In this update4
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Full JRoguePG update
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Hey everyone! Lots of tweaks in this update! Some big ones and many smaller ones.
What changed
- Balance
- Gameplay
- Fixes
JRoguePG changes
Thaumaturgist Nerf (You knew it was coming)
Pretty reliably, most players agree that Thaumies were too good. I've tried to do a couple small things to balance them, but they're still too useful in too many situations and/or expolitable. Several ideas were discussed on how to balance them, but I think I've found the right solution to not change what is good and fun about them, but still knock them down a peg and make them less exploitable.
Thaumies now only have one accessory slot.
They have one notch lower magic defense.
Their full party 30RP skill Regenerate has been removed and in its place their unique spell "Mending" has been added that does the same effect as Regenerate, but only one target.
Agility exploit nerfed. People were giving them speed boots, casting Levitate to raise Agility higher, buff Agility with Miraculous Boon, and then use one of the skills that use Agility for damage for huge damage. To counter this, Levitate spell Agility boost was 20% but is now 15%. Lunge (Thrust attack skill) and Agile shot (Bow skill) have had their agility stat usage lowered but base damage increased slightly. Also, speed boots across the board give slightly less agility which brings us to...
Boot Rebalance
Players have given feedback that they almost always either equip speed boots or HP boots and ignore all else even silver crate boots. Boots have been reworked across the board. More boots give more agility now, all boots (except speed and HP) do what they're intended to do better, and agility and HP boots have been nerfed slightly.
Hopefully this makes your choice in boots more interesting and situational. Silver crate boots like Mage Shoes, Knight Shoes, Monk Shoes, etc. were buffed drastically.
Knight Passive Rework
Knights are good, but most agreed they were simply a worse Paladin. To give them their own more unique niche, I have leaned into their counter-attacking and ally covering mechanics. Knights now have a better counter-attack than any other class called Reprisal! It does more damage, gives them 10RP, and has a 50% chance of inflicting the Defenseless status. This should encourage players to use them in a different way than the Paladin and encourage different strategies.
Other Changes
Battlemasters now start with Simple versions of every weapon (except offhand swords and claws)!
Paladins learn Life II and Life III later. (Life II from lvl 6 to lvl 8, Life III from lvl 16 to lvl 20)
Life and Healing spells do slightly less base healing, but magic stat scales slightly better.
Counter-attacks are now stronger when you do them and weaker when enemies do them.
A few skills now don't cause counter attacks. (Dagger Flurry, Opportunistic Strike, Sword- Arm Strike, Rapier- Falcon Strike, Hatchet- Rope Throw, Staff- Dervish Dance, Sneak Attack, and All Saboteur bombs)
Weak Attacks calculate the target's defense into the damage slightly less now (aka ignore defense a little more)
Aimed Shot (Ranged Attack skill) is now slightly stronger
The 80RP Glove skill Blitz does less damage. It was way too strong previously.
Fixed a bug where the statues in the ending weren't representing your classes correctly.
Fixed a bug where the Cleric's Pacify skill wasn't disallowing a couple more recently added enemy skills/spells.
We had our first player beat Hard in 5 runs or less (the hardest achievement in the game)! Congratulations to zimxero!
Thank you to everyone for your reviews and feedback in the discussions. All of you are helping me polish this game into a much better version of itself.
-Andrew
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