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Tiny RoguesNews0.2.8.3 Patch Notes
In-game event

0.2.8.3 Patch Notes

Tiny Rogues · published 17 Feb 2025, 22:46 UTC · build 17399439

All newsPlayers around this dateRead on Steam

The main purpose of this patch was to finally disable the Christmas event.


While doing that I got sidetracked and added a bunch of smaller features and fun additions.

I hope this will help bridging the time until the next big update. (Which is being developed at full force from now on!

If you want, you can change your game version to the public beta in the game settings on Steam. This way you will receive beta updates.)

0.2.8.3 Patch Notes

Your Mastery Skill Tree has likely reset due to pathing changes.

Major Changes

  • The Christmas Edition has been deactivated.
  • Christmas can now be toggled via the cheat console. This enables Santa, enables the Christmas Tavern including the Christmas NPCs and Music and makes some enemies have their unique Christmas appearance.
  • From now on, in this version of the game, Christmas is now also automatically active during December.
  • The Christmas themed achievements have been changed to Super Hero themed achievements. The Steam IDs for the achievements are the same, so if you have unlocked them already you don't have to unlock them again.
  • Added a new option to the gameplay tab: Visualize Player Hitbox Off by default.
  • The Arcade now has a 1% chance to land a Jackpot.
  • Added a total of 10 new traits to Super Hero and Esper. Check out trait changes below.

Minor Changes

  • The Plushie Ad is now significantly smaller.
  • The Fishing Minigame has been made slightly easier.
  • You can now only stay overnight at the tavern 5 times per tavern.

Stamina Changes

Stamina recovery is still a hot topic. I want to tweak it further in it's current iteration before deciding on whether or not a bigger change will be needed in the future. Some players have voiced that they are too used to the way Stamina used to work to enjoy the new system. Some other players have voiced that they much prefer the new system as it is less overpowered and requires them to make more careful gameplay decisions. I will keep observing Stamina and I still have some tricks, tweaks and potential bigger changes up my sleeve.
  • Base Stamina Recovery Time has been reduced from 5 seconds to 4.
  • A new meta perk has been added to the mastery skill tree which makes it so that draining Stamina only halves the current Stamina recovery progress instead of emptying it. I recommend players that miss the old Stamina system to try this perk.
  • An existing meta perk has been changed to make it more attractive. Stamina Scout now only works for the first 3 floors. This way you can boost the chance of acquiring Stamina related items in the early game but it won't affect your RNG in the mid and late game. The perk now also makes items more common that grant Stamina Recovery Speed, not just items that grant Stamina Containers. It now also makes those items x2.00 more common, previously only x1.25 more common.

Mastery Perk Changes

Your Mastery Skill Tree has likely reset due to pathing changes.

  • In addition to the Stamina related perk changes some other perks have been changed, this includes: Heart Seeker, Playtime, Prodigy, Reflexes → Vigor, Stamina → Wit, Throne Quest
  • Added 6 new perks: Faith, Fishing Club, Repercussions, Skirmisher, Wrangler, Superstitions

Class Changes

  • Santa's Bag now grants an Uncommon or Rare Weapon, previously always a Rare Weapon.
  • Santa's Skill now costs 2 Mana, previously 1.
  • Santa now starts with 2 Mana, previously 1.
  • Fixed ability and room reward descriptions for Cyborg.
  • The Hero now gains +1 Luck at level 1, 3 and 5, previously at 2, 4 and 6.

Companion Changes

  • Reindeer: Accidentally had 100% chance to drop Gift Box due to a debug value that made it into the patch. It now has a 5% chance. The Mistletoe Branch is now a Rare item, previously Legendary.
  • The Archangel and Archdemon Companions now specify to grant Damage to Weapons.

Weapon Changes

  • Zenith: This weapon got a new effect because it's old effect tended to lead to performance issues. In a future patch the code for this effect will be updated but in the meanwhile it got a new effect.
  • Cross Glaive: Now has a damage effectiveness of 75%, previously 50%. Now gains 15 to 30 Radiant Damage per Upgrade Level, previously 10 to 20.
  • Stormhammer: Now has a damage effectiveness of 200%, previously 150%.
  • Made some minor attempts at improving performance of weapons with effects like Cross Glaive or Grass Blade. These now check to update stat calculations less often.

Equipment Changes

  • Puzzle Cube: Now Uncommon, previously Rare. Re-phrased the description slightly.
  • Golden Puzzle Cube: Now Rare, previously Epic. Re-phrased the description and changed the effect slightly. Previously this would make it so you are considered as having 6 Strength, Dexterity and Intelligence traits but now it makes it so you are considered as having +6 Strength, Dexterity and Intelligence traits.

Trait Changes

  • Dominance: Now makes each point of Intelligence grant +1.25% Buff Effect and Aura Radius, previously 1%.
  • Added 6 new Super Power traits for Super Hero.
  • Added 4 new Psychic Power traits for Esper.
  • The following Super Power traits have received changes: Super Armor → Super Durability, Super Regeneration → Super Health, Super Reflexes, Super Speed, Super Stamina, Super Strength, Super Smarts. Some of these traits have been slightly nerfed to make new and other traits more competitive choices.
  • Made some numerical changes and added additional minor effects to these existing Esper traits: Disintegration Aura → Energy Aura, Lightning Force, Mama's Stuff, Mental Link, Papa's Stuff, Psionic Blasts → Psionic Bombardment, Spontaneous Combustion. In general I don't like overloading traits with minor effects but I want to try out how getting additional effects and stats feels on this class.

Esper:

Super Hero:

That's all for now!

Cheers,
RubyDev

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