ID:292499
 
Monster Kingdom by Falacy
212 fans · Created Oct 17 2011

v12 : Unreleased
-Changed:
* Improved the bridge from the estate
-Fixed:
* Updates and Achievement links

v11 : Apr 04 2012
-Added:
* New cave with 3 new monsters
* New cave gen related systems
-Changed:
* world.fps from 20 to 100
* Following AI for monsters

v10 : Mar 09 2012
-Added:
* Special Items Super Shop
* 7 new random decor objects
* New large decor: Fish Racks
-Changed:
* All new music
* Tweaked movement speeds
* world.fps from 100 to 20
* Reworded experience messages
* Tweaked Exp Stone's description
* HUD update delay from 0.1 to 0.2
* Extended bound_width on random decor
* Toggle Battles option now effects PvP
* The main window now maximizes by default
* AutoEdges now special merge into child types
* Tweaked the stone patch outside of the Estate
* Random decor now uses step() to prevent overlap
* Caves can now generate layouts of various materials
-Fixed:
* Minor typo in victory messages
* Selling more items than you had
* AutoEdges not covering all corners
* Exp bar updating for all team monsters
* Cave floors not generating rocky patches
* Forward pixel based directional calculations
* Double flicked fade effects in another fix attempt

v9 : Dec 09 2011
-Added new cave music
-Added an NPC by the bridge
-Added item selling in shops
-Added encounter rate options
-Added defaultNum to GetNumber()
-Added systems to keep zoned music
-Added main menus: Quests, Achievements
-Changed world.fps to 100
-Changed HUD font graphics
-Changed cave object spawning
-Changed pause loops to sleep(1)
-Changed player defeated message
-Changed the size of created caves
-Changed HUD menu systems and graphics
-Changed ScreenMove() distance per tick
-Changed which enemies appear in the cave
-Changed menu sounds to automatically play
-Changed monster HP to restore from leveling
-Changed the chance of grass details appearing
-Changed step_sizes to standardize vs world.fps
-Changed battle exp to level entire monster team
-Changed FadeEffect flick order to prevent flicker
-Disabled Wandering NPCs to test performance
-Fixed Bugs:
* Not properly loading step_x and step_y
* Item stock list displaying longer than item list

v8 : Dec 04 2011
-Added ExitCave() in Logout()
-Added 100 blank z layers (BYOND Bug)
-Added a doorway in the basement corner
-Changed loading fade systems
-Changed battle encounter rate
-Changed behindWalls AutoEdging
-Changed world.fps from 30 to 60
-Changed HUD line writing systems
-Changed the price of random objects
-Changed Stress to update every tick
-Changed captured monsters to level 5
-Changed caves to scale monster levels
-Changed cave AutoEdging for efficiency
-Changed speed of Exp and HP HUD updates
-Changed speed of enemies entering battles
-Changed AutoEdge logic order for efficiency
-Removed PottedPlants from random dock objects
-Removed an unused exception list from AutoEdges
-Fixed Bugs:
* RunTime Error
* Fade effects not sticking
* Monster Storage giving you 7 (Ganing)

v7 : Dec 01 2011
-Added Battle BG: Cave
-Added Item: Exp Stones
-Added fake quest message
-Added random grass details
-Added cave creation systems
-Added object pushing systems
-Added captureDetails pet var
-Added a message when defeated
-Added more random decor objects
-Added sound effect when attacks miss
-Added more messages to random objects
-Added random objects around Silkenvale
-Added Medals: Bright Sight, Bright Soul
-Added looting systems on random objects
-Added cave entrance across broken bridge
-Added attack functionality to: Poison Gas, Vine Whip, Leech Seed
-Changed shadow mouse_opacity
-Changed Estate grounds mapping
-Changed AutoEdge height stacking
-Changed Poison Gas to Poison Cloud
-Changed random object categorization
-Changed captured monsters to Level 1
-Changed Doorways from areas to objects
-Changed Soul Stone deployment animation
-Changed monster bounds to set when summoned
-Changed battle icons to generate on first battle
-Changed AutoEdge Systems to handle single corners
-Changed default sound and animation for non-functional attacks
-Removed tall grass
-Fixed Bugs:
* RunTime Error
* Flawed AutoEdge logic
* Inventory stacking by type only
* Bounds on random objects overlapping
* Loading coordinates after PixelLocate()

v6 : Nov 22 2011
-Added sprinting with shift
-Added an update notice at login
-Added basic shadows to Silkenvale
-Added edging around the estate moat
-Added edging above the broken bridge
-Fixed Bugs:
* Wild Monster Queues
* Various RunTime Errors
* Enemies not exiting battles properly

v5 : Nov 21 2011
-Added Subscriber Font
-Added Medal Announcements
-Added Menu Item: Subscribe
-Added Monster Storage Systems (Temporary UI)
-Added New Medals: Sub Member, Ding, Level 10, Level 25, Level 50, Level 75, Level 100
-Changed the Hub Icon
-Changed Wild Monster Queue
-Disabled Enemy Level Scaling
-Fixed Bugs:
* Various RunTime Errors
* Battle Challenges Sound
* Endless Loop on Menu Icons
* Circular Battle Order Reference
* Clicking HUD Icons and Interacting
* Enemies Exiting Battles Incorrectly

v4 : Nov 18 2011
-Added Updates Link
-Added Datum Profiling
-Added StartChatSound proc
-Added Random Decor Systems
-Added a new area: Silkenvale
-Added Main Menu by Pet Interaction
-Added Interaction to Fountains & Statues
-Changed HUD Refresh Rate
-Changed Layer of Blackness
-Changed Auto Tiling Systems
-Changed Layering System Formula
-Changed Leech Life to Blood Suck
-Changed Attacks that Steal HP to Round Up
-Removed Server Info Messages
-Fixed Bugs:
* Various RunTime Errors
* Barrels without Messages
* Interface Sizing at Login
* Battle HP not updating properly
* Pets appearing on top of Owners
* Players Logging Out During Combat
* Minor Mapping Error inside the Estate

v3 : Nov 13 2011
-Added Medals
-Added Bright Monsters
-Added Maximize Options
-Added Subscriber Systems
-Added Graphics Toggle Button
-Added ToolTips on HUD Buttons
-Added Fade Effect when Battles Start
-Changed forget a move to default to the new move
-Fixed Bugs:
* Sleep lasting forever
* Forget a move windows overlapping
* Battle Challenges Sending to the Challenger
Hmm, I like it :D
lol pokemon!
...only with the potential to be better!


Are we getting more updates in the near future?