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"Release" 0.1: List of general changes: * Pitch darkness gives you more loot in the form of gold and trinkets! * Killing corpses has a chance to relieve stress, and critting them relieves stress too! * Bleeds, blights, debuffs, buffs and what have you now have a wider variety of durations than "3, or 5 on a crit". * Enemies actually know how to use heal skills now, and are more likely to use them when enemies are on lower health * More moves relieve SLIGHT amounts of stress, at the cost of stress generally piling on much, MUCH more * Gem stack sizes have been increased, but their values have been nerfed a little bit! * Most classes now increase stack limits, though by different amounts! The Antiquarian increases gold stacks by 750, and other classes either increase it by 250, 150 or 50. * This is very loosely correlated with speed; so "slow" classes like the Leper can carry more than "fast" classes like the Grave Robber. Enemy changes: * Most stress based attacks have had their stress pretty much halved! ...But they pretty much all have a chance to add the Horror debuff; in small amounts, but it does add up. * Necromancer fight revamped to be more than a glorified Slime! * Enemies are more likely to heal, and their heals are actually beneficial heals; so less of the "how dare you have the audacity to give that maggot 3 health how dDARE YOU" moments * Reinforcements now drop loot! * Ditto with enemies that summon other enemies - they drop loot now! * Groupers now have 100% crit chance and 50 speed; this is a nerf List of changes by character: Abomination: * Beast's Bile now does a slight amount of damage, but stresses out the Abom a little bit * Using Manacles has a knockback, but reduces his PROT a little * Rage, Rake and Slam all heal stress slightly, but give the Abom a very slight Horror effect. This will always result in a net gain of stress, so be careful! * Absolution heals more stress * Transforming down heals more stress * Transforming up deals less stress... but has a chance to inflict slight Horror! Arbalest: * Has a chance to find Bandages when looting things/winning a battle * Rallying Flare now increases the torch level a lot more and buffs Antiquarian: * Now finds slightly more loot! Has a chance to find an extra minor antique when interacting with curios/in battles, or some extra gold. * Get Down now gives her a slight stress heal * Emboldening Vapours now increases blight/bleed resistance. * Flashpowder now decreases dodge slightly, but is still for the most part useless Bounty Hunter: * Finish Him has been reworked - it now deals 15% (at level 1) to 35% (at level 5) more damage to people if they're marked, bleeding, blighted or stunned. It has a base penalty of 15%, but this means you could deal a total of **225% of base damage** against particularly stubborn enemies if they're hurt enough! * His mark now does damage again. Because pointing people to death! * Hook And Slice and Come Hither have been combined together! The new "Yank And Slice" skill deals slightly less bleed than the old H&S, but pulls enemies forward 3 ranks. * Come Hither has been changed into "Move Up!" It pulls a party member to the front, and gives them a speed/damage buff. Think Emboldening Vapours combined with "wait, I can use my Leper again!" * Flashbang's been reworked, due to Uppercut being... well, a better skill (in my opinion!) Now renamed Disarming Blast, it's a riposte skill. The skill itself hits all enemies for zero damage, but applies a Stun Resist debuff. His riposte stuns an enemy (!!!!!) and also deals very minimal damage. Crusader: * Bulwark is actually useful now! It gives the Crusader a "riposte", which greatly increases healing done to him and has a 90% chance of a small (2) heal whenever he's hit. This is to focus it to more being a self-preservation move, and is especially useful against enemies that love abusing marks. * Battle Heal now heals a *small* amount of stress, though not as much as Inspiring Cry * Inspiring Cry now heals a little more stress! Just a little though! * Has a chance to find Holy Water when interacting with a curio/winning a battle Grave Robber: * Pick To The Face has been revamped so it's no longer usually worse than Thrown Dagger (hopefully!) It now moves the GR forward 1 spot, pulls an enemy forwards, and has a chance to cause small bleeds. However, it's got much smaller damage! * Shadow Fade now reduces its target's ACC * Toxin Trickery heals her a little, but doesn't give her a jillion speed (only a squillion now) Hellion: * Her "exhaustion" debuffs are now pretty awful to reduce the efficiency of spamming OP moves * Adrenaline Rush improves the amount of healing she receives by a lot! * Breakthrough has been revamped - it now can only be used from the back 2 lines, impales all 4 enemies, moves her forwards 4, deals more damage and has a *slight* bleed chance, but stuns the Hellion and exhausts her for longer, and harder. (Think Finale, but worse!) Highwayman: * Damage buffed slightly * Wicked Slice now has no attack modifier (was +15%) - this nerf makes Open Vein almost viable... * ... and Open Vein's also been buffed, now bleeds for 1 more damage * Tracking Shot now actually marks a target, and has slightly increased damage. * Pistol Shot's Crit chance has been boosted, to make a more of a "do I want to kill that enemy, or do I want to kill that enemy *in style*" move * Grapeshot now hits everyone, has even less damage, but has a **positive** crit modifier - more of a stress healing move than anything! Houndsmaster: * Hound's Harry now deals a little more damage. Just a little! * Lick Wounds now gives a little stress heal * Cry Havoc now is a GUARANTEED stress heal for a tiny amount plus the chance for a slight amount more * Can find dog treats when winning a battle/interacting with a curio * Dog treats can be sold for a tiny amount, so don't feel bad for not using them! Jester: * Finale now shuffles him instead of moving him straight to the back - but also has even more insane crit chance, and bleed! * Solo now has a tiny chance to shuffle each enemy- this is to make Solo spamming almost viable! * Inspiring Tune heals a little more stress Leper: * Disease resistance lowered! * Hew now has a small, slight, but long-lasting bleed chance * Intimidate now increases his damage and heals him *slightly* of a little stress * Revenge has now been put up to the max - it stresses out the Leper and the debuff's even greater (reducing ACC, Dodge, Prot and adding more stress received). However, this move can be used up to 5 times per **turn**! Also, the buff's been increased a little. So, if you want an insane, stressed out Leper that will obliterate everything but miss a lot, spam this move! * Can do his usel- uh, healing/buffing skills from the back 2 lines, so you're not totally screwed when you accidentally use Solo MaA: * Buffs have been buffed in their buffiness * Riposte now knocks enemies back a spot, or at least has a small chance to Occultist: * Vulnerability Hex and Weakening Curse have been joined together into... uh... Weakulnerability Crex? It's a mark that reduces Dodge, Prot and deals small damage - an offensive marking skill (ish!) * Sacrificial Stab now has a chance to bleed * Floor spaghetti buffed a little to almost match the usefulness of ceiling spaghetti, although it doesn't spam pasta against multiple people (as that would be a step-ghetti too far!) * Wyrd Reconstruction will heal anyone who's already bleeding for 1 additional health (so no 0 rolls!), when upgraded to level 3. It also heals bleeding people for 2, and blighted people for 1 on top of whatever heal he gets when upgraded to level 5! However, this comes at the cost of a higher bleed chance and duration! * Wyrd now adds overhealing effects, because uber-heals needed a buff apparently * New skill added to replace the Vulnereakening Hurse - Eldritch Coursing. Lowers the light level but severely increases the Occultist's healing done, speed, and crit. * Daemon's Push now has a slight stun chance Plague Doctor: * Battlefield Medicine heals for more... just slightly though! * Noxious Blast has been buffed to be less of a front-line hitting direct downgrade to Plague Grenade. Conversely. PG has been changed to hit the back 3 ranks and slightly less blight, because arbitrariness! * Has a chance to find Antivenom when looting things/winning a battle Vestal: * Divine Grace now slightly heals stress and overheals slightly - it grants a very slight, long-lasting Max HP buff. * Has a small chance to find Holy Water or a Torch (or 2!) when looting things/winning a battle Update 0.2: * More stress-dealing enemies now inflict Horror, and a couple of them that I totally didn't forget about (Drummers, Wretches, Thralls, Crones...) have been horror-ified and buffed. Might wanna really focus them down! * Reverted Disarming Blast for the BH back to its original skill; while he's got 2 stun skills I guess they *do* serve different purposes! * Replaced the Arbalest's mark with "Aim Up" - it lowers her speed by a LOT and reduces her damage by 50% (decreasing with each level, so 50% then 47%...), but marks a target and gives her +70% crit rate (increasing to +80%) against marked targets. All this is only for the next turn though! Also, it can be used from any position; she doesn't have to be in the backlines to point at someone! * Battlefield Bandage now can heal everyone, because why not? * Bola now has a chance for shuffle! * Rallying Flare has been changed up! It now only clears the mark on one target, to make leading that one boss into a Riposte-induced demise a little more fun (and to stop scumming the hell out of that fight). It still clears all stuns though, and grants an Acc/Crit buff to everyone. * Finish Him has been buffed a little, so it's not strictly worse than CB at level 0 * Quite a few AoE attacks were just OP; Hew and Breakthrough, notably. These have had their damages nerfed. * Inspiring Tune and Inspiring Cry were just flat out "what the fuck were you thinking Jack?!" levels of broken, especially with the Bright Tambourine. So they've gotten nerfed! Update 0.3: * Gem drop rate buffed! * Journal page drop rate nerfed, because pieces of paper take up too much space * Diseases... are MUCH more tricky to get rid of. The Sanitarium now has a 0% chance of getting rid of multiple diseases at once. Snuff Box has been nerfed into a skill that should only take up 2 time slots (it only cures disease on the GR now), and Leeches has been changed into a group-cure/heal skill. Take care when in the Cove! * Spiders just got a little harder to deal with... well, a LOT harder. Their dodge and damage have been reduced slightly, but there's a new disease in town - Arachnophobia. Found through random disease (or just through getting webbed/bitten/spat on by them), it DESTROYS your accuracy against them, and also increases your stress taken by them. Oh, and they also cause stress! To-do list: * More boxes, heads, and enemy-centric trinkets! Ever wanted a sword that gives you a jillion crit chance and a bazillion speed? Get after those Groupers then! * New monster encounters - more squads that are focused and optimized to really mess you up. Like 3 Bone Arbalists in a row, or random Flesh segments appearing! * Dungeon-exclusive random encounters: the Pustulant Reanimator, the Amalgamation, the Violet Birther and the Spawn of Dust. Bonus points for guessing who's in which dungeon! * A couple more town event fights! * Make diseases less of a nuisance, and more of a "oh crap" moment when you come out of a dungeon with 50 types of plague! * [INFINITE SHAMBLER OPPORTUNITIES] * Rework/tweak each boss fight - the Necromancer should be done by now, but there's still 7 main ones to go!
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