Version 1 - Fairness Overhaul



Changelog
Actors
- Jake -> Name was spelt Jack before, edited for correctness
- Snowball -> Gave piece of starting equipment "Cat Ears" should help with not dying early on and since its a joke character it feels fair
Classes
Fighter - Increase crit rate from 4% -> 5%
- Can also equip glove weapons to reduce weapon gambling issues
- Switched levels of "Cleave" and "Axe Cleave" allowing for a better post-boss 1 all enemy move
Monk - Can also equip axe weapons to help reduce weapon gambling issues
Wizard - Added 5% magic evasion rate, they felt cheaped on base states compared to monk and rogue
- Allowed use of bow weapons, reduces weapon gambling problems
- Scaled Max mp to "A" curve, it felt oddly low before
Bard - Added 5% magic evasion rate, they felt cheaped on base states compared to monk and
- Moved starting moveset around "Healing Song" is now at Level 6, "Objection" is at level 21, Ailment be gone is at 16. This suits the boss order a lot better, prepping for hag and being an overall more balanced early game character
Rogue - Allowed use of axe weapons, reduces weapon gambling problems
- Moved attack scaling from "C" to "B" for better early game consistency
Ranger - Allowed use of Axe weapons for less weapon gambling
Cleric - Added 5% magic evasion rate, they felt cheaped on base states compared to monk and rogue
- Allowed use of bow weapons, reduces weapon gambling problems
- Increased attack curve from E to D for better early game consistency
Donkey - Increased attack cirve from C to B, skimble mostly physical attacks anyway
- Gave 3% chance to Charm with every hit, hes a charming fella
- Allowed usage of glove weapons to reduce weapon gambling problems
- Switched levels of "Trample" and "Encourage" so skimbs has a better attack move going into world 3
Cat - Scaled luck growth up to C for a slight improvement
- Increased evasion rate to 8%, funky little dodge cat
- Allowed use of Axes, like a big claw, reduce weapon gambles
- Entirely reworked skill learnset
- Scaled Atk growth down to B, it was a little out of hand (or paw ;))
Rogue
- Allowed for use of glove weapons, yadda yadda gambling
Skills
- Changed "Here Kitty Kitty" (Ceril) to attack all enemies, making for a good area 3 multi hit move
- "I remember this from college" -> "Objection!", now does weak damage and applies an atk/mat debuff to the enemy with a 15% chance to silence
- "Took notes" 1 ally -> applies to all allies
- "Healing song" now provides regen to all allies for a better mid game healing option, decreaed initial heal from 15%->5%, removed Mdf Buff, made MaxHP Buff 2 -> 5 turns
- "Gnome Gknowledge", removed mana regen(redundant), decreased mana cost 50 -> 10, agaility buff 3-> 5 turns
- "Heavy Shot" Old damage formula (A.atk * 4 - b.def -2) -> New formula (A.atk 5 - b.def*1.5)
- "Summon Bear" Old formula (a.atk * 4.5 - b.def ) -> New formula (a.atk * 6 - b.def)
- "Arrow Spray" (a.atk * 4.5 - b.def * 2) -> (a.atk * 5 - b.def * 1.5)
- "Rain of Arrows" (a.atk * 4 - b.def * 2) -> (a.atk * 4 - b.def)
- Heal (a.mat *3) -> ((a.mat * 3) +200)
- "Vampiric Touch" - Gave ability to crit
- "Graze" (a.mat *3) -> (a.mhp * 0.25) + 50
- "Escape" now heals the party for 100% upon escaping
- "Hiss" Added a Mat, Agi, and Luck debuff for 5 turns
- "Play" 5% Heal -> 15%
- "Nap" now adds a Def and Mdf buff for 5 turns
- "Growl" now debuffs mdf, Agi
- "Slash" -> "Killer CLaw" increased the damage formula a lot to make it impactful
- Gave "Arm wrestle" atk buffs
- "Fireball" fixed, now does HP damage, buffed slightly
- "Squak" increased damage
- "Enchanted Shot" 75% chance of sleep
- "You sure do talk a lot" gave it damage on top of silence
- "Hey Good lookin'" gave it a def and mdf drop
- "Shadow step" increased damage
- "Ding ding ding" turned it into an all ally buff to an all enemy damage move with a 25% chance to stun
- "Whats your name" changed from MP dmg to HP dmg
- Howl n Growl - boosting move for the wolf enemies, given to them
Enemies
- Reduced Pions HP to 2500
- Reduced Demons Hp to 2000, Atl 120->100 Mat 120-100
- Reduced Super Eye HP 5000->3000, atk 120->95
- Heavily increased boss health and attack, made them all resistant to provoke as it is just too strong on Ceril
- Bone Dragon - Gave it fireball, played with the stats a bit to balance them better
- Flesh monster 10% Chance for a potion
- Cult of Light - 20% chance for a potion
- Skeleton - 20% chance for a potion
- Slime - 30% chance for a potion
- Super eye creature - gave it eye lazer
- Wall of Flesh - 1000hp -> 1200hp
- Gave all bosses b4 end of game a drop of a mega potion and a revive crystal
- Gave bosses the "Collapse Effect: Boss" effect
- Fire Golem, reduced HP regen from 5% -> 3%
Troops
- Added 2 bone dragons to Hell dragon fight
- Gave Bone dragon 2 fire punch punch allies
- gave dialogue to the bosses
States
- Poison, changed removal to end of turn, 3-5 turns
- Confusion, removed "remove by damage" chance
- Provoke 1-5 -> 2-5 turns
- Regen, lasts 5 turns instead of forever
Weapons
- Edited Starting Weapons to better reflect characters using them
- Cane, 10 Atk -> 12 Mat (to match hand to hand), gave 95% target rate to help with potential targeting issues
- Axe, 10 atk -> 12 atk (To match hand to hand), gave 1% bonus crit rate for fun
- Bow 10 atk -> 12 atk (TO match hand to hand)
- Swift Cane - Gave it a +10 agi
- Old axe - made it 10 at 10 df from 6 and 4
- Bedazzled axe - gave +10 mdf
- Bookcutter - resist confusion and charm
- Book of Prayer - +15 mat
Armors
- Jester cap - increased mp/hp/dodge chance from 1% -> 2%
- Crown - gives +10mat and +25 max mp
- Cloak of many eyes - 10 -> 33% chance to confuse
And other minor adjustments
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