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Mini Healer News

Patch 0.5.0a

Patch 0.5.0a has been pushed, patch notes below

===Bosses====

===Artifacts/Crafting===

===Talents/Skills===

==QoL===

==Bug Fixes===
- Fixed Evergeen's first mastery increasing % mana regen instead of flat mana regen
- Fixed Frozen Sphere not properly reducing enemies' Ice resistances
- Fixed Typhoon reducing resistances instead of increasing damage taken
- Fixed various texts/copies

==Miscellaneous=

Patch 0.5

Patch 0.5.0 has been pushed and the patch notes are below. Feel free to also checkout the development notes for it here
https://store.steampowered.com/news/app/955740/view/2903096657198706747

As always don't hesitate to reach out and tell me about the bugs or any balancing feedback you have. You can always find me on the Mini Healer discord!
https://discord.gg/Vh6GvtBSkA

Also I noticed there are more people waiting for the game's localization now! I will for sure add in multiple language support this year as well!

===Bosses====
- Readjusted monster strength from Outer Courtyard to Guardians so the main campaign will finish around level 75-80.
- Depth system has been reworked, now it's more of a map system that's randomly generated each time, with unique keys to collect as well as different infusions
- Depth's Abandoned Wealth no longer costs gold to open
- Depth's bosses now uses a different scaling than normal monsters
- Trio can now show up in Depth

===Artifacts/Crafting===
- Added Torram the Blamsmith with a dedicated UI for crafting
- Defeating the trio in the Infinite Corridor will drop anomalous artifacts
- Hell's Edge burn's damage is now coming from the caster
- Divine Anguish's double attack chance increased from 25% to 35%
- Remorse now has a new icon
- Divine Remorse has been added to the game
- Divine Faithkeeper has been added to the game
- Divine Frozen Hell has been added to the game
- Divine Partnership has been added to the game
- Divine Convergence has been added to the game
- Deathraze ratio decreased from 30% to 25%, divine from 120% to 110%
- Inevitable Fate damage ratio decreased from 400% to 350%
- Dancing Fencer ratio decreased from 40% to 35%
- Auramancer Stone resists ratio decreased from 2% to 1.5%, divine from 3% to 2.5%
- Zombification damage % decreased from 100% to 80%
- Fallen Flames enemy damage reduced from 30% to 25%
- Divine Fallen Flames self damage increased from 30% to 35%
- Overflowing Chaos Berzerker flat damage reduced from 7380 - 9850 to 7380 - 8850
- Higher tier augmentation stats reduced slightly
- Apprentice's Compendium Radiant Heal effect changed from 30-40% to 35-40%
- Apprentice's Compendium Radiant Heal mana cost increased from 140 to 160

===Talents/Skills===
- Pure in Heart shield ratio reduced from 20% per level to 15% per level

==QoL===
- Added combat log! Combat log is accessible both during and after a battle
- Added option to edit target FPS
- Added option to mute music when the game is in the background
- You can now search boss name/zone in the atlas
- Improved overall game performance

==Bug Fixes===
- Fixed sometimes settings view will not be scrolled to the top when opened
- Fixed sometimes Cleansing Ray's bonus will be lost when restarting a battle
- Fixed Cleansing Ray will show a line graphic for a short period of time on initial cast
- Fixed sometimes achievements related to Solaria/Lunaria will not be granted
- Fixed sometimes achievements will show more achievements completed than the total achievements
- Fixed switching to different save slot while in depth will persist the depth data
- Fixed Nature's Gift having wrong description in the skill room
- Fixed Curse of Hopelessness's global cooldown sometimes can stack
- Fixed sometimes bosses will cast their initial spells in the wrong order
- Fixed BGM runs a bit too early when the game launches
- Fixed having negative poison chance will still cause attacks to poison
- Fixed sometimes Fortunate Faith will show icon but not actually reducing cast time
- Fixed When you first equip an item, the sell/to crafting window does not reset properly
- Fixed ESC not properly cancelling channeled spell
- Fixed cursed Bragon not having Stone Feet initially
- Fixed various texts/copies

==Miscellaneous=
- Adjusted color for Lightning related text
- Keys are now categorized as Other in the inventory
- Added a meteor in Guardian's Cave
- Cursed Potion's Corruption effect changed from all party members' damage taken as Nemesis damage into all enemy deals Nemesis damage instead

What I am working on (Patch 0.5)

The patch train can not and will not stop! Here are some things I want to bring into the next major patch and I am more than excited to share this with you guys!

Overall I want to keep the scope of patch 0.5 smaller as 0.4 was a bloated one for sure. Patch 0.5 aims to beef up the existing content instead of changing it.

[h2]End game improvements[/h2]
There are a 2 main things I want to address here.

First being the transition into the end game, currently there is a big power gap between the guardians and the Abyss monsters. Having a power gap between them is ok but I feel like the gap is a bit too wide at the moment since they are technically not the hardest content anymore and there are many more challenges ahead. So I'll be aiming to shift some of their power into the new end game system.

Secondly, the current end game is not really impressive as you basically just keep going down the Infinite Corridor until you get tired. Patch 0.5 will aim to build a more robust and flexible end game system that is similar to the map systems in various ARPGs. Below is a sneak peek into the new system.


And there will be many new encounters that you will see in the new depth system and the map will be randomized every time!

[h2]Combat logs[/h2]
Many people really want to the ability to view a more detailed breakdown of skills' healing/damage after battles. Well, patch 0.5 will make that into a reality and I will just let the gif explains itself.

The combat log will be available on every boss fight.



[h2]New Crafting UI[/h2]
Many people also find it hard to navigate around crafting an item, as well as clarity on what does some of the upgrade means for an item. Patch 0.5 will introduce a proper blacksmith and a new UI that will be dedicated to upgrading/crafting your items!


[h2]Artifacts[/h2]
Overall artifacts and builds are in a relatively solid place but with the new end game system I feel like it can go a bit further so there are 2 main things I want to focus here as well.

First is to increase the maximum tier of the randomly generated items but slowly plateauing the power level of stats at higher level to avoid power creep. Think about it as a sigmoidal growth instead of pure exponential. This will most likely require heavy tuning here but that should open up more end game upgrade options

Second is to start introducing party focused builds. Currently the game has a lot of single party member builds where you focus on one party member to hyper carry the group, which is completely okay but it is time for party builds to get some love!

[h2]System update[/h2]
Of course I am not forgetting to continue on the system update for our international friends here. I aim to bring the localization system to ~60% done after 0.5. Thanks for your patience!

That's it! Short and sweet update, I aim to finish the content before the end of year and start testing it around that time as well. Which means the patch will most likely go live early January!

Thanks again for your support for the game!
Saddoge



Patch 0.4.0l

Patch 0.4.0l has been pushed, patch notes below

===Bosses====

===Artifacts/Crafting===

===Talents/Skills===

==QoL===

==Bug Fixes===

- Fixed Suffocation Arrow not working properly
- Fixed various texts/copies

==Miscellaneous=

Patch 0.4.0k

Patch 0.4.0k has been pushed, patch notes below

===Bosses====

===Artifacts/Crafting===

- Rune Pem can now drop from monster level 77 instead of 80

===Talents/Skills===

==QoL===

==Bug Fixes===

- Fixed various texts/copies

==Miscellaneous=