Full notes
Full Bridgebourn update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- Store
- Balance
- UI and audio
Bridgebourn changes
I just launched a big Bridgebourn update (available in demo)! The goal is to solidify the game experience by adding new content, iterating on problematic content and balancing the player/party. Let's get into the changelog and the reasoning behind some of the changes.
Death Bank
Added Esse Finis, a new map
Added Vizaresh, a new boss. Found in Esse Finis
Added portals in the overworld that take you to Esse Finis
Player now loses half experience and any levels that it makes up on game over (Vizaresh accumulates this experience and restores it upon its death)
Previously, a game over would clear whatever experience you had in your bar and you had no way to get it back. Due to this, I couldn't make the death penalty that bad and it seemed to have no real consequence. Losing a lot of levels would also make the player feel like they are going backwards with progression, which never feels great in an RPG. So, I introduced a "death bank". You lose half of your total experience, which could lose you levels. However, the more experience you lose, the more likely you are to stumble across portals that lead you to a new boss. This new boss will restore your lost experience if you defeat it. However, doing so will make the boss even more challenging the next time you fight it. This change is trying to add some more skin in the game with a game over, while also giving the player a new goal rather than making them feel like they lost progression.
Mana Rework
You can now spend mana even when run out, though that puts you in mana debt
Added mana debt stage system - reapers start hunting you when in mana debt
Added Reaplet, a new enemy for mana debt stage 3
Added Maar, a new enemy for mana debt stage 4
Previously, Mana Reapers would spawn when you spent your mana past a tiny line indicator. This felt unintuitive and distracting in battles. This new system allows you to perform abilities regardless of how much mana you have to allow for flexibility. However, when spending mana past 0 mana, you'll start going into deeper stages of mana debt. The screen will flash to indicate this. Past the first warning stage, you'll start being hunted by more and more challenging reapers. The deeper the mana stage, the longer cooldowns you'll have on your mana based abilities. To exit mana debt, just wait it out and survive the reaper onslaught. Doing so will replenish some mana. This change is intended to add more emergent behavior and flexibility to combat. If you really need more mana, you'll need to make a deal with the devil. Let's hope you survive!
General
Added Meteor, a new ability
Added Secondary abilities (12 of them! Go find them all!) - cannot be equipped on ability bar, but can be used for custom abilities
Added a new crying gesture for Bahj during round table cutscenes
Added a new game over animation
Added a shield parry window telegraph for the Player
Added a heavy attack windup completion telegraph for the Player
The party now comment on nearby elites
You can now restore charges on custom abilities by spending iridine crystals
Various bug fixes and tweaks
Balance
Added 11 new equipment slots for Bahj and Pahri
Added a new node for Bolt to allow teleporting of the entire party
Added item property brackets
The extract cost of an item property now increases based on how much you already upgraded it
Player base mana regen per sec decreased from 1 to .75
Increased Slash/Punch slide by 1.143x
Heavy Slash has 1.364x more thrust
Base slash now comes with a small thrust
Phantom Slash now poisons you
Increased merchant starting gold
Merchants inventory now restocks
Item drop rate slightly reduced
Reduced Rare item chance from 8% to 7%
Increased Enchanted item chance from 32% to 33%
Ability glyphs now drop 1.3x more often
Ability scrolls now drop .9x as often
Cursed ability scrolls now drop .975x as often
Player and party no longer get hit and parry stunned
Increased the cost of various item property extractions
Chest items can no longer roll Max Mana or Damage to Mana properties
Leg items can no longer roll the Damage to Mana property
Shoulder items can no longer roll the Mana Regen property
Glove items can no longer roll Max Mana or Mana on Hit properties
Increased Daeva experience from 500 to 600
Decreased the experience that many general enemies give
The Player's exponential power curve was too steep. This was due to item extractions being too cheap, and mana feeling too abundant, even without Slashing. A lot of armor types will no longer be able to roll some mana stats and mana item properties now roll smaller numbers and are more expensive to extract. The purpose is to limit the use of very powerful magick abilities, and give Slash more reason to be used as a mana gain mechanic. Players were also gearing up too quick, so I reduced item drop rates and Rare quality chances. This should make a great item drop feel more special. In contrast to the Player, the party members felt like they were lagging behind in terms of power and becoming obsolete. I gave Bahj and Pahri more equipment slots and a lot more items to fit them! This should help them keep up.
UI/UX
Added an icon demonstrating that you cannot revive the party during battles
Elite icons now only show when nearby
You now have to press and hold to chat to your party and NPCs
Ability bar now shows hourglass icons and text for explaining why you failed to perform an ability
You can now wishlist merchant items to prevent them from restocking
Pahri now comments on how to neutralize their status effects
Added a visual damage indicator on the ground for some attacks
Music
Added Pahri's theme, playing during their intro cutscene
Added Foothills theme
Modified Hunted theme to have both combat and non combat variations
Added 2 more Secrets tunes
Source
Changelog.gg summarizes and formats this update. How we read updates.
