Tiny Rogues cover
Tiny Rogues screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie, Arcade

Tiny Rogues

Tiny Rogues: The Clean Update


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
  • 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.
  • 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
  • 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 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.


  • Specific Class Changes:


    • 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

    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!

    The Future Of Tiny Rogues

    Hello fellow Tiny Rogues,

    Once more, I have a lot of good news for you!

    Scroll To Bottom For TLDR

    The Clean Update - Tiny Rogues 0.2.5


    Just today, I wrapped up the Beta with some final finishing touches.
    The Beta is at the ripe stage of Version 19, and it's finally time to announce the update.
    I will spend tomorrow writing patch notes, and on Wednesday, the 7th of August 2024, around 17:00 CET, The Clean Update will finally release.

    This update includes a massive overhaul of all effect descriptions in the game, making the game a lot more presentable. I tried my hardest to present information in digestible and easy-to-understand ways.



    A lot of complexity has been toned down, and a lot of streamlining has happened, but the fun of creating unique builds has been retained.



    Some Cinder modifiers have been reworked, some classes have been reworked, every class has a unique active skill now, and so much more.



    I am incredibly happy with how this update turned out. Beta feedback has been overly positive, and I can't wait for everybody to check it out. Tiny Rogues will truly shine in a new light!
    This update will also conclude the saga of me reworking the entire game, but more on that in the 2024 roadmap section at the bottom of this post.

    Tiny Teams Festival


    Tiny Rogues is a Tiny Champion in the upcoming Tiny Teams Festival here on Steam. Tiny Rogues will be getting its steepest discount yet. Additionally, there will be a bundle of Tiny Rogues and Backpack Battles available, which reduces the price even further. The discount of 50% will start on August 8th and last for 7 days, so make sure to gift a copy of Tiny Rogues to all your friends during that time!
    If you happen to acquire Tiny Rogues during that time and enjoy the game and the new update, make sure to remember to leave a review.



    MakeShip Plushie Pledge Goal


    I was contacted by MakeShip to work together on a Tiny Rogues themed plushie.
    At first, I was hesitant because I didn't know which character would fit. I asked the community for some input and concluded that it will have to be: Death.
    I will soon start collecting pledges for a MakeShip campaign. Within 10 days, I need 200 unique persons to pledge $2. Then MakeShip will start working on designing, producing, and finally shipping the Tiny Rogues Death Plush.
    The campaign starts on August 7th. You can already inspect (and bookmark!) the page here.
    CLICK ME
    I will put up another Steam Post when the campaign launches, mainly because I personally REALLY want at least 20 Death Plushies. As you guys might know, Tiny Rogues does not have a publisher, it's a purely solo-developed project, and I manage all the "marketing". So this is an amazing opportunity for me. The game has also been doing really well financially, so I am not doing this for the merchandise money. I really just want to hold a plushie from my own game in my hands.
    Either way, save the date, support the campaign, and thank you!


    This artwork was commissioned by me and created by community member Patchy and it does not resemble the final product.

    2024 Roadmap


    2024 is flying by!
    Last year, in the huge December Expansion, I announced that 3 more free expansions would come to Tiny Rogues. I will still do this, but I have to rip the band-aid off.
    The Into the Abyss Expansion will not happen in 2024. The Clean Update took a lot of time and will be an amazing update. But at the same time, I haven't really even started working on Into the Abyss yet. If I start to work on it right now, it will be a super tight deadline for December, and you won't hear anything else from me until then. That's another 4 months with no updates.
    Because of this, I decided that for the rest of 2024, I will focus on smaller updates. Now, I am not promising an update every 2 weeks, more like every 3 to 4 weeks.
    I have so, so, so, so, so, so many features backlogged:

    • A Monster Bestiary
    • Cinder 20 (has already been announced twice so far)
    • A Unique Endgame Game Mode
    • New Special Rooms
    • The Secret Secrets Update (has also been announced at least twice so far)
    • Uber Bosses
    • Mini Bosses
    • Run History
    • Collection Menu
    • Reworked Options Menu
    • In-Game Guide
    • Run Summary at the end of a Run
    • Subclasses for some Classes
    • More Skills
    • Revamping the meta tree and adding big impactful keystone modifiers
    • A rework of the Knights in the Tavern
    • Unique Items to buy in the Alignment Shops
    • Treasure Goblins
    • And so much more...

    While I enjoy putting out massive game updates, I think Tiny Rogues development pace currently feels very sluggish. As I always pile on feature after feature into huge patches and rework massive amounts of systems that need to be reworked because the butterfly effect touches one system, that leads to me requiring to touch up another one and so on, and so on.

    For the rest of 2024, I want to focus on releasing bite-sized updates that, mind you, still will be pretty big patches, just not worthy of the title "Tiny Rogues Expansion".
    For some people, this might be a bummer because they really want to dive Into the Abyss, but let me tell you: We will have a lot of fun in the rest of 2024.



    TLDR



    • The Clean Update, Tiny Rogues 0.2.5 comes out on Wednesday around 17:00 CET.
    • Tiny Rogues gets a huge sale during the upcoming Tiny Teams Festival on the 8th, and there will be a bundle with Backpack Battles.
    • On the 7th of August, I am starting to collect pledges on MakeShip for the Death Plushie.
    • Into the Abyss will not come out in 2024, instead, there will be smaller, but still amazing and content-rich updates.


    As always, thank you for playing Tiny Rogues.
    See you on Wednesday for the 0.2.5 Patch Notes!

    0.2.5 Beta Kick Off

    Hello fellow Tiny Rogues!
    Huh, seems like it took 3 weeks after all.
    I present the first Beta Version of the Clean Update.

    Notes


    • Skills are not implemented yet; you have access to 1 fixed skill with Right-Click. The skill is called Power Shot and requires you to use a Bow or Crossbow, so I recommend jumping in with Ranger.

    • I have a lot of plans regarding skills and Power Shot is the most basic skill I could think of to implement first and try out the attack indicators that I made for skills.

    • This is especially important when judging the magic archetype in it's current iteration. Lacking access to a lot of powerful magic skills makes the archetype considerably weaker than intended.
    • I think Gamepad Controls are partially broken in this version. This will obviously be fixed in the coming weeks. In fact, I also have plans for HUGE Gamepad and Steam Deck improvements. Stay tuned!



    Beta Season?


    If you don't know how these beta phases go, there aren't really any Patch Notes for Beta Updates.
    I sometimes post some rough notes on the Tiny Rogues Discord.
    Usually you can expect Beta Updates every 2 to 3 days.



    So what's in this?



    • Updated item effects and descriptions.
    • Updated trait effects and descriptions. (A few were also removed and new ones added.)
    • Updated weapon effects and descriptions.



    How do I participate?


    In Steam go into the game's properties, select "Betas" and in the dropdown menu select "Beta".



    I am on Beta and didn't get the patch!


    The best way to get Steam to update your game is to restart Steam entirely.



    In Conclusion


    This is a very early version of the 0.2.5 update. I recommend that if you aren't too keen to jump in, give it a few more weeks.
    Also, the feedback forums on the Discord are still a bit in disarray since 0.2.0 released. I plan to clean up the forum a bit for the 0.2.5 update.

    Cheers!

    TLDR:


    • Beta can be played!
    • Patch is not done yet!
    • Patch will be done soon™️!



    0.2.5 Beta Delay

    Hi!

    In last weeks blog post about the 0.2.5 update I mentioned that you can expect the first beta update at the end of the week.

    I ran into some code that needed some major refactoring and thus didn't make as much progress this week as I thought I would. Accounting for more instances of this happening, it will take me a few more weeks! (I am aiming for 1 week, but give me 2 and expect 3.)

    Cheers and thanks for all the positive feedback on the blog post,
    RubyDev

    What's next?

    Hello fellow Tiny Rogues!

    It's been a while since we've caught up with each other.

    As a reminder, you can follow me on X or join the Discord to be always up to date on Tiny Rogues news.

    I literally just want to take a minute to tell you a little bit about the upcoming 0.2.5 update.
    It will be called the "Cleanup Update" and will focus harshly on reducing superfluous complexity and improving presentation of existing complexity.
    I have been posting some example previews on X but here you can see them again:



    Improved Status Effect Descriptions


    Before:


    After:




    Embedded Consumable Descriptions


    Before:


    After:




    Simplifying Descriptions and Mechanics


    Before:


    After:


    All the trigger effects will be changed and thus also phrased in a way to easier understand them at a glance.
    I am also getting rid of a lot of superfluous keywords in this patch such as "Primary Attack", "Secondary Attack", "Body", "Non-Triggered", ...



    I know I've just reworked Lucky Hits last patch but,...


    ... in an attempt to give Lucky- and Cursed Hits more of a distinct and easy to understand purpose, I have decided to rework them again.





    New Stat Phrasings


    E.g.:

    • Instead of saying "100% increased damage" the game will now say "+100% damage", which is a lot shorter and easier to read.
    • Instead of "100% more damage" the game will now say "x2.00 damage", signalizing the nature of a true multiplier to your stats.
      (I know this won't be an intuitive thing to understand but I hope an ingame guide or tooltip can explain the difference in more detail to those who care about figuring out the exact math of their damage calculations.)





    Cinder


    Apart from cleaning up, I am also looking into reworking some Cinder modifiers and adding additional new ones. (Cinder 20 Hype!?) I recently have done a livestream discussing all Cinder modifiers with the community and brainstorming potential changes and new ones. I plan to do more discussion streams in the future! (Twitch)

    I've also recently completed a fresh full playthrough and I feel a lot more in touch with changes the game will need. Part of the cleanup will also be streamlining and improving underused or too complex effects. I especially think a lot of weapons have odd, useless or superfluous effects. I want the game to retain a certain level of depth but I also want you (the player) to jump through less hoops to make certain mechanics or builds work.

    Again, I did some playtesting streams and plan to do more in the future. If you want you can follow me on Twitch!



    Buuuuuuuut...


    The update will offer no new levels or bosses. (Such as the abyss, uber bosses, ...)
    None the less I am super hyped for it. It is a much needed update and will improve the game by a lot!
    I am sure you will enjoy it too!



    When will it come?


    Since the stressful 0.2.0 update I am kind of allergic to deadlines but I hope to release this update in 2 to 3 weeks from now.



    Can we help testing?


    Beta updates will also resume, with the first one most likely dropping near the end of next week.



    That's about it for now.

    Cheers,
    RubyDev

    PS: I also have another BIG new feature in the works this patch. Stay tuned for a developer livestream in which we'll check out the first iteration of it together.



    0.2.4 Hotfix 1


    • The "Seamlessly toggle between mouse and gamepad" option now is OFF by default. (This was responsible for showing the mouse cursor for everybody.)
    • Cursed Shrine reward text had a large width which could lead to an overlap of the reward texts. Added a line break to fix this.

    0.2.4 Patch Notes

    You might have to restart Steam completely to get the patch immediately.

    Hello fellow Tiny Rogues!

    It's me, RubyDev! I am back in full force! Over the last few weeks I cooked up this tiny but nifty update for you all. Expect a few more ones like these before I vanish to prepare the big fish that we all call Tiny Rogues: Into The Abyss. While I won't announce anything concrete at this point, the rough plan is to get Into The Abyss ready for release at the end of summer 2024.

    Watch out for a soon upcoming post about what the future of Tiny Rogues entails.

    0.2.4 Patch Highlights



    New Shrines
    Shrines now grant a permanent stat bonus!


    New Doppelganger Ability
    Doppelganger is now super flexible and can change their passive ability in every spawn room.


    Spellbook Changes
    All spellbook weapons now spawn totems (little turrets) which will do the targeting for you.


    Cursed Rewards
    Cursed rewards are now always upgraded by a tier to entice you into risking the curse. Also, Red Dice now cleanse the door from curse. Neat!


    Legendary Equipment
    A few legendary equipment items felt very bland and thus new unique effects were added to them.




    Patch Notes



    New Features



    • NEW Added 3 achievements (and reworked one old achievement "Where is my Mind?")
    • Shrines have been reworked. They allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices.
    • Blood Altars have been reworked. For sacrificing 1 heart or soul heart, they allow you to get an equipment item. You get to pick the base type the item will be.
    • NEW Cursed Shrines return from their slumber. For +1 Curse they allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices.


    New Options and QoL Features



    • Evade refresh cooldown is now displayed in the bottom right corner.
    • Added new option that allows more seamlessly toggling between mouse gameplay and gamepad gameplay. It removes the notification, it reduces the timespan it takes to switch and it makes the mouse cursor permanently visible. I only know very few people who play the game switching back and forth between mouse and gamepad, but for those of you who do, I hope this improves your experience.
    • You can now cancel out of Obsidian Dice and Trait Tomes.
    • You can now eat many consumables directly from the floor.




    Major General Changes



    • World 1 Floor 1 (Pit) and World 1 Floor 6 (Reef) have new original music tracks made by the beloved and talented MiguelAngell960. I also added new options to the audio settings in which you can go back to the classic tracks if you prefer those.
    • When a reward (door) is cursed, it now always upgrades the tier of the reward.
    • Red Dice now remove curse from cursed rewards (doors).
    • Cursed Hits and Lucky Hits aren't mutually exclusive anymore and can now happen both at the same time.
    • Cursed Hits: Now roll damage twice and take the lower roll, instead of requiring succeeding critical hit rolls twice for critical hit outcome.
    • Lucky Hits: Now roll damage twice and take the higher roll, instead of rolling twice for a successful critical hit outcome.
    • Minimum damage roll stats can now exceed 100%. If it exceeds 100%, that value becomes the new top end damage and the normal top end damage becomes the new low end damage. E.g.: At 130% minimum damage roll, your damage now rolls between "top end" and "top end extrapolated to 130%".
    • Fear debuff now grants 100% minimum damage taken roll, previously 50%.
    • Horror debuff now grants 200% minimum damage taken roll, previously 75%.
    • NEW sound ailment: Echo. Similar to effects like Judgement, Doom and Frostbite, upon reaching 2 stacks, this ailment consumes the stacks to deal damage. The damage of Echo also counts as repeat damage.


    Minor General Changes



    • Base aura size increased by 0.5 units. (Now 6 units, previously 5.5 units, before first nerf 6.5 units.)
    • The tooltip which describes what impact gloves have on your unarmed attacks now only shows up when you are unarmed.
    • The diminishing returns of Power have been slightly lessened.
    • Effects that recover stamina now indicate that with a sound effect and a little text popup.
    • The event room that grants Excalibur now requires to succeed a minigame, instead of an alignment check.


    Class Changes



    • Doppelganger: Got a completely new ability. In each spawn room they can now pick a form to transform to. At the moment you can unlock up to 16 forms of the basic roster of classes. More might follow in the future. Doppelganger's base stats also have been buffed, now starting with 2 hearts like all the other classes and now also starting with 2 dexterity, 2 strength and 2 intelligence instead of 1, 1 and 1.
    • Monk: Now only consumes Ki-Charges if you hit an enemy with a primary attack shortly after dashing. Previously consumed them on dash. Now also recovers all your stamina points when consuming your Ki-Charges.
    • Deprived: Has a new ability: "Gain 10% increased stats from strength, dexterity and intelligence per curse on you.". Previously made it so cursed rewards (doors) upgrade whenever possible, but that feature has been faded into the main game.
    • Hero: Now gains +1 luck at level 2, 4 and 6. Previously gained +1 luck per good alignment point you had.
      RUBYDEV NOTE: I came to the conclusion it is weird that the first class a new player plays throws the alignment mechanic at them. Especially because alignment really only gets relevant in maybe 10 hours from that point. New hero is a bit weaker but also more straight forward. But don't worry I have a plan for the future to give back some power to the Hero.
    • Warrior: Ability has been reverted to what it was before the 0.2.0 update. It now grants 10% increased attack speed per heart container you have. Previously it granted 10% more attack speed per weapon upgrade level.
      RUBYDEV NOTE: When 0.2.0 came out, players didn't have a lot of ways to invest into heart containers, so the old ability was kind of useless. The 0.2.1 patch reintroduced a lot of ways to get hearts though. I reverted the ability because I think we all liked it better. It definitely makes warrior a lot stronger in the early game.
    • Soldier: The ability now works with all 2-handed weapons, instead of all melee weapons.
    • Bard: The old ability has been scrapped completely. New ability is that bard now scales repeat damage twice with the intelligence and dexterity scaling of their weapon. This synergizes with the new sound ailment Echo, which counts as repeat damage. Again: Bard will get back some of the fun and flexibility of the old ability in a future patch.


    Equipment Changes



    • NEW accessory: Lilith's Legacy
    • White Robe: Now doubles the effect of shrine blessings. Previously made shrine effects permanent.
    • Chance Ring: Attunement requirement increased from 4 to 5.
    • Elven Boots: Attunement increased from 2 to 3. Now grant 20% increased movement speed while not having taken damage for at least 5 rooms. Previously granted 20% increased movement speed while having a shrine effect.
    • Elven Gloves: Attunement increased from 2 to 3. Now grant 20% increased attack speed while not having taken damage for at least 5 rooms. Previously granted 20% increased attack speed while having a shrine effect.
    • Elven Set Bonus: Now makes Evades refresh after completing 1 combat encounter without taking damage or evading instead of 5. Previously made a guaranteed shrine appear on the start of each floor.
    • Hero Cape: Now grants 10% increased damage per point of luck you have, up to 30%.
    • Turtle Armor: Now +10 equip load heavier.
    • Hand of Blood: Has new effect: Now makes %-modifiers to attack speed also affect bleed tick rate.
    • Hand of Poison: (formerly Acid) Has new effect: Now makes %-modifiers to attack speed also affect poison tick rate.
    • Hidden Blades: DMG reduced by 15% and projectile speed reduced (and thus range) reduced slightly.
    • Cobalt Shield: Now 10 equip load lighter and rare, previously epic.
    • Dragonscale Shield: Effect fixed, didn't work before. Now grants melee damage, previously melee boss damage.
    • Flame Shield: Threshold for "nearby" increased, from 5 units to 10 units. Also 10 equip load lighter.
    • Gladiator Shield: Now only 1 block, but added -1 to global tally threshold. Also 10 equip load lighter.
    • Spiked Shield: DMG bonus reduced from 75 to 125 to 50 to 115.
    • Balrog Heart: Now only grants 3 hearts but now also grants 20% increased burn damage per heart container.
    • Demon Shell: Now +10 equip load heavier. Now only grants 2 armor but now also grants 5 to 50 dark damage per armor you have.
    • Illusionary Cloak: Added a new effect which makes it so Evades count towards total amount of Soul Hearts for the purpose of effects that scale with amount of Soul Hearts.
    • Mithril Coat: Now only grants 1 armor, but now has additional effect which refreshes your Death Defies every room.




    Weapon Changes



    • Weapon damage scaling has been widened a bit. (Check screenshots below for a before and after.) All weapons with an E scaling as their highest scaling have been compensated with 5% to 10% more base weapon damage. All weapons with an A scaling as their highest scaling have had their base damage reduced by roughly 10%. All weapons with a S scaling as their highest scaling have had their base damage reduced by roughly 25%. It's now a bit more important to scale weapons correctly and weapon scaling tiers matter a bit more.
    • Additionally there is a new scaling soft cap. At 10 + Level * 5 points of investment in one attribute, every point beyond that will only increase damage by half of what it did before the threshold.
    • Spellbooks: All Spellbook weapons now summon totems instead of attacking themselves. Similar to how the Volcanic Codex worked already. Base damage, scaling and attack speed values have been adjusted for this change.

      • Arcane Torrent Tome: Now summons totems.
      • Banshee Tome: Now summons totems.
      • Bombardment Tome: Now summons totems.
      • Consecration Tome: Now summons totems.
      • Ex Mortis: Now summons totems.
      • Fiend Commander Codex: Now summons totems.
      • Firebomb Codex: Now summons totems.
      • Icicle Tome: Now summons totems.
      • Knife Summon Tome: (previously Blade Summon Tome) Now summons totems.
      • Shadow Grasp Tome: Now summons totems.
      • Spider Summon Tome: Now summons totems.
      • Volcanic Codex: Improved attack range.

    • All attacks from weapons that deal sound damage, primarily from instrument weapons, have been nerfed by roughly 40% damage. This might seem a lot but this compensates for the new Echo ailment damage.
    • Elven Bow: Now gains 10% more attack speed per Evade you have. Previously gained 50% more attack speed while having a shrine effect. Doesn't drain mana anymore.
    • Increased the maximum range of all bible and flail spinners by roughly 1 unit. This is usually more than 10% range increase.
    • Unholy Bible: Base damage has been reduced but now spins 3 bibles, up from 2.
    • Matrix Bible: Base damage of spinner has been increased by 15%.
    • Eldritch Bible: Base damage of spinner and tentacle attack has been increased by 15%.
    • Doomerang: Base damage has been increased by 25% and attack speed has been increased from 2 APS to 2.5 APS.
    • Death Sickles: Base damage increased by 10%. Now gain 2.5% critical hit chance per soul you have, up from 1%.
    • Nyan Cannon: Base damage increased by 15%.
    • Candy Scroll: Sugar Rush buff now only stacks up to 5 stacks. Now, instead of granting full stacks on picking up a mana star, gains 1 stack of sugar rush on attack. Base damage increased by 5%.
    • Crimson Staff: Base damage reduced by 20%.
    • Gold Chakrams: Base damage reduced by 10%.
    • SMGs: Base damage increased by 10%.
    • Railgun: Base damage of both primary and secondary attack reduced by 10%.
    • Fractal Glaive: Base damage from main projectile reduced by 30%. The beam width and duration has also been reduced to make it a bit easier on the eyes. (Check bug fixes for a hidden buff to this weapon.)
    • Twin Daggers: New effect: This weapon has double critical hit chance. Previously made lucky hits roll +1 additional time for critical hits.
    • Hunting Knife: Now gains +100% critical hit chance when triggering a mark. Doesn't inflict bleed anymore.
    • Imp Dagger: Critical hit damage per evil increased to 100%, up from 75%.
    • Mail Breaker: Now inflicts all stacks of Armor Break at once.
    • Ninja Dagger: Critical hit damage from dexterity doubled, from 2.5% per to 5% per.
    • Soul Thief Dagger: Now gains +10% critical hit damage per Soul, up from 5%.
    • Twin Karambits: Now grant Swiftness on critical hit, instead of on kill.
    • Cross Glaive: Base damage reduced by 30%.
    • Ivy Scroll: Base damage reduced by 30%.
    • Piranha Gun: Base damage reduced by 15%.
    • Boneforce: Base damage reduced by 15%.
    • Seraphim: Base damage reduced by 10%.
    • Phantasm: Base damage reduced by 10%.
    • Saxophone: New effect: This weapon has double lucky hit chance. Previously guaranteed lucky hits against targets affected by an emotion debuff. (And the effect didn't even work...)


    OLD: (% damage bonus per point)


    NEW: (% damage bonus per point)


    Trait Changes



    • Pocket Magic: Now specifies that it doesn't work with weapons that summon totems.
    • Polarity Shift: (Cyborg Specific Trait) Now works works more similar to the Paw Gloves. Instead of reversing what is a lucky hit to a cursed hit and vice versa, it now makes it so that lucky hits are also cursed hits and vice versa.
    • Tempest Kick: Now happens on the tally of 10 primary melee attacks. Now recovers 1 stamina point instead of triggering your on dash effects.
    • Swagger: Now only triggers you on dash effects on the tally of 10 primary attacks. The guaranteed critical hit is still on the tally of 5 primary attacks.
    • Alacrity: Reworded the description slightly.
    • Hunter's Patience: Hunter's Mark now applies 20 stacks, up from 10.
    • Dominance: Now only grants 2% increased effect of buffs and aura radius per intelligence, down from 2.5%.


    Enemy Changes



    • Gorgon enemies now are fully grey.
    • Commander Walrus: Shoots a lot less projectiles in phase 1 and 2. Increased health and armor by 10%.
    • Vermin King: Trash bag mortars explode into less projectiles and the flames released from exploding farts have had their range reduced. Increased health and armor by 10%.


    Cinder Changes



    • Cascading Pain: Now makes curse 50% more likely to take effect. Previously increased chance for cursed rewards to appear.


    Meta Perk Changes



    • Left To Fate: Now makes curse 20% less likely to downgrade room rewards, previously 25%.
    • Personal Agency: Now makes curse 30% less likely to seal room rewards, previously 50%.


    Fixes



    • Fixed that King's Crown and Inspiring Presence trait would not work with each other.
    • Fixed that totems could target invincible, invulnerable and invisible enemies.
    • Fixed that the tooltip showing tipsiness stacks when buying booze in the tavern wasn't correctly updated.
    • Fixed that the "Reset Gamepad Bindings" button in the option menu didn't work.
    • Fixed that the meta perk "Drinking On The Dot" could prevent the other meta perk "Farewell Drink" from spawning the tavern in floor 10.
    • Fixed that tipsiness said "loose" instead of "lose".
    • Fixed that Gloom was bugged. It added +0.25 damage taken from cursed hits, instead of increasing damage taken from cursed hits by 25% per stack. This explains why it felt so lackluster and for that reason it also has been changed to instead grant 10% more damage taken from cursed hits per stack now.
    • Added some missing tooltips to the Star Lantern offhand.
    • Fixed that Inferno Potion had the wrong buff icon.
    • Fixed that effects like the one from Fractal Glaive would not scale correctly with modifiers to tick rate of periodical effects.
    • Fixed that the Fractal Glaive kept shooting for a short duration after having returned to the player.
    • Fixed that the reward description of Blood Altars and Blood Chests would show the incorrect heart icon.
    • Fixed that the Bat Wings helmet was giving +0.1 repeat damage, instead of correctly 100% increased repeat damage.


    That's all folks!


    And because people frequently reach out to me to ask how they can support me and the game even further, here's my friendly reminder that leaving a positive review is the best way to support any game on Steam.
    Don't be shy, you don't have to be a lyrical genius! Steam reviews are really just like and dislike buttons but for games.
    - RubyDev

    0.2.3 Patch Notes

    0.2.3 Patch Notes



    Hello fellow Tiny Rogues!
    Because it has been about 2 weeks since the last patch I decided to call this patch 0.2.3 even if it is relatively small compared to 0.2.1 and 0.2.2. It doesn't really qualify as a hotfix anymore, does it?

    General Changes and New Stuff



    • New option: Reset all options.
    • New option: Reset keyboard bindings.
    • New option: Reset gamepad bindings.
    • You now gain +0.25 base mana regenerated per second per maximum mana above 2.
    • Equipment items from shops and chests (and everywhere else) now spawn already attuned, so you can equip and use the item right away.
    • Character Panel (while still fundamentally buggy in it's implementation) now gives more details on your damage breakdown, stats from mana and damage bonus from mana.
    • Continued the quest to improve descriptions of effects. This time some missing keywords for some effects were added.
    • You can and must now also sacrifice soul hearts.
    • You can't go game over form sacrificing hearts anymore. You can only sacrifice hearts if you have a spare heart or soul heart.
    • Suppression is now a shield icon and is the top-most defensive resource, even above block and evade.


    Class Changes



    • Soldier: Ability now works with all melee weapons, previously just 2-handed melee weapons.


    Weapon Changes



    • Arcane Shuriken: Now drains 0.1 mana, previously 0.25 mana.
    • Muramasa: Now drains 0.1 mana, previously 0.2 mana.


    Equipment Changes



    • Jousting Armor: Now grants 100% increased effect of booze, previously 50%.


    Companion Changes



    • Companions that go and hunt targets don't have a leash range limit anymore. (Funnily enough, this might also improve performance. We'll see.)


    Enemy Changes



    • Maggot enemies don't have armor anymore.
    • Maggot enemies now hatch automatically after some time.
    • Reduced the health bonus infested enemies get by a lot.
    • Increased health and armor scaling of Soul Automaton Hunters a bit.
    • Missile attacks of Soul Automaton Hunters got the same visibility and audio cue treatment as the missiles of Missile Enchanted in last update.


    Meta Perk Changes



    • Spoiled for Choice and Thief in the Shadows now both check if you have taken damage instead of checking if you have been hit. This makes it so you can make use of Suppression, Evade and Block to successfully trigger these effects.
    • Lazy Stroll (EZ Mode) has been nerfed, it now reduces health and armor of enemies on floor 1 by 20% and on floor 2 by 10%, previously it reduced health and armor of enemies on floor 1 by 30%, on floor 2 by 20% and floor 3 by 10%.
    • Both the positive and negative effects of The Glass is Half Full and The Glass is Half Empty have been halved.


    Minor Changes



    • Reduced the volume of the "Cellar Locking", "Egg Squelching" and "Armor Break" sounds.
    • You can now spawn Rainbow items with the cheat console.
    • Slightly increased the chance for locked rewards to appear while having the ability to pick locks.


    Fixes



    • Fixed that having any amount of % mana refund prevented you from going into mana burnout.
    • Fixed that the HUD showed you having 100 bombs if you got rid of an "infinite bombs" effect somehow.
    • Fixed that Druid and Ninja companion descriptions didn't state the companion name above the description.
    • Fixed that going beyond a scaling of 10 (S Max) returned the default value of +0% damage. Now scaling is correctly clamped between None and S Max.
    • Fixed that the descriptions of status effects like Doom and Judgement assumed that increases and reductions to damage over time affected the damage they dealt.
    • Fixed a major bug with booze effects just reducing the current stacks but not actually reducing the stats gained from booze.
    • Fixed that many weapon enchantment effects were also displayed on weapons you didn't have equipped.
    • Fixed that Tyler's Robe would spawn the rewards 2 units above you, sometimes spawning them even outside of the room.
    • Fixed that Old Hunter Cap wasn't working.
    • Fixed that Hero Sword Evolutions weren't affected by +1 to level charms like the Thunderbird Charm.
    • Fixed a problem with teleporting enemies teleporting outside of the arena and or throwing an error message being "stuck".
    • Fixed that a majority of defensive enchantments that weren't supposed to appear on bosses at all were able to appear on bosses. E.g.: Guardian, Healing, Health Regeneration, ...
    • Fixed a bug where the restart button would not correctly reset some equipment effects. E.g.: Tabi Boots.
    • Fixed a bug where companion projectiles could hit the player and instantly kill you.
    • Fixed that alignment shops were able to spawn with "spiked doors".
    • Fixed that Rabbit Ring only guaranteed 1 lucky hit, instead of 5.
    • Fixed that on start the game only displayed 6 inventory slots in the side bar, even when the Cinder modifier wasn't on.
    • Fixed more instances of effect descriptions talking about "mana star buff effects" instead of using the name "Mana Flux".
    • Fixed that Hero Gauntlets specified the weapon tag making them not increase all body damage. E.g.: Tempest Kick was not affected.
    • Fixed a massive bug with "increased stats granted by ..." sometimes being accounted for and calculated twice.
    • Fixed a bug (technically) where you could never die from sacrificing hearts.
    • Fixed that companions always started at 0% opacity when first entering a run.
    • Fixed that Wooden Cross description stated to only protect once, which wasn't true.
    • Fixed that the Mushroom Cap didn't work with the Poison Aura.
    • Fixed that the Rosary Talisman stated that it doesn't affect cursed hits. (It does.)
    • Fixed that Armor Break could be applied to enemies that don't have armor.
    • Fixed that Automatons could repair themselves during cutscenes.
    • Fixed some awkward line breaks in companion related descriptions.
    • Fixed that the Siege Quiver only worked with bows, not crossbows.
    • Fixed a lot of wrong- and/or missing side-tooltips on many items, weapons and companions.
    • Fixed a performance issue with how the game handled checking if any set bonuses are active.
    • Fixed a performance issue with how the game kept track of dynamic stats.
    • Fixed a performance issue with how the game handled setting opacities for auras, companions and orbitals.
    • Fixed a small performance issue with the game constantly updating the trait selection UI even when the trait selection was hidden.
    • Fixed some additional minor performance issues with companions.


    Thanks for playing Tiny Rogues
    If you like the game, if you are enjoying the direction it is taking and want to support even further, make sure to leave a positive review. It honestly helps a ton!

    Cheers,
    RubyDev

    0.2.2 Patch Notes (Part 2)

    0.2.2 Patch Notes Part 2



    Due to hitting Steam's character limit these patch notes are split into 2 parts.

    Room Changes



    Tavern Changes


    • NEW booze sold: Champagne, increases companion damage.
    • NEW NPC: The Princess, sells Fairy Tales Branches.
    • Storm in a Bottle's price has been reduced to 30G, previously 50G.
    • The nurse now only heals and refills your flasks once per tavern visit.
    • The black market entrance in the tavern now locks up again after staying over night, requiring another key if you want to go into the black market again after rerolling the tavern.


    Other Room Changes


    • Leviathan Room: All options now cost 5 Souls, previously 10. The recovery option now also refills flasks, the riches option grants 25G and the random item option can't give consumables anymore.
    • Gambler Ghost event: Doesn't cost Souls anymore to play.
    • Old Hag event: The hoodie now comes attuned because it's likely you don't have time to attune it before the boss.
    • Demolitionist Dwarf shop: Can now sell the new Bomber set.


    Consumable Changes


    • NEW consumable: Maple Pine Resin, grants a nature damage infusion buff.
    • NEW consumable: Fairy Pine Resin, grants a buff that makes your weapon drain mana.
    • NEW consumable: Spore Pine Resin, grants a poison damage infusion buff.
    • NEW consumable: Fairy Tale Branch, enchants weapon with Arcane modifier.
    • Storm in a Bottle now triggers 4 times per second, previously 3 times. Damage scaling has been increased from 50% to 100% per level.
    • Wine: Now grants 25% increased damage over time, previously 10%.
    • Mana Potion: Now grants 15% mana refund, previously 10%.
    • Power Potion: Now grants 20 power.
    • Cheese is more common now and can be sold in shops.
    • Gift Boxes: Now can contain cheese instead of wine.


    Status Effect Changes


    • NEW ailment: Nettles, increases effect of debuffs on the target. Applied by nature damage.
    • The base duration of Bleed, Burn and Poison have been increased from 4 seconds to 8.
    • The base duration of Toxic has been increased from 8 seconds to 16.
    • The base duration of Gloom has been increased from 4 seconds to 8 and each stack now increases damage taken from cursed hits by 25%, previously 10%.
    • Confusion: Now doubles all debuffs, not just emotion debuffs.
    • Swiftness: Now grants 25% movement speed for 8 seconds, previously granted 20% movement speed for 4 seconds.
    • Power Flow: Is now a buff.
    • Limited Power: Is now a buff.
    • Instability: The low end damage penalty has been removed, now only grants 30% more top end damage.
    • Necrosis: Damage has been doubled.
    • Armor Break: Now on reaching 5 stacks on a normal enemy, or 10 stacks on a boss breaks ALL armor. Some weapons also have been updated to immediately inflict all stacks of Armor Break.


    Meta Perk Changes


    • Bulk Seller: Now only grants +1G per consecutive item sold and caps out at +10G now.
    • NEW meta perk: Pandora's Boxes, replaces Giving Up and instead of increasing rarity of legendary weapons now makes you gain +2.5% magic find when you open a treasure chest, up to +25%.
    • Worth of a Soul: Now makes blacksmith upgrades cost 5 Souls, previously 10.
    • Odyssey: Now makes epic weapons 25% more common, previously 30%.
    • Mixed Bag: Now also reduces the price of the item by 25% when swapping the currency.
    • Ebb and Flow: Has been removed and is now a cinder modifier.
    • Smash and Grab: Is now at the position that Ebb and Flow was.
    • Quick Recovery: Is now split from First Aid and in the position that Smash and Grab was.
    • Hope: Swapped position with First Aid.
    • NEW meta perk: World of Hurt, makes Blood Chests and Blood Altars 30% more common.


    Cinder Changes


    • Remote Guardians: Automatons now aren't healed and don't respawn in phase 2. Instead the automatons now start to repair themselves after not taking damage for 2.5 seconds.
    • Pestilence: Now makes some enemies infested. Infested enemies have increased durability and explode into maggots. Previously made Poison reduce your movement- and stamina recovery speed.
    • Unjust Incentive: Spiky doors have been turned into Muncher Doors. Muncher doors require feeding a red heart. Cannot be bombed anymore. Appear about 25% less often though.
    • Encumbered: Is now called Ill-Equipped. You start out with -2 inventory slots. In the tavern randomly there can be the Old Hag NPC now which can repair an inventory slot for 10 Souls.
    • On Death's Door: Has been removed.
    • Doomed To Fail: Has been removed.
    • NEW modifier: Defensive Measures, adds a 30% chance that enchanted enemies are enchanted with an additional defensive modifier.
    • Twice Enchanted: Instead of making enemies always have double enchantments, now gives a 70% chance to add an additional secondary modifier.
    • NEW modifier: Ebb and Flow, previously a meta perk. It makes it so early floors have fewer rooms but later floors have more rooms, giving you less chance to ramp before entering the mid game and prolonging the late game.


    Enemy Changes


    • Some bosses had the duration of their initial message when the battle starts reduced. E.g.: Troll from 2 seconds to 1 second. Makes the fight start quicker.
    • All mimics had their health and armor increased by roughly 50%.
    • Eden, Amon and Primal Death had their health and armor increased by roughly 20%.
    • Floor 11 and 12 enemies had their health and armor increased by roughly 20%.
    • Increased the pacing of all floor 11 and 12 enemies, including bosses. Pacing means, reducing wait times, increasing animation speed, reducing attack delays, reducing how often they loop attacks and more.
    • The Arch Pontiff and the Kings Guard had their health and armor increased by roughly 20%.


    Enemy Enchantment Changes


    • NEW defensive enchantment: Lightning Resistance
    • NEW defensive enchantment: Fire Resistance
    • NEW defensive enchantment: Cold Resistance
    • NEW defensive enchantment: Physical Resistance
    • NEW defensive enchantment: Magic Resistance
    • NEW defensive enchantment: Critical Resistance
    • NEW defensive enchantment: Healing Enchanted
    • NEW defensive enchantment: Guardian Enchanted
    • NEW defensive enchantment: Super Armor
    • NEW defensive enchantment: Super Health
    • NEW defensive enchantment: Health Regeneration
    • Added "intense situation" guards to the new bosses added in 0.2.0, this means some bosses will deactivate enchantment effects and automatons in certain attack phases.
    • Possessed Weapon Enchanted: Weapons now spawn spread out on the room border but are indicated. Also their health and armor has been roughly halved.
    • Airstrike Enchanted: Drop rate and explosion radius reduced.
    • Battery Enchanted: Radius reduced and projectile speed starts slower. Can't appear on bosses anymore.
    • Bone Enchanted: Projectile now has a red outline.
    • Oktoberfest Enchanted: Pretzels now have a red outline and are white.
    • Totem Enchantment: Made a slew of visual changes to make them stand out more. Increased their projectile sizes and added indicator sounds for them. They also have a bit more health but spawn a lot less frequently.
    • Molten Enchanted: Radius slightly decreased. Delay before explosion has been increased and it now gives 3 warning sounds indicating that it will explode.
    • Glaive Enchanted: Projectile now has a red outline.
    • Missile Enchanted: Added an indicator sound when missiles spawn and added a red outline to the missiles.


    Gift Changes


    • Radio: Damage has been doubled.
    • Replenishing Repair Powder: Replenishes quicker.
    • Soul Scarf: Now only grants a Soul Heart when you recover a heart with your flask.
    • Coin Bag: Now grants 30G, previously 35G.
    • Bomb Pouch: Now grants 5 bombs, previously 6.
    • Poison Filled Jar: Now has 3 charges and enchants your weapon with the Poisoned modifier instead of granting an infusion buff for 10 rooms.
    • Tent: Is now a charm and recovers 2 hearts on entering a floor, previously 1.
    • Mana Elixir: Now permanently grants a 20% mana refund, previously 15%.
    • Dice Case: Now only contains 3 red dice, previously 4. Bringing the total dice amount to 7 from 8.


    Orbital Changes


    • All orbital damage has been massively increased, sometimes more than doubled.
    • Orbital damage now scales to up to 5 times damage at max level, previously to 4 times.


    Companion Changes



    General Companion Changes


    • Companion descriptions have been revamped and made more digestible.
    • Companion damage now scales to up to 5 times damage at max level, previously to 4 times.
    • Companions can catch up to enemies about 30% faster.


    Specific Companion Changes


    • Archangel: Base damage has been doubled.
    • Archdevil: Base damage has been doubled.
    • Beetle: Base damage has been increased by 50%.
    • Spear Warrior: Base damage has been doubled.
    • Abyssal Wraith: Base damage has been increased by 75%.
    • Imp: Base damage has been doubled.
    • Necrotic Doppelganger: Base damage has been doubled.
    • Phantasm: Base damage has been doubled.
    • Raven: Base damage has been increased by 10%.
    • Dire Wolf: Now increases minimum damage rolls by 25%, previously granted 20% increased damage.
    • Baby Dragon: Now grants 100% increased effect of scorch, previously 30% increased burn damage.
    • Boar: Now grants 25% increased damage with crushing hits, previously 20%.
    • Cherubim: Now grants 100% increased effect of Glitter, previously 25% increased radiant damage.
    • Drone: Now grants 5% critical hit chance, previously 10%.
    • Falcon: Now grants +5 to all mark stacks, previously +4 seconds of duration of mark rewards.
    • Hawk: Now grants 20% increased damage with hits that trigger mark, previously 15% increased ranged damage.
    • Hellspawn: Now grants 100% increased effect of rupture, previously 30% increased bleed damage.
    • Jackalope: Now grants 5% lucky hit chance, previously 25% increased damage dealt with lucky hits.
    • Jellyfish: Now grants +1 maximum stack of shock, previously 15% increased lightning damage.
    • Leech: Now grants 5% increased damage per missing heart, previously 10% increased damage dealt to health.
    • Monkey: Now grants 35% increased stamina recovery rate, previously 20%.
    • Skeleton Warrior: Now grants 15% crushing hit chance, previously 10%.
    • Snake: Now grants +2 seconds to poison duration, previously 25% increased poison hit damage.
    • Snowpal: Now grants 50% increased effect of chill, previously 20% increased cold damage.
    • Tiger Cub: Now grants 10% melee critical hit chance, previously 20%.
    • Shadow Clone Magic: Now grants -10% mana drain threshold, previously -15%.
    • Shadow Clone Melee: Now grants 10% critical hit chance, previously 15%.
    • Shadow Clone Ranged: Now grants 10% chance to repeat attack, previously 15%.
    • Bat: Now grants 25% increased repeat damage, previously granted 25% increased flask drink speed.
    • Chicken: Simplified description.
    • Paper Crane: Simplified description.
    • Electric Eel: Now epic, previously rare. Now grants 100% increased effect of shock.
    • Polter Sword: Now grants 10% increased sword attack speed, previously 15%.
    • Raptor: Now grants 5% increased attack and movement speed, previously 10% each.



    Weapon Changes



    Generic Weapon Changes


    • Flails and Bibles now only convert orbital speed at 25% value to attack speed, previously 50%.
    • All Boomerang and Chakram weapons had their damage buffed by 10% to 20%.


    Specific Weapon Changes


    • Leviathan Axe: Base damage has been increased by 10%.
    • Octoshot Crossbow: Now rare, previously uncommon. Base damage reduced by 10%. Attack speed reduced by 25%.
    • Phoenix: Base damage from Phoenix has been doubled.


    Weapon Enchantment Changes


    • Unstoppable is now a normal enchantment, previously a legendary enchantment.
    • NEW legendary enchantment: Sniper's, +20% critical hit chance.
    • NEW legendary enchantment: Merciless, +75% critical hit damage.
    • NEW legendary enchantment: Occult, adds 15 to 85 dark damage.
    • Arcane enchantment: Now scales inverse with Mystic's effect, meaning the mana drain bonus halves instead of doubling.


    Class Changes


    • Base movement speed from Necromancer and Chaos have been increased from 6.5 to 7.


    Fixes


    • Fixed that the meta perk Magnum Opus applied a guaranteed negative modifier instead of the promised legendary modifier.
    • Fixed a soft-lock that could happen if you interacted with the ichor while being judged as unworthy.
    • Statues in stair case rooms beyond floor 11 now don't always repeat their messages each run.
    • Fixed a bug with auras not considering the infliction effect stat granted by e.g.: the trait Unforgiving.
    • Fixed that some tags wouldn't be colored correctly.
    • Fixed that some shops in the black market wouldn't be rerolled correctly when staying overnight in the tavern.
    • Fixed that the black market spawned luck and curse indicators while the player wasn't even in it.
    • Fixed that some projectiles would stop bending after a few attacks, making them at an angle and missing their target. Most often seen on axes, e.g.: Stormbreaker.
    • Fixed that when a reward was guaranteed, it could happen that the same reward appeared for both doors.
    • Fixed a bug where items randomly would display double stats value while playing as the Mystic.
    • Fixed a bug where Death could become invincible or have invisible laser beams in phase 2.
    • Fixed a soft-lock that could happen when the left King's Guard was killed before the right one could finish it's message.
    • Fixed that when using the double mimic perk, one mimic never attacked.
    • Fixed that mimics would always spawn on the right door.
    • Fixed that Leviathan Axe wouldn't spawn the special room if held in the weapon swap slot.
    • Fixed that Corruption would stack only to 51 stacks, now stacks to 100 stacks.
    • Fixed that the Conqueror's Will cinder didn't subdue companions.
    • Fixed a major bug with Mystic not actually doubling the values from enchantments and just displaying the doubled value.
    • Fixed that the alignment threshold shown on some items was wrong.
    • Fixed that some items were missing keywords, e.g.: Conduit Greaves didn't specify they are a periodical effect.
    • Fixed that effects now correctly use the buff name "Mana Flux" instead of the ambiguous term "Mana Star Buff Effects".
    • Fixed that the trait Harmony would explain what elemental damage is twice.
    • Fixed the values displayed in the description of Puncture.
    • Fixed a problem with side panel tooltips snapshotting and then displaying incorrect values.
    • Fixed that the Wildling Boots didn't work.
    • Fixed that Gloom shared the id with Shock, making it not possible to apply both at the same time.
    • Fixed that Giant Golden Treasure chests would only appear if you opened the one in the event room. Now they can spawn everywhere.
    • Fixed that the periodical effects of Ghost Rifle, Gichang and Phoenix started at 0 seconds after entering a room instead of at half the time they take.
    • Fixed that Alacrity didn't correctly increase attack speed.
    • Fixed that Hyperbeam Scepter was a staff.
    • Fixed that the Phoenix from Phoenix sword sometimes disappeared and never came back during boss fights.
    • Fixed that the Satellite Dish Helmet had a 1 second cooldown.
    • Fixed a bug where if using too many Ethereal Dice in a row, Esper and Super Hero traits started to show up.
    • Fixed a bug with the Ring of Royal Grandeur where it continuously toggled ON and OFF the set.
    • Fixed a bug where your weapon could start flickering and would never stop.
    • Fixed that Wither wasn't displaying a particle effect like it was supposed to.
    • Fixed a bug where Eden, Amon and Primal Death lost the enchantment glow on transitioning to phase 2.
    • Fixed a bug where Tiamat's head weren't glowing when enchanted.
    • Fixed that Arch Pontiff wasn't cycling correctly through his attack phases.
    • Fixed a bug with how the game handled dynamic effects. E.g.: Wolf pets from druid or Piggy Bank didn't stack correctly.
    • Fixed that the Gold Mask didn't do anything.
    • Fixed a bug caused by heart recovery effects first recovering the hearts of your equipment items. This has been changed and your inherent hearts are now recovered first.
    • Fixed a lot of typos.


    (Back To Reading Part 1)

    Thank you for playing!
    Remember if you enjoy the game, leaving a positive review is the best way to show your support.

    0.2.2 Patch Notes (Part 1)

    0.2.2 Patch Notes Part 1



    Due to hitting Steam's character limit these patch notes are split into 2 parts.

    General Changes


    • Christmas is over.
    • Added 8 new achievements to celebrate new features and the increased build diversity.
    • The pause menu now shows the quest for a class unlock and which boss to beat and path to take if your class can unlock a new class.
    • NEW reward beyond floor 10: Golden Cherries, grant 10% increased trigger damage.
    • NEW reward beyond floor 10: Golden Croissant, grants 10% increased companion damage.
    • The bonfire now only offers to attune your items before a boss room. The option confused players into thinking they need to attune in each spawn room.
    • Soul pickups are now slightly attracted to the player.
    • The time it takes to drink the flask has been increased to 2 seconds, from 1.5 seconds.
    • Each point of mana now only grants 10% more damage with mana draining weapons, previously 20%.
    • Intelligence doesn't grant mana regeneration per point anymore.
    • Intelligence now grants 2.5% increased stats granted from mana per point.
    • Base mana regeneration has been increased by 25%.
    • Golden Steaks now grant 10% increased damage with non crits, previously 5%.
    • Started with simplifying a lot of effect descriptions.
    • The HUD now shows stacks of guaranteed attacks in the bottom left.
    • Base radius of auras has been reduced from 6.5 to 5.5 units.
    • Auras had their top end assumed infliction damage reduced by 20%.
    • Tipsiness now has a base limit of 3.
    • Tipsiness limit is NOT affected by heart containers anymore.
    • Tipsiness limit is now shown in character panel.
    • NEW feature: Cheat Console. Activate the console in the option menu. If you cheat in a run, it will disable achievements and steam stats until you restart the game.
    • Power now has strong diminishing returns when approaching and exceeding a value of 100.
    • Removed the help texts for Webbed and Wither because they were useless, you just notice that you get slowed instead.
    • The title menu now shows a random splash message.
    • Cultist Altar, Blood Altars and Blood Chests now ask you to sacrifice a red heart instead of damaging you. You can go to 0 hearts this way and you will survive on 0 hearts IF you have a Soul Heart. You can go game over by sacrificing your last heart.
    • Explosion damage now penetrates through the armor threshold.


    New Options


    • NEW aura opacity option
    • NEW orbital opacity option
    • NEW companion opacity option
    • NEW instrument sounds option
    • NEW option to speed up boss death and boss reward animations


    Trait Changes



    Strength Traits


    • NEW trait: Attack Of Opportunity, after not attacking for 2.5 seconds, the next attack grants you an attack speed buff. The attack speed buff is 40% more for melee and 20% more for non melee.
    • Unforgiving: Now additionally increases the duration of ailments by 100%.
    • Focused Might: Now stocks up on up to 10 guaranteed lethal hits after not attacking for 1 second. Previously made you deal 1 guaranteed lethal hit after not attacking for 1 second.
    • Ancestral Aid: Base damage from spirits has been increased by 75% and attack speed by 25%.
    • Brawler: Now stacks up to 100 power at 10 actors. Also now explains what it considers an actor.
    • Goat Force: Cooldown has been increased from 0.25 seconds to 1 but the base damage has been doubled and the scaling has been increased from 25% to 100% per level.
    • Holy Fire: Damage bonus increased by 50% and duration increased from 4 to 8 seconds.
    • Heavy Draw: Now only half your strength applies to ranged attacks, previously all of it.
    • Blessed Hammer: Base damage has been doubled and damage scaling has been increased from 35% to 100% per level. Cooldown reduced from 0.25 seconds to 0.2. Size of hammers and hitbox size increased.
    • Blunt Trauma: Rephrased description to make it shorter and simpler. Damage scaling has been increased from 50% to 100% per level. Cooldown reduced from 0.25 seconds to 0.1. Radius increased by 20%.
    • Bone Crusher: Size of bone spears and hitbox size increased. Removed cooldown. Damage scaling has been increased from 35% to 100% per level. Projectile ranged increased by 25%.
    • Pack Mentality: Instead of forcing a minimum roll now makes your damage roll twice, taking the lower damage roll.
    • Rage: Melee attacks now grant 2 stacks of rage.
    • Shield Bash: Base damage has been doubled and damage scaling has been increased from 40% to 100% per level. Projectile ranged increased by 40%.
    • Tempest Kick: Base damage has been doubled and damage scaling has been increased from 35% to 100% per level. Kick projectile pierces now.
    • Overwhelming Presence: Now grants increased effect of buffs per equip load capacity point above 100. Previously increased effect of debuffs per point of equip load on you.
    • Power is Power: Now makes power also grant 1% increased effect of debuffs, previously buffs.


    Dexterity Traits


    • NEW trait: Exit Strategy, makes it so when you inflict maximum stacks of poison, you recover all stamina and refresh the duration of all the poison stacks.
    • Spellblade: Now works for all melee weapons instead of just swords.
    • Cull The Weak: Is now a more multiplier to damage, previously was an additive increase to damage.
    • Rogues Reliability: Rogue's Mark now guarantees 10 critical hits on the target. Mark reward has been removed.
    • Hunter's Patience: Hunter's Mark now guarantees 10 lucky hits on the target. Mark reward has been removed. Now triggers 2.5 seconds after not attacking, previously after 0.5 seconds of standing still.
    • Ascetic's Discipline: Ascetic's Mark now guarantees 5 crushing hits on the target. Mark reward has been removed.
    • Precision: Now stocks up on up to 10 guaranteed critical hits after not attacking for 1 second. Previously granted 10% critical hit chance every second and then reset 1 second after dealing a critical hit.
    • Cheap Shot: Now makes lucky hits always deal super effective damage and the buff now grants 100% increased trigger damage instead of secondary attack damage.
    • Trigger Mania: Now grants an attack speed buff after triggering 10 damaging effects. Previously granted a trigger damage buff on the tally of 5 primary attacks.
    • Grenadier: Base damage was reduced by 30% but now throws 3 grenades. Damage scaling has been increased from 35% to 100% per level. Aiming of the grenades has been slightly improved.
    • Lightning Conductor: Cooldown reduced to 0.2 seconds, previously 0.25. Damage scaling has been increased from 25% to 100% pert level.
    • Like Clockwork: Cooldown reduced to 0.25 seconds, previously 0.5.
    • Manaforged Bolts: Damage scaling has been increased from 20% to 100% per level.
    • Raised Morale: Now only makes you loose half your stacks on taking damage, previously all stacks. Now grants 10 power per stack, previously 10% increased damage and increased companion damage.
    • Sharpshooter: Due to the mark changes, this trait returns to guaranteeing lethal hits when triggering a mark at far range.
    • Dynamo: Now takes 5 steps to trigger, up from 2 steps.


    Intelligence Traits


    • NEW trait: Mana Beacon, makes mana grant companion damage if you have drained mana recently.
    • Glass Cannon: Can't appear from Obsidian Dice anymore.
    • Power Hungry: Now grants 20 power per Soul Heart, previously 10. Still has a limit of 100 power.
    • Apocalypse: Base damage has been increased by 50% and damage scaling has been increased from 40% to 100% per level.
    • Arcane Familiar: Base damage more than doubled and attack speed more than doubled.
    • Cast on Crit: Is now called Pocket Magic and the damage penalty of 25% has been removed.
    • Cold Blood: Now makes chill apply 25% chance to take a critical hit, previously made chill increase damage over time taken.
    • Combustion: Damage scaling has been increased from 40% to 100% per level.
    • Discharge: Drain threshold is now 1 mana, previously 0.5 mana. Base top end damage has been increased by 25% and damage scaling has been increased from 35% to 100% per level.
    • Elemental Focus: Rephrased description slightly and additionally grants 100% increased ailment duration now.
    • Vision Quest: Has been reworked. Now periodically spawns a mana star and makes picking up a mana star trigger your on combat start effects.
    • Static Blows: Base top end damage has been increased by 60% and damage scaling has been increased from 35% to 100% per level. Radius has been increased by 40%.
    • Inspiring Presence: Now additionally grants 10 power per companion you have.
    • Nature's Boon: Base damage has been increased by 50% and damage scaling has been increased from 30% to 100% per level.
    • Insight: Now additionally grants 100% increased mana regeneration.
    • Ice Conjuration: Base damage has been doubled and scaling has been increased from 30% to 100% per level. Projectile spread and delay have been reduced. Projectiles now have infinite range. Cooldown reduced from 0.25 seconds to 0.1.
    • Hex Touch: Hex is now less specific and doubled the effect of all debuffs, not just Vulnerability, Fragility and Instability.


    Esper Traits


    • Papa's Stuff: Base damage from Assault Rifle companions has been doubled.
    • Lightning Force: Base damage has been increased by 20% and damage scaling increased from 0% to 100% per level.
    • Mental Empowerment: Now makes the companion now also grant 100% increased stats.
    • Psionic Blasts: Damage scaling has been increased from 30% to 100% per level.
    • Spontaneous Combustion: Damage scaling has been increased from 0% to 100% per level. Cooldown reduced from 0.5 seconds to 0.1.


    Cyborg Traits


    • Lightning Nova Augment: Damage scaling has been increased from 40% to 100% per level.
    • Photon Blaster Augment: Damage scaling has been increased from 30% to 100% per level. Now triggers periodically every 2.5 seconds, previously every 2 seconds.
    • Bomb Factory Augment: Now grants infinite bombs.



    Equipment Changes



    Generic Equipment Changes


    • Some items that are mainly meant for strength users have had their equip load weight increased.
    • Some items that sustain themselves in equip load have had their weight increased. E.g.: Megingiard and Goliath Greaves.
    • Some items had their equip load weight lowered.


    Specific Equipment Changes


    • NEW: Dark Moon Pendant Grants 15% cursed hit chance.
    • NEW: Dark Moon Hood Grants 20% increased dark damage.
    • NEW: Bomber Helmet Grants 25% increased bomb radius.
    • NEW: Bomber Garb Grants 50% reduced bomb explosion delay.
    • NEW: Flux Hat Grants +4 seconds duration to Mana Flux.
    • NEW: Flux Robe Grants 100% increased effect of Mana Flux.
    • NEW: Inquisitor Mask Grants 25% increased aura radius.
    • NEW: Inquisitor Robe Grants 25% increased aura tick rate.
    • NEW: Leprechaun Hat Grants 50% increased chance of luck taking effect.
    • NEW: Leprechaun Frock Grants 50% increased chance of luck taking effect.
    • NEW: Magi-Tech Headset Grants +4 seconds to mana burnout.
    • NEW: Magi-Tech Robe Grants 30% increased damage while in mana burnout.
    • NEW: Puppeteer Mask Grants 25% increased stats granted by companions.
    • NEW: Puppeteer Gloves Grants 20% increased companion damage.
    • NEW: Zealot Helmet Grants 10% increased attack speed.
    • NEW: Zealot Gloves Grants 25% faster tick rate of periodical effects.
    • NEW: Warlock Hood Grants 20% increased necrotic damage.
    • NEW: Warlock Gloves Grants 25% increased damage over time tick speed.
    • NEW: Conjurer Hood Grants 20% increased companion damage.
    • NEW: Conjurer Talisman Grants 20% increased companion attack speed.
    • NEW: Fletching Hat Grants 20% increased bow and crossbow damage.
    • NEW: Fletching Quiver Grants 10% increased bow and crossbow attack speed.
    • NEW: Shaman Mask Grants 20% increased nature damage.
    • NEW: Totem Talisman Grants 100% increased effect of Nettles.
    • NEW: Cultist Hood Grants +1 heart.
    • NEW: Cultist Lantern Grants 25% increased primary attack damage while missing a heart.
    • All Orb offhand items now grant between 10 and 30 power.
    • Mana Orb: Now recovers 1 mana on completing a rotation, previously 0.5 mana.
    • Mind Charm: Now increases mana regeneration by 35%, previously 25%.
    • Sorcerer Cloak: Now increases mana regeneration by 45%, previously 35%.
    • Magus Cap: Now increases mana regeneration by 35%, previously 25%.
    • Mana Catalyst: Now can appear randomly inside of runs, not just as a gift. (This gift will likely be exchanged in the future.)
    • Mystical Wrappings: Now cycles through granting fire, cold, lightning and poison damage instead of granting a random minor infusion buff on combat start.
    • Valkyrie Helmet: Now only adds lightning damage to melee and ranged weapons.
    • Thief Gloves: Now grant 5% critical hit chance, previously 5 dexterity.
    • Assassin Gloves: Now grants 10% critical hit chance against enemies affected by a damage over time effect.
    • Assassin Hood: Now has same effect as Assassin Gloves.
    • Laser Knuckles: Now rare, previously uncommon. Base damage increased by 25%.
    • Crocodile Ring: Now guarantees 5 ruthless hits after dash, previously 1.
    • Fox Ring: Now guarantees 5 super effective hits after dash, previously 1.
    • Rabbit Ring: Now guarantees 5 lucky hits after dash, previously 1.
    • Hornet Ring: Now guarantees 5 critical hits after dash, previously 1.
    • Shark Ring: Now guarantees 5 crushing hits after dash, previously 1.
    • Carnage Loop: Now epic, previously legendary. Now triggers on kill and on taking damage effects every 8 seconds, previously every 10.
    • Crystal Bracelet: Crystal Surge now grants 100% increased damage, previously 50%.
    • Focus Sash: Now also grants the Focus buff on defy death, which grants 25% attack speed for the rest of the room.
    • Dojo Sash: Now grants the Resolve buff on secondary attack, increasing primary attack damage by 30%.
    • Everflame Amulet: Now also grants 100% increased effect of burn and scorch.
    • Everice Amulet: Now also grants 100% increased effect of chill and frostbite.
    • Frostfire Ring: Now rare, previously legendary.
    • Stormfire Ring: Now rare, previously legendary.
    • Galaxy Ring: Removed the condition of having to stand still.
    • Golden Cross: Now also grants 1 to 10G when protecting you from curse.
    • Wooden Cross: Now doesn't break anymore.
    • Lotus Amulet: Now grants 35% increased stamina recovery rate, previously 25%.
    • Magi-Tech Belt: Now adds only 0.1 mana drain to cannons, previously 0.25.
    • Pain Loop: Also grants +4 seconds of invincibility after taking damage now.
    • Pocket Watch: Now rare, previously common. Now grants 35% faster tick rate of periodical effects, previously 25%.
    • Flow Charm: Now grants 20% faster tick rate of periodical effects, previously 25%.
    • Power Belt: Now grants 25 power, previously 20.
    • Puzzle Ring: Removed old effect. Now grants 100% increased effect of ailments if you have dealt exactly 4 elemental damage types in the past 4 seconds.
    • Quasar Pendant: Base damage has been halved but it hits 10 times in a row now. Now only triggers parodically every 6 seconds, previously every 5.
    • Sands of Eternity: Now additionally grants 100% increased effect of debuffs.
    • Shark-tooth Necklace: Now uncommon, previously common. Now grants 30% increased damage dealt to armor, previously 20%.
    • Jumbled Rubiks Cube: Now only takes 10 rooms to attune, previously 20.
    • Solved Rubiks Cube: Now grants +1 dexterity scaling, previously +1 luck.
    • Spoon Pendant: Now grants 100% increased trigger damage, previously 25%.
    • The Hand of Blood: Now rare, previously epic. Hemorrhage debuff now stacks to 5 stacks, previously 10 but increases damage taken to health by 10% previously 5%.
    • The Hand of Acid: Now rare, previously epic. Corrosion debuff now stacks to 5 stacks, previously 10 but increases damage taken to armor by 10% previously 5%.
    • Battle Vest: Now grants 20% increased melee damage, previously 15%.
    • Butcher Apron: Now makes each point of strength grant 5% increased bleed damage, previously 2.5%.
    • Crystal Armor: Base damage from the crystals has been doubled and their scaling has been increased from 30% to 100% per level.
    • Devil Cloak: Now grants 10% cursed hit chance per evil, previously 5%.
    • Dirndl: Base damage from the pretzels has been doubled and scaling has been increased from 30% to 100% per level.
    • Lederhosen: Base damage from the beer mortars has been tripled and scaling has been increased from 30% to 100%.
    • Druid Coat: Now grants 30% increased nature damage, previously 25%.
    • Spelunker Vest: Now grants 50% magic find, previously 25%.
    • Enigma Armor: Now additionally grants 25% magic find.
    • Festive Dress: Now grants 50% increased stamina recovery speed, previously 30%.
    • Gold Armor: Now grants 5 to 10G on completing a room without taking damage, previously 1 to 5G.
    • Golem Armor: Now increases damage dealt with crushing hits by 100%, previously 50%.
    • Guardian Angle: Now revives once per room, previously once per floor.
    • Hazmat Suit: Downside removed.
    • Hero Cape: Now caps out at 50% increased damage from +5 good.
    • Maid Costume: Now periodically charms every 8 seconds, previously every 10 seconds.
    • Missile vest: Base damage from the missile has been more than doubled and scaling has been increased from 25% to 100% per level.
    • Monk Gi: Now grants 30% increased body damage, previously 25%.
    • Nun Robe: Base damage from the light beams has been doubled and scaling increased from 20% to 100% per level.
    • Sheep Costume: Now makes you deal 25% less damage, previously 50% less damage.
    • Templar's Might: Now grants 100% increased aura radius, previously 50%.
    • Architect's Boots: Duration of the buff effect has been increased from 4 seconds to 10 seconds. Now spawns a crystal pickup every 4 seconds, previously every 8 seconds.
    • Crystal Boots: Base damage from crystals has been increased by 50% and scaling has been increased from 20% to 100% per level.
    • Ice Skates: Now converts % modifiers to movement speed to cold damage dealt. Previously granted Swiftness on dealing cold damage.
    • Inferno Treads: Base damage from fire rain has been increased by 20% and scaling has been increased from 20% to 100% per level.
    • Knife Shoes: Fixed the aiming of the knife projectiles. Base damage from knives has been doubled and scaling increased from 20% to 100% per level. Projectile range, speed and hitbox size has been increased.
    • Lightning Boots: Damage scaling has been increased from 20% to 100% per level.
    • Magi-Tech Boots: Now rare, previously epic.
    • Sandstorm Steps: Base damage from the tornados has been increased by 20% and scaling has been increased from 20% to 100% per level.
    • Wildling Boots: Now additionally increase the duration of rage and fury by 100%.
    • Winged Boots: Now uncommon, previously rare.
    • Wrapped Boots: Base damage from the kick has tripled and scaling increased from 30% to 100% per level. Kick projectile now pierces and had it's range increased by 25%.
    • Architect's Gloves: Damage scaling from the triggers has increased from 20% to 100% per level.
    • Breaker Gauntlets: Rephrased description to make it shorter.
    • Coatl Gloves: Damage scaling from elemental bursts has been increased from 25% to 100% per level.
    • Dart Wrists: Now trigger on the tally of 5 attacks, previously 2. Base damage of darts has been doubled and scaling increased from 15% to 100% per level.
    • Poison Dart Wrists: Same change as to Dart Wrists.
    • Fighter Knuckles: Now grant 30% increased damage with crushing hits, previously 25% crushing hit chance.
    • Hidden Blades: Delay removed. Projectile range, speed and hitbox size increased. Base damage from knives doubled and scaling increased from 20% to 100% per level.
    • Oven Mitts: Now grant 25% increased burn duration and tick speed, previously just 20% tick speed. Now uncommon, previously common.
    • Rabbit Paws: now grant 20% lucky hit chance, previously made lucky hits roll 1 additional time for critical hits.
    • Rocket Gauntlets: Increased damage scaling from 20% to 100% per level.
    • Rubber Gloves: Rephrased description to make it shorter. Now has a cap of 100%.
    • Spirit Wraps: Ki-Boost now grants 50% increased attack speed for 8 seconds, previously 40% for 4 seconds.
    • Undead Grasps: Now makes chill increase critical hit damage taken by 75%, previously made critical hits with cold damage inflict fear.
    • Alien Mask: Removed downside.
    • Architect's Hat: Rune circle is now bigger and lasts longer.
    • Aviator Cap: Now additionally grants 100% increased effect of Tailwind and Swiftness, previously just increased the duration of those.
    • Baseball Capp, Circlet, Cowboy Hat: Descriptions have been rephrased to make them shorter.
    • Bat Wings: Now grant 100% increased repeat damage, previously 50%. Now rare, previously uncommon.
    • Firefighter Helmet: Now grants 50% increased burn damage, previously 25%.
    • Sack: Now grants 50% increased bleed damage, previously 25%.
    • Voodoo Mask: Now grants 50% increased poison damage, previously 25%.
    • Flare Specs: Now grant 20% increased fire damage, previously 10%.
    • Flare Mantle: Now grants 25% burn tick speed, previously 20%.
    • Flower Pot: Base damage increased by 25% and scaling increased from 30% to 100% per level.
    • Gas Mask: Now grants 100% increased damage over time if you have inflicted more than 1 distinct damage over time effect in the past 4 seconds. Previously granted 25% increased damage over time per distinct damage over time effect inflicted in the past 4 seconds.
    • Gold Mask: Now guarantees a big gold reward. Now uncommon, previously common.
    • Stone Mask: Now guarantees a multiple bombs reward. Now uncommon, previously common.
    • Wood Mask: Now guarantees a double key reward. Now uncommon, previously common.
    • Ectoplasm Mask: Now uncommon, previously common.
    • Kings Helmet: Now grants 10% increased damage per companion you have. Previously granted 15% increased damage but 30% reduced companion damage.
    • Kings Crown: Now grants 10% increased companion damage per companion you have. Previously granted 30% increased companion damage but reduced your damage by 15%.
    • Ice Crown: Now grants 20% increased cold damage, previously 10%.
    • Laurel Wreath: Rephrased description.
    • Jousting Armor: Now grants 50% increased effect of booze, previously 100%.
    • Gamsbart: Now grants 100% increased effect of booze, previously granted 2.5% lucky hit chance per stack of tipsiness.
    • Thunder Mask: Now grants 20% increased lightning damage, previously 10%.
    • Horn Helmet: Base damage doubled and scaling increased from 50% to 100% per level.
    • Panda Mask: Now rare, previously common. Now doubles lucky hit chance, previously increased damage dealt by lucky hits by 30%.
    • Retina Refractor: Now grants 20% increased energy damage, previously 15%.
    • Winged Helmet: Now uncommon, previously rare.
    • Mushroom Cap: Has a new effect, makes you inflict toxic with poison damage if the target has maximum stacks of poison already. Previously increased the duration of poison and toxic by 100%.
    • Viking Helmet: Now also grants rage to your companions.
    • Storm Crow: Volt Surge now grants 10% increased minimum lightning damage per stack, up to 100%. Now epic, previously legendary.
    • Umbrella: Now grants a stack of Tailwind when you trigger any effect.
    • Rubber Boots: Now grants a stack of Haste when you trigger any effect.
    • Rain Coat: Now grants Drizzle when you trigger any effect.
    • Ranger Cap: Now grants 10% increased ranged attack speed, previously damage.
    • Witch Hat: Now grants 10% increased magic attack speed, previously damage.
    • Skull Cap: Now grants 10% increased melee attack speed, previously damage.
    • Ranger Cloak: Now grants 20% increased ranged damage, previously 15%.
    • Sage Robe: Now grants 20% increased magic damage, previously 15%.
    • Star Hat: Base damage from stars increased by 50% and scaling increased from 50% to 100% per level.
    • Top Hat: Base damage from the exploding dove doubled and scaling increased from 25% to 100% per level.
    • Kitsune Mask: Base damage from fireballs doubled and scaling increased from 20% to 100%. Cooldown reduced from 0.2 seconds to 0.1. Explosion radius increased by 60%.
    • Bone Talisman: Now grants 25% increased companion damage, previously 20% increased physical damage.
    • Dawn Talisman: Now grants 100% increased effect of Glitter, previously increased radiant damage but reduced dark damage.
    • Dusk Talisman: Now grants 100% increased effect of Gloom, previously increased dark damage but reduced radiant damage.
    • Twilight Talisman: Now can only be obtained by owning the Dusk and Dawn Talisman, upon which the items will combine into the Twilight Talisman, granting both effects at the same time.
    • Flame Shield: Now inflicts 10 stacks of Scorch every 5 seconds, previously 5 every 2 seconds.
    • Mojo Talisman: Now makes poison damage always inflict Toxic. Previously only on lucky hit.
    • Eagle Quiver: Now doesn't require far range anymore.
    • Fae Quiver: Damage scaling has been increased from 20% to 100% per level.
    • Grove Quiver: Now specifies to only work with bows and crossbows and has had it's damage scaling increased from 20% to 100%.
    • Heavy Quiver: Now rare, previously uncommon.
    • Lantern: Now grants 20% increased primary attack damage, previously 10%.
    • Magi-Tech Lantern: Now grants 175% critical hit damage while in mana burnout, previously 125%.
    • Papercraft Lantern: Now grants 10% increased primary attack per heart up to 100%. Previously unlimited.
    • Soul Lantern: Now grants 20% increased primary attack damage per Soul Heart, up to 100%. Previously 10% per but unlimited.
    • Wisp Lantern: Now grants 2.5% increased primary attack damage per Soul you have, up to 100%. Previously 1% but unlimited.
    • Rosary Talisman: Now grants 100% reduced chance of curse taking effect, previously 50%.
    • Siege Quiver: Now specifies to only work with bows and crossbows. Damage scaling increased from 20% to 100% per level.
    • Spiked Shield: Now grants 75-125 thrusting damage, previously granted 50-75 thrusting damage.
    • Rainbow Talisman: Now legendary, previously uncommon. Now grants 100% increased effect of ailments, previously 20% increased elemental damage.
    • Raven Talisman: Lessened the requirements, now only takes a cursed hit, not a critical cursed hit.
    • Ichor Torch, Necro Torch and Torch buffed by 20%.
    • Magical Quiver: Rephrased description to make it simpler.
    • Halloween Cape: Now fears periodically every 8 seconds, previously every 10.
    • Viper Loop: Instead of granting more damage over time by damage over time effects inflicted with critical hits, now grants more damage over time against poisoned targets. Now epic, previously legendary.
    • Odin Ring: Now grants Swiftness whenever you create a chain lightning.
    • Odin Gauntlets: Now make chain lightnings chain +2 times.
    • Ninja Gloves: Now grant +1 dexterity scaling, previously specific to throwing and dagger weapons.
    • Dreamcatcher Pendant: Now makes mana Flux grant 50% faster tick rate of periodical effects.
    • Old Hunter Cap: Now adds +10 to all mark stacks, previously maximized your tally counters on triggering a mark.
    • Old Hunter Gloves: Now increase damage from hits that trigger a mark by 25%, previously increased mark duration by 25%.
    • Seeker Gloves: Previously granted 20% increased damage while having a mark reward, now they trigger your on combat start effects when you apply a mark.
    • Mining Helmet: Is now called Demolition Helmet and is part of the Explosives Expert set. Also now grants 20% increased explosion damage.
    • Demolition Gloves: Now grant 25% increased explosion radius, previously reduced the bomb explosion delay.


    Set Bonus Changes


    • Grizzly Might: Now makes each point of strength grant +1% crushing hit chance, previously 1% increased two-handed weapon damage.
    • Oktoberfest Vigour: Instead of granting +10 maximum stacks of tipsiness now grants 10% lucky hit chance per stack of tipsiness.
    • Bad Weather: Now grants an Angry Cloud that grants 100% increased trigger damage, previously the cloud would trigger you on make it rain effects.
    • Fatal Fate: Now grants 100% more damage over time dealt by damage over time effects inflicted with a critical hit.
    • Fairy Grace: Now makes each point of dexterity grant 2.5% increased effect of ailments, previously 2.5% minimum damage roll.
    • Odin's Wrath: Now grants 25% increased damage per chain left on the chain lightning.
    • Mythic Rhythm: Rhythm buff now grants -2 to tally requirements, previously -1. Rhythm duration also has been increased from 4 seconds to 8.
    • Silent Night: Now grants 3 Gift Boxes, up from 1.
    • High Noon: Now makes you repeat the next 3 firearm attacks after dash, instead of just 1.
    • Vows of Fortune: Now grants 10% lucky hit chance per weapon upgrade level, previously 5%.
    • Explosives Expert: Now makes all explosion damage gain 100% crushing hit chance.
    • NEW set: Dark Moon Covenant Makes each stack of gloom make the enemy take additional dark damage from cursed hits.
    • NEW set: Boom! Boom! Boom! Grants infinite bombs.
    • NEW set: Power Convergence Makes Mana Flux grant 50 power.
    • NEW set: Oppressive Conviction Makes auras deal double damage.
    • NEW set: End of the Rainbow Grants +3 luck.
    • NEW set: Industrialized Magic Grants 100% critical hit chance during mana burnout.
    • NEW set: Master of Puppets Makes % modifiers to companion damage also affect you.
    • NEW set: Fanaticism On the tally of 5 primary attacks, advances periodical effects by 1 second.
    • NEW set: Wicked Contract Makes mana grant additional necrotic damage.
    • NEW set: Final Service Grants +2 companion limit.
    • NEW set: Ballistic Flurry Makes bow and crossbow attacks shoot additional arrows.
    • NEW set: Nature's Touch Makes nature damage inflict Vulnerability.
    • NEW set: Self Sacrifice Grants 100% increased effect of buffs while missing a heart.


    (Continue Reading Part 2)

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