Beta

The beta is another version of the game, a sort of test version for players who want to help test new features.

Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and choose Beta in the drop-down menu.
Patch Notes
This is the first chunk of changes for the 0.2.2 update. Focus was small tweaks, quick wins, some new toys, and lots of bug fixing. Also addressing some "exploit" issues because while fun at first, some strategies got a bit stale to most players.
Fixes
- Fixed that the meta perk Magnum Opus applied a guaranteed negative modifier instead of the promised legendary modifier.
- Fixed the issue that Glass Cannon trait could be randomly rolled with Obsidian Dice.
- Fixed a bug where being judged as unworthy disabled interaction with the ichor bowl.
- Fixed a bug that the statues in the staircase rooms always talked to you even after you have progressed beyond floor 11 once already.
- Fixed a bug with aura infliction effectiveness, making traits like Unforgiving not scale them correctly.
- Fixed an issue where the verb forms of taunt, charm, fear, and intimidate were not highlighted as key tags. ("E.g.: fears, intimidates, charms, taunts)
- Fixed a bug where the green highlights caused by the [[]] brackets would not be resolved in dialogue messages.
- Fixed an issue where not all shops in the black market were correctly rerolled and restocked when staying overnight at the tavern.
- Fixed a bug with bending projectile, such as attacks from axes. This often lead to axes aiming into odd directions, especially while playing without mouse.
- Attempted to fix a bug where when a boss reward was guaranteed, there was a chance that both doors lead to that same boss reward. E.g.: guaranteed companion showing twice on floor 1 boss.
- Fixed a bug where if you had Mystical Belt or been playing as the Mystic, some non-charm items would sometimes randomly show double value of stats in description, but only once.
- Fixed a lot of random typos. (Not nearly enough though,...)
- Fixed a bug where Death could become invincible or get invisible lasers after transitioning to phase 2.
- Fixed a bug where you could get softlocked if you killed the left King's Guard boss too quickly before their dialogue would finish.
- Fixed that when using the double mimics perk, only one mimic would be active. Now both mimics will attack you.
- Fixed that mimics would always appear on the right door making them too predictable.
- Fixed that the Leviathan Axe would not spawn the room if worn in weapon swap slot.
- Fixed a bug where the cinder modifier Conqueror's Will would only subdue you but not your companions.
- Fixed that increased effect of stats, e.g.: from Mystic would double the mana drain gained from enchantments. Increased effect of mana drain now applies in inverse, reducing the mana drain instead.
- Fixed that Mystic was bugged, it only showed double the stat value on weapon enchantments but didn't actually double the stats you gained from it. (At least not always. Might still be a bit buggy...)
- Fixed an issue where Corruption would cap out at 51 stacks. It now caps out at 100 stacks.
General Changes
- Christmas is over.
- New reward: Golden Cherries: Grant 10% increased trigger damage. Appear on floor 11 and floor 12.
- New reward: Golden Croissant: Grants 10% increased companion damage. Appears on floor 11 and floor 12.
- Golden Steak has been buffed, from granting 5% increased damage with non crits, to 10%.
- New ailment: Nature damage now by default applies Nettles, which is an ailment that increases effect of debuffs.
- Nature damage is now considered elemental damage.
- Mana power has shifted. Each point now grants 10% more damage, previously 20% but intelligence now grants 2.5% increased stats granted by mana, previously mana regeneration. Base mana regeneration has been increased by 25%, from 1.5 mana per second, to 2 mana per second, to compensate. Mana grew a bit out of control after giving more and more access to mana, e.g.: the bonfire. There is a lot of new ways to get non magic weapons to drain mana in this patch, and so that it doesn't take overhand mana now takes an investment to get back to previous state. At 40 intelligence, mana is the same as before, but you have a little bit less mana regeneration. Mana regeneration items have been buffed. (See below.) If you get above 40 intelligence, or make use of traits like Keen Mind, mana is even better than before. Also it is worth to mention that intelligence now scales additional effects from mana, e.g: the trait Dreamer. Overall mana is a lot worse if you aren't invested into it but better than before if you go all-in. More changes (new trait, new items,...) are also coming to support mana even further.
- Confusion now increases effect of all debuffs, not just emotion debuffs.
- Soul Pickups are now slightly attracted to the player.
- Flasks now take 2 seconds to drink, up from 1.5 seconds. I think it was a bit too easy to flask mid-combat and I want to entice you to try out the drink speed meta perk.
- Companions now scale to up to x5 damage, previously x4 at max level.
- Companions can catch up to enemies about 30% faster. Probably still too slow to catch enemies that teleport or charge a lot, but it's a step in the right direction.
Item Changes
- New consumable: Maple Pine Resin: Grants a nature damage infusion.
- New consumable: Fairy Pine Resin: Grants a mana drain buff to your weapon.
- New consumable: Spore Pine Resin: Grants a poison damage infusion.
- New consumable: Fairy Tale Branch: Enchants weapon with the Arcane modifier.
- Storm in a Bottle: Damage scaling has been increased from +50% per level to +100% per level. Also now strikes 4 times per second, up from 3 times.
- Experimental: The Mana Catalyst, usually chosen as a gift, can now appear randomly in runs. (I might remove this item in the future and replace it with another gift.)
- Mana Orb: Now generates 1 mana on completing rotation, up from 0.5 mana.
- Mind Charm: Now grants 35% increased mana regeneration, up from 25%.
- Sorcerer Cloak: Now grants 45% increased mana regeneration, up from 35%.
- Magus Cap: Now grants 35% increased mana regeneration, up from 25%.
- Radio (Gift): Damage has been doubled.
- Replenishing Repair Powder (Gift): Replenishes slightly quicker.
- Soul Scarf (Gift): Only grants a Soul Heart when you recover a heart with it now.
- Poison Filled Jar (Gift): Instead of granting a poison infusion, now applies the Poisoned enchantment modifier to your weapon up to 3 times.
- Tent (Gift): Is now a charm and also recovers 2 hearts on entering a new floor, previously 1 heart.
- Mana Elixir (Gift): Now grants a special mana potion buff that grants 20% mana drain refund, previously 15%.
- Mystical Wrappings: Doesn't specify "infusion" keyword anymore. Now cycles periodically every 4 seconds instead of every room.
Other Gift Changes
- Coin Bag: Gold amount reduced from 35 to 30 gold.
- Bomb Pouch: Bomb amount reduced from 6 to 5 bombs.
Room Changes
- New Tavern NPC: The Princess. She sells Fairy Tale Branches. She has a preference for Good aligned characters but doesn't grant any alignment herself (for now).
- Storm in a Bottle cost in tavern reduced. Now 30G, previously 50G.
- Nurse in tavern can only heal and refill flasks once per tavern visit.
- The Black Market entrance in the tavern is now locked again, requiring another key, after you stay overnight. (The tavernkeep makes sure to keep that stuff under lock, sorry!)
- Leviathan Room: All options now cost 5 souls instead of 10 souls.
Meta Perk Changes
- New Perk: Pandoras Boxes: Opening any treasure chest permanently grants +2.5% magic find, up to a maximum of 25%. (Replaces "Giving Up" and made legendary weapons 15% rarer.)
- Bulk Seller: Now capped at +10 Gold. Also only grants +1 Gold per consecutive item, instead of +2.
- Mixed Bag: Now also reduces the price by 25% when swapping the currency.
- Odyssey: Epic weapons now are 25% more common, previously 30%.
- Worth of a Soul: Upgrading weapons now costs 5 souls at blacksmiths, instead of 10 souls.
Weapon Enchantment Changes
- Unstoppable modifier, which increases "not very effective multiplier" is now a normal enchant and not a legendary enchantment anymore. (This is kind of a buff because the modifier wasn't that great and now that Magnum Opus perk is fixed, you are more likely to roll an actually good legendary modifier.)
- New legendary enchantment: Sniper's: +20% critical hit chance
- New legendary enchantment: Merciless: +75% critical hit multiplier
Trait Changes
- Spellblade: Now works with ALL melee weapons, previously just swords.
Enemy Changes
- Possessed weapons health and armor has been roughly halved, especially in the early game.
- Increased health and armor of all mimics. For some more than 50% more health and armor.
I estimate this is about 50% of 0.2.2 scope. More coming soon, depending on how smooth implementation will be, patch might hit main on Friday.
What's missing?
Not 100% sure. Kind of going with the flow for 0.2.2 and 0.2.3. After that, as promised, tackling bigger issues like visual clarity and presentation of complexity, e.g.: making descriptions better.
Here are some bullet points what's on my radar for 0.2.2:
- Add some more companions.
- Add some new set items.
- Add new traits and buff some bad traits.
- Buff non shield offhand items.
- Go over some items that are really underwhelming and buff them.
- Fix more bugs.
Enjoy!