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This update introduces new mechanics that enhance the battling experience in The Untamed Wilds.

There's a new Team Interface that lets you build your own team with ease. A drag-and-drop system makes it simple to swap monsters in and out, giving you more control and flexibility in team composition.

On the combat side, we’ve added three new move types: Multi, Splash, and Area attacks. Alongside these, you now have the ability to focus your attacks. When a target needs to be selected, eligible enemy monsters will flash red, signaling that they're ready to be attacked.

In cases where targeting is obvious, such as when there's only one monster on the field and you're using a single-target move, the system will automatically select the appropriate target for you. This way, you won’t be prompted to choose when there's only one valid option, keeping the flow of battle smooth and intuitive.

Attack power is now directly influenced by a monster’s Attack stat. Each move has a percentage value that determines how much of the monster’s Attack stat is applied. When a move is used, its percentage is multiplied by the monster’s Attack stat to calculate the base damage. This base value is then compared to the target’s Defense formula to determine the actual damage dealt.

  • New moves

    • Splash

      • Pick a main target monster and its neighbors will get splash damage equal to half of the damage to the main target

    • Multi

      • Two monsters must be chosen, unless there are 2 or less monsters on the field, equal damage is given to both

    • Area

      • All three monsters on the field will be hit for equal damage

  • Enemies can also use these new move types

    • They can properly attack the player with Splash, Area and Multi hits

  • Focus Attacks

    • When using a move that requires an enemy monster to be picked monsters will flash red until the correct amount is picked.

    • Attacks will automatically be focused on available monsters given there does not require a choice.

Example

Using a single hit type move, when there exists only one monster to pick

OR

Using a multi hit type move, when there exists only two monsters to pick

  • Monster's attack and defensive stats influence damage

    • Attack and Defense stats now directly interact with each other producing a better battle experience with more natural damage outputs.

Comments

ArcticTheHunter

Has a speed formula to influence starting TU been implemented yet?

CrabLab Games

Yes! Starting TU (Time Units) is determined by the monster’s speed stat. Their TU is then subjected to a formula that structures the time positions and then sorted from there. This function is also applied to incoming monsters as they fill in.