GamePatchNote Digest
Monads Patch Notes — June 8, 2020
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
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
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( [email protected] ).
We'll come back with later version.
Thank you.