Posted December 23, 2024 by Caberea
#hotfix
So things have been really busy over here and they're only going to get moreso with holiday's right around the corner. So things are likely going to be quiet from me for a couple weeks after this. I've tried to address as much QoL stuff in this as possible with what little time I've had, and hopefully it all, well, functions right.
As indicated by the title of this hotfix. The smithy has been reprimanded (2 hours with no neckscritches) for both trying to sell items to the player that were objectively worse than what they had, and teasing the player with items they couldn't afford. The smithy's wares (And monster drops) should now always have at least one thing that they improve on over your current equipment. They might still be worse overall, but they should never just be worse in every aspect.
The smithy has also been taught how to compromise, and now if they have something to offer that's worth more than you've got, they should offer you their wares for however much coin you've got on you (Provided you've got gold, they won't just give you gear for free, also if you spend some of that gold they're not going to keep adjusting their prices for you).
Have also added little (+)(=)(-) indicators next to stats to try and show at a glance if they're better or worse. Wanting to add in red/green colours for it but turns out that's way more work than I anticipated it being so that's going to be saved for a major update. (If you want to help determine what I focus on for the next major update, you can do so by joining my patreon here.)I've also adjusted it so that high hit weapons have their minimum time raised so you shouldn't be seeing anymore 19 hit weapons with 3 time on them.
I've also updated miracle potions so they should be more random (The odds for bad/nothing/good still improve the same ways, there's now just more variance in what good results you get). Oh, and miracle potions also now display the correct amount of damage they deal when get the critical hit result from them (They were doing the correct damage before, just the description was showing the wrong values). I've also buffed base stat increases from Selvata so now they will scale with the amount you've invested in them, which should hopefully make them way more useful.
Or for a quick summary of the changes:
Hope that you all enjoy the update and thank you so much for playing my game. OH! I should mention that the game is set up so that you should be able to load your saves from previous updates into this one, but make that you've refunded all your base stat upgrades from Selvata in the old version or it might end up going negative or something in the current version if you refund them.