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Caelumora — v1.7.2: Insano Gold Rebalance

A topic by vhschmidt created 61 days ago Views: 2,520 Replies: 19
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Caelumora — v0.74.1: Collection & Combat Polish

This patch focuses on completionist QoL and combat bug fixes — the Collection tab got a major overhaul, several dungeon combat bugs are squashed, and the last missing resource for 100% completion is now craftable.


Collection Overhaul

The Collection tab has been reworked to be much more useful for completionists:

  • Filter everything — All/Unlocked/Locked filter pills now appear on every Collection tab (Resources, Actions, Equipment, Enemies, Gems, Skills, Achievements). Quickly find what you’re missing.
  • Click to Wiki — Every item in the Collection is now clickable and opens the in-game Wiki directly to that item’s detail page. No more hunting through the Wiki manually.
  • New Gems tab — All 13 skill gems now have their own Collection category with a progress bar, matching the other categories.
  • No more “???” — Undiscovered items now show their real name and icon instead of “???” with blur. You can always see what you’re working toward.
  • Accurate counts — The Discovered/Total numbers at the top now correctly match the per-category breakdowns. Previously, stale entries from old saves could inflate the count.

Dungeon Combat Fixes

Several combat bugs that slipped through the v0.74.0 release have been fixed:

  • Mastery XP bonus pipeline — Dungeon mob kills now correctly apply all your bonus sources (equipment, prestige, skill trees, gems, enchantments, discovery passives) to mastery XP. Previously only the raw base × multiplier was awarded.
  • Boss attack bars — Attack speed bars no longer vanish when fighting dungeon bosses. Boss mobs weren’t recognized by the attack bar component since they’re dungeon-only enemies.
  • Target switching — Changing your combat target mid-fight now properly resets the encounter. Before this fix, the old enemy’s HP pool persisted.

Mob Tooltip Loot Tables

High-level mob tooltips now show their real tiered loot table instead of stale placeholder drops. You’ll see drops organized by rarity (common, uncommon, rare, very rare) with actual amounts — including things like Primordial Shard that were previously invisible.


Prismatic Shard & Jewelry Fixes

  • Craft Prismatic Shard — New Jewelry action at level 90 (costs 3 faceted gems + 2 refined gem dust + 1 gold wire). This was the last unobtainable resource blocking 100% completion.
  • Ring IDs fixed — Copper Ring, Silver Ring, and Gold Ring from Jewelry now correctly produce the Jewelry-specific variants and appear properly in the Collection and Wiki.
  • Sell prices — All Jewelry ring and necklace outputs now have sell prices.

Other Fixes

  • Hard Mode label now accurately says “permanently enraged (+50% HP & stats)” instead of the vague “enrage over time”
  • Construction and Jewelry now appear in the Instant Mastery / XP Potion skill picker
  • Achievement filter no longer shows doubled All/Unlocked/Locked buttons

What’s Next

More combat polish and content expansion on the way. Stay tuned!

Play now at vhschmidt.itch.io/justanotheridle

New update! In main topic post.

Caelumora — v1.7.2: Insano Gold Rebalance

A targeted income-side rebalance for Insano mode. Insano was structurally gold-negative at every level — sinks (the per-skill tax, bank upkeep, assistant gold) far outpaced any income source, because Insano disables selling. v1.7.2 doesn’t touch the sinks (Insano’s identity stays harsh) and instead opens up three new ways to earn gold per action.


The Problem

In Normal and Hardcore, you make gold by selling resources. Insano disables selling on purpose — it’s the central design constraint. But the only per-action gold sources in the game (a skill-tree node and one gem attribute) were tiny and gated to a few skills, so by mid-game an Insano player was watching gold fall faster than they could replace it. At lvl 99 in hostile faction territory, the per-action net flow was something like −17× — for every gold you earned, the area tax took 17 back.

The fix is income-side, in three coordinated levers.


Lever B — Action.gold: Intrinsic Per-Action Gold

Actions can now define a gold field that pays out alongside XP and resources. It scales by skill level and category — Combat and Exploration pay the most (these are “earn” skills), Gathering pays moderately (already monetizable in non-Insano via selling), Processing pays less (its inputs are themselves valuable).

Calibration was tuned so that at level 60+ with full investment (max prestige Golden Touch, slotted gold gem, skill-tree gold node), an Insano player nets roughly break-even in neutral territory. Without investment, Insano stays as harsh as today. The gold field is opt-in per action — early-game lvl 1-20 actions still pay nothing on purpose, so the early game keeps its bite.


Lever C — Prestige goldMultiplier Now Applies to Per-Action Gold

This was effectively a bug. The Golden Touch prestige unlocks (max +64% gold) only multiplied selling. But the only meaningful per-action gold sources (skill tree node, gem attribute) bypassed the multiplier entirely — meaning prestige investment in Golden Touch was worthless in Insano, the mode that needs it most.

Fixed. The multiplier now wraps all three per-action gold sources in one consistent step. Selling continues to benefit too.


Lever G — Gem gold_on_action Attribute Broadened to All Skills

Previously only Woodcutting, Combat, and Exploration gems could roll the gold-on-action attribute. The other 10 skills’ gems could never give gold, locking out a whole income axis for builds focused on Mining, Smithing, Cooking, etc.

Every skill’s gem can now roll gold_on_action at the same tier values (1–2g / 3–4g / 5–7g / 8–10g). Tighter weight tuning across categories is on the followup list.


Offline Parity

Same gold paths now apply to offline progress. The Welcome Back modal shows per-skill gold gained alongside XP and resources. Tested via integration coverage.


What Insano Looks Like Now

At lvl 60 hostile with mid-prestige investment, the per-minute net flow improves roughly from −2,365 to around −1,285. Hostile territory still loses gold (you’re paying rent in someone else’s land). Neutral territory becomes break-even. Friendly territory is mildly positive. Insano stays harsh, but it stops being a math trap.


Discord

Found a balance edge case or have feedback on Insano specifically? Join the Discord — Insano is a live design and your runs inform the followups.

— VHS

Viewing posts 21 to 23 of 23 · Previous page · First page