Monsters Industries Reborn

A long office day of... Annihilation, stock market manipulation and nukes?

File Details

Monsters Industries Reborn v1.3 (MC1.19.2)

  • R
  • Aug 21, 2023
  • 44.30 MB
  • 1.5K
  • 1.19.2

File Name

Monsters Industries v1.3 (MC1.19.2).zip

Supported Versions

  • 1.19.2

Hey all! So funny story... I have been actively updating this map on Planet Minecraft, but I forgot this release was here. In fact, I forgot I had published on CurseForge at all. I am so sorry to everyone who had to play the EXTREMELY outdated version of Monsters Industries Reborn. Here is the latest version, as well as the changelogs for all previous versions.

 

v1.3 Changelog

  • Probably one of the most significant changes to date, rewrote all of the Inflation code and completely changed the system. Each mob now has its own Inflation, and Inflation now increases by 1 per mob you buy instead of increasing over time, and now deflates by 1 every 15 seconds. This encourages more mob diversity and planning for when you will buy certain mobs!
  • Added a new resource called S. Tokens; S. Tokens are given when the enemy dies and are the new way to buy Sabotages! Removing the ability to "spend" stock makes the game pacing feel much more fluid and quicker.
  • To further add on to the above point, you no longer lose stock upon death.
  • Increased prices and added new item costs to certain equipment items to make them feel more meaningful
  • Rewrote the Item Shop, with brand new formatting and cleaning!
  • Added tooltips to certain items to clarify their purpose
  • Nerfed Necromancer health by a lot to make them more fitting for where they sit in the Fusion chain.
  • Dragon's Breath now has a texture and only gives 1 (for half the previous price, so no change except removing the bundle of 2).
  • Fixed a bug with the Forge breaking and spawning an item every tick, causing severe lag and crashes.
  • Fixed a bug where Red Team could not enchant crossbows or tridents to their full extent
  • Fixed a bug where starting the forge would not grant the achievement

 

v1.2 Changelog

  • Nerfed Forge interval upgrades to make Netherite feel like a more meaningful currency
  • Removed barriers on the balcony, allowing you to shoot and fall below
  • Fixed a bug causing items to cost materials not related to the item
  • Fixed a bug causing Tridents to be free
  • Fixed a bug causing split slimes to drop useless slimeballs
  • Fixed a bug causing Pillagers to drop Crossbows
  • Many other optimizations and small fixes

 

v1.1.1 Changelog

  • Updated reload system to better catch incoming players
  • Removed some folders that contained data for me and my testers

 

v1.1 Changelog

  • Updated to 1.19.2
  • Fixed bugs making the game unable to be opened...
  • Fixed bug with reset function
  • Renamed world folder to 'Monsters Industries' instead of 'test'
  • Updated readme.md with correct links

 

v1.0 Changelog

Additions

  • Added cost scaling to mob costs in order to reduce late-game spam, saving on performance and fun-factor. Cost scaling starts low and increases based on difficulty type.
  • Added in Rush Mode and adjusted the effects of other modes around this new function. Rush Mode is a new mode meant to incentivise rushing mobs to make the game more fast-paced and action-packed. Rush Mode does the following:
    • Disables cost scaling for mobs. More employees = more mob output, instead of catching the curve.
    • Begin the game with 1 employee so players can focus on producing mobs right off the bat.
    • Sentries are disabled. This ensures that enemy mobs get their full value, instead of being tanked by sentries (which have been slightly buffed, making this even more important of a change).
    • Wall Street is disabled. This ensures that players won’t be in any way incentivized to camp in the base. If you want to get points at all, you need to go outside and get mobs.
    • Placing mobs grants small amounts of stock, up to 75% of max stock. This further incentivizes rushing mobs and also replaces the Wall Street mechanic for this mode.
  • Added two new sabotages, Security Breach and Lights Out! I’ll let you figure out what they do.
  • Added in the Swiftness team upgrade! Permanently increases movement speed and stacks with Adrenaline.
  • Reworked Dragon’s Breath! It’s now a grenade that does essentially the same thing.
  • Reworked the loot table system. Mobs that previously didn't get their own loot table, like the Wither or the Necromancer, now have one. In addition, all loot tables have been revisited. They no longer drop paper, but have a low chance to drop Monster Tokens. Different tiers of mobs have higher chances to drop monster tokens, with the Wither being almost guaranteed to drop at least 3-4.
  • On that note, you now also begin the game with all recipes shown, just to help players understand the system. Of course, there’s also a tutorial hint for fusion as well.



Changes

  • Completely changed the mob shop system. It’s now a wall buy area inside your base and has support for more multibuy options, as well as being much quicker to do repeat operations. Since there’s really no necessary reason to be able to craft mobs from anywhere, I felt this change made sense.
  • Villagers can now be used as low-tier employees; They produce 1/4 of the paper of a normal employee, and cannot be upgraded once placed. Choose wisely! Cheaper, less effective employees earlier at the cost of a lower potential maximum production rate.
  • When you try to place an employee while being at maximum, now gives a monster token back instead of the egg which is useless.
  • Neuron Worms can now be bought at the wall buy shop. The downstairs area previously used to buy Neuron Worms is now an unlock area to put them in the shop.
  • Overhauled the entire code-base. Heavy file size and performance improvements, made way more things variable-based, redid the loot tables to use newer features, and more.
  • Upgraded the fusion system. Now you can unlock an "advanced" upgrade that allows you to right click a known recipe to instantly attempt it. This is replacing the confusing "compressed" mob system and is way more streamlined!
  • Replaced the Merchant villager with a wallbuy system to be compatible with Bank Account. This was a pretty game breaking issue that I really don’t know why I didn’t fix sooner.
  • Massively buffed employees; Now generate 10 paper/5 seconds/employee. Used to be 3 paper/3 seconds/employee. The point of them is to make paper generation nearly obsolete, and this will make them viable late-game with cost scaling and very powerful early game, since base prices haven't changed.
  • Nerfed the lever from 10 Cps to 5 Cps to fall in line with making Employees better. It still is 5x better than a pressure plate, just not as intense anymore.
  • Changed Bulwark quite a bit, gives normal mobs 10 armor and Iron Golems 50 armor.
  • Iron Golems now have a passive 10 armor and less health to be slightly more useful.
  • Instead of being flat values, Wall Street and kills/deaths are now %-based on max stock, eliminating more hardcoding and making it balanced for all stock limits. New values:
    • Kills are 1/10 of Max Stock
  • Deaths:
  • Casual: 1/40 of Max Stock
  • Hardened or above:1/20 of Max Stock
  • Wall Street
  • Purchase Limit: 75% of Max Stock
  • 1st: 1/200 of Max Stock
  • 2nd: 1/100 of Max Stock
  • 3rd: 1/50 of Max Stock
  • Mob eggs now show the icon of the mob instead of the egg. Should be better for at a glance shopping/fusing.
  • 1 player matches no longer influence stats.
  • Increased buffed Slime health 16 → 20.
  • Reduced the price of many Monster Token items.
  • Reduced the price of the Forge Interval upgrade.
  • Reduced the price of Enchantment Luck.


Fixes

  • Fixed team2 barricades not working.
  • Fixed slimeball reactors not having any effect except for stealing your money, and team2's reactor using a check based on team1's income...
  • Fixed levers not having a cooldown.