After taking time to step back & look at the game as a whole, this update aims to give a better player experience alongside new content! This update offers a wider spectrum of difficulty, cleans up buggy interactions, balances the power curve for the player and enemies, and creates more opportunities for intriguing deckbuilding. I hope you enjoy!
This is a large patch, so here's a TL;DR:
- All Enemies Adjusted + New Enemies
- Many Action Changes (Buffs, Nerfs & Reworks)
- Focus Rework
- Base Game Difficulty decreased
- New Difficulty System (now "Heats")
- New Pathing System added, Map Generation Reworked
- HUD Rework + More QoL Settings
- New Content! (New Actions, Artifacts, Perks, Events)
- Many many bug fixes.
[h3]Difficulty Changes[/h3]
I aimed to lower the difficulty of the base game, which was done mainly through enemy nerfs and requiring less XP to level-up. For those who liked the tougher challenge, there is a new Heat System that allows players to have more control of the game's difficulty. Hopefully this gives a larger spectrum of gamers free Reign!
[h3]Enemy Reworks & New Enemies[/h3]
All enemies in the game were changed in one way or another. These were mostly nerfs and moveset changes, but also include a few complete reworks. With these changes, I hope the game feels like it challenges you at a better pace than before!
There are also 12 New Enemies, some with multiple forms.
[h3]Buff & Debuff Changes[/h3]
- Strength has been renamed "Power", and made more rare throughout the game.
- 3 new "Strength-like" Buffs: Brawn, Cunning, and Precision. Like Strength, each of these buffs add damage to each roll, but only for specific weapon types.
- New Buff: Crit - Chance to deal 1.5x more damage from Attacks.
- New Buff: Maxed - Next roll is guaranteed maxed.
- Shocked (Rework): When damage is dealt, 50% change to pass all shock. Take damage = Shock at turn end.
- Thorns no longer ticks down. Decreased Thorn availability for Enemies + Player.
- A few other new Buffs to encounter!
[h3]Pathing System & Map Generation Changes[/h3]
Now the map contains branching paths instead of being able to access every room at the end of a floor. The idea is to create more interesting decisions when picking your next room! The Map Generation rules have also been slightly tweaked.
[h3]Action Changes[/h3]
There are A LOT of changes! About 1 in every 3 Actions got changed somehow. The intent was to make more Actions pickable to try to boost build diversity.
[i]I attempted to make a complete list of all the Action Changes, but it turned out there were far too many, and constantly notating them interrupted my creative workflow.[/i]
[h4]Some High-Level Action Changes:[/h4]
- All Actions now are "queued" up and played one at a time. This fixes some strange and unintended interactions that were possible before.
- New Attribute: Crit - Chance for the Action to Critically Strike.
- New Attribute: Chosen - Effect triggers when Action is Chosen to be Discarded/Vanished/Smithed/etc.
- New X-Cost Actions: Use your remaining NRG to determine effects of Action.
- Stings & Arrows no longer appear in rewards.
- Many New Actions!
[h3]Focus Rework[/h3]
- Focus now increases all rolls on the next Attack or Defend Action, instead of only applying to the 1st roll
- Focus no longer applies to AOE Actions
[h3]Other Gameplay Changes[/h3]
- All Characters embark with 50 gold. (Draft Mode grants an additional 75g)
- Weapon Proficiencies are now available as a starting bonus after a set amount of runs.
- Alchemist Shops will now always contain at least 2 Potions that benefit from instant use (Health, Max Health, XP, Focus). One of these Potions will always be free!
- Goblin Shops will now always contain a Proficient Action, as long as you are proficient with a valid weapon type.
- Rogue: Instead of embarking with additional Gold, now draws +1 Action each turn.
- Berserker Class: While below 50%, gain 1 Energized & Agile at turn start
- Assassin Class: Now proficient with Scythes
- If you do not find an Artifact in a Chest, it boosts the odds that the next Chest will have an Artifact. This "boosted" chance is reset once an Artifact is found from a Chest.
- If you choose a ? room with less than 50 gold, the ? room cannot be a Shop.
[h3]QOL/Other Changes[/h3]
- New Settings:
- Damage Number: (Combined/Individual) - see the total damage dealt, or show each individual instance of damage as it's own number
- Dice Resolving: (On Land / Delayed) - lets you choose whether you want the dice effect to resolve immediately upon a dice landing (how it used to be), or after a short delay.
- Dice Roll #'s: (On / Off) - more clearly shows each dice's roll result.
- HUD elements have been adjusted to better account for Dice visibility.
- Purchased items in the market now can be enabled/disabled to appear in runs.
- Some new sound effects!
- Lots of visual fixes and code optimization!
[h3]Bug Fixes[/h3]
- There were many issues Drawing Actions with the quantity drawn, especially when there was a reshuffle involved. These should all be resolved! (Please let me know if you encounter anything weird!)
- Several issues with Actions being played in a specific order were resolved.
- Lots more... (Both THANK YOU + SORRY to those who've reported bugs!)
[h3]THANK YOU![/h3]
Thank you for continuing to support and play Reign of the Renegade! I am still having fun improving it even half a year after release. I am still invested in making this game the best it can be, so I am always eager and open to feedback. Let me know what you think of this patch on Discord or the Steam Forums!
The full list of (ongoing) patch notes, are available on the [url=steam://openurl_external/https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2FD6sHUyVbgA]Discord[/url]!