Launch Hotfix #3
The game has been patched with bug fixes and balance changes.
The above balance changes were made to reduce the frequency of run-winning combos appearing very early on in a run, as well as to slightly buff a few symbols and items.
I noticed through playtesting that players would often lose a run due to a Lockbox or Safe not being destroyed just before a rent payment. Buffing Lockpick should help to alleviate that.
Checkered Flag was modified in order to make Robin Hood and Magpie slightly more powerful overall, as many players seemed to avoid picking these symbols due to them taking coins more often than not.
In regards to Shedding Season and Recycling having their rarity changed, this is due to them being incredibly powerful when obtained early on in a run. My design philosophy is to not take away fun "game-breaking" combos unless it is absolutely 100% necessary for the health and balance of the game. I did not feel this was necessary with these items, so I have changed the rarities in order to simply make these situations appear less often on average.
Please let me know your thoughts either in the comments or on the official discord!
-Dan
Game Balance
- Lockpick now has a 30% of destroying symbols (up from 20%)
- Checkered Flag now also affects Robin Hood and Magpie
- Shedding Season is now Uncommon instead of Common
- Recycling is now Rare instead of Uncommon
The above balance changes were made to reduce the frequency of run-winning combos appearing very early on in a run, as well as to slightly buff a few symbols and items.
I noticed through playtesting that players would often lose a run due to a Lockbox or Safe not being destroyed just before a rent payment. Buffing Lockpick should help to alleviate that.
Checkered Flag was modified in order to make Robin Hood and Magpie slightly more powerful overall, as many players seemed to avoid picking these symbols due to them taking coins more often than not.
In regards to Shedding Season and Recycling having their rarity changed, this is due to them being incredibly powerful when obtained early on in a run. My design philosophy is to not take away fun "game-breaking" combos unless it is absolutely 100% necessary for the health and balance of the game. I did not feel this was necessary with these items, so I have changed the rarities in order to simply make these situations appear less often on average.
Please let me know your thoughts either in the comments or on the official discord!
-Dan
Bug Fixes
- Fixed a bug where Coin on a String wasn't rolling its 10% break chance properly
- Fixed a bug where Ores had a 50% chance to not be destroyed when adjacent to a Miner if the player also had the Mining Pick item
- Fixed a bug where Miners would sometimes destroy the symbols added from destroying Ores.
- Fixed a bug where Eggs could still be made into Omelettes while the player has the Frying Pan item even after transforming into Chicks (gross!)
- Fixed a bug introduced in Launch Hotfix #2 where Hex of Thievery couldn't take any coins