[h1][b]Patch Note 0.2.0[/b][/h1] In this patch, we've introduced the new difficulty level ‘House Edge’ as mentioned, along with several new items, as well as minor UI improvements. It includes a significant balance adjustment to accommodate various builds and tweaks to the abilities of bosses to address excessive helplessness in certain builds. Additionally, several bug fixes are included. [img]https://clan.cloudflare.steamstatic.com/images//44848745/d775d993404440650cb173fe4f4dd8d21e1de8ae.png[/img] [h2][b]Balance Adjustments:[/b][/h2] In previous versions, gameplay centered excessively around gold acquisition. While managing the economy through features like ‘Gold Bet’ or ‘Golden Token’ to increase gold and purchase more items is a desirable playstyle, focusing solely on gold detracts from the overall enjoyment of the game. Therefore, we have reduced the maximum amount of gold obtainable when heavily investing in gold acquisition, while maintaining the overall amount of gold obtainable from items themselves. Now, achieving near-infinite gold will only be possible very occasionally through synergies with more items. [b]Base Coin & Discard Adjustments:[/b] • The number of coins provided in each round is decreased by 1. • The number of coins provided in the first round of each stage increases by 2. • The Discard increases by 1 across all rounds. • The gold given in Challenge Rounds increases by 4. [b]Gold Bet[/b] • The method of gaining gold upon successful gold betting will be changed from being based on probability to being always applicable. • Gold bet that has finished its coin collection will be changed to normal bet. • Successful gold betting at all levels will now reward 1 coin instead of gold. However, the number of times it can be used before becoming fragile will increase according to the level. [b]Coin Token[/b] Originally, Coin Token was designed to generate money instead of having an opportunity cost. However, in previous versions, Coin Token could be exchanged after accumulating enough gold, eliminating any opportunity cost. Additionally, adding more coin token became easier once enough coins were earned. Now, players must decide whether to use coin token to earn money or to use it for emergency situations. • The gold supply function of Coin Token becomes fragile, so it will be destroyed when discarded. • Coin Token no longer provide coins corresponding to levels but instead provide 1 coin per 2 levels. • The price of Coin Token decreases from the previous 8 gold to 6 gold. • Midas: The effect of the Midas item will be changed from adding Coin +1 to gold betting to converting all owned bets into gold betting. [b]Ice Build[/b] We have noticed that Ice Bet and Ball are significantly less used compared to other builds. Therefore, adjustments have been made to items related to the ice. The freezing area of Ice Bet and Frozen Ball increases at all stages, and they no longer freeze the selected (arrived) pocket. • The freezing area of ‘Ice Straight up~Street’ increases from 6,6,8,8,10,10,12 to 10,10,12,12,14,14,16. • The freezing area of ‘Ice Corner~Line’ increases from 4,4,6,6,8,8,10 to 8,8,10,10,12,12,14. • The freezing area of ‘Ice Column~Color’ increases from 2,2,4,4,6,6,8 to 6,6,8,8,10,10,12. • The price of all types of Ice Bet decreases by 1 coin. • Ice Bet no longer freezes the betted pocket. • The name of Ice Ball has been changed to ‘Frozen Ball’ for clarity in keyword explanation. • The freezing area of Frozen Ball significantly increases at all stages, from 4,4,6,6,8,8,10 to 10,12,14,16,18,20,22. • Frozen Ball no longer freezes the betted pocket. (Now, It will function to adjust the desired pocket in correspondence with other balls.) • The base score of Frozen Ball is buffed from 15,20,25,30,35,40,45 to 15,20,25,35,45,55,75 • The price of Frozen Ball is decreased from 6 to 5 [i]We acknowledge the current lack of visual clarity in some aspects. We plan to clearly indicate where the freezing occurs through future patches.[/i] [b]Flash[/b] Flash betting has been adjusted as it was efficient even in builds that roll the ball multiple times. • The multiplier for Flash bet compared to Normal bet changes from 3/3/3/4/4/4/5 to 2/2/2/2.5/2.5/2.5/3 • Flash betting is no longer fragile and its price decreases from 7 gold to 6 gold. [b]Wooden Token[/b] The previous Wooden Token was completely useless, so it has been redesigned to interact with other items. • Wooden Token no longer consume round token. • The price of Wooden Token changes from the previous 6 coins to 5 coins. [b]Metal Token[/b] It was observed that Metal Token was forming builds that could easily score infinitely, so its function has been adjusted. Infinite builds will now be occasional occurrences due to interactions with more items. • Now, Metal Token become fragile after one use. • The price of Metal Token changes from the previous 6 coins to 5 coins. [b]Pocket Ball[/b] The function of Pocket Ball was difficult and counterintuitive, and the play that converted all pockets into one number was too powerful, so the function is adjusted. It is still possible to convert all pockets into one number, but it will not be possible just by picking up Pocket Balls as before. • Pocket Balls become fragile. • The function of increasing the number of balls according to the level up of Pocket Ball has been removed and replaced with increasing the number of usable times according to the level. • The price of Pocket Ball increases from the previous 6 coins to 7 coins. [b]Others[/b] • The price of Alpha Token is adjusted from 7 coins to 6 coins. • The price of Omega Token is adjusted from 7 coins to 8 coins. • The usage available per round for Heart Ball is adjusted from 2,2,2,4,4,4,6 to 2,2,3,3,4,4,5 • The price of Heart Ball is adjusted from 5 coins to 6 coins. • The base score of Wave Ball changes from 5,10,10,15,15,20,20 to 1,1,1,1,1,1,1 • The growth score of Wave Ball changes from 5,5,8,8,11,11,15 to 2,3,4,6,8,10,14 • Now, Wave Ball accumulates growth scores according to various ball addition mechanisms including Double Token. • Fragility is added to Wave Ball. (Due to proper interaction with Double Perks, the high scores are similar to or higher than before, but it will not be a good option unless invested properly.) • The base score of Repeat Ball is nerfed in the upper level range from 5,10,15,20,25,30,35 to 5,10,15,15,20,25,25. • The base score of Large Ball is buffed from 15,20,25,30,35,40,45 to 15,20,25,35,45,55,75 • The base scoreof Target Ball is buffed from 10, 15, 20, 25, 30, 35, 40 to 15, 20, 25, 30, 35, 40,45 • The base score of Super Ball is buffed from 25,30,40,55,75,100,130 to 25,40,60,85,115,150,190 [b]Basic Bets Adjustments[/b] • Straight up: Nerfed from 140, 200, 260, 380, 500, 620, 760 to 100, 150, 200, 300, 400, 500, 700 • Split: Nerfed from 100, 150, 200, 300, 400, 500, 620 to 80, 120, 160, 240, 320, 400, 540 • Street: Nerfed from 80, 120, 160, 240, 320, 400, 500 to 70, 105, 140, 210, 280, 350, 460 [h2][b]Boss Adjustments[/b][/h2] Some bosses are perceived to lack adequate counterplay or possess stronger abilities than intended, hence they are being nerfed. Bosses should still present a challenge that requires thoughtful consideration in how to approach them, but encountering them should not feel like death. • Tyranny Remake: 50% of the pockets with the same number as the pocket where the ball stops become green 0 pockets. (The previous boss is being remade as it didn't effectively fulfill its role as the final stage boss. While maintaining its role of disrupting multi-roll plays, the debuffs it applies are being made more intuitive.) • Depredation Remake: Deactivates 1 item for every 3 items. Deactivated items change each time a token is used. (The previous version of Depredation was unclear in how to counter it and its power was excessively strong. Now, the boss's debuffs are made more intuitive, while making it possible for players to respond simultaneously.) • Roots around Adjustment: Now adds 2 "Decayed Wood Tokens" instead of additional basic tokens. (Decayed Wood Tokens are fragile level 1 basic tokens.) (Practically, every build suffered excessive impact when accommodating this. Since we only wanted to target builds that focus on using the same token repeatedly, adjustments are made.) • Keen Eye Adjustment: Repeating bets multiplier changed from 0.1x to 0.3x. • Strong Claw Adjustment: Second bet multiplier changed from 0.2x to 0.5x. • Sharp Beak Adjustment: Changed from converting all special bets to normal bets to converting 3 special bets to normal bets. • Distracted Adjustment: Second ball multiplier changed from 0.7x to 0.75x. • Simplify Adjustment: Only the ball with the highest score will be applied to the total score [h2][b]Class Adjustments[/b][/h2] • Trickster's base discard is increased by 2. (Trickster was adjusted as it was perceived to be too underwhelming compared to Archer at higher levels of house edge.) [h2][b]Item Adjustments[/b][/h2] • Struere Two: Now it only operates if the bet on the pocket containing the number 2 is successful, but the values are slightly buffed. This change aims to address clarity issues and prevent it from being a universally beneficial item when simply picked up without much thought, making it more rewarding for builds with a higher presence of 2s. • Growing Love: Now permanently grants 4% score boost and provides 20 points to other Heart Balls per Heart Ball activated during the round (stackable). • Midas: The effect of the Midas item will be changed from adding Coin +1 to gold betting to converting all owned bets into gold betting. • Betsudo: The amount of points deducted per empty slot increases from 10 to 20. • Precious Token: Provides 30 points instead of 16, and decreases by 6 points per turn if tokens remain. • Scrooge: Provides 30 points instead of 20, and decreases by 6 points if you have less than 5 gold at the end of the shop phase. • The Commons: Provides 40 points instead of 20, and the decrease amount has increased from 4 points to 10 points. (However, the decrease calculation applies from the second number onwards.) • No Turning Back: Provides 20 points instead of 10. • Elite Number: Changes from providing 1 point per empty slot to providing 10 points per 6 empty slots. • Cycle Point/Chip: Buffed from 5/20 to 10/30. • Duality: Nerfed from 30 to 20 points. • Slot Prime Number: Buffed from 40 to 60 points. • Keep the change has been nerfed. Now, the stack is reset if you bought or upgraded more than once in the shop [h2][b]Quest and Reward Adjustments[/b][/h2] • Runshed Upgrade adjustment - now upgrades 1 token by 2 levels instead of 3 tokens by 1 level. (This change is expected to significantly increase the value of early game breakthroughs.) • Now players choose quests after receiving rewards for clearing the first boss.( This is to provide a bit more freedom in choosing quests, and it will alleviate some of the issues where certain quests were excessively difficult to clear. By receiving an additional reward, the introductory difficulty will become easier, but this will be offset by the House Edge difficulty. We hope to lower the difficulty for beginners instead of increasing it, allowing players to access more challenging levels as they play more.) • Monochrome's base requirement is relaxed from 36 to 32. • Natural Selection's copied tokens now provide 2x value instead of 1.5x. • Round Robin now upgrades 2 tokens instead of 1 if the player doesn't use discards after clearing. • Permafrost's freezing range is buffed from 4 spaces to 6 spaces. • With the changes in fragile items, the value of the Fragile Legacy quest is increased to 50% from the previous 25%. (Now, players must use synergy with items like Wood Tokens rather than simply using any special bets.) • Snow Drop no longer prevents the betted pockets from freezing. • Choosing Snow Drop now converted the top 3 bets to Ice bets based on the token list. • The clear condition for Snow Drop is changed from freezing a certain number of pockets to clearing 3 rounds with 24 or more frozen pockets. • Relay Race's base ratio is nerfed from 50% to 40%. [h2][b]Challenge Mode Adjustments[/b][/h2] • The scoring rate in Challenge Mode is being adjusted to increase more gradually. • We don't want the Challenge Mode to feel like a chore by being too lengthy. In previous versions, the score increase was too abrupt in the early stages and decreased in the later stages, failing to provide an ideal gameplay experience. We've slightly reduced the rate of score increase in the early stages and increased it in the later stages to mitigate extreme gameplay outcomes where players either clear until the end or die early in the game, aiming to reach an appropriate max round based on the deck's power. [h2][b]Feature Addition[/b][/h2] • Now displays the number of free rerolls available. • Option has been added to adjust spin speed and score speed separately in the settings. (In the future, a feature will be added to skip score speed even faster.) [h2][b]Bug Fixes[/b][/h2] • The issue where scaling-related items didn't function properly at 100% has been fixed. • The issue where Pocket Fixer triggered again after round 2 restarts; overall issues related to restarts will be addressed in future versions has been fixed. • The bug where Struere Two only calculated the first slot of the Large ball has been fixed. • The issue where the effect of 8 Ball on the last ball of a round triggered in the following round has been fixed. • The issue where Relay Race had a -50% multiplier has been fixed. • The issue where the game crashed if Trickster encountered an item problem when no items remained has been fixed. • The issue where Trickster's ability didn't apply to item boxes has been fixed. • The issue where bosses didn't work when the game was restarted has been fixed. • The issue where Snowdrop's counter text appeared even when there was no change between rounds has been fixed. • The issue where additional values from the Wave Ball disappeared in the Sharp Beak boss round has been fixed. • The issue of the same item appearing in the item box has been resolved. (only Pioneer appears when purchasing an item box with all items). • The issue where the Pocket Ball text didn't appear in certain situations has been fixed. • The issue where chips or points were calculated as multipliers when they were 0 has been fixed. • The issue where the Repeat Ball mark didn't disappear when the tile it should go into was frozen has been fixed. • Fixing a display error or crash when exceeding 999999999 points using multi-balls due to int overflow (while the patch will allow displaying scores over 999999999 in the future, the maximum score is temporarily set to 999999999 to resolve the crash). • The issue where Round Robin crashed when all tokens were at maximum level has been fixed. • The issue where Double tokens halved their value when restarted has been fixed. • The issue where Unfortunate only added a value of 0 points in specific situations has been fixed. Text Adjustments: • Specifying cycle base chip; further clarification of specific terms will be done through menus like glossary. • Fixing an error where Snowdrop was incorrectly labeled as Round Robin when selected. • Correcting a typo in the description of Fickle. [h2][b]Known Issues Being Adressed[/b][/h2] • Fixing the issue where items in the shop don't show how much they would boost when purchased. • Correcting the problem where activated bets aren't displayed properly. An additional patch containing the content that couldn't be added due to some serious bugs is scheduled to be released within few days. We will also release a specific roadmap along with the patch.