What's next?
Hello fellow Tiny Rogues!
It's been a while since we've caught up with each other.
As a reminder, you can follow me on X or join the Discord to be always up to date on Tiny Rogues news.
I literally just want to take a minute to tell you a little bit about the upcoming 0.2.5 update. It will be called the "Cleanup Update" and will focus harshly on reducing superfluous complexity and improving presentation of existing complexity. I have been posting some example previews on X but here you can see them again:
Improved Status Effect Descriptions
Before:
After:
Embedded Consumable Descriptions
Before:
After:
Simplifying Descriptions and Mechanics
Before:
After:
All the trigger effects will be changed and thus also phrased in a way to easier understand them at a glance. I am also getting rid of a lot of superfluous keywords in this patch such as "Primary Attack", "Secondary Attack", "Body", "Non-Triggered", ...
I know I've just reworked Lucky Hits last patch but,...
... in an attempt to give Lucky- and Cursed Hits more of a distinct and easy to understand purpose, I have decided to rework them again.
New Stat Phrasings
**E.g.: **
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Instead of saying "100% increased damage" the game will now say "+100% damage", which is a lot shorter and easier to read.
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Instead of "100% more damage" the game will now say "x2.00 damage", signalizing the nature of a true multiplier to your stats. (I know this won't be an intuitive thing to understand but I hope an ingame guide or **tooltip **can explain the difference in more detail to those who care about figuring out the exact math of their damage calculations.)
Cinder
Apart from cleaning up, I am also looking into reworking some Cinder modifiers and adding additional new ones. (Cinder 20 Hype!?) I recently have done a livestream discussing all Cinder modifiers with the community and brainstorming potential changes and new ones. I plan to do more discussion streams in the future! (Twitch)
I've also recently completed a fresh full playthrough and I feel a lot more in touch with changes the game will need. Part of the cleanup will also be streamlining and improving underused or too complex effects. I especially think a lot of weapons have odd, useless or superfluous effects. I want the game to retain a certain level of depth but I also want you (the player) to jump through less hoops to make certain mechanics or builds work.
Again, I did some playtesting streams and plan to do more in the future. If you want you can follow me on Twitch!
Buuuuuuuut...
The update will offer no new levels or bosses. (Such as the abyss, uber bosses, ...) None the less I am super hyped for it. It is a much needed update and will improve the game by a lot! I am sure you will enjoy it too!
When will it come?
Since the stressful 0.2.0 update I am kind of allergic to deadlines but I hope to release this update in 2 to 3 weeks from now.
Can we help testing?
Beta updates will also resume, with the first one most likely dropping near the end of next week.
That's about it for now.
Cheers, RubyDev
**PS: **I also have another BIG new feature in the works this patch. Stay tuned for a developer livestream in which we'll check out the first iteration of it together.
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