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Montabi (Switch, Switch 2): all the updates (latest: Ver. 1.0.7 / Next: Ver. 1.1.0 – Halloween Update)

On this page, you will find all there is to know about the various updates for Montabi on Nintendo Switch and Nintendo Switch 2.

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Montabi – Ver. 1.1.0 (Halloween Update)

  • Release date: TBA
  • Patch notes:

New Montabi: Liliac

  • Innate Passive: Finisher Heal
  • Starter: Move, Punch x2, Defend x2, Crimson Toll x2, Night Stalker
  • Draft: Thorn Stare, Razor Rip, Gust, Junk Slam, Bloodbat Swarm, Blood Lick, Last Hit, Lifesteal Claw, Wingbeat, Comeback Hook, Cut, Gill Gale, End Burst, Warmth Within, Bloodthirst, Wounded Fury, Limit Break, Flesh For Steel, Harpoon, Incision
  • Legendary: Pulse Exchange, Blood Feast, Death Bite, Feast of Pain, Spinning Cut, Eternal Hunger
  • Evo 3 Passive: Charred Borne, Fresh Start, Pain for Brawl

Blizblaze Rework

From feedback self burn playstyle is not really viable to play, we adjusting some skill to improves this synergy.
Based on player feedback, we found that the self burn playstyle wasn’t very viable, so we’re adjusting some of Blizblaze’s skills to improve this synergy.
  • Thermo Drift: Add 3 Blaze Prints to your hand. Make them 0 Cost and Temporary. Gain 3 Burn (reworked)
  • Afterburn Fuel: At the end of the turn, convert this unit’s Burn into Blazing Traps on random unoccupied enemy tiles (reworked)
  • Overheat Burn: New Legendary Skill. Cost 2 AP. Gain 1 Stepshots and 1 Overheat.
  • Domino Effect: Removed

Balancing

  • Looter’s Revenge (Option 2): Lose 2 Supplies to remove 1 card from a chosen unit’s deck (from 1 Supply)
  • Looter’s Revenge (Option 4): Lose 1 Supply to learn Handy Pull (from 2 Supplies)
  • Sweet Surge: No longer Exhausts
  • Echo Heal: No longer Exhausts
  • Tide Waste: Gain 4 AP. Cards cost an additional AP this turn (from 5 AP)
  • Creme Brulee: Gain Retain
  • Beef Wellington: Attach 1 Armor Sticker to 1 Skill card in the target’s hand (from 2 Armor Stickers)
  • Cressie: Removed Spin Kick
  • End Burst: Cost 2 AP (from 1 AP)
  • Resonance Sticker: Apply 2 Resonance to the target (from 1 Resonance) We found an inconsistency between Holo Resonance Stickers and Resonance Stickers.
  • Rock Anthem: Attach 1 Resonance Sticker to 3 random cards in the target’s deck (from 6 random cards)

New Features

  • Added an option to speed up UI animations in Settings.
  • Added a Reroll button option to the Convenience Store.
  • Added the ability to skip rewards on the End Battle screen, including Charms, Equipment, and Supplies.

UX Improvements

  • Added an option to improve cursor visibility on the battlefield.
  • Improved the color visuals for max level Montabi in the Montapedia.

Performance Improvements

  • Optimized overall performance, with a focus on improving performance on Nintendo Switch and lower end devices.

Bug Fixes

  • Fixed the copy for Looter’s Revenge.
  • Fixed the copy for Lesson of Value.
  • Fixed a race condition that could prevent the Whole a Lot Montabi achievement from triggering.

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.7

  • Release date: ???
  • Patch notes:

  • Fixed an issue with the first run logic that prevented Washette, Ruffen, and Cabpod from appearing.
  • Fixed duplicate UI selections when restoring the default settings in the Controls tab.
  • Fixed an issue where the new unit tips appeared behind the Settings menu during battle.

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.6

  • Release date: ???
  • Patch notes:

Bug Fixed

  • Fixed FPS drops affecting enemy skill targeting in some cases.
  • Fixed Blazing Trap spawning after using Blaze Print and Molten Step on the taming screen.
  • Fixed Double Bloom Lash not attacking in some cases.
  • Fixed Petal Barrage and Petal Rain accidentally targeting pickups.
  • Improved the Card Collector achievement by adding checks for cards obtained from Supplies, Charms, and Equipment.
  • Fixed Megaphone resetting when placed on the field from Reserve.
  • Fixed some font sizes becoming too large across the UI when using other languages.

Analytics Implementation

To get a better understanding of quantitative data for future balancing:
  • Added a consent prompt during the early game.
  • Added a setting to turn data collection on or off.
  • Implemented analytics.

Classic Mode in Starter Montabi

  • Added an option for Classic Mode, where players can choose 1 out of 3 starter Montabi.

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.5

  • Release date: ???
  • Patch notes:

Choose Your Starter or Randomize

Previously, you were given 3 random Montabi to choose from. Now, you can choose from all Montabi you’ve unlocked or challenge yourself with Random Montabi Starter. To make your starting setup more unpredictable, you can also select Random Trainer and Starting Charm.
Based on beta feedback, we’ve added your selected Trainer and Charm to the Montabi selection page. This lets you make a more informed choice when picking your starting Montabi.
  • Changed the starting Montabi selection from 3 random options to all unlocked Montabi.
  • Removed guaranteed starting Montabi unlocks.
  • Added a Random Starter Montabi, Trainer, and Starting Charm option.
  • Updated the Tutorial / FTUE first run to support the new starting Montabi selection.
  • Added selected Trainer and Starting Charm information in Starter Montabi selection.

Quality of Life Improvements

  • Added an optional Hold to End Turn setting.
  • Added an optional Hold to Sell setting.
  • Added the controller cursor size and color settings for better visibility.
  • Improved default controller targeting. For example, using the Tri-Taps skill now prioritizes targeting enemies by default.
  • Separated starting decks from the Common, Rare, and Legendary card pools in the Montapedia.
  • Added Innate Passives and Evolution 3 Passives to the Montapedia.
  • Added quick switching between allied Montabi using the right analog stick.

Visual Feedback

  • Improved the visual feedback of Root to make its effect clearer.
  • Improved the visual feedback of Slime and Velcro.

Bug Fixes

  • Fixed the Born to Win Achievement not triggering after defeating Ascension 5. Also added an achievement re-check system to catch achievements that may have been missed.
  • Fixed Second Rinse wrong implementation.
  • Fixed an issue with Double Resonance skill-type cards.
  • Fixed opening and ending cinematics not playing correctly on Steam Machine.
  • Fixed Fire Command not removing Weak.
  • Fixed an issue where Cover movement could cause two units to occupy the same tile.
  • Fixed an issue where an extra unit could appear during the Preparation phase, causing units to stop drawing cards during battle.
  • Fixed Tea counts not displaying correctly.
  • Fixed Disgust not adding Diminish to the caster’s hand when exhausted.
  • Fixed a softlock that could occur in the tutorial menu.
  • Fixed a softlock that could occur when opening the Map during battle using the Map icon.
  • Fixed the Generous Leader status effect icon always appearing as active after redesign.
  • Fixed Rabid Enemy not applying Bleed correctly.
  • Fixed Trade for Power drawing extra cards when used by units with Sling Bag.
  • Fixed incorrect HP values in Boss Areas caused by cached data.
  • Fixed Vulnerable would not decrease when killing 2 enemies at once.
  • Fixed Slow Motion when switching opened application windows right before killing bosses.
  • Fixed Velcro root visual stuck.
  • Fixed Spicy Interaction in KO-ed allies.
  • Ensured Supplies can also target Summon.
  • Fixed Ascension text blocked by “Selected” on Trainer Selection screen.

Copywriting Fix

  • Fixed incorrect copy for Ascension 4.
  • Clarify IV Bag‘s description that its healing effect only applies during battle.
  • Fixed the AP cost wording for cards in English, including Hydro Clone and Riot Shield.
  • More English grammar fixes: Lucky Merchant, Garbage Pick, Temporary.

Balancing

We’re also making several adjustments to Difficulty, Ascension, and individual units and skills based on feedback from both newer players and experienced players.
We want Montabi to be approachable for players who are new to the genre while still providing meaningful challenges for experienced roguelike deckbuilder players. That’s why we have five difficulty levels, ranging from more accessible settings to Veteran.
We’ve received feedback that some players are still struggling with the lower difficulties, while experienced players have found some higher Ascension levels particularly frustrating. With this update, we’re making some adjustments to improve the overall difficulty curve.

Difficulty Adjustments

We’ve made the Casual difficulty easier, which also affects the Rookie difficulty. The goal is to make Montabi more approachable for players who are new to the genre or are still struggling with the game’s difficulty.
Casual Difficulty
  • Montabi: 75% → 50%
  • Elite: 150% → 120%
  • Boss: 225% → 200%
Ascension Adjustments
We’ve switched the order of the Ascension 1 and Ascension 2 modifiers.
Ascension 1
  • Before: Whenever a player plays a card, that card costs 1 more AP for the rest of the turn.
  • After: More Elites spawn.
Ascension 2
  • Before: More Elites spawn.
  • After: Whenever a player plays a card, that card costs 1 more AP for the rest of the turn.
Ascension 8
  • Before: All units gain 2 Vulnerable and 2 Weak at the start of battle.
  • After: At the start of the player’s turn, apply 1 ATK Up and 1 DEF Up to all enemy units.

Rex Adjustments

We’ve received feedback that Rex can sometimes feel frustrating, especially when defeating a Rogue Montabi on a turn when Rex doesn’t cast Volcanic Devour, since it will automatically revive. We made some changes in the beta to give players more opportunities to counter Rex.
However, we found after testing that these changes made Rex less intimidating. We’ve decided to revert these changes to maintain the intended difficulty and will explore other solutions to address this feedback.
Spawning Pit
  • Beta version: At the end of this unit’s turn: Spawn 1 random Montabi on random ally tile(s) if a Montabi ally died.
  • Revert back to: At the end of this unit’s turn: Spawn random Montabi on random ally tile(s) until there are 2 Montabi.
Volcanic Devour
  • Beta version: Copy all status effect and passive from allied non-summon unit to this unit.
    Heal this unit equal to half all target current HP. Kill targeted unit. Spawn 1 random Montabi on random ally tile(s).
  • Revert back to: Copy all status effect and passive from allied non-summon unit to this unit.
    Heal this unit equal to half all target current HP. Kill targeted unit.

Goldie Enemy Adjustments

Deep Dive Strike
  • ATK damage reduced from 200% → 100%.
Junk Slam
  • ATK damage reduced from 200% → 150%.
Recycle Slam
  • ATK damage reduced from 250% → 200%.
  • Now gains 3 ATK Up.

Exchroma Adjustments

We’ve removed the ability for Exchroma’s attacks to bypass Armor and increased their damage to compensate.
Exohorn Slash
  • Removed Bypass Armor.
  • ATK damage increased from 100% → 150%.
  • Still deals 2 additional damage for each Armor on this unit.
Exoleg Force
  • Removed Bypass Armor.
  • ATK damage increased from 100% → 150%.
  • DEF Armor increased from 100% → 150%.
  • Still deals 1 additional damage for each Armor on this unit.
Exohead Charge
  • Removed Bypass Armor.
  • ATK damage increased from 100% → 150%.
  • Still deals 1 additional damage for each Armor on this unit.

Kyuchi Adjustments

Kyuchi has been one of the most consistent and powerful units, especially when combined with the Slash combo. We’re tuning it down slightly to make the combo less dominant.
Chi Draw
  • Resonance cost increased from 2 → 3.
  • Cards drawn reduced from 3 → 2.
Obtain Slash
  • AP cost increased from 0 → 2.
Windcut
  • ATK damage reduced from 300% → 150%.
  • Still puts all 0-cost cards from this unit’s Discard Pile into its Hand.

Montabi Biscuit Truck Adjustments

We noticed that the second option from Montabi Biscuit Truck was not as appealing as the others. We’re making a small adjustment to Medkit to make the Legendary option more meaningful.
Medkit
  • Healing increased from 3 HP → 10 HP.
  • Added Exhaust.

Other Adjustments

Scorchwave
  • ATK damage reduced from 100% → 50%.
  • Still targets the same area and repeats 2 times.
Apex Jaw
  • ATK Up and DEF Up increased from 2 → 3 at the start of battle.
  • Still affects all player units, including reserve units.
Card Gift
  • AP cost increased from 0 → 1.
Exhaust Draw
  • AP cost increased from 1 → 2.
Armor Delivery
  • AP cost increased from 0 → 1.
Generous Leader
  • Before: Each turn, after using 4 cards, the next card causes every other ally to draw 1 card.
  • After: At the start of this unit’s turn, other allies draw 1 card.
Attach Sticker Adjustments
We’ve received feedback that Attach Stickers can sometimes feel frustrating because they enter the Discard Pile when not used. To make them more consistent and easier to use, we’ve added Retain to the following Attach Stickers:
  • Attach Bleed Sticker
  • Attach Burn Sticker
  • Attach Sword Sticker
  • Attach Spicy Sticker
  • Attach Sour Sticker
  • Attach Sweet Sticker
  • Attach Salty Sticker
  • Attach Repeat Sticker

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.4

  • Release date: ???
  • Patch notes:

Bug Fixes

  • Fixed Double Bloomlash would not trigger

Balancing

Washette, Student Trainer, and Tygo are the main focus of these changes, as they could enable powerful infinite combos too consistently. Washette in particular was very consistent at generating cards and became stronger than intended, especially with its ability to draw cards for allies.
Replenished
  • Draw card reduced from 2 to 1.
The draw is reduced as it enabled one turn kills too easily.
Search Card
  • Reduced the number of cards selected from the draw pile from 2 to 1.
Drawing 2 selected cards made it too easy to set up certain combos.
Full Action
  • Redesigned from: Attach 1 Start Spark Sticker to all cards in hand.
    New effect: All cards in hand cost 1 less AP this turn.
Final Instructions
  • AP cost increased from 0 to 1.
The 0 AP Draw 1 effect enabled infinite combos too easily.
Power Call
  • AP gain reduced from 3 to 2.
Gaining 2 AP with no drawback was too strong, especially since this could be given to an ally.
Surge of Emotions
  • AP cost increased from 0 to 1.
  • Changed from: Add 1 random Emotion card to your hand per 1 Resonance.
    New effect: Add 1 random Emotion card to your hand per 2 Resonance.
Generating Emotion card with 0 AP per 1 Resonance was too strong.
Iron Chin
  • Armor gain reduced from 350% DEF to 250% DEF.
The Injury card generated wasn’t enough of a drawback for Tygo, making the 350% DEF Armor too strong.
Bandage Up
  • AP cost increased from 0 to 1.
  • Added Exhaust.
Generating AP and card with 0 AP enabled infinite combos too easily. Making it Exhaust prevents it from being played repeatedly in the same turn.
Instant Sort
  • Discard increased from 2 cards to 3 cards.
Finding the cards needed was too easy and consistent, especially since this could be given to an ally.
Calculated Trash
  • Added Exhaust.
Making it Exhaust prevents it to be played repeatedly for infinite combos.
Tactical Flush
  • AP cost increased from 0 to 1.
  • Redesigned from: Discard 1 card(s). All other allies draw 1 card(s).
    New effect: Add 1 Quick Sort to all allies.
Second Rinse
  • AP cost increased from 0 to 1.
  • Changed from: Any other ally discard 1 card and draw 2 cards.
    New effect: Any ally draws 3 cards.
The 0 AP Draw 2 effect enabled infinite combos too easily.
Ammonite Fossil
  • Redesigned from: All 0 AP cards become 1-cost for all player units, including reserves.
    New effect: Passive cards cost 1 more AP for all player units, including reserves.
The previous effect was too punishing since there are many 0 AP cards.
Washette
  • Replaced starting card Trade For Power with Quickdraw.
Trade For Power was too strong as a Starter Card. We also want to shift Washette’s focus more toward card draw rather than AP gain.

Card Reward Weight Adjustments

Evolution 1 Drafting
  • Common: 70 → 75
  • Rare: 30 → 25
  • Legendary: 0 → 0
Evolution 2 Drafting
  • Common: 50 → 65
  • Rare: 50 → 35
  • Legendary: 0 → 0
Evolution 3 Drafting
  • Common: 30 → 57
  • Rare: 70 → 38
  • Legendary: 0 → 5

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.3

  • Release date: ???
  • Patch notes:

Bug Fixes

  • Fixed Procrastination not stacking correctly.
  • Fixed a race condition with Shell Eater that could cause it to not work properly.
  • Fixed visual target intents persisting during the taming phase.
  • Fixed AP color indicators not updating correctly when AP costs were modified in the draw pile, discard pile, or card selection screens.

Adjustment

Infinite Combo Improvements
We’ve received a lot of feedback about infinite combos making higher Ascension levels significantly easier. To address this, we’re updating Ascension modifiers.
  • Ascension 1 changed from “Elites spawn more often” to:
    • Whenever a player plays a card, that card costs 1 more AP for the rest of the turn.
  • Moved Ascension 1-4 modifiers to Ascension 2-5.
  • Combined Ascension 5 into Ascension 6:
    • Cafes appear less often and all shops are more expensive.
The goal is to make infinite combos much harder for experienced players seeking a challenge in higher Ascension levels, while still allowing casual players to experiment with powerful combos on lower difficulties.
We tested these changes in the 1.0.2-beta (public_testing) branch, and the community response was positive, so we’re bringing them to the live version.
Ascension Progression
  • Ascension progression is now shared across all Trainers instead of being tracked individually.

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.2

  • Release date: ???
  • Patch notes:

Bug Fixes

  • Fixed a softlock that could occur when defeating the Final Boss with a multi-hit attack.
  • Fixed a softlock caused by interactions between fainted units, revives, and movement effects.
  • Fixed a potential exploit that allowed players to gain Montabi Mastery by abandoning runs very early.
  • Fixed a visual bug that caused Montabi Mastery progression to continue displaying beyond the maximum level.
  • Fixed an issue where the Montapedia would not update correctly, causing playable units to appear as unacquired.
  • Fixed Heating Pad equipment activating while the unit was in reserve.
  • Fixed an interaction issue between Wasteless and Temporary cards.

UX Improvements

  • Improved Ascension unlock clarity.
  • Improved difficulty information during battles, including Ascension modifiers.

  • Additional notes: none
  • Source: Mankibo (Steam)

Montabi – Ver. 1.0.1

  • Release date: ???
  • Patch notes:

Bug Fixes

  • Fixed a softlock that could occur when using the Bomb Charm and defeating an enemy with knockback or movement damage.
  • Fixed Exoleg Force tile intents when a unit has fainted.
  • Added a counter display for the MP3 Player Charm.
  • Fixed an issue with the Meditate skill.
  • Fixed line break issues in room node descriptions.
  • Fixed unable to access list in Montapedia during a run.

Balancing

  • MP3 Charm
    • Trigger frequency adjusted from every 2 turns to every 3 turns.
    • Resonance gained increased from 3 to 5.
  • Razor Rip
    • Base damage reduced from 100% ATK to 50% ATK.
    • Bonus damage against Bleeding targets reduced from 200% ATK to 150% ATK.
  • Student Trainer Mastery
    • Fighter Trainer now unlocks at Level 4.
    • Goldie now unlocks at Level 5.
  • Fighter Trainer Mastery
    • Chef Trainer now unlocks at Level 4.
    • Tygo now unlocks at Level 5.

  • Additional notes: none
  • Source: Mankibo (Steam)

How to download updates for Montabi on Nintendo Switch and Nintendo Switch 2?

To download the updates for Montabi, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.