1. JRoguePG
  2. News

JRoguePG News

Mini update

[p]Hello everyone! I hope your 2026 is off to a great start.[/p][p][/p][p]Just a few small changes today:[/p][p][/p]
  • [p]Added text to the Commander skill "Choose Starting Formation" and the Hex Blade skill "Choose Starting Element" that warns the player that it will kick them out of the menu and straight into battle again when you're in the menu after a resurrection is triggered. I'm looking for a solution to the issues.[/p]
  • [p]All of the enemies in the final biomes now drop stuff! Previously only a few did. The chances are low for most of them... but if you get a drop, it's usually something VERY good. Some have a small chance of dropping the best equipment in the game.[/p]
  • [p]Sea Serpent is now a little less powerful and less likely to use Tsunami III. Its splash skill was also changed to physical damage as it was originally intended.[/p]
  • [p]Bodyguards in the Wizard Tower biome now use Healing Breeze potions (300HP to all) instead of Healing Gust potions (600HP to all). In hard mode they still have a chance of using Healing Gust.[/p]
  • [p]The Muramasa and Masamune have been made slightly more powerful.[/p]
[p][/p][p]Upcoming features (no ETA yet):[/p][p][/p]
  • [p]A new Magi after you've beaten Extol that will give you new mega progression options that require a much greater amount of Reclaimed Souls to unlock. This is to give players at least some use for their souls once they have unlocked everything.[/p]
  • [p]Biome practice arena. It's just on the drawing board at the moment, but the idea is once you've unlocked a biome, you can choose that biome in the hub and practice the battles to learn the enemies and try strategies without anything on the line.[/p]
[p][/p][p]I hope you're enjoying the game! Comment in the discussion board if you see any issues or want to suggest anything. As always, if you have a moment, please review JRoguePG. It helps small indie games so much with getting discovered.[/p][p][/p][p]-Andrew[/p]

Mini Update

[p]Hello everyone! [/p][p][/p][p]This tiny update fixes a couple minor bugs. The only notable change is to Ferocious monsters. Since them going an extra time each round is already such a huge buff, I lowered their attack and magic power slightly. They were 120% and now they are 115%.[/p][p][/p][p]There are a few enemies that were designed to do one strong full party spell/attack each round. Going twice was terrible for those enemies. Hopefully now it will be a little easier to weather that storm. (I personally lost a run to a Ferocious Leviathan in the final biome that party wiped me turn 1 with two Tsunami III in a row. Not ideal...)[/p][p][/p][p]Happy new year![/p][p]-Andrew[/p]

Small upddate

[p]Just a small update fixing some minor bugs and a few small tweaks and additions.
[/p]
  • [p]Arcane Boon now grants 50% more MP! (It's still not a ton, but it's something!)[/p]
  • [p]In a character's status screen, it now lists the weapons and armor they can use[/p]
  • [p]Fixed the animation for Battlemage's 100RP skill Vertigo Blast[/p]
  • [p]Hex Blade's Elemental Resonance skills now que up the Diablerie Staff's Conflagration too! ːsteamhappyː[/p]
  • [p]Added weakness icons under enemies for the new Holy and Evil elements[/p]

Balance update, New skills, New elements!

[p]Hello everyone! I am implementing several changes based on player feedback.[/p][p][/p][h2]New Elements![/h2][p]There are two new elements! These are unique because they do not interact with the other magic elements via the Circle of Elements. They are Holy and Evil elements. Some enemies are weak to one or the other and that's as complicated as it gets. Enemies like zombies that are unholy or evil will likely be weak to the Holy element. Enemies that seem holy or perfect in some way are likely weak to the Evil element.[/p][p][/p][h3]Spells and skills that deal Holy damage:[/h3][p]The spell Holy that Healers and Clerics learn. The Paladin's Holy Smite I and II skills, and the new 40RP Cleric skill Smite Evil.[/p][h3]Spells and skills that deal Evil damage:[/h3][p]The Elementalist skills Reality Collapse I and II (more about them later), the 80RP Kama skill Reaper's Harvest, the 50RP wand skill Necrotic Siphon, and the Samurai skill Dishonorable Dispatch[/p][p][/p][h2]Class Changes:[/h2][h3]Changes to Elementalist:[/h3][p]Added 30RP skill Reality Collapse I for Elementalist (and changed the previously named Reality Collapse to Reality Collapse II). They do Evil damage![/p][p]The Elementalist skill Spirit Curse has had its RP cost lowered from 25 to 10.[/p][p][/p][h3]Changes to Druid:[/h3][p]Druids get a modest buff to magic power at the cost of slightly lower attack and defense stats.[/p][p]The Druid spell Upheaval was previously (incorrectly) a certain hit spell. It now functions as it should as a normal spell.[/p][p]Druid Poison and Poison Cloud's chances of inflicting poison has been increased.[/p][p][/p][h3]Changes to Paladin:[/h3][p]This is a VERY small nerf to Paladins. They have slightly less base Defesne. Also relevant to Paladins, heavy armor yields slightly less armor.[/p][p]Also defense is slightly less effective against single target enemy attacks now. In other words, enemy single target physical attacks now calculate in the target's defense stat at a slightly lower amount.[/p][p][/p][h3]Changes to Cleric:[/h3][p]They have a new skill! Smite Evil! It hits all enemies for 40RP dealing Holy damage and having a good chance of inflicting the Defenseless status.[/p][p][/p][h2]Other Changes:[/h2][h3]Head Injury Rework:[/h3][p]During development, Head Injury was basically the classic "Silence" status effect. It prevented all magic. As I playtested, I found this too punishing. A silenced Healer = dead party. I changed it to lower magic power and defense drastically so you could still cast the magic but it would be much less potent. The issue with this (how it was up until this update) was it worked fine when your party members got a Head Injury, but if you landed a Head Injury on an enemy who casted magic... their magic was now so impotent that they were ignorable.[/p][p]The change:[/p][p]Head Injury now lowers magic Defense by 50%, magic power by only 25%, but MP cost rate doubled.[/p][p]Hopefully this is a good balance between being an annoying status effect that you want to (but don't absolutely have to) remove from your casters while also not crippling enemy magic users.[/p][p][/p][h2]Other small changes and bug fixes:[/h2]
  • [p]Fixed a bug where the final end boss would be still laying on the ground on a second playthrough.[/p]
  • [p]Fixed a bug where you could lose Hard Mode status effect when you should still have it.[/p]
  • [p]The classes tutorial now says if a class is unlocked yet or not.[/p]
  • [p]Most players in the discussion board agree Time Flux on Wizard is incredibly strong. A small attempt to balance it is now the MP cost is changed from 75 to 80.[/p]
  • [p]The elemental weapons doing their magic effect at the end of the round now takes less time.[/p]
  • [p]The animation for the 80RP Staff skill Dervish Dance now animates how it was originally intended.
    [/p]
[p]I hope these changes help balance things a bit while making the game more fun. Join the discussion board to add your opinions about balancing or suggestions for new features.

As always, please take a moment to review JRoguePG. It helps tremendously.

Sincerely,[/p][p]Andrew Ryan Henke[/p][p][/p]

Small balance update - Battlemaster Offhand!

[p]Hey everyone! The game has 10 positive reviews now. Thank you to everyone who purchased the game and reviewed it. It means the world to me to hear your feedback.

Speaking of feedback, there's a lively discussion on class balancing, status effects, and more in the discussion board. Go check it out! From these discussions, I've decided to make a few changes to the game.

Patch notes:
[/p]
  • [p]The Battlemaster class can now use every main hand and offhand weapon (except ninja only offhand swords and claws) instead of shields.[/p]
  • [p]Tied Down and Slow status effects have been reworked. They both lower the target's Agility stat by 50%. After that, they each have their unique niches of when they'd be useful. Tied down hurts magic users more while Slow hurts attackers more now.[/p]
  • [p]Tied Down: Agility -50%, Evasion -100%, Mag evasion -100%, Magic Reflection -100% [/p]
  • [p]Slow: Agility -50%, Evasion -50%, Mag evasion -50%, Critical Hit Rate -100%, Hit rate (Accuracy) -20%, counter attacks -100%[/p]
  • [p]The status effect Head Injury still lowers the target's Magic Resistance by 75%, but now it lowers magic power by only 50% (it used to also be lowered by 75%)[/p]
  • [p]Paladin was too good. Sorry. They lost their Group Life I and Group Life II spells. You can still get Group Life II with Power Fragments and cast it with Paladins though.[/p]
  • [p]The Ranger level 15 class skill has been changed. It used to be Nature's Blessing. It is now Hog Tie. This change was made to give you an option to deal with enemies that have magic reflection. Previously there was no way to deal with the reflection other than just not casting spells on them.[/p]
  • [p]Healing spells were tweaked in the previous patch to rely less on magic power and more on simply the character's level. This was to balance classes built with a ton of magic power outclassing healers. I think I went a little too far to that side and have dialed it back slightly. Magic power now helps healing magic slightly more (though still much less than two patches ago).[/p]
  • [p]Enemy healing spells are now increased significantly. They were healing for almost nothing previously.[/p]
[p]That's it! I hope you all are enjoying the game. Jump in the discussion board and add your two cents on what you like, don't like, or would like to see changed. I read it all.

If you haven't yet, please take a moment to review JRoguePG. It helps tremendously.

Happy Holidays everyone![/p][p]-Andrew[/p][p]
[/p][p][/p][p][/p]