Monsters are Coming! Rock & Road : First Patch Is Live!
First Patch Is Live!
Hello, Heroes!
It’s been a busy couple of days and the team has been hard at work putting together a patch to address some of the issues you’ve been feedbacking on. This is the first of several that we plan to push out in the coming weeks, and we have more details on that development roadmap further below.
Please note, this patch does not directly address the feedback on difficulty we’ve received; we’re so sorry for any frustration caused. We are working extremely hard behind the scenes and plan to release a further patch where this will be the focus, looking at difficulty and progression directly. More news on that at the bottom.
Here’s the changelog for Patch 1.0.6.0.
Balance and Changes
• Bosses’ HP was scaling too much with the difficulty and the biomes. Bosses now have less HP than before (except for bosses in Normal mode on the Road of Elderwood).
• Some objectives close to completion are now displayed at the end of the run if fewer than 4 new items have been unlocked during this run.
• A new option has been added to the settings that allows you to enable or disable screen shake.
Bug fixes
• Fixed several spots in the level design where the Hero could instantly be killed.
• Fixed an issue that could prevent monsters from spawning if the horde was too close to the city.
• Bosses: Fixed an issue that allowed Big Bloatoad to walk off the screen for a long time.
• Bosses: Fixed an issue that could cause Big Bloatoad to walk backwards during the fight.
• Bosses: Treeman can no longer spawn thorns under the city.
• Royal Mausoleum now displays the correct input button when using the DualSense controller.
• Fixed UI elements that were incorrectly highlighted when switching between mouse and controller.
• Hero can no longer knock Lootbags back out of the playable area.
• Monsters trapped in ice no longer teleport when freed.
• Fixed an issue that allowed players to complete the statues and the side paths challenges without staying inside the circle.
• Fixed an issue with screen shake when increasing your wood level by one every second.
• Fixed the range of the Incendiary Catapult when upgrading this tower.
• Increased Tower range is now updated in the Tower info card.
• Objectives: extra resources you get from levelling up when your construction grid is full are now taken into account when completing objectives that require collecting resources.
• Objectives: The Miniature Idols objective now takes adjacent buildings into account.
• Objectives: Monsters that have been turned into ice statues are now counted towards Freezing Bombard and Frost Dragon objectives.
• Damage bonus from the “Minions – Efficiency” upgrade is now taken into account when the game displays “Minion Tower Damage” in the Tower info card.
• Mirror City’s tower damage reduction is now taken into account when Tower Damage is displayed in the Shop and the Level Up screens.
• Fixed the Ice Grenade icon during Hero upgrade.
• The GIF of the Fire Aura has been updated to match the actual VFX.
• Fixed an issue preventing the Belfry’s description from being displayed after selecting any town hall and then returning to the town hall selection screen.
• Caravan town hall is no longer hidden behind the buttons on the main menu.
• There is no longer an “Obstacle ahead!” notification when your city reaches the Ark.
• Fixed the VFX of the Fire Dragon that could be stretched in certain circumstances.
• Fixed the VFX of “Ashes City” and “Propaganda” town halls.
• Fixed an issue where an XP gem was displayed next to the Hero if the Hero died under very specific conditions.
• Fixed an issue with a small “0” appearing in your city in specific circumstances.
• Fixed floating props on the Road of Ashes after they were destroyed.
• Fixed an oversized mine cart that could appear on the Road of Ice.
• Fixed some weapons chests that were slightly spawning at the wrong position in the level design.
• Fixed a couple of LOD issues where parts of the environment could be seen popping or disappearing when they shouldn’t.
• Fixed several minor collision issues.
• Fixed some missing textures and minor clipping issues.
• Fixed minor localisation issues.
• Minor optimisations.
Development Roadmap
We’ve taken your feedback onboard in regards to several aspects of the game, especially difficulty and meta-progression. Rest assured, these topics are our main priority and the whole team is working hard on several upcoming updates, all coming in the very near future.
What comes next?
For our next update, we will reduce the difficulty of Hard and Expert modes as the difficulty scales too quickly in the current version of the game. We will also address an issue with the bonus modifier applied to Compasses (progression currency) at the hard and higher difficulty levels. This change will increase the number of Compasses you can earn in these modes.
A further third update will be more consequential and introduce new features, such as:
• A Pick and Banish feature being added to the Collection menu. This will reduce the impact of randomness, enable you to make meaningful choices before your next run, and mean the unlocking of new content won’t diminish the usefulness of these items. The base content of the game cannot be banned, so randomness will still be part of the experience, but you will have more tools to control it.
• The first batch of new side-arenas in shelters (more will come later).
• New ways to earn Compasses (progression currency).
• Updated UI for a better understanding of what a Tower is and what Support does.
• Some objectives will be displayed on the main menu
These are the first of many changes we have planned and will have even more updates to share in the coming weeks, but these will take more time to develop and implement.
Our goal is to add more content that will strengthen the synergies, display more statistics to help you make better informed choices, and add more variation when you play different roads and difficulty levels.
Your feedback is very helpful to us and we greatly appreciate your support. We’re so sorry for any frustration you’ve experienced playing Monsters are Coming and we really hope you’re excited about the immediate roadmap for the game. Thank you very much.
Onward to the Ark!
Ludogram & Raw Fury
