A tactical roguelike RPG inspired by our favorite tabletop games that lets you create any ability, item, villain, hero, and game imaginable.
[h3][b]Balance[/b][/h3]
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[*] Party’s starting equipment rank is now based on Charm Necklace level.
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[*] Emerald = Uncommon, Sapphire = Rare, Alexandrite = Epic, Diamond = Legendary
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[*] Critical Chance and Evasion multipliers now have diminishing returns for values over 100%
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[*] Extremely high values are the most affected.
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[*] Increased cost of imbue damage slightly.
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[*] Added diminishing returns for imbued damage over 100% (This is based on all imbued damage buffs on an entity)
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[*] Extremely high values are the most affected.
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[*] Increased cost of Kill, Damage Percentage, and Heal Percentage actions slightly.
[*] Reduced evasion amount for high end ascension scaling slightly.
[*] Reduced difficulty curve multiplier for high difficulty settings.
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[h3][b]Content[/b][/h3]
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[*] Added new unique charm (gold rarity)
[*] Added Dual Stat charms. Can be crafted by combining corresponding stats. (Currently 7 dual stat charms exist but this will likely continue to grow)
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[h3][b]Bug Fixes[/b][/h3]
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[*] Fixed AI bug which would incorrectly value overriding fields/traps.
[*] Fixed bug when attempting to loop directly back into a challenge node upon failure.
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