A character selected for first time will have all opened active skills by default.
    • Can select and unselect skills by pressing not only the icon but also the name text.
    • The list of pary members at the bottom also shows the class and element of the unit.

    • Right-click on the selected units on the left list will unselect it immediately.
    • Resetting the ability selection will check again.
    • In the challenge mode, characters included in the story mode and non-characters will be distinguished by the shape of the background.
  • Mouse cursor has following tooltip about basic control. This can be turned off from settings.
  • While the objectives panel is open, the camera can be moved a little more to the right.
  • After a dialogue line output finished, a flag pen icon is displayed next to it.
  • Added "Apply & Close" button to the setting window. Clicking outside the window will work same as before.

Bug Fix
  • Solved the problems below.

    • An effect was left when canceling after installing a magic circle.
    • Part of the objectives panel was visible during the unit placement stage.
    • Closing the window in the step of selecting a restart point during battle, made all the other menus unavailable.
    • The visual effect of element buff did not disappear when canceling the move.
    • Moving diagonally above the unit made it translucent.
    • Using a skill targeting a tile with unit didn't restored the emphasis state after it finish.
    • Some conversations failed to load during battles under certain conditions.
    • Pages with long explanation of glossary was cut off at the end.
    • Wrong information on turn queue because of AP recovery with tactical hit by chain attack.
    • Chapter 5, monster's defensive effect was removed by taunt from its own passive skill.
    • Reverting action after losing the battle caused additional turn for a player unit.
    • Unit information on right-bottom did not disappear even after the unit was removed.
Interface

  • When some skill requirements are not met, the notification will contain the reason.
  • If you mouse to the unit spawn point, it will show additional help.
  • Some keywords display additional icons.
  • If you select a passive skill that enhance another skill, the text of original skill includes enhanced content.
  • When sorting skills, enemy-only skills comes at the top.
  • Skills with HP cost more than current HP become disabled.
  • Refined the explanatory text of some state effects.

Others

  • Changed the dialogue output speed to half. 'Immediate' will be the same as before.
  • Background music is played on the interlude scene.
  • Changed sound effects of some skills.
  • The notation of shield amount is changed from 'Shield(X, N turn)' to 'Shield X(N turn).


If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Monads - mn9876kr
Hello!

This is news that the store page of the sequel <Monads II> has been opened.

With the story that follows <Monads> in a new space, We're sure you'll like it if you enjoyed this game.

Thank you for your interest!
Aug 19, 2021
Monads - mn9876kr
Hello, everyone!

Ahead of the release of <Monads II>, we have decided to apply some progress we've made to Part I. Please pay attention to the sequel if you enjoyed this!

The major changes are as follows.


Visual Expression
  • Battle Ready Phase

    • Screen layout changed.
    • Scroll position does not reset when going between 'Briefing' and 'Party' tabs.
    • Bookmarks on unselected tabs look shorter.
    • On the 'Briefing' tab, the upper left icon displays the side of each AI unit.
    • The red color of the 'Start Battle' button will be released 'when the remaining score is less than the cost of most expensive skill'.
  • Modified loading screen.

    • The back translucent image of the protagonist and emblem were adjusted darker.
    • The tip at the top of the screen is highlighted by the same rules as other explanatory text.
  • Skill Explanation

    • A description of the keyword appears below, not above, the default text.
    • The assigned color table has been adjusted to highlight important content in the text.
  • The sprites of various terrain have been replaced.

    • For natural objects, the visual size is determined randomly between 70% and 100%.
    • 'Wall' units do not have circular shadows.
  • Tooltips for status effect applies the maximum width limit, and includes its icon.
  • The area of 'Corruptive Circle' visually corresponds to the area where the actual effect is applied and has additional lasting visual effect.
  • Display circular visual effects around units with Shield effects.
  • Highlighted borders of tiles where additional units are to be created are displayed in different colors depending on the number of remaining phases.
  • Keywords are highlighted in color in the description text of the participating character's will character.
  • Several characters' illustration changes have been made or facial expressions have been added.
  • Changed the position of the 'Confirm' button and the 'Initialize' button in the unit placement phase.
  • The font size of the objectives panel has been reduced.
  • The tile information panel also displays special effects in addition to reducing will.

Convenience
  • Unit Placement Phase

    • Right-click to cancel only the last unit you placed without initializing.
    • In the absence of deployed units, you can return to the Battle Ready Phase instead of the reset button.
  • Battle Ready Phase

    • Identifies win/lose/bonus conditions as same as in combat.
    • Click on the participating character image below to display the character's information immediately.
  • Pressing Menu > Restart allows you to choose continuing from Battle Ready or Unit Placement.
  • When you return to Interlude after the challenge mode, the one you just played(not the last opened chapter based on the story) will be selected.
  • In Chapter 5, the connected monster is highlighted while the mouse cursor is positioned on the crystsal.
  • While the mouse cursor is placed on a tile, the units(e.g. giant trees) that cover the tile becomes translucent.
  • You can adjust the speed of text output in dialogue mode.
  • You can rotate the battlefield with Q/E key during the AI turn.
  • Press the Shift key to display the formula for the resulting value during the skill description in text.
  • Ask again if you go back to before the start of the turn by revert (you can disable this in configuration).
  • When the mouse cursor is placed on the unit portrait in turn queue, the entire silhouette flashes.
  • If Bianca exists in the game, player characters' movement path avoids traps if possible.
  • The underside of the tile is dimmed to melt into the background, and express shadows by comparing the height with the adjacent tiles.
  • During the battle, camera can move a little further to the outskirts.

Bug Fix
Solved the problems below.
  • Battle Ready Phase

    • Some stats of player character didn't show tooltip.
    • Issue with slightly cut bottom of skill list
  • As the crystal disappeared in Chapter 5, the problem of the escaping monster disappearing from its place(without moving)
  • When the unit is removed, it remained blank in the sequence queue until all relevant productions were complete, including the visual effects of the attack.
  • AI misidentified AP consumption when planning for the next turn.
  • Units entering the attack range after waiting for a chain attack were not hit when it was invoked.
  • When displaying images on the tile information panel, there was no synchronization of snow-covered sprite.
  • Some scrollbars didn't seem to go all the way down.

Gameplay/Balance
  • Damage/Healing Over Turns is now immediately extinguished (not at the end of the turn) after the last application.
  • The amount of defenses/resistance changes from skill is fixed independently of the chapter number.
  • Traps and Magic Circle can be installed on the same tile.
  • Added tutorial battle, which can only be played once for each save slot, and two battles in chapter 1 are consolidated into one stage.
  • Changed bonus score conditions for Chapter 3.
  • Allies in Chapter 7 now start with activation.
  • Less enemy units appear in Chapter 12, depending on the level of difficulty.

Others
  • Reduced background music volume while sound effect of starting battle is playing.
  • Some lines have been modified.

If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Nov 14, 2020
Monads - mn9876kr
Hello, everyone!

During the development of part II, we found that some parts of the game were inconvenient, and most of them were common to the part I. This patch fixes these problems and additional discovered bugs.

The major changes are as follows.


Visual & Interface
  • Non-skill behavior(standby, interaction) button displays shortcuts instead of numbers. You can still select with the corresponding numeric keys.
  • In dialogue mode, the characters' internal thoughts are shown grayed out.
  • The cursor shape has been modified. In dialogue mode, the existing feather form still applies.
  • The visual display of tiles with 'aftermath of battle' is randomly printed out of several types.
  • HP loss as skill cost(not damage) would not display a warning screen.
  • On battle ready stage, you can hover your mouse over the character's status bar to see the actual value.
  • Skill buttons show the reason by icon when you can't cast it.
  • Window mode supports two resolutions: 1920*1080 and 1280*720.

Bug fix
Solved the following problems.
  • Starting Darkenir AI's turn stopped the game.
  • When Triana cancelled an action which changed his element by 'Response' skill, the element buff icon didn't follow.
  • Some scoring conditions checked wrongly.

Gameplay & Convenience
  • Chapter 6 and 8 battle stages have been modified.
  • AI considers the sequence of actions in the next phase when deciding whether to attempt a chain attack or not.
  • Removed skills: Grenev 'Dagger' and Eugene 'Mirror Shield'.


If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Jul 27, 2020
Monads - mn9876kr
Hello, everyone!

Development of Part II is going on without much trouble, and it looks like we'll be able to open a store page soon. We updated version 1.14 for previewing some features and maintaining Part I.

The major changes are as follows.


Visual & Interface
  • Added standing image of some characters in dialogue mode.
  • Added dark gradation on bottom of the screen, to make the texts look more clearly.
  • Player can make interfaces disappear on interlude mode to see the map clearly.
  • Removed button backgrounds of title screen, and reduced spacing between the buttons.
  • Tiles and units sometimes look snow-covered at some outdoor field battle. It doesn't affect their element.
  • Map shows the name of region and terrains according to language setting and zoom level.
  • Tutorials without actual interaction have been changed to provide notifications only to prevent disrupting the flow of play.
  • When an object is removed by 'interaction' command, it moves towards the interacting unit to present the situation clearly.

Bug fix
Solved the following problems.
  • Completing 'interaction' command forced to skip the turn.
  • In Chapter 18, escape points unintentionally lasted after an unit has escaped the points.
  • Grenev 'Bloody Smell' skill didn't applied.
  • Grenev 'Quivering Scope' effect gave too much overload on 2+ stacks.
  • When the element of Triana was changed by the 'Response' skill and then canceled the action, the
  • ff icon did not return to its original state.
  • At interlude mode, turning the wheel with the mouse over the timeline unintentionally zoomed the map.

Gameplay & Convenience
  • Removed Grenev's 'Dagger Pierce' skill.
  • Modified some tooltips marked with inconsistency.
  • Made AI pathfinder faster, and it calculates the cost more accurately when planning movement during several turns.
  • Player can revert actions unrestrictedly, even after an AI turn played.


If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Jun 8, 2020
Monads - mn9876kr
Hello, everyone!

It's time to show our works to various indie game events in 2020.
To give our new players a better experience, we've updated some of our new attempts for second part of <Monads> here.

The major changes are as follows.


Bug fix
Solved the following problems.
  • The list of tiles affected by 'Zone of Control' is not updated when Sepia cancels movement.

  • Explanation of Noel 'Holy Light' was not correctly displayed on second battle of chapter 1.
  • 'Vital Armor' of chapter 7 enemies was shown as negative effect.
  • Units under 'Fanatic' effect on chapter 16 got double HP when their restriction effect was removed by cancelling an action.
  • Amount of shield was not correctly displayed because of the invisible decimal places.
  • Destruction icon was not removed after cancellation of their destruction.
  • Lucius 'Blue Slash' made units outside of range retreat.
  • Luvericha 'Mortal Fear' effect was not correctly calculated on casting preview state.
  • Visual effect of Bianca 'Corruptive Circle' didn't disappear when it was cancelled.
  • After multiple unit was spawned simultaneously, only one of them was removed when it was cancelled.
  • When an inactive unit was getting damage over turns, the neutralization preview icon was not displayed correctly.
  • When an AI unit ended its turn because of self destruction, the game stopped if the unit with next turn has faint effect.
  • AI used attack on empty tile when it had gotten bind effect while moving.

Visual & Interface
  • Improved the layout of battle ready interface and map image of interlude scene.
  • The unit no longer displays the change of will due to events that neutralization of itself.
  • Improved/added skills' visual effect, and revised some hit feedback timing.
  • Traps of Bianca displays unique visual effect.
  • Reduced the size of the feather pen that acts as a mouse cursor to 70%.
  • Some inconsistencies have been corrected in the description text of the description/effects.
  • Will change is displayed after HP damage.
  • Camera doesn't follow the height of character when it use a skill with 'Leap' tag.
  • Unopened skill doesn't display additional explanation screen.

Gameplay & Convenience
Following changes are applied.
  • Battle stages of chapter 3, 4, 5, 6, 11 are revised.
  • Skills targeting the entire map don't have tactical bonus.
  • Skills with 'Push' tag can't ignore height of tiles any longer.
  • Inactive units' will doesn't change by external events.
  • When determining whether AI will standby for a chain attack, it considers a taunted colleague to be unable to help.

Etc
  • Added an prologue when starting the game with a new slot.
  • The sound effect from the first line at the beginning of the scene is played after fade-in.


If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Dec 6, 2019
Monads - mn9876kr
Hello, everyone!

In the course of Part 2 development, we introduced the 1.12 version of <Monads> including minor improvements and code maintenance. And this contains the repayment for our patrons who participated on 2nd crowdfunding.

The major changes are as follows.


Bug Fix
Solved the following problems.
  • Skill 'Nonmaterial' of fire spirit in chapter 16 was not applied correctly.
  • Dark area which means cooltime disturbed the number for shortcut or AP cost.
  • Sometimes unit couldn't point close tiles on very low position.
  • Finished spawning spots displayed 99 count.

  • Icons not displayed correctly when a single spawning spots have several conditions.
  • Tooltip of 'Twisted Blade' skill (Jason) was not correct.
  • VFX of 'Fatal Arrow' skill (Eren) was too long, and didn't emerged on the correct position.

Gameplay & Convenience
  • Changed scoring conditions of battle in chapter 14 & 16.
  • Now healing skills also display modifier icons before actual casting.
  • Release notes are provided in the game menu.
  • Esc key doesn't cancel actions. Now it always open the menu panel.

Etc
  • When casting leap skill to a unit on much higher position, the caster jumps higher than usual.
  • Added names of patrons who participated in 2nd crowdfunding in the credit,


If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Monads - mn9876kr
Hello, everyone!

We started to use version number instead of the count of update since expanding to another platform.
We've found some critical bugs occurred by developing Part II & improving Part I, so concentrated on fixed the problems during the days.
We'll check more carefully before releasing a version from now on.

The major changes are as follows.


Bug Fix
Solved following problems.
  • Game froze when a damage was completely blocked by shield effect.
  • Monsters on chapter 6 did nothing when it was taunted by being attacked.
  • Grenev 'Weak Contempt' skill gave 25% additional damage, while it was written as 20%.
  • Luvericha 'Healing Aura' skill was activated when a phase started, not her turn.
  • Darkenir 'Detached Regard' skill text was written that it was applied in radius 5, while it's actually radius 3.
  • Wrong text for layout was seen on detail information panel.
  • Information about keywords were overlapped by acting unit's information panel.
  • Fixed player character was added 2 times on ready stage since the second battle after launching the game.
  • Red screen for HP under 50% didn't removed if the next player is also player character.
  • Bottom interface diaplayed enemy soldier's skill icon if the player stopped tutorial at the moment that a dialogue is going on.
  • Aaron's image didn't show on the glossary.

Gameplay
  • Cannot activate the armor on chapter 14 by destroying the lever, so interacting to the lever is the only way to activate it.
  • Darkenir 'Detached Regard' skill isn't activated by object units.
  • Now attacking caster will cancel the chain on 'Intro' difficulty(as same as others), and will decrease will applied by half of other difficulties.

Visual Expression
  • Changed 'Charge' keyword to 'leap', and the unit will also jump.
  • Added VFX for recovering AP of a unit(except for starting a phase).

Convenience
  • When the player made an invalid input(e.g. not following tutorial, selecting a skill without enough point, clicking the arrow when the upper difficulty is not opened), show a feedback instead of ignoring it.
  • Added red VFX to tile information panel if it's under effect of a vestige.


If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Monads - mn9876kr
Hello, everyone!

We've uploaded the new version of <Monads> after about a month of effort.
Recently new graphic designer joined our team, so we concentrated on polishing visuals of overall game.
The major changes are as follows.

Visual Expression
  • Changed the decoration of loading image and logo of each group, and applied letterbox in 16:10 screen also.
  • Slightly lowered background image's saturation to make tiles and units look better.


  • Applied new expressions for selecting a chapter at interlude.
  • On battle ready mode, selected units are shown at the bottom of the screen.
  • Changed the layout of skill information.

Bug fix
  • Fixed: If you see another unit's movement area when there's no action to revert, all controls are blocked.
  • Fixed: When you minimize AI movement time and restart game with empty slot, the acceleration of unit movements are not applied.
  • Fixed: Game froze when player got a status effect for interacting with an object.
  • Fixed: If a unit neutralized at its own turn, the tile still hold the unit's data.
  • Fixed: If you input reverting an action right after an AI unit escaped, turn order of units became wrong

Balance
  • Changed the score conditions of battle 1-2.
  • Changed: Noel 'Blessing(Chapter 1)', Reina 'Ignite(Chapter 13)', Eren 'Transcendence → Ether absorption(Chapter 13)'

Convenience
  • While you hover mouse over a movable tile, you can get the availability after moving of each skill and activating AI.
  • Made AI faster.

If you have another suggestions beside these changes, please let us know via discussions or email( epicmonads@gmail.com ).
We'll come back with later version.

Thank you.
Sep 1, 2019
Monads - mn9876kr
Hello, everyone!

We've uploaded the new version of 'Monads'. The major changes are as follows.

Bug fix
  • Fixed: Phase bar had wrong position when a unit destroyed at its own turn.

  • Fixed: When Sepia get shield from 'Halfmoon cut' many times, preview showed as if she loses her shield.

  • Fixed: Killing a unit by chain attack, it was changed to retreat sometimes.
  • Fixed: If you change difficulty at battle scene, AI units' stats didn't changed immediately.
  • Fixed: At chapter 13, getting the record was stopped after only one turn after starting.
  • Fixed: 'Hit and run' skill of Jason didn't applied.
  • Fixed: Effects changing moving cost didn't applied immediately after getting it.

Contents
  • Changed bonus score missions and units' status at chapter 9, 10(2nd battle only), 13.

Etc
  • Changed screen resolution from 1280x720 to 1920x1080.
  • Changed the SFX when loading a savefile or starting a chapter.

If you have any suggestion to our game, then please let us know via discussion page or email: epicmonads@gmail.com

We'll come back later with new version again.

Thank you.
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