The first one for me was the bite one from the Batt/ Stratt monsters. I think they were bosses but nothing too harsh; they were neutral so fairly easy to catch them. Ability gives you a % chance to heal with melee attacks.
Bloomer/polleer will grant you regeneration while standing still (bloomer/polleer essence equipped on head) for about 19 health per second. Healer guppies give a heal ability, as well as a regeneration ability which heals you about 2 health every second
Polleer/Bloomeer are lv. 2/3+ in meadows (beware, they're grass elementals). Haven't seen the healer guppies anywhere
My game is still crashing after the update, fortunately, the game now saves your progress in the wild and restores it when the game is opened again. Unfortunately, every time my game is restored, no mater what monster I was using, the first monster in my list is thrown back into the level I was on, instead of the one I was using.
I was about to report this. After a crash or closing the app, returning to the wilderness invokes the first monster even if it was not used to enter the wilderness. The bug can be easily replicated.
I know this update did not address Co-Op connection issues, but I just wanted to document the problem again and see if this is on the horizon for a fix? Co-op connection only works about once out of every 10 or 15 tries. You send an invite, which appears via GameCenter, and perhaps 1/3 of the time the acknowledged invite just disappears and it must be resent. The remaining times, the connection starts to be established but then results in the the invited player's name disappearing and the connection switching over to what appears to be an autoconnection or auto-match type setup? The 1/10th of the time that a connection is established (which is always "Good" regardless of connection quality it seems) the game will play quite well for a time with very little lag, but then randomly a player disconnects with no possibility of re-joining short of both players returning to town and starting this whole process over again. Furthermore, one friend I play with, who has had access to the Cliffs for quite some time in her own game can not invite or be invited to any game in the Cliffs, as it says she first must open up the Cliffs section. But she has access to the Cliffs. All of this makes Co-Op play, which I think is one of the best potential features of the game as a whole, almost unusable. Any thoughts from the Devs about possible fixes for these problems? Thanks so much for your time and work on the game, as it really is great when it's working!
Co-op has worked well for me, with none of the initial connection issues you describe (the connection is established just about every single time). However, me and my adventurous and monstrous pal do eventually run into the random disconnect if we play long enough.
The co op and vs mode did not work for me. Decide to delete it already as it's kinda boring to play by myself as I have collected most monster and skills with my main interest still in vs mode that I could not play.
<sigh> This kind of inconsistency irritates me.. I feel picked on. Are you connecting via GameCenter or via local network?
Holy crap it's like a totally different game without all the crashes ending my runs early! I can just go deep and look for whatever! Way way way easier to catch stuff too with both the %age always being up and stopping the minions from attacking changes. Well done and many thanks!
You can only have 3 monsters right? I already have 3 but the traveling saleman is selling another one. Can I have 4?
Foursaken, the bullies of the iOS development scene At first we connected via WiFi (mostly out of stupidity, since we share a flat), and it worked equally well. However, we didn't really play via WiFi enough times to establish some sort of statistic relevance. But we can give it a few more goes tonight and post the results (perhaps the connection issues have grown more severe over the last week or so).
By the way, there is still a known crash that didn't make it into this update. Unfortunately by the time we caught and fixed it, the current update was already well into the queue, and we didn't want to risk having to put it through from the start again. We're submitting the new update very soon! As for multiplayer, there is a level of inconsistency because of Game Center, unfortunately. Server costs can get pretty high, and its not a cost we can really afford right now >_< The way multiplayer works is that we match up 2 players, check their ping and connectivity, and either successfully match the players, or not, based on the quality of the connection. So if you're not getting matched its probably because for whatever reason (either a poor connection, a bad connection route, or whatever), its determining that you have a bad connection OR, perhaps you're just unlucky and the other players consistently have bad connections. You will eventually get matched up with a player if you stay in the queue long enough, but if your connection is the problem, you probably won't get a "good" game. Remember, it only takes 1 bad connection to make a laggy game, so if you are the one with a bad connection, it will likely always be bad Also, unfortunately there is a lot more to it than just a "good" or "bad" connection... it is theoretically possible to have a good internet connection and still end up with a bad pvp connection...
Another change we made is that if a wilding is already damaged enough to be caught at the max % for your current net, every time you miss increases the chance to catch them, so you'll never be in a scenario where you're whiffing 5+ times in a row to catch something (again, that is at max % chance to catch). For ex with a level 1 net of 50% catch rate, if a monster is damaged enough to be caught with 50% success, if you miss once it will go up to 65%, twice 80%, etc. Yes, you can have unlimited.
This question seems to have been lost among the throng of pages. No wonder, considering how fast this thread is growing (another testament to the addictive qualities of Monster Adventures, perhaps). So, repost: Of the many reasons I would rather keep a with a Foursaken title on my device than most triple A games on my computer, the stream of content-filled patches that usually see your games swell to many times their initial shape and form is probably one of my favourites. Have you similar plans for Monster Adventures? What might we expect to see in the future? New abilities and monster essences is probably a given, but what else will you conjure for a game that already ships with co-op and PvP? (And can I suggest an alternative mode where we choose three of our monsters to protect our turret-equipped fruit stash from very hungry wildlings that attack in endless waves? )
We don't like to promise updates in advance, because to be honest we release all of our games in a state we consider feature complete, finished products (apart from bug and balance fixes of course). We will almost certainly add some new things here and there to MA, but anything beyond that I can't comment on.