MonstroCity Update 1.1.0 Release Notes

Halifax, Canada — July 14, 2017 — Alpha Dog Games balance changes and release notes for update 1.1.0 of ‘MonstroCity: Monster Battle Rampage!’ coming soon on the App Store and Google Play.

Release Notes:

MonstroCity Stickers now available!
Update your defenses with the new turret configurations:
– the Stun Ray turret can be converted to a Shrink Ray to make enemy Monsters take extra damage.
– the Cannon turret can be set to Flame mode to ignite those pesky Monsters.
– your AA gun can now be configured as a mini gun to target ground units.
– the Mortar turret can now use Atomic mode for some extra blast power.
– rockets can now be set to target flying Monsters instead of ground Monsters.
New Epic Monster: Rainbow One – this unicorn with fabulous hair is a gun-toting force of nature who can also heal a fallen team-mate.
New “Farmer Dinky” monster skin!
Player Profiles where players can view each other’s statistics.
New special offers are available.
Improvements to match making are now live.
Extensive combat re-balance.

Balance Update:

Furious George
“He’s our ‘bread and butter’ champion so we wanted to keep him relevant throughout the game. He had a drop-off during his early levels but was incredibly over-powered later on so we smoothed the curve for more consistent levelling.

– Early level stats boosted to a smoother progression onto later levels.

Max Horn
“The first monster with a turret stun, when Max was first unlocked he felt great, but stat progression lagged until the later levels. We made him consistent and strong throughout his levels and his charge ability now stuns turrets adjacent to the main turret target – use him against clumped turrets!”

– Early level stats boosted to a smoother progression onto later levels.

– Ability now stuns turrets adjacent to targeted turret.

Torty Shell
“The first tank in the game, Torty was overwhelmed when we upgraded defenses so we boosted his health and armor to compensate and to balance this significantly-increased survivability, we lowered his ability score from 80% to 75% at level 11. His damage was slightly lowered at higher levels to match the feel of this monster.”

– Health and Armor boosted at all levels.

– Damage lowered at higher levels.

– Ability percentage lowered to 75% at lvl 11 (from 80%).

Crispin
“The ultimate DPS in the common Monster pool, we’ve balanced his stats to remain true to his role in the game. His ability damage now also reflects our new defenses.”

– Early level stats boosted to a smoother progression onto later levels.

– Ability damage balanced to a smoother progression onto later levels.

Son of Bobzilla
“Bobzilla’s mini-me just didn’t feel Ultra enough so we boosted his stats to better reflect the power he should wield as the child of the great Bobzilla! We lowered his ability damage slightly to balance those stat changes but also trained him to sleep more efficiently to reduce his wake timer.”

– Early level stats heavily boosted to a smoother progression onto later levels.

– Ability damage lowered slightly to offset the stat boost.

– Recharge timer reduced to 90 minutes (originally 120 minutes).

Benny Bunny
“Benny wasn’t digging far enough into his basket to let the damage fly like he should, so we showed him some tricks and boosted his damage significantly, balanced by offsetting his health and armor. All the training paid off, so now Benny Bunny doesn’t need to sleep as long to recharge anymore. With any luck, he’ll get to cause more destruction as he hops along.”

– DPS significantly increased through all levels.

– Health and armor stats balanced out to a smoother progression.

– Ability damage increased through all levels.

– Recharge timer reduced to 75 minutes (originally 120 minutes).

Venus McFly
“Our favorite flower, this lily of destruction didn’t feel as amazing early on as she deserved so we tended to her leaves and upgraded her early stats for a more balanced curve throughout her progression.”

– Early level stats boosted to a smoother progression onto later levels.

– Ability damage balanced to a smoother progression onto later levels.

Bleep Bloop
“Bleep Bloop’s ability damage was out of this world so we tweaked his sensors and corrected this anomaly. He was too weak early on, but too armored at higher levels so we balanced him out. All this calibration means he now takes a little bit longer to recharge.”

– Early level stats boosted to a smoother progression onto later levels.

– Ability damage lowered and balanced to a smoother progression onto later levels.

– Recharge timer increased to 45 minutes (originally 30 minutes).

Charlotte
“Turrets have always had a case of arachnophobia when Charlotte is on the team, but early on she felt more like an insect as opposed to the insect-o-saur she was meant to be. She should properly inspire fear as she levels now.”

– Early level stats boosted to a smoother progression onto later levels.

Dinky Kong
“Everyone’s favorite monkey – or least favorite depending on which end he swings from – Dinky has always evoked a strong gut reaction. We’ve always had a hard time correcting his unruly behavior but he claims he’s learned his lesson now, and promises to be a friendlier, more destructive play pal, however he still deserves a longer timeout for misbehaving. He’s stronger earlier but isn’t overwhelming later on. To balance the stat decrease, we’ve increased his smash damage at later levels. ”

– Early level stats boosted to a smoother progression, with later levels stats reduced to better fit the character.

– Ability damage balanced to a higher progression onto later levels.

– Recharge timer increase to 30 minutes (was 15 minutes).

Baamageddon
“The charred sheep with an explosive temper didn’t seem to know what he was doing so we carefully showed him how to get a little tougher and hit harder. Inadvertently we also showed him how to blow up even bigger, so watch yourself around him.”

– Early level stats boosted to a smoother progression onto later levels.

– Ability damage increased to a smoother progression onto later levels.

– Recharge timer reduced to 150 minutes (was 180 minutes).

Rocky Balboulder
“Some might have a chip on their shoulder, but Rocky has a mountain on his. Unfortunately, it always felt more like a sand castle than a granite stronghold so we’ve heavily increased his armor and health to match his feel as a character and balanced his stats through the levels. As a result of all this extra protection, he doesn’t hit the earth quite as hard when using his ability.”

– Early level stats boosted to a smoother progression onto later levels.

– Ability damage slightly reduced throughout the level progression.

 

The Walking Dudes
“They don’t have the brains to understand what they’re doing wrong, so we dressed like them and started hitting the buildings alongside them. Eventually they caught on and learned how to damage everything a little better. No civilians were harmed throughout the exercise”

– Early level armor and health increased to a smoother progression onto later levels.

– Damage increased at all levels.

Bo Bo Long
“She only wants to help her fellow Monsters live through all this carnage, but she was too easily distracted so we helped improve her focus and she’s much better at healing her fellow Monsters while she’s following them, while her ability ‘heal’ got slightly less effective at the higher levels. All that concentration is exhausting so she’s taking longer naps between battles.”

– Early level stats boosted to a stronger progression onto later levels.

– Ability damage reduced slightly at later levels.

– Recharge timer increased to 60 minutes (originally 45 minutes).

Baa Baa Blast Sheep
“This sheep may have less ordnance than his cousin, Baamageddon, but he makes up for it with sheer determination. He’s become stronger, more stubborn and can take more hits before he calls it quits. We helped with the straps on his explosives, so he does slightly more damage with them too. Explosives are heavy though, so he takes a little longer to get ready between battles.”

– Early level stats boosted to a stronger progression onto later levels.

– Ability damage increased to a stronger progression at all levels.

– Recharge timer increased to 75 minutes (originally 60 minutes).

Misty
“Don’t be fooled by the name, this dragon won’t shed a tear for any of you. Misty was upset by the lack of love for her, so she started working out more and got beefy. She can now take more damage throughout all levels, with her fire breath doing slightly less damage at later levels but that mist of hers became more acidic so be careful when using it. With all that moodiness we decided to let her nap for longer between battles.”

– Early level stats boosted to a stronger progression onto later levels.

– Ability damage increased to a stronger progression onto later levels.

– DPS lowered slightly at later levels, increased at earlier levels for a balanced progression.

– Recharge timer increased to 75 minutes (originally 60 minutes).

PFC Panda
“Private First Class ‘Panda’ was a little out of shape, so we sent him back to basic training and he came back ripped. He also learned how to use his Rocket Launcher more effectively to deal damage.”

– Early level stats boosted to a smoother progression onto later levels.

– Ability damage increased to a stronger progression on all levels.

Jack A. Lope
“This jackrabbit is no cottontail. We’ve lowered his defense, increased his damage throughout his level progression, and increased his ability damage slightly so he can cause as much destruction as possible once he pops out of the ground. We didn’t want him to pop up on us, so we also set an alarm next to his bed so he’ll wake up a little faster for all of you.”

– Early level stats boosted to a stronger progression onto later levels.

– Ability damage increased to a stronger progression onto later levels.

– Health and armor lowered at later levels.

– Recharge timer reduced to 150 minutes (originally 180 minutes).

Squishkabob
“He isn’t just another octopus, he’s the Octo-pops. He was a little too squishy for his namesake so we buffed his health and armor significantly at later levels. Now he can spin right into the thick of it and slap the silly out of those cities you want destroyed.”

– Early level stats boosted to a stronger progression onto later levels.

– Ability damage increased to a stronger progression onto later levels.

 

Bobzilla
“We argued with Bobzilla over his entire kit; he won. We were impressed with a new ability he learned from watching Mechazilla so we’re letting him show you – it’s a short-range, massive-damage wave attack in front of him. Bobzilla also started working out some too, and he now has much higher health and damage through all levels. It’s safe to say he’s now the rightful king of the Monsters. He even sleeps less now, so he can be in more battles for everyone. ”

– All stats heavily increased for all levels.

– New ability (AOE breath attack damages buildings in front of Bobzilla).

– Recharge timer reduced to 180 minutes (originally 240 minutes).

Rainbow One
“This prideful unicorn isn’t one to back down from a good scrap. He’s changed to higher caliber ammo, upping his damage significantly through all levels. Rainbow One also wanted a little extra splash of color so his ability revive percentage has increased at higher levels, maxing out at 70%.”

– DPS heavily increased for all levels.

– Health and armor slightly increased for all levels.

– Ability Revive percentage of health recovered has been increased at higher levels.

 

Joining a League:

1) To join a league, start by completing one multiplayer attack.
2) At the end of this attack (regardless of victory or defeat), as long as your population count is higher than 10000, you will be automatically placed into an appropriate league based on the league level’s population range.

You will be promoted to a higher league or demoted to a lower league if your population reach certain limits for your current league (see image).

Can you create the best squad of giant monsters and defeat cities around the world? Are you ready to smash their buildings, crush their defenses, and steal gold for your own crazy experiments? Let the battles begin. ROAR!

iTunes: http://apple.co/2oJdYee
Google Play: http://bit.ly/2o1Wbfm

For more information about MonstroCity, visit their website at www.playmonstrocity.com.

Presskit:  http://www.playmonstrocity.com/presskit/
Trailer: https://www.youtube.com/watch?v=gFhPl6TxETM
Facebook: https://www.facebook.com/MonstrocityGame/
Twitter: https://twitter.com/MonstroCityGame

 

ABOUT ALPHA DOG GAMES

Alpha Dog Games Inc. is a leading edge mobile games studio owned and operated by gaming and tech start up veterans – Shawn Woods (formerly Microsoft, Relic Entertainment, Vivity Labs) and Jeff Cameron (formerly THQ, Gaia Industries). Based in beautiful Halifax, Nova Scotia, the award winning studio is at the forefront of creating original strategy games for millions of players worldwide. With a commitment to quality, both in the games they create and in the team’s quality of life, Alpha Dog believes great teams shaped from a collaborative environment is the key to building hit games.

Media Contact

Shawn Woods
Founder, Creative Director
Alpha Dog Games Inc.
Email: shawn@alphadoggames.com
Twitter: @synectikos
www.alphadoggames.com

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