Monster Girl Tavern

Monster Girl Tavern 0.3.1

Version
0.3.1
Links

Patch Notes

0.3.1

Major:
New VIP: Mirror Demon, includes 2 CG
Major Feature: Tiny Treasure Trio (and Friends): Includes six treasure maps, six artifacts, a loot checklist at tier 2, and a H-Scene
Level Cave: Finished The Revenant's content, featuring 2 H-Scenes and 2 CG
Minor:
New Menu Option: Immersive UI/Fading UI
'Demon Girls' favourite bonus: Donating HP and MP to Velvet is 20% more effective.
Donating HP to Velvet now gives much more gold depending on your current reputation.
Improvements to the Portal Chamber
Day Shards now only accumulate after the Moon Shrine has been unlocked.
Stonks: Added daily dividends preview. Fixed stock prices soaring the day after unlocking.
Added new Bedroom cheats for Spelunking and Slime RPG
The 'Cursed Gold' Bank in the Level Cave has temporarily been removed with the intention of putting something more interesting there. The option to withdraw is still available for now

Misc:
World elements in Outside Tavern, Dragon Stones and Slime Cave areas remain consistent during transitions.
Increased font for Maeve's Magic Upgrades and SlimeRPG
Slime RPG UI Improvements
Updated discount logic, may affect prices in your game
Fixed the Sun Medals found in the Slime Cave from disappearing
Fixed Daily Income adding to current or total gold values
Bloodwine now works retroactively
Fixed Wind Slime's "Research -1 Day" not working
Over 100 Typos/Mistakes fixed
Spelunking Changes (feels much better to play):
Added a new endless Moon Medals upgrade for Ale Demand
Click-Movement is now near-instant, with a trail as visual feedback. It's seriously so much better lol, sorry for not adding this sooner.
Auto is now crazy-fast
Added proper colors to Tier 6-10 enemies
Added a 1.5x stat multipler to enemies in the Advanced Caves
The Robot now has a yellow highlight for visibility
Fixed Arrow blocks not pushing the player if there's an item 'blocking' the way
(Level design improvements and changes coming in v0.4)
Slime RPG Changes (we got Slime RPG v2 before GTA 6):
# Run Progression & Rewards:
Instead of losing 50% of your Rubies and Baby Slimes when dying, you now gain a +25% Ruby bonus when extracting. Limit testing should feel much less punishing.

Party and equipment setup no longer resets between runs.
Ruby drops have been rebalanced: higher early-game rewards, lower late-game scaling.
Upgrade costs have been rescaled to be more generous early and less generous late.
The Daily Income Upgrade now has a 100-level cap.
The “Push Another Loop” option is now locked until the player has reached at least Mastery 1.
At Mastery 1 and beyond, Acts 1 and 2 now use harder remixed enemy encounters.
# Combat & Battle Flow:
Skills are now greyed out when the player has insufficient MP.
If the player does not have enough MP to use any skill, a “Skip Turn” button now appears.
Combat Speed now affects Auto-Battle, with Fast speed significantly increasing Auto-Battle speed.
Added a “Stay On” checkbox for Auto-Battle.
Multi-hit moves now feature a multi-hit preview.
Enemies can now use AoE attacks and AoE debuffs.
Battles can now support up to four enemies at a time, with enemy positions adjusted to better fit the UI.
Groups of identical enemies now use the same art.
Equipped relics no longer appear in combat, reducing UI clutter.
# Slimes & Skills:
Conditional skills such as “if allies have X buffs/debuffs” or “if enemies have X buffs/debuffs” have largely been replaced with clearer, more reliable effects.

Water and Wind Slimes received major skill changes as part of the conditional-skill overhaul.
Many redundant, powercrept, or identity-lacking skills have been reworked.
Skill tooltips have been cleaned up and made more consistent.
Wind Slimes now use a new debuff: Off-Balance: Off-Balance causes the target to deal less damage and take extra damage equal to its stacks. All Off-Balance stacks are removed at the end of that unit’s turn.

# Enemies & Bosses:
Almost every enemy has undergone major changes, including new skills, new names, and balance updates.
Several overtuned enemies have been nerfed, especially that Vengeful Spirit.
Bosses now usually have a unique gimmick.
Act 1 bosses no longer have weaker regular enemy versions.
# Relics & Equipment:
Replaced “Equip All” with “Optimize Relics,” which attempts to equip slimes with relics that best match their playstyle.
Relics are now generally more unique, with fewer reused icons.
Many boring common relics have been made more flexible and interesting.
Rare relics now tend to have fewer effects, but each effect is individually stronger.
Added new Doom- and Off-Balance-focused relics.
Added a “Skip Relic” button to treasure chests.
# Slime Management:
Added a brand-new Combine grid to make combining slimes easier.
The Combine grid includes a “Combine All” option.
Added an “Automatically Retire New Slimes” option, unlocked after gaining three slimes of the highest currently available evolution tier.
Automatically retired slimes still grant their retirement Rubies.
# UI & Quality of Life:
Added a Glossary for all status effects.
Enemies now show intent more clearly with new intent-driven icons.
Improved the Slime Prep UI: Favourite and Lock have been combined. Slime entries have been slimmed down. Details are now accessed by clicking directly on a slime.

The Training screen is now properly aligned and includes a confirmation step.
Campfire “Loot” has been buffed from a flat 25 Rubies to `max(25, current battle win reward)`, including Ruby Gain scaling.
# Testing & Simulation:
Added an Encounter Tester and Combat Simulator, unlockable with an upgrade.
The Combat Simulator allows you to run auto-battle simulations using your current team against any encounter at any Mastery level.
Simulation results include performance stats such as win rate and turns to win.