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Patch 0.81f

Patch 0.81f has been pushed, patch notes below

**===Bosses====**

**===Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**
- Fixed not able to rebind jumping key in settings

**==Miscellaneous=**

**===🗼 Airene Tower Related 🗼===**

**===Bosses====**

**===Scrolls/Blessings/Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**

**==Miscellaneous=**

Patch 0.8

Patch 0.81d has been pushed, patch notes below

Took a little bit longer than expected as I had to be away from town for most of November. But I have managed to pushed it through!

Feel free to checkout the dev notes here!
https://store.steampowered.com/news/app/955740/view/2961667641471259858


**===Bosses====**
- Readjusted all bosses' stats slightly to fit the level curves better
- Readjusted all bosses' skill cooldown and damage ratio slightly, in general, the bosses will cast spells a bit less often but they will be more impactful
- Readjusted depth boss health scaling
- Behind Enemy Lines no longer exists, you can now freely move around the battlefield by default
- Reworked Despair fight
- Reworked Sargaris fight slightly
- Reworked Beezt fight slightly
- Reworked Sid fight slightly
- Reworked Thogg and Mhogg fight slightly
- Reworked Mump fight slightly
- Tolmon's Static Field now only affect Healer
- Clara is now replaced by Zok in the Outer Courtyard, achievements of Clara has also been adjusted
- Keto's Puppetfy no longer stuns
- Killing Grunzar will now remove all Poison Cloud from the battlefield
- Increased Grunzar's Poison Cloud radius
- Vallois' Crystal now loses 3% of maximum health per second instead of 10%
- Added a new key, Absolute Zero, into depth

**===Artifacts/Crafting===**
- Reduced the effects on all higher tier none unique attributes slightly
- Reduced Glorious Jewels effects on weapons slightly
- Reduced the max effect on all % effect trio craft
- Reduced Divine Holy Flame's ratio from 180% to 135%
- Reduced Woeful Silver's ratio from 200% to 160%
- Borrowed Time no longer stacks
- Divine Twister can now critically strike
- Increased Divine The Tainted damage ratio from 150% to 180%
- Reworked Divine Twister slightly
- Reworked Combustion slightly
- Reworked Gluttony slightly
- Reworked Unshaken Stance slightly
- Updated the description for Combustion

**===Talents/Skills===**
- Alacrity of the Faithful now also increases movement speed and healpower slightly
- Increase Rampart's Toughen effect from 3% per level to 5% per level
- Increase Rampart's Toughen duration bonus from 2 seconds per level to 6 seconds per level
- Reduced Poison's damage scaling from 55% per level to 50% per level
- Reduced Stone Form's damage scaling from 20% per level to 18% per level

**==QoL===**
- Added the first accessibility option
- Added Wisdom Tomes into the Heaven and removed the FAQ section in the stats view
- Removed the additional combat info UI settings, it is now controlled by a toggle button
- Slightly reworked the upgrade portion of the Skill Selection UI
- Slightly reworked the stats view UI
- Slightly reworked the dice UI
- Slightly reworked the Achievement UI
- Slightly reworked the gamble UI
- Slightly reworked the buyback UI
- Slightly reworked the armory UI
- Slightly reworked the item description UI
- Slightly reworked the atlas UI
- Slightly reworked the boss info UI
- Slightly reworked the additional combat info UI
- Reworked the battle ending UI

**==Bug Fixes===**
- Fixed a bug where Infused Mantle causing all Divine Mend to heal all party members
- Fixed Bragon's Together We Stand not working 100%
- Fixed Ring of Fellowship doesn't appear in the atlas
- Fixed sometimes, when Gump is in a battle is in a battle with multiple enemies and summons, the summoned slime replaces one of the other units.
- Fixed Curse of Hopelessness putting skills with charges on cooldown
- Fixed + Rapid Shot Arrow being upgradeable
- Fixed sometimes Revive won't be disabled when healer is dead
- Fixed sometimes Path End won't grant bonus when healer is dead
- Fixed sometimes when reviving without Remorse equipped, Decay Aura will gain a stack
- Fixed sometimes Mirrored Healer will failed at casting certain spells
- Fixed Tower Pin Strike having too much of a flat damage
- Fixed Wardrobe now showing up sometimes
- Fixed various copes/localization copies

**==Miscellaneous=**
- Added ability to rename party members
- Added ability to jump around pointlessly!
- Extended all battle soundtracks to ~1 min
- Added a new track when fighting guardians
- Added a new track when fighting tower bosses
- Added a new track for Airene Tower
- Added a new track when exploring the Vault
- Updated the VFX for Angelic Infusion
- Reworked the VFX for Flash Heal
- Added a new VFX for Spirit Ritual
- Eclipse now has a new icon
- Added a zone notification when entering
- Added 4 new full body transmog to the healer
- Tank and Berzerker will now try to get closer to the enemy when swapped target
- Tori Tinkerspark now offers less Solarsilk in depth



**===🗼 Airene Tower Related 🗼===**

**===Bosses====**
- Tower Chaos system added!

**===Scrolls/Blessings/Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**
- Fixed Masterful Balance not working properly
- Fixed Left vision of the Beholder will softlock the game if pick up with 0 common artifacts
- Fixed Stats panel and Scroll panel can be opened together

**==Miscellaneous=**
- You now gain some gold by default when starting a tower run
- Monsters now drops mana potions, restoring your mana based on your maximum mana after fights
- Reduced the gold gain by monsters slightly

What I am working on (Patch 0.8)

Wow, I can't believe we are at patch 0.8 already starting from 0.2 or something. What an amazing journey and we still have a couple of major patches to hit before 1.0!

As stated in 0.7, Airene Tower will be the last brand new major system before the release. So I want all subsequent major patches to focus on polish/content/balance. I think we can all agree that not all the existing systems in the game are perfect and some can definitely need upgrade/work based on the feedback and trend that I have been seeing. With that said, 0.8 will be pretty exciting and here are some spoilers!

[h2]Campaign/Boss Balancing +Rework[/h2]
There are a couple of things I want to do to make the campaign better. I noticed when the Soul Quarter is unlocked a lot of people tend to move fully into it. Then when they realize there are still some insane difficulty bosses in the Vault Entrance they are usually fairly overleveled at that point so it makes the first part becomes a wash. So in the upcoming patch I'll be tweaking the flow slightly.

All bosses are going to get a revisit as well, not all of them will be changed significantly.
Some bosses are still very build-hatey if one still remember the old aura-hate guy. While I think build-hate bosses are ok, but they probably shouldn't be on the critical path(the campaign). In 0.8 I'll be removing or reworking bosses that are very build-hatey from the campaign and they will possibly come back later in the game with some tweaks instead!

I also would like the bosses to be slower, meaning instead of chaining abilities back to back, I would like the boss to have some time in between abilities but the abilities will be more impactful. This way the fight can be less chaotic and easier to plan and strategize what is coming next.

Another changes that will be coming will be the difficulty ramp up from Outer Courtyard to Guardians' Cave. Currently I noticed most people feel no need to engage with the crafting system until Guardians and that makes the difficulty spike feel a lot worse. The idea was to encourage people to engage with the crafting system starting from Outer Courtyard so the next patch I would be focusing on balancing around that area.

I would also be looking into reworking a couple of older bosses. The goal is to let each boss have very unique abilities and spells so if there is a boss that just feel too generic then it is going to get a mini rework. Bosses that are already unique such as Izki(The wind guy), won't get a rework.

[h2]Airene Tower Changes[/h2]
Thank you guys for all the tower feedback! The tower is definitely in its infancy so any feedback is much appreciated. Lot of people have reflected the fact that mana restoration shouldn't be as punishing. While I agree and mana will most likely be restored to full in the 0.8 tower, the mana drought mechanic will most likely still exist but wont' be as punishing or turned on by default. Instead it will be...

in the Chaos Tower!

Once you beat the tower once you can add on different difficulties to the tower, changing the dynamic and difficulty of it and gaining more Solarsilk for your trouble!

Next patch I will also do a clean up to tower artifacts/blessings that have very minimal impact. The goal is to make each run feel new and fresh. Right now I don't think the goal is hit yet but with time it will get there!

[h2]Full-body Transmogs[/h2]
Tower update also come with the addition of full body transmogs! Here are a couple of spoilers!



[h2]New Key![/h2]

New content, new bosses, new items in depth. Nuff said!

[h2]UI/UX[/h2]
In 0.8 I have gone through all the game's UI and made some tweaks ranging from small adjustment to rework. These are all based on the questions/trends that I have been seeing so hopefully this will now make the UI more intuitive (as well as making them look better!)

Here are the new updated Armory and Talent UI for some spoilers!

Armory UI changed so that the material filter is not mixed in with the artifact filters, and the sockets have moved and have better instruction on them.


Center the tree as a whole and merged the masteries section into the talent overview/detail instead of its own section.

[h2]New Soundtracks![/h2]
Personally I feel like one of the weak spot of the game is the soundtracks. While I feel like main soundtrack is pretty good but overall it certainly lacks variety. In 0.8 and subsequent major patches I'll be looking to add in more and more soundtracks!

[h2]Timeline[/h2]
A ton of stuffs are going into 0.8 so I would expect it to be ~1-2 month of work. I am aiming to finish the changes and start testing at the end of Sept and the patch will hit live mid to late October

There are many small to medium improvements that will also be coming to 0.8 as well. As always, don't hesitate to ask any questions that you may have! You can always find me on the discord server https://discord.gg/3yU64jK

Thanks again for your support for the game and I still can't believe we are at 0.8 already!

Saddoge



Patch 0.7k

Patch 0.7k has been pushed, patch notes below

**===Bosses====**

**===Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**

- Fixed various copes/localization copies

**==Miscellaneous=**

**===🗼 Airene Tower Related 🗼===**

**===Bosses====**

**===Scrolls/Blessings/Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**

- Fixed Blood Ritual not properly giving mana
- Fixed various copes/localization copies

**==Miscellaneous=**

Patch 0.7j

Patch 0.7j has been pushed, patch notes below

**===Bosses====**

**===Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**

**==Miscellaneous=**

**===🗼 Airene Tower Related 🗼===**

**===Bosses====**

**===Scrolls/Blessings/Artifacts/Crafting===**

**===Talents/Skills===**

**==QoL===**

**==Bug Fixes===**

- Fixed Lom's last phase adding too much flat damage to himself

**==Miscellaneous=**