Hello fellow Tiny Rogues,
the plan was simple.

Memes aside, here are the:
0.2.5 PATCH NOTES
First and foremost:
Many things have changed — too many to list here — though not as many as in the 0.2.0 Update

This includes Weapons, Equipment, Consumables, Traits, Companions and everything else.
Very often the changes will be just numerical (buffs and nerfs) or rephrasing and reformatting descriptions.
If you are really interested in taking a look at all new items, I have added new commands to the cheat console.
You can enable the console in the option menu at the bottom of the gameplay tab. Then you can use shift + enter to open the console. Type "help" which lists all commands. From there you can see the commands to go_to_all weapons_room, go_to_all equipment_room and go_to_all_consumables_room.(Companions are consumables by the way.)
For some examples check out THIS Before VS After post.
Now, let's get into some more concrete changes:
Descriptions (Cleaning Up):
- The game uses a new way of conveying math for stats. Any multiplicative effect will be e.g.: "x2.00", any effect additive with other effects will be e.g.: "+10%". Previously this was communicated with the usage of the words "increased" and "more". To shorten and streamline descriptions a lot of them are not full sentences anymore and thus these words were dropped.
- I implemented new formatting tools for myself such as bullet points and arrows. Descriptions now use these icons extensively, making everything more digestible.
- Tooltips are now mostly hidden, with a few exceptions. You have to hold a button to show them. This change was made to prevent you from getting overwhelmed when looking at an item. If you prefer tooltips always showing, there is a new option at the bottom of gameplay tab in options menu to always show tooltips.
- A lot of stats have been given new and easier to understand handles that align more with player conditioning, for example, Critical Hit Multiplier is now consistently called Critical Hit Damage.
- I think every tooltip has changed and some new ones have been added too.
Weapon Changes:
- All weapon damage ranges and scalings have changed. There were multiple overhauls of all weapons in the game. Attack patterns have not been touched though, so it should all feel very familiar.
- Weapons no longer use the classifications Primary Attack and Secondary Attack. Primary Attacks are now just Attacks and all Secondary Attacks have been turned into Triggers.
- Previously all Weapons used the same phrasing of "Primary Attack deals ...", these were full sentences and have been reduced to a list of properties. This did not necessarily shorten weapon descriptions, but it should make the information easier to grasp at a glance.
- When holding for details, weapons now also show their tags. This way you can, for example, find out if a weapon is considered a Lightning Weapon. Triggers and Enchantment Modifiers will now also add the correct tags to the weapon. So a weapon like Mjolnir is now also considered a Lightning Weapon. (If tags are missing, it's a bug.)
- Shotgunning has been generally removed from Tiny Rogues. There are very few instances of shotgunning and area overlapping in the game. Descriptions are phrased slightly differently in those cases.
- To compensate for the loss of shotgunning, there is now an inherent x1.20 damage bonus for being at close range and a x0.90 damage penalty for being at far range.
- All damage now has a hidden associated stat called "Effectiveness of Added Damage". For the average player, this stat doesn't mean anything and frankly, is quite useless. It is a balancing mechanism that adjusts rates of gaining "added damage". So for example the Gatling Gun with it's 8 APS will have less damage effectiveness than the Bazooka that has an APS of 1.
For wiki editors and math enjoyers I added an option to reveal this stat to the gameplay tab of the options menu. - Scepters now deal Damage Over Time.
- You cannot equip weapons from your inventory during combat anymore. A lock icon will appear on all weapons in your inventory during combat. Only weapon swapping via weapon swap slot is allowed now.
- Some weapons have been ... deleted. I was overly zealous and thought I'd convert these into skills, but I ran out of time. This includes: Inferno Orb Wand, Frozen Orb Wand, Comet Scroll, Meteor Scroll, Judgement Scroll, Explosion Scroll, Deck of Cards, and possibly others I might have forgotten. I will either reintroduce them as weapons again or turn them into new skills in a future patch.
- I have improved the code for weapon animations, there should be less jank like holding crossbows sidewards.

Weapon Enchantment Changes
- Added 6 new modifiers: Clever, Charged, Glacial, Incinerating, Sly and Brutal
- Some bad ones have been removed, some others might have changed. Like everything else, they got updated.
- Currently, weapons don't show their enchantment as a prefix in front of their name anymore. I will add this back as an option because a lot of players voiced that they want that. I feel like it is better without it but you all convinced me to add it as an option.
- Negative modifiers have a dark purple color now, previously gray.
- Modifiers have a unique animated icon in descriptions.
- Modifiers can now add tags to weapons, e.g.: an "Icy" modifier will make your weapon officially a Cold Weapon now.
Unarmed Changes:
- You can now inspect your "Unarmed" weapon and it has effects that additionally scale with your level.
- Your fists count as Two-Handed when not using an offhand.
Damage Scaling Changes
- Everything has a scaling now, Companions, Damage Over Time effects, Triggers, Auras, ...
- Each point of scaling now grants +5% damage up to a soft cap, after which each point grants only +0.5% damage.
- The scaling grade now decides the soft cap.
- S = 50
- A = 40
- B = 30
- C = 20
- D = 10
- S = 50
- For example, if your weapon has an S in Dexterity and you have 60 Dexterity, you will get +255% damage from scaling, not +300%, as the 10 points above 50 only count as +0.5% each.
Effects and Mechanics
New Mechanics
- Sneaky Hits: Sneaky Hits have x2.00 Critical Hit Damage. Sneaky Hits (for Intelligence) complete the trifecta of special hits along with Ruthless Hits (for Strength) and Lethal Hits (now for Dexterity). This is the final special hit type and I have no intentions of adding any additional ones. This also provides the 7th and final special hit type for Lilith's Legacy, which has been updated to not be useless on Sundays and generally favor weekend gamers. Enjoy!
- Treasure Find: Is the third and final RNG manipulation stat, completing the trifecta with Magic Find and Luck. Treasure Find grants a chance for getting +1 Boss Reward, +1 Item in Chests and rolling the Maximum Reward Amount.
- Some effects now work on the metric of trait types (colors) you have.
Removed Mechanics
- Mana Rework
- Mana does not grant a damage bonus anymore. Mana is now solely used to fuel skills.
- Mana Star Pickups have been removed. (But will probably return in some way in the future.)
- Together with the pickups, the Mana Flux buff doesn't exist anymore. Well, it kind of does, it's now unique to the Vision Quest trait.
- As previously mentioned all weapons have gone through intensive rebalancing. Magic weapons previously were balanced around the player getting a damage bonus from mana but now that this damage bonus has been removed, their base damage is now similar to ranged and melee weapons. Some players voiced concern over the identity of magic weapons. I will have a close eye on caster archetypes in the coming patches.
- Mana now uses a pip system.
- All these triggers have been removed: On Kill, On Combat Start, On Taking Damage, On Drained Mana and On Pick Up Mana Star. All of these have been deemed mostly not desirable by the community. Effects that used any of these triggers have been reworked.
- Marks have been removed from the game. The traits have been reworked.

Changed Mechanics
- Stamina Recovery works a little different now. Previously there was Stamina Recovery Speed and Stamina Recovery Rate. One decided the "cooldown" before Stamina started regenerating, the other decided how long it would take for you to recover 1 Stamina once regeneration has started. Now there is only 1 stat, Stamina Recovery Speed.
Each point of Stamina will recover sequentially at your Stamina Recovery Speed. - All effects that previously were phrased this way "On Non-Triggered Lucky Hit, trigger ..." are now phrased to grant "a chance to trigger". E.g.: "Your Attacks gain a 30% chance to trigger a Chain Lightning that deals ...". This makes these effects more approachable, easier to understand, easier to read and easier to use in a build.
- Lucky Hits and Cursed Hits: Previously, Lucky Hits made your damage roll one additional time, taking the higher outcome, while Cursed Hits did the opposite, rolling an additional time and taking the lower outcome. Instead of that, Lucky Hits now x2.00 the chance of on Hit effects to happen. Cursed Hits now x0.50 the chance of on Hit effects to happen. This affects the aforementioned "30% chance to trigger, ..." effects, but also affects things like Critical Hit Chance. So a Lucky Hit with 30% Critical Hit Chance will actually have 60% Critical Hit Chance. A Cursed Hit that has a 30% chance to trigger a Chain Lightning will have a 15% chance to trigger that Chain Lightning instead.
- Lethal Hits: Instead of doubling the damage they now make you deal more damage the lower the health of the target is, up to x2.00 at 0% health. (Yes this is a nerf, but Lethal Hits are pretty easy to acquire, so it's warranted.)
- Periodical effects have been merged with Ticking effects. So "Periodically ... every 2 seconds." does not exist anymore. The Periodical Rate stat also doesn't exist anymore, as pretty much everybody and their grandma asked me what "Periodical Rate" does. I hope Tick Speed is more understood. It all now works with the Tick Speed stat. Tick Speed also affects things like Damage Over Time effects and Auras. Everything that scales with Tick Speed now shows the [Tick] tag. This is also explained ingame. This is a massive buff and makes it easier for builds to combo ticking effects.
- Magic Find is not a percentage anymore but flat points, similar to Luck. This is intentionally a bit more obscure.
- Damage rolls cannot exceed 100% anymore. E.g.: by powering up the Fear Debuff.
- Auras changed. They don't apply a debuff anymore that makes the target take additional damage. They are now ticking effects, dealing Damage Over Time and inflicting their corresponding ailment. E.g.: Burn Aura now deals Fire Damage Over Time and inflicts Burn.
- Alignment is not on a scale anymore. You can now be Good and Evil at the same time. This was done because it was increasingly frustrating to accidentally engage with a mechanic such as the Black Market and suddenly not be Good enough anymore to enter Heaven.
- Cursed Doors now apply +1 Curse immediately after entering room instead of when you complete it.
- Curse now seals traits upon having made your choice.
- Damage ranges of certain damage types have been adjusted. For example, Lightning Damage has less of a range now. Lightning still has the biggest damage range but it's not as crazy anymore as before.
Status Effect Changes
- Doom, Judgement, Frostbite have been reworked. Doom now deals a base amount of damage, and Judgement and Frostbite have been reworked into pseudo-debuffs similar to Scorch and Toxic.
Some players voiced that they find the previous implementation of these effects more interesting. In my mind, I changed these because they obfuscated a simple damage increase. If Judgement deals 100% of damage of the 2 hits that inflicted it, that is basically just a 100% damage increase. So at that point I am pretty much just adding extra words (I like your funny words magic man.) instead of just writing "You deal more damage!", which some of these now do. Doom retains the quality of being a "count up" effect and I plan to polish it and other effects further in the future. (Adding cool particle effects, sounds and so on.)
- In fact, all secondary ailments have been streamlined. Previously these all did a semi-unique thing, now they all do the same thing but for their specific damage type.
- Judgement: x1.25 Radiant Damage taken
- Frostbite: x1.25 Cold Damage taken
- Corruption: x1.25 Dark Damage taken
- Scorch: x1.25 Fire Damage taken
- ... and so on for Diffusion, Frostbite, Roots, Rupture, Toxic and Zap.
- Judgement: x1.25 Radiant Damage taken
- This was done to make room for a more builds focusing on a single damage type. I think it's a cool fantasy to go for the "Cold Damage Build" or the "Fire Guy Build". Hopefully these ailments provide an avenue to invest more into that route.
- Similar to the change to Doom, all damage dealt by Status Effects now has a base damage and a scaling. Previously status effects used this frankly weird "infliction damage" mechanic that confused a lot of people. E.g.: Burn would deal 50% of infliction fire damage. Now Burn, Poison, Bleed, Echo, Retribution, Paper Bombs and all the other damaging status effects have their own base damage.
- Poison and Disintegration now stack infinitely.
- All Status Effects (be it Ailment, Buff, Debuff or anything else.) are now always considered to be inflicted by the player. This fixes a weird edge case problem where e.g.: the Snowpal Companion would grant Chill Effect, but the Chill that the companion would inflict wasn't actually affected by that.
- Damage Over Time can now deal special hits, such as Critical Hits, Lucky Hits, Cursed Hits and so on.
Trait Changes:
- I dare to repeat myself but lot of traits have changed. Not even close to all though. A lot of them are still the same. Some have had their names slightly changed, e.g., One Step Ahead is now called Two Steps Ahead.
- Removed 13 Traits: Bloody Knuckles, Focused Might, Goat Force, Natural Burden, Shield Bash, Tempest Kick, War Cry, Hunters Patience, Manaforged Bolts, Near Death Experience, Discharge, Glass Cannon, Wildfire.
Some of these are planned to return as Skills. Don't be sad Goat Force, you will be back soon! Same goes for War Cry and Discharge. - Added 21 new Traits:
- Strength (+9): An Honest Day of Work, Brawn Over Brain, Explosive Force, Hand Of Hearts, Momentum, No Pain No Gain, Pushing Through, Shrouded In Shadows, Threat Reckoning
- Dexterity (+5): Chill Aura, Electric City, Illusion Of Control, Pet The Dog, Repeat Offender
- Intelligence (+7): Astromancy, Chrono Shift, Entropy, Normal Distribution, Prodigy, Trickery, Zoo Utopia
- Strength (+9): An Honest Day of Work, Brawn Over Brain, Explosive Force, Hand Of Hearts, Momentum, No Pain No Gain, Pushing Through, Shrouded In Shadows, Threat Reckoning
- For a long time a lot of the new traits had placeholder icons and the community graciously stepped in and helped me out. They created icons for all the new traits. Special thanks go to: Copi, Junk Knight, NDSi, CraftingcCat_IX, Endrai, Ferlo, Spyz, maybeonyx_, Colt, Evan and Novellum. These names also have been added to the Credits Panel. Thank you.

Enemy Changes:
- A lot of enemy health and armor values have changed. There was a focus on increasing survivability of large enemies. E.g.: Gargantuars, Yetis, Shield Guardians and Purple Worms. I want these enemies to feel more powerful and not fall over as easily, acting as a central threat in a room.
- Increased the health and armor scaling of many monsters, including: Mimics, Basilisk Cockatrices, Centurion Hunters, Automaton Guardians, Tainted Enemies and Reapers.
- Reduced health, armor hitbox sizes and attack frequency of Jousting Champion. (He will still be the bane of your existence. :))
- Revisited attack patterns of some Mimics so they aren't as unreasonable when paired up with another Mimic and possibly enchanted too.
Cinder Changes:
- Centurion Hunter: As mentioned, health and armor values and scaling of these values into later floors has increased. The rooms before the Hunter invades will now rumble to announce their upcoming appearance.
- Double-Edged Sword: Now only applies a negative enchantment modifier to your starting weapon. Does not increase frequency of negative modifiers anymore.
- Pestilence: Has been completely reworked. Goodbye maggots! Infested enemies explode on death, emitting a nova of poisonous projectiles after a short delay. If an enemy touches one of these projectiles, they will become Infested too. This is a modifier favoring single target and precise damage as it can get very out of hand when you accidentally infest the entire room.
- Conqueror's Will: Instead of applying a x0.50 damage reduction for 8 seconds, it now applies a x0.50 damage reduction for 20 seconds but the damage reduction decays over those 20 seconds.
- Defensive Measures: Is now a 25% chance, down from a 30% chance to add a defensive enchantment.
- Resistance Enchantments now grant a 30% damage reduction, previously 50%.
- Cascading Pain: Has been removed and replaced with: Afterlife Express
- Afterlife Express: Reapers can now spawn regardless of how Cursed you are. Reapers gain Armor and an additional attack.
- Ill Equipped: Has been removed and replaced with: Monster Jam
- Monster Jam: You sometimes encounter Rooms filled to the brink with Enemies.
- Automaton Guardians: Have less health and armor in the early game. They also don't repair themselves anymore.
- IMPORTANT CHANGE: Bosses enchanted by the Archnemesis Cinder don't receive a health and armor bonus from being enchanted anymore. INSTEAD: Every active Cinder modifier now adds +0.5% Boss Health per Floor.
It is intended for the game to feel more difficult on Cinder 12 onwards.
Class Changes
- Every class has an active skill now.
Let me preface this with: I am not a fan managing too many buttons. I don't want Tiny Rogues to become a button heavy game, but I think there was room in the gameplay for one more button to press. So finally Dragoon can jump and Druid can shapeshift.
List of all Skills:
- The Hero: Heroic Flag
- Sorcerer: Frost Nova
- Soldier: Arrest
- Ranger: Piercing Volley
- Pyromancer: Flame Wall
- Mystic: Parry
- Knight: Guard Bash
- Gunslinger: High Noon
- Doppelganger: Mimic
- Deprived: Jinx
- Cleric: Consecrate
- Bard: Charisma
- Bandit: Smoke Grenade
- Wizard: Magic Circle
- Warrior: Rend
- Wanderer: Town Portal
- Thief: Pickpocket
- Barbarian: Flex
- Alchemist: Polymorph
- Super Hero: Super Flight
- Samurai: Dashing Strike
- Pirate: Rally Riffraff
- Paladin: Holy Shield
- Ninja: Dark Arts
- Necromancer: Summon Lich
- Monk: Serenity
- Jester: Deceive
- Esper: Telekinetic Barrier
- Druid: Wild Shape
- Dragoon: Jump
- Demon Hunter: Vengeance
- Dancer: Twirl
- Cyborg: Missile Storm
- Chaos: Gets a random skill from another class.
- The Hero: Heroic Flag
- The character selection contains a shortened description. This menu has been simplified and is getting a more sophisticated implementation in the future.
- In the character panel you can find a detailed description of your skill. Skill descriptions can be quite long but you hopefully only have to read them once.
- Added a new stat called Skill Effect. Which affects values that shows a little green wrench next to it.
- Every class now starts with 75 Equip Load Capacity, up from 50, but Strength now only grants +2.5 Equip Load Capacity per point.
- Equip Load Penalties have changed. E.g.: there is now a Dash Length penalty but there is no more Critical Hit Chance and damage penalty.
- Every class starts with 7 movement speed now. Previously some classes like Ranger had 7.25 or 7.5.
- Pyromancer: Has a new ability and new equipment.
- Cleric: Has a new ability.
- Bard: Has a new ability.
- Bandit: Has a new ability, a new item and a new sprite and theme.
- Thief: Has a new ability.
- The Hero: Now starts with the Amethyst Ring.
- Sorcerer: Has a new ability.
- Soldier: Has a new ability and the Town Guard Armor changed.
- Ranger: Has a new ability.
- Knight: Has a new ability, similar to the one before the 0.2.0 update.
- Doppelganger: Some of the forms have new effects.
- Pirate: Gained new ranks now and the bounty rewards are different.
- Necromancer: Ability now only affects Companions.
- Monk: Has a completely new ability.
- Jester: Has a new ability.
- Esper: Now gets 1 "Psychic Ability Trait" at Level 1.
- Druid: Druid Shrines don't grant +1 EXP anymore.
- Demon Hunter: Increased the health and armor scaling of the tainted enemies.
- Dancer: Has a new ability that builds a synergy with their skill.
- Cyborg: Now gets 1" Cybernetic Core Trait" at Level 1.
Gift Changes
- Amethyst Ring: Has been replaced with Sacramental Bread.
- Sacramental Bread: Consumable that absolves all Curse once.
- Mana Elixir: Now grants +20% Mana Recovery.
- Soul Scarf: Has been replaced with Scroll Of Escape. Soul Scarf can now be found in the game.
- Scroll Of Escape: Teleports you to the Hero Hideout.
- Storm in a Bottle: Has been replaced with Golden Spatula.
- Golden Spatula: Charm that grants +10% chance for Food Reward to upgrade.
- Dice Case: Contains only 1 Ethereal Dice now, previously 2.
- Radio: Has been replaced with Ethereal Orb.
- Ethereal Orb: Allows you to pick a Trait to remove and then get offered a selection of new ones.
- Mana Catalyst: Has been replaced with Smuggler Pouch.
- Smuggler Pouch: Contains a random Weapon. (Yes, there is even a 1% chance for a Legendary.)
- Many of these Gift changes were made at the last minute to make them presentable for this patch. It is likely I will change Gifts more in the future.
Mastery Perk Changes
- All Mastery Perks have been rephrased.
- Some Mastery Perks have changed, including: Secret Service, Supply and Demand, Demand and Supply, Mixed Bag, Suit Up, Inflation, Deflation, In the Eleventh Hour, Red Roulette, Ethereal Roulette, Adaptability, Dedication, Pandora's Boxes, Odyssey, Precognition, Prosperity, The Glass is Half Full, The Glass is Half Empty, Lazy Stroll, Quick Recovery, Left to Fate, Personal Agency, High Stakes and Slow and Steady.

Equipment Changes:
- A lot of equipment items were often skipped because they were too weak or not reliable enough. These items got new effects. For example, the Gold Mask previously made a Gold Reward Room appear; now it gives you Gold when you defeat a boss.
- New Items: Elite Quiver, Tiroler Hut, Top Hat, Wedding Veil, Soccer Orb, Pyromancy Gloves, A New Set of 10 Special Charms, Skill Charm, Tattered Skill Charm, Goblin Charm, Gazer Charm and the Bounty Hunter License.
- A lot of complex or niche equipment items have been turned into something simple and easy to understand that slots in directly into builds.
- Quivers now only work when wearing a Bow or Crossbow.
Companion Changes:
- Companion descriptions now show the limit of that companion instead of its weight, making it (hopefully) easier to understand that you can summon multiple.
- In the character panel you can now see the total weight and count of companions you have.
- Some companions grant new effects.
- Added 3 new companions: a Gazer, a Goblin and a Sorrowsworn.
Consumable Changes:
- Consumables now embed the effect they grant into their description now and don't show it as a tooltip anymore.
- Fish: Many now grant permanent stats instead of temporary buffs.
- Vitamins: Now grant less attributes but grant them immediately on consumption. (While this is a nerf, the previous implementations of Protein, Zinc and Calcium were needlessly complex.)
Room Changes:
- The Bonfire now lets you repair your armor before the final bosses in Floor 12.
- Shops have been buffed all around, selling better items for cheaper, and some shops now sell new cool items.
- You now get information on which shop the door leads to.
- Lockpicking at Tavern now gets harder and harder with each time you do it.
- Items bought in Shops now cannot be pawned for more than they were bought for.
- Sell prices of items in general have been slightly nerfed.
- The Soul Shops have been removed from the Black Market. The Black Market is now also smaller. (This was done because I have seen players spend 10 minutes or longer in there.)
- Items aren't worth more at the Black Market Pawnshop anymore.


Music
- As always, thank you @MiguelAngell960!
- Added a new theme for when dying after winning a run. (A custom game over animation will follow! I can't believe I still didn't find time to implement this.)
- Added a new theme for the Hero Hideout.
- Added a new theme for Monster Jam rooms.
Other Quality of Life:
- Added Mana and Stamina Recovery Bars to the HUD.
- The Character Panel has been cleaned up.
- Weapons now display hard and soft upgrade levels separately when holding for details
- Added a new bar to the bottom left of the screen that shows counters for Tally and Guarantee effects.
- Added new tutorial tooltips to some classes. For example, Sorcerer's ability now relates to Ailments, and there is now a tooltip explaining how to spot what an ailment is.
- Added a new Near Death screen effect.
- Added new Near Death and Flask Reminder Alarm sounds. (You can toggle these in Audio Options.)
- Added a new invincibility indicator below the player. (You can toggle this one in the Gameplay Options.)
- "Compare" and "Show Detail" are now split key binds.
- On keyboard you can now define a key to toggle items to "Show Base Values". (This will turn off the auto calculation of green values. The binding for this is not shown because it bloats the control hints and is usually only useful for wiki editors and math enjoyers.)
Other Changes:
- Added an additional tutorial room that explains Skills.
- Some achievement requirements have changed.
- Added new cheat console commands:
- toggle_infinite_mana
- spawn alchemy_station
- go_to_all weapons_room
- go_to_all equipment_room
- go_to_all consumables_room
- toggle_infinite_mana
New Options:
- Keyboard Option: "Blink Into Move Direction", this option is specifically for Jester's Skill. As Jester blinks away from the current location. By default, this works like the Dash into your movement direction. Personally I prefer it to blink into direction of my mouse cursor, so I added this option.
- Audio Option: "Play Near Death Alarm"
- Audio Option: "Play Flask Reminder Alarm"
- I have re-bound the default gamepad controls and this reset your bindings. (I can't believe I once again didn't manage to overhaul gamepad controls this patch. Trust me, I have some fancy plans.)
- Gameplay Option: "Show Damage Effectiveness" (This needlessly bloats descriptions for the average player, so it's turned off by default.)
- Gameplay Option: "Always Show Tooltips"
Bug Fixes:
- The game has no more bugs, everything has been fixed. Totally, yep.
- Jokes aside, I fixed a lot of (your favorite) bugs.
Also check out THIS news post.
That's about it! Enjoy!

EDIT: Little reminder, we are now starting to collect pledges for the Tiny Rogues Death Plushie!