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I hope you all have been enjoying Monster Crown: Sin Eater. We've got an update for you today that comes with some highly requested features that I hope you'll enjoy.
One big one is that the breeding/fusion menu has been totally revamped. You can now add/remove monsters from boxes quickly and swap parent slots easily all from one screen. When you choose to perform Fusion/Breeding there's also a totally new screen that lets you quickly choose stats from the parents and see how it will impact the result monster. To help illustrate this change, here's a quick video where you can see it in action.
I think you'll agree that this is a big upgrade in the way you can interact with our box system and fusion/breeding systems, letting you spend more time doing the part you love (making new monsters and getting them into your party to explore with).
You can now enable doubling of animation speed in battles. See below for details on how to turn this on!
We've added a new element to the Four Heavenly Kings and Inquisitors. After defeating your second Heavenly King (the first after you leave Windy Province) the remaining HK and Inquisitors will have their level scaled up to provide a more appropriate challenge level as you fight through them. We're going to be listening very closely to your feedback on this, both conceptually and after trying out the new challenge level.
While you can read the full list below, some other quick shoutouts are:
You can now more easily travel to Meru Spire and navigate the levels
Achievement requirements tweaked
Model 19 now appears more frequently
Improvements for Randomizer players
Sidequest sequence tweaks/fixes in the notebook
We're definitely very focused on the feedback all of you have shared in our discord, on steam reviews, forums and reddit. Thank you so much for playing our game and giving such well thought-out feedback. For any console players reading, this patch is headed your way next! ---
- Added a confirmation message to returning to the title screen from the pause menu. - Added the option to double the speed of battle animations. - Added level scaling factors to the Four Heavenly Kings and Inquisitors to help make the challenge curve feel more natural. The scaling begins after your second Heavenly King defeated, and the rest will increase by +6 levels, and then increase by the same amount again after your third King. - Reworked the way the Monster Box works on the Breeding menu. - Completely overhauled the Genome Editor. Have fun! - Added a Teleporter Panel to the ground floor of Meru Spire, enabling you to go to and from various Rest Floors once discovered. - When sacrificing a Monster with tied stats, it now selects a random stat among the tied stats instead of the first in the list. - Adjusted the requirements for the Obsessive Compulsive achievement, ensuring that players can acheive it on a normal save file. - Corrected Makyndra's level up and Boss moves so that they are no longer mistakenly identical to Lifra's. - Model 19 now appears even more commonly than it did before. - Moved a few Monsters around, or added them to areas they did not previously appear: - Moved Pacysorro to Ruined Steppe to be more consistent with its lore. - Moved Scrave to Schwarzwelt Ruins to replace Pacysorro's slot there. - Moved Graia to Frozen Chasm to replace Pacysorro's slot there, with a new unique palette. - Moved Kangarruda to Scarred Province overworld to be more consistent with its lore. - Added Cobreo to the spawn table for the Flowering area of Windy Province. - Added an Arakiruby FB boss to Frozen Chasm. - Added a renewable source of purchaseable Karubu to Appenton's Monster Store, which helps prevent a potential lock for certain quests in Randomizer save files where Karubu would swap places with a Monster that is beyond where the player can feasibly explore. - Bumped chance weights for certain rare Monsters to offset the presence of new additional Monsters in their spawn table. - Rebalanced the statlines of Zadkiel, Asbeel, Titan, Atlas, Glossum, Golpangol, Megalico, King Kroodle, Kinkroo and KROO. This is in order to better reflect when in the game you can obtain them and prevent a situation where your statline approaches the upper boundaries of what is possible across the whole game before Zojoten. Existing instances of these Monsters on your save file will remain unchanged. - Moved certain treasure chests in Appenton Castle to stop them blocking some vital interactible objects. - Added an extra terminal to the Hydroelectric Dam so you can descend it in case you end up a situation whereby you; change security modes, leave the dungeon, then use the rope to climb up to Hewston but lack Storklift Feathers or the Raptor Whistle to leave, causing a softlock. - Frost Province palette Canite will now correctly change palettes when Transformed into Canite FB. - Added a Fast Travel point to Meru Spire. - Fixed a problem where sometimes Monsters would not see you if you were riding a Monster of your own. - Fixed an oversight that enabled eggs to gain experience before they hatched. - Fixed a problem where Appenton Crypt's battle background?s foreground layer was erroneously mirrored. - Fixed a problem where Monsters with the Sufferer trait would not move first if afflicted with Ache. - Fixed a problem where certain status conditions or timed effects would play out after a Monster is successfully tamed. - Fixed certain achievements not triggering. - Fixed a scripting oversight involving pre-empting Deckard's request for Mycroft's Diary. - Fixed Salt the Wound not doing the correct amount of damage. - Fixed a scripting oversight where Sepnal's Breeding and Fusion services were not set to being free-of-charge after completing Deckard's quest. - Fixed a scripting oversight where the player could accidentally side with two factions at once. - Fixed an issue where Hewston's position on the map screen did not align with its real overworld location. - Fixed being able to open the start menu during a certain story sequence and break it via Storklift Feather. - Fixed a rendering error with the Synergy bar, which made it look like certain bosses were using Swallow Water to heal huge amounts of HP when they didn't have enough. - Fixed not being able to remove Gun from Asur's active techniques, which now allows you to see his alternate battle sprite. - Fixed an oversight with the way Chisel calculates damage. - Fixed Grand Heal's description so it actually says what it does. Fixed an oddity involving how it animates the healing. - Fixed a typo on the Select a Perk screen. - Fixed a problem that occurred when your Monster?s Simulacrum fades -- it no longer says "Wild ". Additionally, enemy Simulacrum now correctly remove their visual effect when they fade. - Fixed scripting oversights involving certain sidequests such as S-006 not correctly completing their objectives. - Fixed a problem where the on-screen keyboard would not display on Steam Deck. PLEASE ENSURE THAT YOU ARE RUNNING THE LATEST VERSION OF PROTON! - Changed the way two King?s Tendril grapple spots work (One in Dew Cave, one in Ruined Steppe) for greater clarity of navigation. - Every major city in the game now reacts to the deaths of the Four Heavenly Kings, marking the total removal of randomized text pool NPCs from the game. There are also brand new NPCs to talk to - one of them even has a chance to give you the Ultimate Pact! - Numerous under the hood performance tweaks that may have affected certain hardware configurations. - As before, a whole host of other tiny fixes, nips and tucks.
Hi Everyone,
Thank you so much for the massive outpouring of support you've all shown over the past week! Our launch has been an incredible time for the studio and a dream come true. Seeing the reviews, all the active players on various platforms, we're blown away by everyone who has decided to take the time to enjoy MONSTER CROWN: SIN EATER!
We've got a patch in store that includes adjustments that many of you requested on the steam forums. We're listening closely to what you're feeling as you navigate the Crown Nation and we hope that this patch increases the fun you all have as well as the ease of access for new players.
Let's pass it over to the director of the project, APE-AHAB for specifics!
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Version 1.0.3 Patch Notes:
Party-wide Experience Share has been added to Give Me A Story and Give Me A Challenge difficulties, which can be toggled on in the options menu. Give Me A Story offers a larger share of 50%, while Give Me A Challenge offers a smaller one of 30%.
Added an option for toggling the Run button with X key/Right Face Button.
Altered some dialogue in cutscenes for greater narrative effect.
Various quest inconsistencies have been fixed.
Various map fixes.
Transforming a Monster at the level it would ordinarily learn a move will give the Monster that move.
Fixed an oversight involving Brilliant palettes when breeding a Transformed Monster who breeds to an Untransformed Monster.
Reworked a number of traits;
SEABORNE Monster's base speed is halved unless the player enters a battle while surfing.
GLOWING All moves that target this Monster have +10 ACC applied.
NOCTURNAL Whenever the clock is between 8:00 and 20:00, this Monster will always move second every other turn.
AIR STRIKER (Replaces Airborne) If sent out on the first turn of a battle, this Monster will always move first on that turn.
LUNAR CHILD (Replaces Shadowborn) Active Golden Moons increase this Monster's critical hit rate by +10%.
Fixed a problem where some bosses were being scaled improperly on Give Me A Challenge and Give Me A Story difficulties.
Fixed a hard-lock on the Frobec Castle map where you'd get stuck inside the stairs sometimes.
Fixed being able to insta-mount a Monster in maps that would not ordinarily permit riding.
Fixed various crashes when changing scenes.
Fixed various problems relating to the options menu and resolution selection.
Fixed a problem where you could advance Sabahat's quest without first actually obtaining Model Bant Flesh.
Added the ability to scroll between party member stat screens by pressing left and right.
Removed Difficulty Selection from the main menu's version of the options panel to avoid confusion.
Updated the move animation for Adrenatoxin.
Plot Critical Monsters can now no longer be sold to stores or have their pacts dissolved.
Eggs now sell for half their derived Monster value.
Added riding sprites for Charon and Chimaera and the ability to surf on Model Bant, Deuvul, Chimaera and Charybdis.
Model 19 now appears more commonly than it did before.
Altered the parameters of one of the Final Bosses and of King Zojoten on all difficulties.
Removed the ability to save via Sleeping Bag use when Saving is otherwise disabled due to story reasons.
Fixed a problem where certain Monsters meant to respawn after completing the game would not respawn properly and cause a crash.
Improved aspects of the game's enemy AI.
Beginning of a huge replacement of NPCs who use randomized dialogue; Appenton now has greater reactivity to player actions. This will be extended to the rest of the game over the course of multiple patches.
A whole host of minor fixes, nips and tucks.
Message from Director APE-AHAB:
I'd like to thank you all for the outpouring of support on launch. It's really exceeded all of our expectations, but there's still work to be done. I've been paying close attention to reviews on both Steam and elsewhere, as well as feedback given on the Steam forums page. I am leading the charge on helping close up some pain points that people are having with the game. I don't claim to be an expert on design, (This is my first actual shipped video game, after all) so I am constantly adjusting things to make Sin Eater the best game it can be.
We've got big things in store for you as we update the game, including our first free content pack which will arrive in a few months time; "Sights and Sounds of the Crown Nation"! More news on that content pack will arrive as we have it.
Yours,
APE-AHAB
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Don't forget to join your fellow tamers on our Discord server! https://discord.gg/6YKTG45ksc
We're very proud to officially announce the release date of Monster Crown: Sin Eater.
Take a moment to check out our release announcement trailer.
We've got such an action-packed journey through the Crown Nation planned for you, with more monsters than you can handle!
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This page aggregates Steam news feeds, patch notes, and developer announcements for Monster Crown: Sin Eater, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Monster Crown: Sin Eater statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.