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Patch 0.4

Patch 0.4.0 has been pushed and the patch notes are below. Feel free to also checkout the development notes for it here

https://store.steampowered.com/newshub/app/955740/view/2905343386013969508

There are some problems with the cloud save so I haven't enabled it yet. It will most likely be enabled during one of the 0.4.x patch once I finish testing it.

Since this is a big patch I'll be spending the next week or so doing small patches to fix bugs/balance the game before moving on to 0.5 pogger. Also 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 discord!

===Bosses====

- Normal Bone Knight now drops gold
- Normal Bone Knight's health reduced from 3000 to 2800
- Gump now casts Twin Summon at 35% health instead of 20%
- Brutal/Insane Bone Knight's Throw Boulder ability is now replaced by Sword Toss
- Iqsior and Solaria & Lunaria's posision are now swapped
- Reworked Iqsior's fight
- Sepitus's Mana Crystal's Drought ability is now replaced by Mana Burn
- Normal/Brutal Sepitus's Mana Crystal's Drought ability is now replaced by Mana Burn
- Despair's Soul Grip ability is now replaced by Hush Zone
- Normal Despair now only Nightmare 1 target instead of 2
- Norrix's idle souls no longer grants him extra damage
- Reworked Tolmon's fight
- Reworked Grunzar's fight
- Izki now gains the Stone Feet environmental effect
- Izki's Toxic Sweep spellpower ratio increased from 24% to 50%
- Izki's summon cooldown increased from 10 to 17 seconds
- Izki's minion base health reduced from 25000/40000/80000 to 20000/35000/65000
- Izki's minion base damage increased from 200/300/450 to 250/370/520
- Izki's minion base spellpower increased from 1700/1850/2250 to 1850/2000/2450
- Sargaris' shield is now removed at 75% instead of 100%
- Channel Heal now does not get removed when Sargaris' shield is removed
- Sargaris now only cast Channel Heal once per combat
- Channel Heal's healing funneled to Sargaris reduced from 3000% to 1000%
- Sargaris now can no longer be healed once the shield is removed
- Sargaris now takes 20% more damage once the shield is removed
- Ignatious's Living Bomb Recent effect has been changed from showing as a Buff to a Debuff
- Reworked Droto's fight
- Reworked Arney and Brney's fight
- Reworked Mump's fight
- Reworked Zix's fight
- Reworked Beezt's fight
- Reworked Raldon's fight
- Reworked Sid's fight
- Reworked Volkan's fight
- Reworked Thogg and Mhogg fight slightly
- Reduce the overall health scaling for bosses from Courtyards to Guardians
- Hardcore monsters now have 25% more health, 20% more auto attack damage and 25% more spellpower
- Explorer mode now reduces bosses' health by 65% instead of 75%
- Reworked the way depth monster room roll bosses, some bosses will always appear together while some will always appear by themselves.

===Artifacts/Crafting===

- Atlas item purchase is now reworded into forge
- Alchemy Shard is now added into the game as a requirement for item forging. You now receives a small amount of Alchemy Shards if you defeat a boss with unlucky drop roll
- Alchemy Shard has a maximum stack of 15
- Low level bosses has a lower chance of dropping Alchemy Shards
- Completing Midnight zones now no longer drops artifacts with +2 additional quality
- Significantly reduces initial augmentation cost for lower level items
- Immortality now also grant additional block chance when party members are affected by Area of Effect abilities
- Hou Yi's Bow now reduces Ranger's health instead of reduces Berzerker's damage
- Deathraze and Divine Deathraze no longer have level scaling to its percentage
- Deathraze percentage scaling reduced from 35% to 30%
- Divine Deathraze percentage scaling increased from 40% to 120%
- Anarchy and Divine Anarchy now increases percentage Nemesis damage instead of flat
- Anarchy Siphon Life damage per cast increased from 15% to 30%, Divine Anarchy increased from 30% to 70%
- Anarchy Siphon Life damage bonus is no longer lost when the Healer die
- Angel's Tune Heaven's Melody healing and shielding received increased from 40% to 50%
- Angel's Tune now gives +1 Virtuous Spirit level
- Ashwood and Divine Ashwood now increases Ranger's % fire damage instead of critical multiplier
- Divine Ashwood damage increased from 300% to 500%
- Divine Ashwood's burn now also reduces enemies fire resistances by 2% per stack
- Celestia now grants +1 level to Body and Mind, Divine Celestia now grants +2 level to Body and Mind
- Dispersion now increases Mind Rush's cast time instead of reducing its effect
- A divine version of Death's Bargain has been added
- Earth's Barricade now proc separately on each party member
- Eye of the Void damage ratio increased from 100% to 170%
- Serpent's Hunger now also affects Ample Heal
- Zombification attack damage reduces from 120% to 100%
- Divine Fester now makes enemies gain 2 additional poison stacks instead of 1
- Umbra Lightning now works with Ample Heal instead of Shadow Ripple
- Enigma now works with Ample Heal instead of Shadow Ripple
- Defiance now also increases effects of Ample Heal, Cleansing Ray, and Restoration Totem
- Sprinter of the Forest dodge chance reduced from 60% to 35%
- Reactive Armor and Divine Reactive Armor now has no level scaling component
- Vampiric Chestguard and Divine Vampiric Chestguard no longer has level scaling
- Vampiric Chestguard flat healing per level increased from 10 to 20
- Divine Vampiric Chestguard flat healing per level increased from 200 to 500
- Book of Dread now works with Ample Heal instead of Shadow Ripple
- Chaossong now works with Ample Heal instead of Shadow Ripple
- Devil's Tail duration increased from 2 to 3 seconds
- Fallen Flames no longer has level scaling
- Divine Dreamshadow has been reworked slightly
- Bolster and Divine Bolster has been reworked slightly
- Illumia and Divine Illumia have been reworked slightly
- Honor and Divine Honor have been reworked slightly
- Recreation has been reworked slightly
- Lion's Heart has been reworked
- Fortified Loop has been reworked
- Luminous Ward and Divine Luminous Ward have been reworked
- Clemency and Divine Clemency have been reworked
- Infected Striker has been reworked
- Leech has been reworked
- Adaptation and Divine Adaptation have been reworked
- Ambiance reworked
- Eternal Ring has been reworked
- Stormwalker has been reworked
- Lightning Aegis is no loner droppable
- Arcane Knowledge is no loner droppable
- Valhalla is no loner droppable
- Flux is no longer droppable
- Demonic Cloak is no loner droppable
- Demonic Gloves is no loner droppable
- Divine Fallen Flames has been added to Lowmore
- Divine Righteous Might has been added to the Abyss
- Divine Solitude has been added to the Abyss
- A new artifact has been added to Insane Tolmon
- A new artifact has been added to Brutal Cassandra
- Two new artifacts has been added to Brutal Grunzar
- A new artifact has been added to Brutal Izki
- A new runeword has been added to the game
- The Titan now has a new icon
- Immortality now has a new icon
- Omen now has a new icon
- Bolster and Divine Bolster now has a new icon

===Talents/Skills===

- Added an extra skill slot
- Dispel and Negate is now not removable (not retroactive)
- 4 new skills have been added to the game
- Mana is now removed when spell is successfully casts
- Dispelling Silent no longer burns mana
- Restoration is now reworked into Blessing Of Gaia
- Cooldown now start when spell is successfully casts instead of at the beginning of the cast
- Mana is now reduced when spell is successfully casts instead of at the beginning of the cast
- Masteries are now tracked separately for each talent loadout
- Siphon Life's damage healpower ratio increased from 8% to 20%
- Siphon Life's damage healpower ratio per level increased from 2% to 5%
- Siphon Life's healing now scales with healpower instead of damage dealt
- Nimble Aura now also increases movement speed
- Poison Making now has a new icon
- Evergreen now reduces the cooldown of Restoration Totem instead of Radiant Heal
- Shade is now a tier 4 talent
- Shade now regenerates health based on % max health instead of flat health
- Survival Instinct is now a tier 5 talent
- Survival Instinct no longer increases healing received
- Survival Instinct now increases dodge chance by 1.5% per level when below 40% health
- Botanist has been reworked
- Troll's Blood has been reworked
- New Spring has been reworked
- Astral Shift is now a tier 7 talent
- Frost Bite's Ice damage bonus increased from 2% per level to 4% per level
- Frost Bite's flat Ice damage bonus reduces from 60 per level to 20 per level
- Frost Bite now also increases % base Ice damage by 1% per level
- Frozen Touch has been reworked
- One with Nature has been reworked
- Invigorate has been reworked
- A new talent, Convocation, has been added into the Druid tree
- A new talent, Vitalized Flow, has been added into the Druid tree
- Path of Light now increases the effect of Ample Heal instead of Radiant Heal
- Light's Guidance also affects Ample Heal
- A new talent, Fortunate Faith, has been added into the Priest tree
- A new talent, Feathered Footwork, has been added into the Priest tree
- A new talent, Judgement, has been added into the Priest tree
- Holy Fury has been removed
- Burning Justice has been reworked
- Devotion has been reworked
- Repose of the Arcane reworked
- Voodoo Magic health restored reduced from 20% per level to 15% per level
- Shadow Fury reworked slightly
- Wicked Bloom reworked slightly
- Chaotic Infusion's healpower bonus increased from 60 per level to 100 per level
- A new talent, Soul Conduit, has been added into the Occultist tree
- A new talent, Demonic Ring, has been added into the Occultist tree
- A new talent, Shadow Entropy, has been added into the Occultist tree

==QoL===

- Added hover tooltips for objects other than talents such as Brutality Aura
- Added hover tooltips support into the talent tree UI
- Material in crafting view is now sorted by their type
- Save slots can now be renamed

==Bug Fixes===

- Fixed loading animation sometimes will not display properly
- Fixed Restu's Age stack tooltip not properly removing itself in midnight
- Fixed Zeus's Wrath not properly casting level 20 Smite
- Fixed +2 Rapid Shot Arrow not working properly on items
- Fixed Divine Fester having a lower value of healing done per stack than its normal version
- Fixed Retsu's death animation not playing properly
- Fixed Talent Room and Skill Room outline
- Fixed Anarchy not stacking properly
- Fixed chaotic depth not properly increasing its quality roll gain
- Fixed depth room shows a chaos pillar even when it can't be chaos'ed
- Fixed some bosses are appearing as normal version in depth
- Fixed Chaos modifier show an extra % sign in the end
- Fixed Divine Thor having a lower minimum value of healpower than maximum
- Fixed Keto sometimes breaks if he cast puppetfy while the puppet is dying
- Fixed various texts/copies

==Miscellaneous==

- The flow of the game has been reworked. Now you will follow a simple storyline and use quests to unlock different section of the Vault!
- Added a new casting animation to the healer
- The game now has a new BGM (Last one was not custom made, aka not completely copyright free)
- Reworked the way bosses' auto attack damage work, should not feel a difference here
- Extra info panel now have better formatting
- Extra info panel now show bosses' flat damage per element instead of total
- Skill door UI has been adjusted slightly, increasing the space for texts
- Tank's flat damage growth per level increased from 11 to 13
- Berzerker's flat damage growth per level increased from 27 to 30
- Ranger's flat damage growth per level increased from 8 to 10
- Healer's flat damage growth per level increased from 9 to 12
- Added SFX for healer cast animation

Development Notes - Version 0.4

Hello guys,

It's been a while since I posted news about the next patch. I am now very happy to share that the next patch is very close to being completed and moving into testing. Now that what's been changed is more or less developed, I am super excited to share some of the development notes for the next patch!

Patch 0.4 will probably be the biggest patch up to date and also one of the patches that changes the game fundamentally(not too much). For this patch I will recommend even for people who has finished the game to do a restart to experience the changes.


[h2]Movement[/h2]
The biggest change that patch 0.4 brings is the ability to move the Healer(or yourself) during battle, that's right, no strings attached anymore.

Below is a quick demonstration on how movement works during battle


Q: Why did you decide to add in movement?
  • The last boss of patch 0.3 received very good feedback on the design of its mechanic, but players also feels a bit weird that you need to use the button to move instead of exposing it as hotkeys. Problem with just exposing it as hotkeys would be too confusing for new players who see the move hotkeys but haven't seen the boss yet. Making it so that you can move across all bosses will make it more consistent and justify showing the keybindings of the movement in the settings right from the start of the game
  • Movement can increase the immersion of the battle as well as open more doors into movement based new skills/talents in the future.
  • Movement can also open up a lot of doors to new boss mechanics and design. I will talk about that more in the next section


Q: There are already many things that we need to keep track of, wouldn't adding in movement be too much to handle?
For sure there are already many things to keep an eye on during the battle such as health bars, enemy debuffs, enemy buffs, environmental effects...etc. Adding in movement on top of those will be very frantic if not done properly. I would say the approach that I took would be to limit the amount of mechanics per boss to be manageable. For example, a boss that has dangerous movement based mechanics will probably not have dangerous debuffs so you won't need to focus on everything at once. This adds to the fun of investigating and figuring out what is the most dangerous ability a boss has and focus on that ability.


[h2]Bosses[/h2]
Nearly 50-60% of the bosses in 0.3 has received changes, from minor tweaks to gaining new ability to completely reworked. This is to reinforce the ability to move all the way from Bone Knight, but the focus here is actually the Outer/Inner Courtyards, currently there are many feedback that some courtyard bosses are a bit unfair and uninteresting (Sid, Volkan, Thogg & Mhogg ...etc). So, Patch 0.4 will completely rework 7/11 of the Ourter/Inner Courtyard bosses, they are essentially new bosses! That's also the reason why a restart of the game will also feel fresh!

Below are some of the new abilities that the old bosses gained and new bosses have.



[h2]Story, Quests, and Dialogs[/h2]
Yes! An ARPG will need a story along with quests and dialogs. Patch 0.4 will bring a super super simple story into the game, along with NPCs, quest systems, and dialogs. Those will be very simple as I believe story is needed but not overly important.



Adding in quests and dialogs systems also allow me to rework other systems easily such as the trio rework mentioned below


[h2]Orra, Mevor, and Edwin (The Trio)[/h2]
I don't mind the current trio system the game has, but it's a bit repetitive as going from level 1-9 are basically the same mechanics with just a stats boost. I like the flavor of you only need to do them once, in which the quest system above can fullfill just that. Now they each have their own questlines and each quest will be different so they will feel less repetitive!



[h2]Skills[/h2]
A lot of people voiced that Dispel and Negate are too much of a hassle to put in/take out every fight. Patch 0.4 will now lock Dispel and Negate onto the cast bar so that you won't be able to take them off, as a result of that, the cast slots will now be increase to 8 (Pog)!

It is not over yet! Patch 0.4 will also rework and bring a total of 4 new skills to the table each with different dynamics and interaction. I will show case 2 of them below.

- Cleansing Ray - A channeling heal ability


- Restoration Totem - A zone based healing ability



[h2]Talents[/h2]
Of course with the new skills there will be new talents that support it. The patch will also rework some of the talents that are weak and can't really scale into the late game that well. But overall I would say talents are already in a good place so there won't be too much changes to the existing talents

[h2]Artifacts[/h2]
I have to thank the community for this one first, the discord community noted down the discussion for each artifact that was discussed and the proposal of its changes. I read through all of them and agreed with 80-85% of the proposals. So now some of the old and not popular items have been reworked based on the suggestions. Below are a few spoilers!



Of course there are also my own tweaking and balancing as well as new items to support the new skills.

[h2]Healing? Or Damage?[/h2]
There are a couple of feedback where people were saying the game doesn't feel like healing towards the mid to late game. I agree and this would be a tough one to solve for sure. But the approach here would be to be more open to both worlds as there are people who wants to go for DPS and people who wants more healing. I am planning to follow these directions -

During the early to mid game there shouldn't be items that once you get it you can breeze through the content without having to heal, either due to way superior damage or superior passive healing. So early items that do those will be changed a bit, but the late game version of them will stay the same.

Again during the early to mid to game you also shouldn't feel like you need to focus on DPS in order to beat a boss. Of course there are DPS checks but those will be relatively low for the early bosses.

As for the end game, I would keep it more open as if you want to keep optimize for healing you can, if you want to build a passive healing build you can, and if you want to build a pure DPS bloodlust machine you also can. So late game damaging items will mostly stay the game.

[h2]Other good things[/h2]
  • Steam Cloud Save - Patch 0.4 will enable Steam Cloud Save :hype:. But I would still save a copy of the save code before it is live (just in case)
  • Quality of life/Bug fixes - Patch 0.4 will also bring many QoLs and bug fixes such as the ability to rename save slots as well as hovering onto things like Vigor Aura on items will show you want that is instead of you going into combat and figuring it out
  • Localization - I know there are many international friends who want to try out the game. Patch 0.4 will bring the localization system to about 40% done. I am aiming for it to be 100% done and can start localization in patch 0.5


There are many other changes in Patch 0.4 but this should summarize all the big ones. Thank you for reading all the way to here and supporting the game/providing valuable feedback! As you can see the patch is bigger than the usual big patches so the testing might take a bit longer. I would expect the patch to go live in about 3-4 weeks!

Thanks,
Sad Doge

Patch 0.3.1c

Patch 0.3.1c has been pushed, patch notes below

===Bosses====


===Artifacts/Crafting===

===Talents/Skills===

==QoL===

==Bug Fixes===
- Fixed Ashwood and Divine Ashwood not properly calculating burn damage

==Miscellaneous==

What I am working on

Hello guys,

It's been another week since version 0.3.0 launched. I would say overall I was very happy with the change and it certainly addressed a couple of issues that were brought up quite often on the discord.

As patch 0.3.0 is getting stabilized, I will be moving onward to focus on the next big patch. Again it will be slower (roughly 1-2 months), but it will also be bigger. The next patch I would like to do a couple of rework focusing on old/boring systems and bosses. Without spoiling too much here's what you can expect in the upcoming patch.

- A couple of courtyard bosses rework
- Orra/Mevor/Ediwn chain rework
- New depth boss
- New skill
- New items/old items rework
- Steam Cloud support

Of course the patch will also come with its own slew of bug fixes, quality of life, and balancing changes as well.

Some things that are further on the horizon but definitely on my list:
- Steam Achievement
- Localization
and many more!

Again thanks for supporting the game and providing valuable feedback! We are one step closer toward getting out of Early Access!

Thanks,
Sad Doge

Patch 0.3.1b

Patch 0.3.1b has been pushed, patch notes below

===Bosses====


===Artifacts/Crafting===

===Talents/Skills===

==QoL===

==Bug Fixes===
- Fixed the interaction between Spirit Orb and Clara

==Miscellaneous==