In this update1
Full notes
Full Tales Of Two Heroes update
Read the full published notes in a cleaner layout. The original post stays linked below.
Balance at a glance
Source notes
Greetings!
Hope you are doing well in this fine day! Starting new year, I started to think if the direction the game is heading is right on the course and how I would make the game better.
Bad news is that I was not satisfied with where the game is located at the moment, and good news is that I was able to come up with tons of ideas to improve the game. I have worked for about a month to make these changes and I can now finally make the result public!
I will continue to monitor to see if there is anything else that can be changed to improve the game, but until next patch, I hope you will enjoy the adventure of two heroes. :)
Guidance system rework
The purpose of Guidance was to make player to think twice before grabbing an arsenal. Unlike traditional roguelite deckbuilders, Tales Of Two Heroes has no concept of 'deck' and any arsenal in your possession can be selected during battle at any time. Therefore, I was concerned if player would overflow their inventory with unnecessary arsenals, causing them to fail a battle due to RNG not providing them with the correct arsenal they needed. Due to this concern, I have placed Guidance as a stopper from making player to grab anything presented to them.
However, I realized that this was not beneficial in long term since it encouraged players to not grab any low tier arsenals and saved their Guidance until high tier arsenal appeared. This was an effective yet very boring way to play as the player had to experience battle with same arsenal as they had previously for roughly 4 times before finally getting an arsenal they wanted. From the balance perspective, this made any common tier arsenal to be useless.
To fix this issue, I have made the Guidance system so that it is granted from choosing common tier arsenal from battle reward instead of winning a battle. This effectively turns common arsenal into a currency to receive high tier arsenal, which makes them still weaker than high tier arsenal but serves purpose when player grabs them. But this has increased the average number of arsenal player would have at all time, so to fight against this issue, I have placed a arsenal weight system so that arsenal that has appeared recently would have lower chance of appearing again. From the playtest, this gave each arsenal fair appearance rate even when there are a lot of arsenals in hand.
Common arsenals no longer costs guidance. Instead, they grant 1 guidance upon picking them up.
Rare arsenals now costs 2 guidance.
Legendary and Exotic arsenals now costs 5 guidance.
Normal battle no longer grants guidance upon winning.
Elite battle grants 3 guidance upon winning.
Boss battle grants 5 guidance upon winning.
Added weight system on arsenal draw during battle. Arsenal that has appeared recently has lower chance of appearing.
Player now starts with one arsenal of their own.
Map renewal
While the previous map that showed forest in the background was good and nice, there were some practical problems with it.
- Color was overlapping with UI.
- It was not enough to depict where player is lore wise.
- It would be extra hard to come up with an idea of how the map should look like in the future acts since they are...some what different.
Therefore, I decided to rework on how the map should look like. Instead of a single illustration that shows the background in detail, I made the map to look like, well, a map. This will give me more room to show the environment and some idea about the world two heroes lives.
Another change with the map renewal is that story nodes now have their own unique illustration instead of a generic story node icon. Plus, they will now act as a gateway in between sections. This change has been made to give more emphasis on the story and to give more weight on the decision player makes.
Map has been updated for better clarity.
Story node now has their own unique icon.
Story node now spawns on a separate section instead of replacing one of the existing tile.
Now you can view map from battle, event and shop scene.
New face, new goods
Please greet our new shopkeeper in town! With our new shopkeeper, there are changes to the shop as well. :)
First things first, more items are in shop now! Previously, total number of items was 10, all including arsenals, relics and enchants. This was limiting the value of shop drastically as there just wasn't enough items in sale. Now, she's bringing out more goods from her storage, allowing 5 arsenals, 6 relics and 4 enchants to be displayed.
Second, shop keeper will refresh her goods when a new customer arrives. While I thought it would be interesting to make her show the same goods as she did to the previous hero and mark anything sold as 'Sold' and not purchasable, it was adding an extra layer of stress to players as this turned into a game of memory. Plus, there was a huge loss of randomness in shop, making shop very boring and dull.
New shopkeeper in town!
Re-visiting shop no longer shows the same items it did for the previous visit.
Now has more than 10 items in stock.
Every step is a progress
While there was a concept of experience system already built in the game, it was not fully utilized until now due to...well, level of effort for me to develop. I thought it would be enough to place a pseudo-experience system where you gain 1 level each time you finish an adventure, whether it being successful or not. However, it was clear that this system was not just boring but also confusing.
With the new experience system, you will be shown with a result screen that presents summary of your run as well as experience you gain. The amount of adventure perks you can select at the start of the adventure corresponds to the adventure level you have, meaning that higher level means better start. Player should be able to reach level 6 relatively easily and much faster than the previous system, but it would take longer time and attempt to reach high level, especially beyond level 13.
While this system still needs some touch, I'll pay close attention to it. :)
Added experience system.
At the end of adventure, you will gain experience based on your adventure progress.
You can now view your level and required experience to next level at adventure perk select screen.
General
Relocated player swap button for more clarity.
Adjusted disabled buttons brightness for more clarity.
Only selectable buttons acts as a blocker for moving board.
Reworked title screen UI.
Hovering over a board battle icon that has been completed by another character now shows potential arsenal rewards.
Added color code on texts.
Added instruction texts on certain scenes.
Added attack sprite on players and enemies.
Enemy
Apprentice Knight
Decreased HP from 26 to 22.
Defensive Position
Decreased defense gained from 4 to 3.
Decreased Fortify effectiveness from 15% to 10%.
Pray
Decreased HP recovery amount from 3 to 2.
Relentless Strike
Increased attack damage from 4 to 5.
Decreased Empowered effectiveness from 15% to 10%.
Faithful Blade
Decreased Empowered effectiveness from 15% to 10%.
Blinding Light
Removed this action.
Bandit
Decreased HP from 28 to 23.
Flashbang
Decreased Weaken effectiveness from 15% to 10%.
Block
Decreased defense gained from 3 to 2.
Wolf
Decreased HP from 24 to 20.
Sharp Claw
Decreased Bleed damage from 2 to 1.
Rabid Bite
Decreased Bleed damage from 2 to 1.
Feral Strike
Decreased damage from 6 to 5.
Rupture
Decreased damage from 3 per Bleed to 2 per Bleed.
Goblin
Decreased HP from 32 to 26.
Bird
Decreased HP from 22 to 18.
Wisp
Increased HP from 26 to 27.
Rock Golem
Decreased HP from 12 to 9.
Rock Throw
Increased damage from 6 to 7.
That Rabbit
Decreased HP from 21 to 18.
Decreased amount of Dodge gained at the start of battle from 6 times to 3 times.
Swift Strike
Decreased damage from 4 to 3.
Bandit Leader
Decreased HP from 36 to 28.
Old Knight
Changed the color of logo to white.
Holy Light
Decreased damage from 20 to 13.
Fixed damage drop based on current number of Good not working correctly.
Eternal Glory
Effect changed:
Previous: Applies Empowered to self.
Now: Inflicts damage to an enemy. Applies Empowered to self. Applies Vulnerable to self.
Shield Of Humanity has been changed to Repentance
Effect changed:
Previous: Gains defense.
Now: Applies Spike to self.
Sacrilege
Decreased damage from 12 to 10.
Justice Prevail
Decreased damage of each strike from 3 to 2.
Arsenal
Added following arsenals:
Storm Chaser
Legendary arsenal
- Offensive - Hectopascal SlashInflicts damage, which is increased each time an offensive action is used in current battle.
- Defensive - Preceding PeaceGains defense, which is increased each time a defensive action is used in current battle.
- Utility - Eye Of The StormGains Empowered and Fortify, which is increased each time an utility action is used in current battle.
Among Ourselves
Venting Delusion
Decreased chance to dodge from 90% to 80%.
One Thousand Roses
Maiden Of Thorns
Decreased defense gained from 4 to 3.
Decreased Spike damage from 2 to 1.
Increased duration of Spike from 2 turns to 3 turns.
Lock Of Love
Decreased duration of Bind from 2 turns to 1 turn.
Thunderous Whisper
Leading Light
Decreased damage while enemy has defense from 12 to 11.
Dragoon
Roar Of The Ember
Decreased loaded damage from 14 to 11.
Gunpowder Overload
Decreased damage from 8 to 7.
Increased self Burn damage from 2 to 3.
Moon Dragon's Blessing
Decreased duration from 3 turns to 2 turns.
Your Last Word
Quickdraw
Decreased damage from 9 to 8.
Increased Counting Bullet stack increase amount from 2 to 3.
Salvation Remedy
Medication
Decreased damage from 7 to 6.
White Night
Everlasting Day
Increased defense gained when wielder has no defense from 6 to 7.
Leviathan
Feeding Frenzy
Increased HP recovery from 1 to 2.
Rainmaker
Burning Shot
Decreased damage from 8 to 7.
Golden Record
To Whom It May Concern
Increased damage from 4 to 5.
Brave New World
This arsenal is now Exotic tier.
Community
Increased attack damage from 15 to 18.
Decreased Weaken effectiveness from 40% to 30%.
Identity
Increased defense gained from 12 to 14.
Decreased Corrosion effectiveness from 40% to 20%.
Inugami Symphony
This arsenal is now Rare tier.
Croissant Cross
Decreased attack damage from 8 to 6.
Baguette Block
Decreased defense gained from 6 to 5.
Decreased HP recovery on multiple usage from 8 to 4.
Cream Puff Woof
Decreased Empowered effectiveness on multiple usage from 30% to 20%.
Decreased Fortify effectiveness on multiple usage from 20% to 15%.
Night Terror
Parasomnia
Decreased attack damage from 19 to 17.
Insomnia
Decreased attack damage from 19 to 17.
Somnambulism
Decreased attack damage from 19 to 17.
Deus
Fixed unique status effect "Ex Machina" showing incomplete description.
Chronos
Sequential Observation
Decreased damage of delayed attack from 26 to 21.
Decreased delayed attack required duration from 5 turns to 4 turns.
Irreversible Flow
Decreased delayed defense required duration from 5 turns to 4 turns.
Event
Destroyed Village
First chain
Decreased gold penalty on first option from 120 to 85.
Decreased HP penalty on second option from 10 to 6.
Second chain
Increased HP penalty on second from 6 to 8.
Third chain
Now you can select two arsenals to imbue Fragile upon selecting second option.
Story Behind Success
Fixed this event not appearing when condition is met.
Old Heroes Story
Decreased gold cost per opportunity to gain relic from 40 to 30.
Relic
Added following relics:
Helping Hand : Gains an ability to view arsenal that would be drawn as the players last action.
Asbestos : Inflicts damage to an enemy at the end of every turn and inflicts damage to player at the end of battle.
Goddess Statue : Revives once upon receiving fatal damage.
Anchor : Has a chance to stun enemy upon using offensive action when HP is low.
Holy Words : You can now select to gain guidance instead of gold upon winning a battle.
Knuckles
Increased damage increase from 5% to 10%.
Fabricator
Decreased defense gained from 6 to 4.
Futon
Decreased guidance gained from 2 to 1.
Adventure Perk
Good Nights Sleep
Decreased HP recovery from 7 to 4.
Preemptive Planning
Decreased guidance gain from 2 to 1.
Decreased rest amount required from 6 to 4.
Meditation
Decreased rest amount required from 12 to 8.
Story
Reworked story on the first adventure start.
Reworked story on Wanderer saving the village.
Shop
Decreased cost of Common relics from 150 to 100.
Decreased cost of Rare relics from 250 to 175.
Decreased cost of Legendary relics from 350 to 250.
Increased base chance of items being in a discount from 30% to 35%.
Enchant
Added following enchants:
Hemorrhage : Applies Bleed on attack.
Blade dance: Increases attack damage after # turns.
- Quick attackIncreased attack damage before # turns.
Copycat: If this arsenal gets drawn in a battle, every arsenal drawn after in this turn will be this arsenal.
Eclipse: Decreases effectiveness in normal battle. Increases effectiveness in elite and boss battle.
Anarchy: Increases effectiveness but loses HP upon usage.
Relativity: Increases attack damage and decreases defense gained when HP is high. Decreases attack damage and increases defense gained when HP is low.
Blood Moon: Loses HP when HP is high. Gains HP when HP is low.
Dark Moon: Increases damage per debuff applied to self. Decreases damage per buff applied to self.
Jack In The Box: Has a chance to disable random action.
Sharp Edge
Decreased attack damage increase from 25% to 20%.
Source
Changelog.gg summarizes and formats this update. How we read updates.
