1. JRoguePG
  2. News

JRoguePG News

Time Flux Rebalance

[h3]New Magi[/h3][p][/p][p]After defeating Extol, a mysterious new portal will appear on the southwest side of the main hub. Within is a new magi whose purpose is for adding late game usage for the meta currency Reclaimed Souls. Previously, once you unlocked everything, souls did nothing. Now, there will always be a use for them.[/p][p][/p][p]Currently only two features are competed with the new magi: 1. A souls shop for powerful items like Mythril Shurikens, Ferocious Lures, and Mega Elixirs, and 2. more skills to equip in your active and passive skill slots! There will be many more to come, so if a skill or spell you really want isn't there, suggest it in the forums.[/p][p][/p][p]More will be added to the new magi soon![/p][p][/p][h3]Time Flux Rework[/h3][p][/p][p]Time Flux. If you've used a Wizard to late game, you know how powerful this spell is. Too powerful. I've been brainstorming for weeks on how to fix it. I know some players will hate me for this, but...[/p][p]
Time Flux no longer adds its effect on the caster, only the other 3 allies. This fixes so many issues with the spell. To counteract this major reword, the MP cost has been lowered significantly to only 60 MP down from 80 MP. You can still cast it every turn for an incredible boon to your team, but the one casting it is now stuck doing only that (probably).

The Support Satchel 90RP skill works the same way.[/p][p][/p][h3]Weak Attacks[/h3][p][/p][p]The previous update reworked the formula for weak attacks, but too much power was given to them from another source than the attack stat. They are weaker now compared to the last update, but Attack still affects it the same. Stack attack if you want Weak Attacks to land hard.[/p][p][/p][h3]Blink[/h3][p][/p][p]The spell Blink is meant to be a support skill. People were using Thaumaturgists to cast it on themselves, then easily do 6 weak attacks each round. Throw in a Genji Glove or two and... it was broken. Blink can no longer be cast on the one casting it, only other allies.[/p][p][/p][p]One other minor change. The Power Fragment "Random Buffs/Debuff" previously gave you two random stats buffed and one debuffed. It was confusing and cluttered the screen. Now it's just simply "Random Buff" and gives all your characters one random stat buff each battle that stacks with all other buffs.[/p][p][/p][p]That's all! Take a moment to review the game if you haven't yet. It really helps the game get discovered by more people.[/p][p][/p][p]-Andrew[/p]

More bug fixes and minor balance changes

[p]Another small update for you! Several bug fixes and a few small balancing tweaks.[/p][p][/p][h3]Balancing changes[/h3]
  • [p]Weak Attacks were too strong especially if you stacked attack. I find if you get enough weak attacks, they out-damaged all other skills except maybe the 100RP attack types. Weak attacks now stack with less of your party member's attack power but incorporate how many levels your party has gained (previously it was based on the character's level which broke the enemies using weak attacks because they don't have levers and every weak attack did 0 damage. That's fixed)[/p]
  • [p]It was too easy to save scum before! Now the "Your party has been defeated" message is only on screen for a second before disappearing and an autosave triggers. If you want to save scum, you'll have to either be quick on the reset or quit the battle before the final blow.[/p]
  • [p]Paladin, sorry bud, your defense has been decreased. The class still has the best defense of all classes, but it's just a little less ridiculously strong.[/p]
  • [p]Rogue got a buff. They are supposed to be the high evasion class, but the 20% physical and magic evasion passive wasn't enough to really feel impactful. Even after several evasion items, the class still got hit too often. Both physical and magic evasion are now 25% instead of 20%.[/p]
  • [p]Mage Rings now give a little less magic power. It previously wasn't enough of a difference between the focus crystals and the mage rings and it was usually better to just take the mage ring. Now focus crystals give a comparatively larger amount of magic power.[/p]
  • [p]The price of the Time Broach from Blobby has been increased since it can potentially have such a drastic change on your party's strategy.[/p]
[h3]Notable bug fixes[/h3][p]I've been doing new game+ runs and finding bugs. [/p]
  • [p]On a new game+, the guy you meet in Hub 3 now works as intended.[/p]
  • [p]The Hex Blade prompt at the start of a run should now charge the character's weapon as expected.[/p]
[p][/p][p]That's all for today! Have fun storming the rift![/p][p]-Andrew[/p]

Less hard hard mode!

[h3]Less hard Hard mode[/h3][p]I've been deep diving into hard mode the last couple weeks to fine tune the balance and it was simply too hard. It wasn't fun. Thus, hard mode has been made slightly easier once again.[/p][p]Hard mode is now...
HP, MP, Agility: 90%[/p][p]Attack, Defense, Magic, Magic Resist: 80%[/p][p]Luck: 50%[/p][p][/p][p]I made the stat changes less drastic for all stats except max HP and Luck.[/p][p][/p][h3]Never forced detrimental Choice Chest options[/h3][p]There were a few Choice Chest options that only had options for some kind of negative effect (for example one that gave you good stuff, but both options took away all of your Dispel Herbs) that have been changed to be less potentially punishing. There are still several that force you into a challenge like fighting a Mimic or being poisoned in the next battle, but those are risk/reward situations instead of forced negative consequences.[/p][p][/p][h3]Bug fixes[/h3][p]Lots of little inconsequential bug fixes and typos have been fixed, but some notable ones:[/p]
  • [p]On a new game+ after, you'd get a black screen of death after defeating Extol. This has been fixed.[/p]
  • [p]Backing out of the guy who gives you stuff (avoiding spoilers) on Hub 3 now doesn't make you lose the option of getting an item[/p]
  • [p]"Skip Ending" now works as expected.[/p]
  • [p]Fixed the offhand weapon Falcon Claw. It was giving a buff it wasn't supposed to and therefore extremely overpowered.[/p]
[p][/p][p]That's all for now! Has anyone done any new game+ fewest runs attempts? If so, how'd it go?[/p][p][/p][p]-Andrew Ryan Henke [/p]

Many impactful tweaks

[p]Hello everyone! I have a lot of relatively impactful changes in this update from my intense playing of the game on Hard Mode and from community feedback.
[/p][h2]Class Changes:[/h2]
  • [p]Acolyte now learns Group Heal I at level 3 instead of 4 and Group Heal II at level 17 instead of 18.[/p]
  • [p]Lancer All 3 jump skills are now certain hit and slightly more damage based on character level. One time missing a Jump you waited 3 turns for was enough to make you never want to use a Lancer again. lol. Now Jumps can't miss. Yay![/p]
  • [p]Thaumaturgist base evasion and luck has been lowered slightly. (Don't worry, they got the new spell Levitation too. See below)[/p]
  • [p]Druid got the new spell Levitation.[/p]
  • [p]Rogue: New skill learned at level 14. Ethereal Mist, 70RP, 90% chance of inflicting Blinded status (-50% accuracy) on all enemies. There are very few skills/spells that can inflict Blinded, so this gives the Rogue a little more unique flair and usefulness.[/p]
  • [p]Berserker now learns Desperation Attack at level 16.[/p]
  • [p]Knight counter-attack chance changed from 25% to 33%.[/p]
  • [p]Trapper: All trap skills now do significantly more damage. Caltrops 200% -> 300%. Bear Trap 400% -> 600%. Explosive Trap 800% -> 1000%.[/p]
[p][/p][h2]Other Changes:[/h2]
  • [p]New spell Levitation for Thaumaturgist and Druid. Target ally is completely immune to Ground and Low damage. It also increases Agility by 20% (on top of regular Agility buffs).[/p]
  • [p]Equipment that already reduces MP costs now is a little less effective. For example, Spirit Orb used to lower MP cost by 50%. It now lowers it by 40%. These were just a bit too powerful if stacked letting players have basically infinite Time Flux and Group Barriers and the like. The 20% MP cost rate deduction from the Healer class skill passive has not been changed.[/p]
  • [p]The Support Satchel skill Mana leaf now restores 40% max MP instead of 50%. Was too stronk![/p]
  • [p]Hard mode offensive stats alteration is now back to 75% (instead of 70%) like they were before changes a few patches ago. Hard mode battles were simply taking too long and were a little too difficult.[/p]
  • [p]New skill for maces to replace Flail- Chain Spin. Mace- Spirit Drain! It's a physical attack that drains the target's MP. It deals High damage. Won't work if target has no MP.[/p]
  • [p]Lowered the max MP of many enemies to a reasonable amount so it is possible for them to run out of MP (but probably not bosses). I also noticed and fixed a couple enemies that had spells they couldn't use because they had no MP. For example the Huldufolk in the snowy biome are supposed to have various offensive and healing spells. They'll actually use them now.[/p]
  • [p]Healing Breeze and Healing Gust potions do a little less healing to match Healing Potions and Potent Healing Potions. The prices for the items have been lowered slightly to accommodate.[/p]
  • [p]Fixed several bugs reported by the community. Thank you to ever one who reported![/p]
[p][/p][p]I love hearing everyone's feedback! Thank you for playing my game.[/p][p][/p][p]-Andrew[/p][p][/p]

Satchel Update

[h2]New item type: Satchels![/h2][p]It's not a purse, sheesh![/p][p]Shout out to player Zanerus for the suggestion.
[/p][p]Satchels will appear in the silver rare chests in biomes 1-4 and the gold/red equipment chests in biomes 5-6. They are also available for purchase once you unlock either of the last two Accessories upgrades.[/p][p][/p][p]Any character can equip a satchel. The idea behind this equipment type is to give more versatility to all classes at the cost of a shield slot or an offhand weapon slot (you can purchase either the shield slot or the offhand weapon slot versions, or when you earn one in a chest you get the option of either version).[/p][p][/p][p]Each Satchel grants three entirely brand new skills (brand new to the game and to the character when they equip it). Each satchel has a 10RP, a 40RP, and a 90RP skill which slots in between the weapon skill RP costs.[/p][p][/p][h3]Battle Satchel[/h3]
  • [p]10RP Barbed Wire - Single target Low attack that cannot miss. Not too much power, but it inflicts Tied Down status. This lets anyone remove a target's evasion or magic reflection (looking at you Banshees).[/p]
  • [p]40RP Acid Vial - Single target attack that deals no damage but makes all attack types (High, Ranged, etc.) deal 50% more damage for 3 rounds. This stacks with already existing weaknesses, so it can be used to add a little weakness to whichever attack type you need or make an existing weakness even greater![/p]
  • [p]90RP Pepper Spray - Single target attack with no damage that has a 100% chance of inflicting Stun! The only skill in the game with a 100% chance of Stun. Remember some enemies have resistances to various status effects. 100% chance can still fail especially on mini bosses and bosses.[/p]
[h3]Support Satchel[/h3]
  • [p]10RP Adrenaline - Goes first in the round. Target has their agility multiplied by 2 for 3 rounds. A skill recommended by players in the discussions. The idea is to be able to make sure a character goes first in the round for a few turns as long as they don't have terrible Agility.[/p]
  • [p]40RP Mana Leaf - Restores 50% of target's max MP and cures Head Injury.[/p]
  • [p]90RP Dark Matter - Same effect as the Time Flux spell (All characters get an extra turn for the next round). Now you don't HAVE to have a Wizard in your party to TIme Flex (see what I did there) on your enemies.[/p]
[h3]Medic Satchel[/h3]
  • [p]10RP Vaccine - Same effect as the Inoculate spell (target resists almost all status effects for 5 rounds)[/p]
  • [p]40RP Spirit Surge - Heal all allies equal to 5 times the user's magic resist.[/p]
  • [p]90RP Mending Gas - Remove all Injury status effects from all allies. Also, allies gain 20% of their max HP per round for 10 rounds. This gives characters another way to get rid of pesky injuries and also sets up the Regenerate status effect.[/p]
[p][/p][h2]Other Changes[/h2][p][/p][h3]Hard Mode[/h3][p]A previous nerf to attack and magic in hard mode went too far. Attack and Magic stat change was 33% less and now it is 30% less. It was hard to pierce enemies armor and magic resist and dragged battles out too long.[/p][p][/p][h3]Ferocious Monsters[/h3][p]Ferocious monsters are still a bit too strong. Their offense was decreased in a pervious update. It is getting decreased again. The boost to ferocious monsters' attack and magic is now only 10% more.[/p][p][/p][h3]Fewest Runs Win Achievements[/h3][p]The six achievements related to beating the game in as few runs as possible have been made a little easier. The change was made to both the 3 regular difficulty achievements and the 3 hard difficulty achievements.[/p][p]Least Decades Win - Bronze - Win in 12 decades or less (it was 10)[/p][p]Least Decades Win - Silver - Win in 7 decades or less (it was 6)[/p][p]Least Decades Win - Gold - Win in 5 decades or less (it was 4)[/p][p][/p][h3]Assassinate Skill on Bosses[/h3][p]A player pointed out the Assassinate skill will sometimes work on bosses. This wasn't the original plan/design for the skill, but the more I thought about it, the more I liked it. Assassins have the issue of being less useful against bosses since they can't get a lucky insta-kill like they can with normal battles. Now the Assassinate skill has a chance of doing just that! The chances are lower than on regular enemies, but it is possible.[/p][p][/p][h3]Willpower Buff[/h3][p]The Wizard skill Willpower now gives the user 25% of their max MP instead of 20%.[/p][p][/p][p][/p][p][/p][p]That's it! I am always striving to make the game as fun and balanced as possible. If you have any suggestions, hop in the discussions. If you have a moment, please review the game. It helps tremendously.[/p][p][/p][p]-Andrew Ryan Henke[/p]