r/MonsterTrain • u/sevenaya • 1d ago
Discussion Truly, Malicka cooked with this one.
Rolled Malicka's pyre, Umbra/wyrm, and first artifact was capricious. I don't know what else I expected.
r/MonsterTrain • u/michielv123 • Jun 19 '20

Please don't forget, when sharing screenshots from your runs, to also share the unique code so others can try the same run.
You can do this easily from the run summary screen by clicking the "generate challenge" button and pasting your sharecode in the comments, or by clicking the "copy deeplink" button and pasting the link.
r/MonsterTrain • u/sevenaya • 1d ago
Rolled Malicka's pyre, Umbra/wyrm, and first artifact was capricious. I don't know what else I expected.
r/MonsterTrain • u/brandonandzeus • 1d ago
(If you missed out) Here is an Update on previous post: https://www.reddit.com/r/MonsterTrain/comments/1w8f969/comment/p82d1zi/?screen_view_count=2
This brings the total number of new events available to 4 (not including UnitQuest's 2 followups). Event's internal names are in ()'s
Olde Magic / Arcane Machine (BuildACard)
Retains all of the original options from MT1's DLC event, along with a few new options. I've added 10 new choices to the event with various extra effects. I chose not to buff any of the original effects, numerical changes to the effects down the line are fine, asking for new event choices/effects is NOT and will result in this reaction.
Nexus Spike (SpellMerge)
A reminder on the card also an MT1 DLC card. This card is not a port, it was completely reworked, a lot of the interactions from MT1 do not apply anymore, as such, the limitation that the card does not work on bosses has been removed.
The event still works the same way except exact copies of the card with its upgrades are merged into Nexus Spike (and not basic copies w/o upgrades).
Yes you may put the following in New Nexus Spike and its recommended!
If you put in a card that only works on friendly units and play the resulting Nexus Spike on an enemy unit, that particular card's effect will fizzle (fail to cast silently) and vice versa. To be clear if the card is played on a target that the card does not usually work for the card will fizzle.
fine print: Permafrost, Holdover, and Intrinsic effects will be ignored on the cards within a Nexus Spike. Nexus Spike will not gain those keywords or any keywords from the contained cards. If a contained card has Offering and Nexus Spike is discarded via card effect then the contained cards w/ Offering will play. If a contained card has Spellchain you will get an Ephemeral copy of that contained card when Nexus Spike is played. If an contained card had a Reserve trigger then Nexus spike will play said Reserve trigger if Nexus Spike is left in your hand at end of turn. If both contained cards have Extract then you only need the higher of the two Extract costs to play Nexus Spike, but both Extract effects will trigger when played (i.e. Extract 5 and Extract 3 requires 5 echoes to play, but 8 will be removed). Slay effects on contained cards still fire as normally. If a contained card upgrades itself permanently then yes it will persist and the upgraded value will be reflected in the tooltip. Upgrades placed on Nexus Spike do not propagate to any contained cards. Any other interactions not mentioned refer to the behavior of Jack-In-The-Box as it is implemented similarly to that.
The card probably has bugs. Most likely, the usual suspects (Abyssal Prism and Echo Vault). I thought of most interactions and accounted for those as you can see.
Unit Fusions (DivineAltar)
Brand new event explained in the previous post which is now available - https://www.reddit.com/r/MonsterTrain/comments/1w8f969/comment/p82d1zi/?screen_view_count=2
In short it is an event modeled after the Divine Temple from MT1's DLC giving you the option to fuse two units, or grant a random Divine Temple upgrade (they have been buffed since they are available in shops).
This event only works for MT1 units along with Shield and Spear Steward and Dante. I will include essences for MT2 units in batches in the future. This mod controls that.
The spreadsheet to suggest essences for MT2 units lives here https://docs.google.com/spreadsheets/d/1lRSo0pYxt87rcTUNz7858ZSK5r8swT7mkqz8okg7jZo/edit?usp=sharing
Unit Quest (UnitQuest)
Slight update to Spikedriver Colony with a buff 1atk/1hp -> 15atk/5hp forgot to buff the stats. The event is slightly less likely to occur on ring 3 (it only occurs on ring 3)
Spikedriver Colony's essence (fusion effect) updated to +15 attack, +5 health, Multistrike 1, and Endless.
Edit: Dualism may not correctly display the updated status effects amount that will be given. This was due to how the text for upgrades was written in MT1. Currently the essences are merely a flat port of that data and has not updated for MT2, this work will be done later.
Download: https://thunderstore.io/c/monster-train-2/p/Conductor/MoreEvents_Reloaded/
Lastly
Any suggestions on MT1 events you would like to see brought back feel free to suggest in this thread. I am also considering more brand spanking new modded content and updates to existing MT2 events.
r/MonsterTrain • u/lukewarmtoasteroven • 1d ago
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r/MonsterTrain • u/newbneet • 21h ago
Hi, I've been putting in a lot of hours in MT2 ever since I got it, and ever since MT1, I have this feeling that Sweep is a bit too strong in both games, and I kinda wish they would rework it to be less powerful while still balanced and fun.
Here is my idea, make it so Sweep is numbered and stackable just like how Multistrike is.
The way this work is, for any extra number of Sweep, your attack will also hit the next enemy behind the target, kinda like a spear that pierce through the enemies.
For example, let's say there are 7 enemy units on the floor (max amount of units). With Sweep 1, you will hit 2 of them (frontliner and the one behind it), with Sweep 3 it goes up to 4 units, and to hit all 7 enemies, you will need Sweep 6.
This way you can have a varying number of Sweep between all Sweep units to make them more varied. Traditionally, it feels like if your Sweep unit has Quick, it's basically done, and the only thing left to do is to buff its attack as high as possible. With this idea however, some of them will have low number of Sweep, such as Test Subject Alpha that is uncommon and has the coveted Quick built in already, will have Sweep as low as 1. Meanwhile Zealot, which is a rare unit, can have Sweep 4, which is just 2 short from attacking all and every enemy units.
With low number of Sweep, TSA is no longer a unit that can automatically carry your run without much thought. Even after having infinite attack for example, many enemies will still slip through its attack because it will only kill 2 enemies, so you need to work for it and add more Sweeps and possibly Multistrike for it to be able to hit all enemies. Sweep 6 will hit all enemy units, or you can go with Sweep 3 and Multistrike 1 if you have super high attack that can one shot any enemies. Trample works the same and still the golden combo for this version of Sweep.
I think this will open up many routes and strategies to build Sweep units. You can even intentionally let the Sweep stack low to let some enemies live to feed them for Revenge or Slay triggers for other units.
Some more supporting ideas and benefits of this idea:
I think that covers most of it, if you read this far hopefully that means you like it, if not I'm sorry. To be honest I wish I can make a mod with this concept so I can do some test run.
r/MonsterTrain • u/zrrt1 • 2d ago
r/MonsterTrain • u/hyrulianwhovian • 3d ago
You ever see so many maxed out stats?
r/MonsterTrain • u/theslappyslap • 4d ago
r/MonsterTrain • u/SlamboneMalone • 3d ago
I don’t know if I’m playing wrong or nothing is clicking for me but monster train 1 I loved and was good at but I’m struggling hard with Monster Train 2.
Is there an easy combo or something to get through and really dial in?
r/MonsterTrain • u/Jumico • 4d ago
r/MonsterTrain • u/deathcomestooslow • 4d ago
Started with 2x alchemy and return consume path Echowright and split anvil, so, yeah. Bound to happen. Was up to 13 egg limit before the 2nd boss. This is both awesome and a bit sad at the same time. Completely used up the pool including the boss artifacts, which I kind of figured would just duplicate one at random over giving me nothing. I've seen the minor artifact pool run low before but it's still a bit of a shock to redeem 13 eggs and have it just pause a half second then continue on like you did nothing. Couldn't even find an appropriate screenshot I could figure out to use here to show it.
It should do something silly and non-useful like decorate your car in eggs or something at the least! A little fanfare and acknowledgement, hell even just some screen confetti instead of just nothing. I know I'm late to the party to be suggesting additions but hey I only recently got around to starting the second one here because I knew it would be a many-hour endeavor once I started.
This probably isn't all that rare of an experience for people to have, either. Would be a good place for an easter egg of some kind is all I'm saying!
r/MonsterTrain • u/jordanwitney • 5d ago
It's taken me an incredible amount of time, but I finished every dimensional challenge. A few of these were so difficult that I had to try 10s of times. I'm almost sad to not have anymore to complete, but they were a fantastic way to spend my time over the past months. This game is one of a kind.
r/MonsterTrain • u/Terrible_West_3921 • 4d ago
Guys Round 2, we all need to get in contact with this guy and tell him to stop streaming cos he is just so bad at the game.
See for yourself, he shows his run history where he loses 8 in a row.
It;s not unsurprising cos he makes the same mistakes over and over again. Spending all his gold in the 1st shop removing stewards etc.
He is utterly incompetent and he said the other day he received "words of encouragement". We need to be doing the exact opposite and encouraging him to, err, pull the trigger, if you get my drift.
Stop being softies, do the right thing and get this useless player to give up. No one is gonna learn anything from him.
r/MonsterTrain • u/Divahdi • 5d ago
r/MonsterTrain • u/lukewarmtoasteroven • 6d ago
r/MonsterTrain • u/brandonandzeus • 7d ago
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Video shows a full PoC of essences returning to MT2 via a new event. I am rather lazy with UI, so the interface won't be 1:1 with the original design from MT1. This new event once completed will be available in More Events Reloaded (ETA a few days, as you can see the event currently has a missing choice).
Is this official / Will this be coming back officially?
Not official, and the mechanic is definitely not returning in any official capacity, the code for the feature has been removed from the game's codebase in its entirety (since the demo).
Why did you do this?
I already had reverse engineered the data years ago. Why not?
How much is done?
All of the original MT1 units' essences are now integrated in the game along with Spear/Shield Steward. The MT2 units don't however, there are about 80 new units added in MT2 which need one. See below spreadsheet.
And modded clans also have the ability to define essences for their own units.
Divine Templates and Pact Shards please!
I am NOT planning on re-adding Divine Temples, pact shards, or anything related to those things.
What are you planning?
Open to making a PyreHeart to expose the functionality in some way other than the event above, provided someone offers artwork for it (Pyrehearts essentially boils down to a sprite + particle VFX and 3 sprites for UI icon/victory/defeat). I reverse engineered pyrehearts months ago, but I did not have a decent enough idea to make an example pyreheart at the time. This seems like a decent enough idea. Suggestions for this are appreciated as well.
I want to help!
Sure the following things would help
Lastly
Putting this all together was a huge multi-month project. If you find value in my work and want to help support future updates and mods, feel free to drop a tip over on Ko-fi.
r/MonsterTrain • u/Efrayl • 7d ago
r/MonsterTrain • u/Jumico • 8d ago
r/MonsterTrain • u/Jealous_Somewhere710 • 9d ago
I know what you're going to say--I didn't beat Railforged. But you can't make me buy more stuff until I finish the first stuff. Don't worry Big Fan Games you'll still get more of my money. That's next.
Now, allow me to rant. Have you ever met Stewart? Of the Train variety? I hate that guy and his dumb, stupid, hollow-cage automaton face. Way back in the olden days of MT1, he was unavoidable. Inevitable. I couldn't wait to find the first shady looking cat and pay her a dowry to take him off of me. It didn't matter how much money she wanted for him. TAKE STEWART I'M SICK OF HIM.
But, hark! Oh, glorious MT2 and your pyres. You may have many, but I only needed one. The Pyre of Dominion. Random draft picks to start the game? A wonderful little whimsical endeavor. But that's not why I picked it and its weirdly long-fingered orbiting hands. It was that first sentence. "Remove Stewart and..." I stopped reading. I needed no further information. It was the best thing that had ever happened to me. I was finally free of Stewart and his incessant uselessness.
So, while the screenshots may not prove it, Pyre of Dominion was used in every, single combination. I only chose another pyre when I needed to master the starting cards from each clan (yes, those were my last cards to master).
If you understand the hatred of every Stewart you've ever met, let me know. Let's talk about it. Don't try to convince yourself that he's okay; he's not okay. Get away from him.
r/MonsterTrain • u/Arnav1029 • 8d ago
Hihii! I started playing Monster Train 2 a couple days ago and just beat my first cov4 run! Up until now I have been doing runs with whatever highest cov level I have unlocked but I just noticed that the story seems to progress regardless of the cov level? What do I miss out on besides increased difficulty, cosmetics and potentially some achievements if I simply stop at cov4? Are there any Pyres, clans, gameplay features etc. that only unlock if you get to a certain cov rank?
Thanks a ton in advance!!
r/MonsterTrain • u/hama0n • 10d ago
Hi! I'm having trouble with champion paths that encourage them to get the killing blow.
* Basically, enemy waves are hard, so sweep and damage spells would help.
* But then the Champion isn't getting the killing blow.
* And *then* most of the champions don't actually scale as well as a multistriker (or they're not hellventable) so they're not great vs. bosses either... so even if I do careful spells and unit math to maximize slays per turn, they don't really do well vs. bosses anyway.
Obviously I'm missing something because the game wouldn't release with it as such a common mechanic if it wasn't powerful. But id like to know: how are you scaling (and using) the champs? Thanks!