Hello everyone! Today there's a balance change for the Mimic class for people who actually level them high enough (I might dial this one back in power, but their prior final ability felt far too situational), a small tooltip fix, and a bug fix that should make some classes feel like they're supposed to.
Balance Change: -Mimic's "Macbeth Ward" skill replaced with "Action Talks: Gain an extra action per turn. Mp costs increased by 25%. Passive."
Tooltip Fixes: -Academy Wizard's "Extra Ruin" buff text now also displays the +5% Manasteal it grants. -The Mimic's version of "Extra Ruin" now correctly states it grants Manasteal.
Bug Fixes: -Skills that applied or removed multiple effects to the user that weren't strictly "buff the user/target only" skills weren't applying properly and have been fixed. These are: Arcanist's "Supercharge", Dark Hunter's "Motion", Heretic's "Recant", Mimic's "Molten Barrage", Rogue's "Stolen Fate", Rune Knight's "Camaraderie", Scout's "Forced March", Shielder's "Reinforce", Throwing Master's "Unburden", Warrior's "Overpower", and Angel Valkyrie Bracha's "Unslain".
Hoping to do some more strengthening of the weaker/hard to use classes in coming updates (particularly the pet classes and the Juggler), and once that's settled possibly getting to post-game content. Thank you all for playing, and I hope you continue to enjoy your time with this.
Patch 1.031 Notes
Hello everyone! Just a few fixes and adjustments in this update. Next update likely won't be for a while, but will mostly be some rebalancing and post-game content.
Bug Fixes: -The Zawd, Quuwuuriak's Vital Steel, and Manacles of the Standby had no price assigned so they were able to be crafted freely. They now correctly cost 50 Blood. -Turn Count and Enemy KO Count trackers properly reset after battle. They were technically resetting on "Turn 0" of a battle, but this was leading to some numbers being poorly represented in the Equipment menu for several Crafted items, as well as some Door effects appearing to be/not be in effect at the start of combat when they shouldn't. -Some pieces of Equipment had the word "Lifesteal" in their description in place of "Healthsteal". This has been fixed. -"Exploding Cap" was misspelt as "Explodng Cap". This has been fixed. -Elite affixes that affect Hp or Mp Regen had "Regen" as "regen" in their mouseover description. It's just me being nitpicky, but this has been fixed.
QoL/Balance Change: -Each class now has equipment limitations that better suit what they should be built toward. This has somewhat improved the functionality of the "Optimize" command in the Equipment menu.
Pandemonium Mode (For those who didn't play/read Patch 1.02: this randomizer mode happens when you try to leave the Guild multiple times through the south of the room in the very first room of the game): -Pandemonium Mode now gives 1 Weapon and 4 Armor items at random at the start to make it less harsh. -Pandemonium Mode now has multiple difficulty settings. Play on Normal, Hard, and Impossible. -After choosing the difficulty, it will also prompt for if you want Hardcore Mode. Normally after moving through five rooms and onto the next floor the party fully heals. Hardcore Mode doesn't do that.
That covers this round. Thanks again as always for all of your patience and support.
Patch 1.03 Notes
Hello everyone! It's been some time since the last update. For this there's a couple bug fixes, some quality of life adjustments, and a small rebalance to purchased Weapon and Offhand slot equipment focus on improving scaling into the later part of the game.
Bug Fixes: -Some text was getting cut off at the start of lines when talking to characters in the Guild. This has been fixed. -Aelis and Xuwolu Pants had the same stats in their description as Pebihi Pants even though they correctly granted more stats. Tooltip fixed, functionality unchanged. -Ieno Cursed Arms were granting the same stats as Renoyi Cursed Arms but had what stats they were supposed to have in their description. Tooltip unchanged, functionality fixed. -Banner of Catacombs and Standard of Adon's stat description didn't properly fit into the description. This has been fixed.
QoL changes: -Some new items have been added in the Options menu: Message Speed (for making messages move faster/give the full message instantly without extra input), Animation Speed (to make skill animations in battle play faster), Window Color (for those who'd rather something than light purple), and FPS Synch (for people who are having problems due to a monitor with >60 FPS refresh rate). -Craftable equipment has had flavortext added in their descriptions. -Crafted Equipment now have color coded icons in the menu based on the color of carpets under class tables in the guild so players can tell at a glance what equipment to purchase/equip a bit more easily. -Most Crafted Pistols, Rifles, and Cursed Arms are now considered "General" equipment able to be used by any class. Exceptions are the Rifle: POOT, and the Cursed Arms: Barrow's Spear, Selm's Greatsword, Orpha's Grimoire, and Portem's Knife. While most weapons are meant for whatever class/build, these five weapons are really meant for Snipers, Cursed Clerics, Cursed Knights, Cursed Mages, and Cursed Thieves respectively.
Gold Equipment rebalancing (This section is about Equipment that's purchased with Gold, not that uses any crafting resources. These are listed with a set of five numbers pertaining to the five merchants you get access to as you progress.): -Axes, Bows, Wands, and Maces bonus to stats increased from 3/5/6/8/10 to 3/5/7/10/12. -Greatswords, Throwing, Grimoires, and Bells main stats increased from 4/6/8/10/12 to 4/7/10/13/16. -Greataxes, Crossbows, Puzzle Boxes, and Hammers main stats increased from 5/7/10/12/15 to 5/8/11/14/18. -Swords and Scythes ARM increased from 1/1/2/2/3 to 1/2/3/4/5. -Spears, Rune Blades, Flails, Armaments, Scourges, and Censers bonus to both stats they benefit increased from 2/3/4/5/6 to 2/3/5/6/8. -Dagger and Pistol main stats increased from 1/1/2/2/3 to 1/2/3/4/5. Critical chance changed from 1/1/3/3/5 to 1/2/3/4/5. -Rifle bonus stat progression increased from 4/6/8/10/12 to 4/7/10/13/16. ARM penalty decreased from 2/4/5/6/7 to 2/3/4/5/6. SPD penalty increased from 3/4/5/6/7 to 3/6/9/12/15. -Cursed Arms stat bonuses increased from 5/7/10/12/15 to 5/9/12/16/20. Healthsteal penalty increased from 2/4/6/8/10 to 3/6/9/12/15. -Sidearm, Ammo, Tablet, and Grail stat bonus increased from 1/1/2/2/3 to 1/2/3/4/5. -Buckler SPD increased from 0/1/2/2/3 to 0/2/3/4/5. -Shield ARM increased from 2/3/4/5/6 to 2/3/5/7/8. -Tower Shield ARM increased from 4/5/7/8/11 to 4/7/10/13/16.
Next update will be in roughly a week, and will focus on improving the equipment Optimize command. The following update will focus on some additional equipment and class rebalancing. I'll also be looking at how easy/hard some resources are to come by and possibly adjust crafting costs.
Thank you all for your patience and support.
Patch 1.021 Notes
Hello everyone! Just a few rebalancing tweaks and fixes this patch. Been taking time away for the most part to mentally reset from the game's release, so expect the next patch or two to be more substantial both in terms of gameplay adjustments and quality of life changes.
Class Balance Adjustments: -Beast Keepers now have a chance to follow up Beast skills with their own. Altantsetseg (Gnoll): AGI-based DoT to all enemies. Nikoleta (Gorgon): 20% counter/reflect buff to self & beast. Omran (Mummy): AGI-based HoT to party. Thaksin (Gruub): AGI-based direct damage to one enemy. -Beggar's "Shared Sentiment" changed from "Small Hp heal to one based on your DEV. Lowers their and your chance to be targeted for 4 turns." to "Revives and heals Hp for one based on your DEV. Lowers their and your Aggro by 90% for 4 turns. Low priority." -Beggar's "Indigence" effect raised to 55% from 40%. -Beggar Guild Card updated to reflect changes. -Blood Mage's "Transfuse" cost raised to 35% from 25%. No longer costs a turn to use. -Blood Mage's "Inverted Flow" effect raised to 50% from 35%. -Blood Mage's "Blood Pool" enemy damage ratio changed from 6.5 to 8.5. -Cheerleader's "Physical Elation" and "Mental Elation" effect raised to 75% from 55%, and their base Mp cost raised to 10 from 7. -Cheerleader's "Bravado" now also revives party members at 1 Hp, and the Mp cost has been raised to 6 from 3. -Jugglers now gain an extra action after using "Throw!" with 3 or more Juggle skills active. -Shielder's "Forbear" ARM bonus lowered to 70% from 100%; it no longer has a duration.
Individual Balance Adjustments: -Kato, Guank Blackguard's Mp costs reduced by 10%. -Selima, Mummy Blood Mage's Mp costs reduced by 20%. -Jae, Awoken Boss's "Clean Tide" now targets one party member instead of only Jae. -Jae, Awoken Boss's "Deep Loch" and "Mind Crush" have their damage and Mp costs increased by 20%. -Taavi, Woad Boss's "Heal Spore" now affects all allies, and it's base Mp cost increased from 6 to 10.
Pandemonium Mode: -Beast Keepers, Bosses, Dungeon Masters, Evokers, Summoners, and their followers lose "Egoist" since it has no purpose in this mode and gain "Glutton's Pride" (-20% to STR, AGI, LOG, DEV, SPD, & ARM). They ordinarily take up an extra spot in the party, so while they should still feel strong to end up with, they're currently a touch too strong.
Enemy Changes: -Enemy Berserkers favor using abilities more. -Enemy Dark Knight's won't recast "Severing Power". -Enemy Lancers no longer lead with "Ferocious Thrusts", and properly use "Ward Off". -Enemy Beggars no longer use "Shared Sentiment". -Enemy Shielders no longer use "Forbear", and use "Reinforce" less often.
Bug Fixes: -The "Javit" skill now uses the correct battle animation. -Beast Keeper's "Forage" and "Feeding Frenzy" now correctly says Healthsteal instead of Lifesteal. -Boss's "Leviathan" first effect incorrectly stated 50% when it's 100%. Description also rewritten for clarity. Functionality unchanged. -Jugglers were gaining the benefit of "Perfect Coordination" before learning the skill. This has been fixed. -Skills that creates status effects that don't clear over time and can't be dispelled should all now prevent reuse of the skill while active.
Thank you all for your patience and support, as always.
Patch 1.02 & Pandemonium Notes
Hello everyone! Today's patch has a few character/class changes/rebalancings, some bug fixes, and a randomizer mode!
---Pandemonium--- On starting a new game, if you repeatedly try to leave the building instead of heading north to Lydia, you get the option to forsake Purgatory in favor of Pandemonium. You get a party of 5 random characters, and a series of battles ahead. You'll level up and gain random equipment as you progress. Notable changes is that the battles are set to Hard mode, the Difficulty of the Dungeon is always set to one level higher than the party currently is, losing causes a Game Over, and you revive after leveling up but not after each fight. The battles might be a bit tough or unbalanced if you get an unlucky party composition or equipment drops, or if you haven't played much of the core game. Regardless, I hope if you like this kind of gameplay that you'll enjoy the optional mode!
---Fixes--- -Beast Keeper Beast's "Domestication" reduction now works for DoT damage. -Hunter's "Mark Weakness" increases more types of damage as intended. -Several skill tooltips that originally showed "the lower your current Hp (up to +X% at 25% Hp)" now show "the lower your current Hp (up to +X% at 1% Hp)". No actual changes in functionality, was just an error in old effect formatting. -Archmage's "Dominance" skill description fixed; no actual functionality change. -Evoker's "Elevation" skill description fixed; no actual functionality change. -Door effects gained from the final dungeon now properly removed if you unsuccessfully make it through. (If you have characters with these effects on them, take them through any kind of run and success or fail, the effects will be removed during Dungeon Results.)
---Class Changes--- -Abjurer's "Siphoning Barrier" no longer has a duration. -Academy Wizard's "Extra Ruin" now also gives 5% Manasteal for their Attack for the duration. -Adventurer's buffs now last for 5 turns instead of 4. -Adventurer's "Empowering Burst" now deals half damage and hits all enemies. -Archer's "Rapid Fire" Mp cost increased to 6; no longer costs a turn to use. -Assassin's "Planned Demise" skill's ARM debuff no longer has a duration. -Assassin's "Await" skill also grants the use of "Coup", an AoE damage skill. -Bandit's "Terrible Bounties" no longer has a duration. -Berserker's "Berserkergang" no longer costs an action to use. -Cheerleader's "Bravado" skill now can remove more than the usual cap of debuffs. -Commander's "Bear The Banner" effect raised to 75% from 50%. -Crossbowman's "Stabilized Shooting" no longer has a duration. -Dark Hunter's "Daredevil" no longer has a duration. -Dark Knight's "Severing Power" no longer has a duration. -Duelist's "Reckless Taunt" Healthsteal penalty raised to 15% from 10%. -Enraged Mage's "Mage Rage" Mp Regen reduced to 7% from 11%, but no longer has a duration. -Entropomancer's "Avatar of Riot" changed from "-10% Hp Regen & Healthsteal, +100% LOG; 4 turn duration" to "-13% Hp Regen, +80% LOG; lasts until KO'd". -Evoker's Spirits immune to Attack. -Fighter's "Surpass Limit" no longer has a duration. -Gambler's "Raise!" and "Bluff" now have high priority. -Gambler's "Double Down" now functions as expected. -Guardian's "Stalwart" now has high priority. -Gunner's "Shotgun" and "Six Shooter" deal 20% less damage. -Gunner's "Hip Fire" and "Shotgun Messenger" percentages reduced to 30% from 50%. -High Priest's "Prayer Position" no longer has a duration. -Hunter's "Mark Weakness" now has high priority. -Lancer's "Ferocious Thrusts" no longer costs a turn to use. -Lancer's Lv.9 ability effect moved to Lv.3; their new Lv.9 now gives the status effect automatically at the start of battle.
---Character Changes--- -Annushka, Nephil Armored Mage's Mp costs reduced by 20%. -Tzipora, Angel Battle Cleric's Mp costs reduced by 10%. -Ferapont, Nephil Druid's Mp costs reduced by 20%. -Entomomancers Huw and Poghos have traded effects of their "Leeches" skill.
Also, I'm posting a Class FAQ soon (within roughly 12 hours, need to sleep and review before posting) that I'll update later with more detail, but for now should help people figure out what classes they might enjoy the most, and how to unlock them.
I'll likely only update within the next week if there's major bugs, and I'm not planning on adding any additional content right now. So there'll probably be some quality of life and balance changes in about two weeks.
As always, thank you all for your continued patience and support.
Patch 1.011 Notes
Patch 1.011 Notes
Hello everyone! Fixed a few items, and added a Hard mode.
Fixes/adjustments: -Fixed several typos. -The skills "Balance", "Friendly Bless", "Overpower", and the "Defend" command now work as intended. -Certain effects not working on Turn 1 fixed. The way this system is set up is a bit clunky, so will be watching & testing to ensure functionality is actually working appropriately. -Nephil Mp cost increase changed from +100% to +60%. It's meant to be their core penalty but in practice was too limiting, particularly early on when cost/regen equipment/skills are harder to come by. -All characters can use Cursed Arms-type weapons purchased with Gold. This equipment type was restricted to certain later-game classes and the crafted variants are intended to stay that way, but this should open up some interesting options.
New content: -Added wandering NPC Tatienne to the Guild after you meet her early on in the game. You can find her in the room just to the right of the front room of the Guild. You can chat with her for a few tips, and activate the Hard and No Future modes.
Enemies in Hard Mode have tripled Hp, doubled STR/AGI/LOG/DEV/ARM, and 25% more SPD as a baseline. The types of bonuses increase on higher Difficulty runs, and is meant to be difficult but playable.
No Future mode is not meant to be playable, but those who've beaten the game and want to put their equipment to the test will find some challenge. You can always change back to Normal Mode by talking to Tatienne again.
Future plans: Making equipment easier to sort through in the late game is a problem, as well as sometimes finding what would be actually useful for a character. This is currently being examined. Also going to look at how best to show what a character's current stat totals are. I also want to add some more flavortext to items.
After the next couple weeks, as adjustments are made and bugs/balance/functionality problems are handled, I do plan on making a sort of "randomizer" mode, so be ready for that.
As always, thank you all for your continued patience and support.
v1.01; The First Patch
Hello everyone! This patch has a couple errors being fixed, and some light balance tweaks.
Bug fixes: -While on Quest 5-7, completing a Remembrance Mission and then trying to do a normal Dungeon run could softlock, due to an error with it thinking you have access to a biome you don't have. A safeguard for this possibility has been added. -"Instant" speed skills such as the Witch skill "Quick Cant" are now working as intended. -Liches in Remembrance Missions weren't having their penalty activate correctly. Now working as intended.
Balance changes: -Enemies base SPD changed from 5 to 8. This keeps the enemy turns still often behind player turns, but with buffs and possible passives means both that enemies will be harder to simply sweep in the first turn with a high damage team, and increase incentive to play characters like Scouts and Valkyries. -Added an additional amount of enemy scaling based on Difficulty. The amount per Difficulty is: +2% damage reduction vs. most damage types, +2% additional damage reduction vs. damage from Attack, +10% Recovery. Enemies are falling a bit too easily; fine for early Difficulties/leveling but not what I want to see so easily further in. Attack is also scaling a touch too strongly for classes overall, especially with certain door effects & buffs. Late game enemy direct healing isn't so much to be cause for concern, both in terms of either making healers be damage targets or for giving reason to debuff Recovery, so that's being adjusted too. The reduction to Attack may affect the scaling of certain classes into the late game (namely Archers, Berserkers, Duelist, Spellbows, & Warriors) so they may be buffed in the near future if this is in fact an overtune. Also, before anyone asks as I'm realizing I should clarify this now, the "most damage types" includes Attack and DoTs but doesn't include the few direct damage skills that ignore ARM or can't miss. -Enemies on Difficulty 6 and higher get an extra hit on their Attack. Most player characters get increased hits as they level, so it's only right for enemies to do the same. Also incentivizes Storyteller and Gorgon/Minos usage.
Thank you all for your support and patience! Until next time!