Progress Rework: Gear Update Part I


Core Rebalancing Concept

Apart from adding gear to get 500 pieces of equipment. There is also a need for a full rebalance. Currently equipment is a mess. The bonuses are inconsistent, completely independent of rarity, and make some items completely useless and others overpowered. Of course, some cursed items are completely useless, but it goes further than that. Earrings of protection give a chance of a magblock token, while horse ears give +1 inventory size and 10% reflex save. These are not comparable.

The core idea behind the rebalance is that all items are on average equally good, but higher rarity items have more complexity. The higher complexity allows for larger bonuses, balanced by drawbacks. Cursed items follow the same pattern, except that they are overspecialized. They may boost your adventurer's healing tremendously, but force her to apologize profusely when attacking an enemy.

Weapon Rebalancing

Anyway, doing everything all at once isn't possible, so I started with the balance of the weapons of the non-cursed classes. The idea was to get 10 weapons per non-cursed class (3 very common, 2 common, 2 uncommon, 1 rare, 1 very rare, 1 legendary). As an example, of the theory above, let's look at the golden mace.


The old golden mace gave +20% DMG Dealt and -10% DMG Received, being Legendary (though it's already put as common here) due to being extremely good. The main idea here was that the item served as a fake for cursed maces and had to entice you into wearing it before turning into a vibrating mace. Of course, once you have an actual golden mace, the equipment becomes boring, since nothing can beat this item. And there's never any use to equip the cursed stuff.


The new golden mace (renamed Mace of Justice in the actual release) loses its bonuses. Instead it gives the Cleric a bunch of Paladin moves. This gives some fun synergies, though the Cleric will never be better at Paladining than the Paladin itself. The weapon is no longer strictly better than any other and enables different playstyles.


The new legendary mace is the Mace of Servitude. It is excellent for healbot Clerics at the cost of their offence, as a bonus it grows the crest of servitude which further boosts healing. The submission desire is a clear drawback though. Here you are sacrificing the versatility of your Cleric for better healing. While the weapon is powerful it's no longer a no-brainer to equip.


Anyway, there's a lot of new weapons out there, so have fun trying them out if you're a patron. Otherwise, you can anxiously wait for the changes for next week (where I'll be tackling the gear of the cursed classes).

Other Stuff

While working on that I also added some other equipment. Most notable is an implementation of the famous Borvar's Blessed Bondage Bunny set: https://twitter.com/madodev18/status/1769028420195746296


Changelog

Major

  • Overhaul of base class weaponry:
    • Warrior:
      • The Demon's Shaft: New
      • Sword of Pacifism: Now grants Vine Reconstruction
      • God' Own Sword: Praise Godette
      • Stone Shield: Buffed
      • Sword of Fireball: New
      • Sword+1: Now grows Vanity Crest
    • Cleric:
      • Golden Mace -> Mace of Justice: New
      • Lustful Staff: New
      • Mace of Servitude: New
      • Styrofoam Mace -> The Rattler: New
      • Technician Tools: Buffed
      • Vibrating Mace: Now also gives bonus damage from lust
    •  Rogue:
      • Daggers of Domination: New
      • Daggers of Pacifism: New
      • Daggers of Rejuvenation: New
      • Large Daggers: New
    •  Mage:
      • Corruption Staff: Now also increases libido of allies.
      • Staff of Despair: Now scales off of morale
      • Catalyst of FIREBALL: New
      • Staff of Internal Heat: New
      • Improved Catalyst: New
      • Staff of Unconditional Support: New
    • Ranger:
      • Snakes: Now can turn from angry to charmed and back
      • Bow of Lust: New
      • Bow+1: Buffed and causes Vanity Crest
      • Electric Bow: New
      • Greatbow: New
      • Tactician's Bow: New
    • Paladin:
      • Heavy Justice: New
      • Lance of Justice: New
      • Divine Spear: New
      • Sword of Injustice: New
      • Sword of Justice: Nerfed
      • Zweihander of Healing: New
      • Zweihander of Pacifism: New
    • Noble:
      • Epee De Confiance: Nerfed
      • Noble Whip: New
      • Lovely Rapier: New
      • Rapier of Punishment: New
      • Rapier of Crippling Self-Doubt: New, I think... probably...
      • Riding Crop: New
      • Rubber Rapier: Replaced the damage malus with a REF piercing malus
    • Alchemist:
      • Auto Aiming Rifle: New
      • Broomstick: Now also allows for the Cleanup move.
      • Love Blaster: New
      • Milk Blaster: New
      • Musket of Helplessness: New
      • Shotgun: New
      • Sniper Rifle: New
  • Other new gear:
    • Borvar Set:
      • Beads of the Loyal Bunny
      • The Muffler
      • Ornamental Armor
      • Training Bells
      • Vow of Timid Aid
    • New Ribbons:
      • Blue Ribbons
      • Green Ribbons
      • Rainbow Ribbons
    • New Rings:
      • Ring of Arousal
      • Ring of Despair
      • Ring of Joy
      • Void Ring
    • Other:
      • Helpful Tiara
      • Condomcarrier Suit
      • Gag of Loudness
      • Sheer Pink Stockings
      • Sheer White Stockings
      • Clarifying Earrings
      • Befuddling Earrings

Minor:

  • Some new preset parties, thanks Keyarl.
  • More scripts for modders, thanks AFKgjiAE.
  • If you try to teleport into walls, the game will show you and then teleport you back automatically.

Bugfixes:

  • You could sneakily unequip cursed accessories in the guild.
  • Confirmed quests could get deleted randomly. 
  • Hotkeys in Android could brick the game.
  • Tyria didn't get her special crest and quirk locks.
  • Clarified Have Veteran Whatever quest. 
  •  Technician suit was counted as exhibitionist. 
  •  Some prisoner items weren't part of the prisoner set. 
  • Displayed favor didn't update on guild repeatables. 
  •  Equipment Groups didn't work correctly with the hidden equipment marker. 
  •  Removed a duplicate bracket in durability sorting. 
  • Visual issue with Ratkin Prison.
  • Incorrect Slime Throw name for breeder slime.
  • Milk increase from quest didn't work. 
  • Mechacanines had fleshcanine overworld sprite. 
  • Untyped accessories didn't get sorted when using typesort. 
  • You could detect cursed gear by using rarity or durability sorting. 
  • Bosses for quests weren't described correctly. 
  • Parasites grown through a nursery were incorrectly listed as natural.
  • Incorrect riposts for latex paladin and cleric in Boss2.
  • Sorting in the equipmentpanel didn't get saved.
  • Some hairs of slimesprites were missing.

If you want early access to these new weapons, support me here:

PATREON | SUBSCRIBESTAR

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Comments

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(1 edit)

Also, healing is always worse than doing damage to kill off enemies especially when enemies can equip cursed gears on you with 100% accuracy except only the case when your character has dodge. 

Drawbacks that stack in the long run make all these short term bonuses pointless.

Why does it say "Cannot be uncursed"?

Does that mean it can't ever be unequipped, or can't be collected as infinite?

The former.

So if I gather 4 of them they will become infinite? or will they keep cluttering up the loot drops?

I still need to figure out how the infinite system will work with items like that (there are also items that loop between different forms). Obviously it's not the plan that they keep showing up.

"Staff of Unconditional Support; Uncurse: Cannot be uncursed"

I would be absolutely terrified if that actually was in the game... would be kinda funny though...

It is in the game. Just don't equip it if you don't want to get stuck with it. It doesn't pretend to be a fake object unlike other cursed items.

(1 edit)

Thanks for the head's up, I was scared items like that could be forced by mimics. That would be akin to the Yellow Plague Zombies in Diablo 1 that permanently drop your max HP on hit. 

That makes me wonder; can the curse be dispelled at the church? And is it possible to remove the item by forcing a cursed class by having the adventurer wear 3 maid, cow, etc accessories?