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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]