Posted October 01, 2025 by Reega
#devLog
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)
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
Troops
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)
Armors
And other minor adjustments