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Patch Manifesto and Highlights

Patch Manifesto and Highlights:
  • A lot of weapon scalings have been adjusted. The game now tries to follow a guideline, of giving "better" weapons better scalings, so that players can judge more accurately, which are "good" and which ones are "bad" weapons. This also means, some "bad" weapons that were clearly overtuned have been nerfed, but don't worry, in compensation I buffed the drop rate of "Epic" and "Legendary" weapons, so you will find better and more awesome weapons now.
    Internally, every weapon has a rarity or power tier, which goes "Common, Uncommon, Rare, Epic, Legendary". I tried to make it now so, that you can spot a "Rare" weapon by seeing "C - B" scalings. You can spot "Epic" weapons by "A" or "S" scalings. You can spot "Legendary" weapons by multiple "A" or "S" scalings.
  • Daggers have been completely reworked. They now aren't "Attack 3 times" attack-speed power houses, but try to be more of a "hit slower but deal critical hits" kind of weapon. Some effects have been adjusted too.
  • Big Swords have been reworked a bit. Most of them gained a new unique effect to stand out because all 2handed swords have quite similar behaviour.
  • "Discharge" trait has been reworked completely.
  • I fixed a major bug due to which, some bonuses from attributes (health, stamina, mana) wouldn't be always applied.
  • I made a lot of improvements to performance.
  • There has been some minor nerfs to armor items.
  • I buffed some of the later bosses and floors just by a little bit, because they were steam-rolled too easily.
  • A big change to how the meta progression currency "Souls" work. You now, cannot use souls, you've collected in a previous run in a next run. You will start with 0 souls. This change has been made because of a) lore reasons, your new character is a new character, it makes no sense they have access to previous souls and b) because it opens design space for me to give players more opportunities in the run to spend souls without getting too powerful just because "the bank" has been filled before, this is also important if you want to speedrun the game, you now don't rely on like - farming souls before you try to achieve a better run. This change also has the nice side effect, that people who don't like meta progression can still use souls during the run because effectively, souls are now just a 2nd type of gold.
  • Some might have noticed, that in later floors, if weapons were offered by a shop, the weapon could already be upgraded slightly. This behavior now also applies to weapons found in treasure chests and in armory rooms and should make switching weapon late in a run a bit easier.
  • A lot of the meta progression passive skills have been nerfed. The game became too easy too quickly. I don't want to go too much into detail, but obviously right now the game doesn't get harder, only you get stronger. After release, I will focus first and foremost on adding increased difficulty to the game, so that speccing into meta progression systems makes more sense for those who want to.
  • There has been a bug fixed, where "Poison" would use the biggest hit applied to calculate damage for all 10 stacks. This has changed and it's now an average of all hits that applied a stack. This is a big nerf to crit poison builds which were absolutely annihilating everything. In general, playtesting showed that critical hit builds were just too powerful compared to non-crit options, so I nerfed critical hit traits and equipment slightly - it is still very powerful.


Check out the complete patch notes here if you care: https://store.steampowered.com/news/app/2088570/view/5800096198459728060