19.9 C
New York
Wednesday, March 12, 2025

Tiny Rogues Update 0.2.8.4 Patch Notes – March 12, 2025

Tiny Rogues update 0.2.8.4 is now available to download on PC. According to the official Tiny Rogues patch notes, the latest update 0.2.8.4 addresses some bugs and crashes.

Previously, a major update 0.2.8.4 added new changes, fixes, and gameplay improvements.

Unfortunately, players are still experiencing several issues since the release. Today’s Tiny Rogues version 0.2.8.4 will fix a few of these issues.

Check out more details below.

Tiny Rogues Patch 0.2.8.4 Notes – March 12, 2025

Fixes
  • Fixed that Ice Dragon, Arcane Golem, Jousting Champion and Scholar Mages would still be wearing Santa hats sometimes.
  • Fixed that Chaos would be able to roll Santa’s loadout.
  • Fixed the outdated information provided when you got Cursed for the first time.
  • Fixed that Spinners from Flails and Bibles would not count towards Orbital Count for e.g.: Esper’s “Mama’s Stuff” trait.
  • Fixed that the Puppeteer Set Bonus and Esper’s “Mental Link” trait would not work at the same time. If both are active, Companion Damage now applies at 125% value to you.
  • Fixed a game freeze that could happen when spawning into a run.
  • Fixed a game freeze that could happen when somehow starting a run without having a class selected.
  • Put in additional safeguards to prevent game freezes from happening when Boss Pedestals run out of rewards to give. (E.g.: because too many dice were used.) The game should now also show Error Messages if it happens so that this can be further improved in the future.
  • Fixed that Flame Wall from Pyromancer could be placed significantly further away than the indicator would show.
General Changes
  • Damage and Area increase gained from Power now falls off harder. (I don’t understand my own formular so I can’t tell you by how much.)
  • The Kuo-Tao Merchant (both in the Reef and in Black Market) no longer sells the Jellyfish Companion anymore.
  • The following Companions can now be acquired by fishing: Snail, Eel, Jellyfish and Pistol Shrimp.
Status Effect Changes
  • Bleed: Damage reduced from 105-150 to 70-105.
  • Burn: Damage reduced from 90-125 to 55-75.
  • Disintegration: Damage reduced from 10-30 to 10-25.
  • Echo: Damage reduced from 15-30 to 15-25.
  • Frostburn: Damage reduced from 90-105 to 70-85.
  • Necrosis: Damage reduced from 150-225 to 115-170.
  • Poison: Damage reduced from 10-20 to 10-15.
  • Shadow Fangs: Damage increased from 5-15 to 10-20.
  • All scalings of: Bleed, Burn, Disintegration, Echo, Frostburn, Necrosis, Poison, Shadow Fangs, Glimmer and Nettles are now S/S/S, previously A/A/A.
  • Secondary ailments, namely: Corruption, Diffusion, Frostbite, Judgement, Roots, Rupture, Scorch, Toxic and Zap now apply a x1.30 multiplier to their Damage Type, previously x1.25.
  • Fragility: Now applies a x1.40 multiplier to Damage Over Time taken, previously x1.30.
Weapon Changes
  • Ivy Scroll: Damage reduced from 110-135 to 80-100.
  • Fireball Wand: Attack speed reduced from 1.5 to 1.25. Damage reduced from 115-170 to 80-120.
  • Toad Plague Scroll & Spider Summon Tome: Fixed that multiplicative Companion Damage increases would not apply correctly to these Weapons. They still aren’t calculated 100% correctly due to technical limitations in this quick fix. For the purpose of these Weapons, multiplicative bonuses will work but as additive bonuses.
  • Ocarina of Time: Damage reduced from 350-425 to 315-385.
  • Aurora Scroll: Damage reduced from 520-775 to 425-635. Aurora Damage reduced from 210-315 to 170-255. Scaling changed from C/C/S to -/S/S.
  • Nimbus Scroll: Damage reduced from 65-195 to 60-180.
  • Staff of Unlimited Power: Damage reduced from 35-105 to 35-95.
  • Balrog Wand: Damage reduced from 205-310 to 190-280.
  • Blight Wand: Damage reduced from 115-125 to 105-115.
  • Obliteration Wand: Damage reduced from 90-135 to 85-125.
  • Sun Vortex: Damage reduced from 425-575 to 385-520. Trigger Damage reduced from 605-905 to 545-820.
  • Excalibur: Trigger Damage reduced from 60-125 to 75-100.
  • True Excalibur: Trigger Damage reduced from 80-155 to 90-125.
  • Death Sickles: Damage reduced from 100-130 to 90-120.
  • Titan Sickle: Damage reduced from 85-110 to 75-105.
  • Gungnir: Damage reduced from 240-320 to 215-290.
  • Necrosword: Damage reduced from 190-285 to 175-260.
  • Zenith: Damage reduced from 185-250 to 170-230.
  • Boneforce: Damage reduced from 120-165 to 110-150.
  • Kraken: Damage reduced from 100-130 to 90-120.
  • Michelangebow: Damage reduced from 125-190 to 115-175.
  • Phantasm: Damage reduced from 140-190 to 130-175.
  • Seraphim: Damage reduced from 100-140 to 95-125. Trigger Damage reduced from 220-330 to 200-300.
  • Farmageddon: Damage reduced from 125-155 to 115-140.
  • V.B.F.G: Damage reduced from 215-360 to 165-270.
  • Mega Machine Gun: Damage reduced from 100-130 to 90-120.
  • Destructo Glaive: Damage increased from 25-45 to 40-55.
  • Lightning Javelins: Damage reduced from 85-250 to 70-210.
Companion Changes
  • Spirit Bear: Damage reduced from 125-250 to 135-180.
  • Spirit Eagle: Damage reduced from 90-180 to 95-130.
  • Spirit Wolf: Damage reduced from 55-95 to 55-75.
  • Jellyfish: Now have an Attack Speed of 0.5, previously 1.0. (They were too good at applying Shock for you. I originally wanted to increase their weight so you can only have 1 Jellyfish but I decided against it last minute because it’s an iconic staple companion at this point.)
Equipment Changes
  • Vampire Cloak: Doesn’t make you Hearts count as Soul Hearts anymore. Now grants +10% Damage per missing Heart Container. Now weights 20 Equip Load, previously 30. Now recovers 2 Hearts on defeating a Boss, previously 1.
  • Cloak of Mystra: Now grants +25% Damage per Mana Container you have, previously x1.10 Magic Damage per Mana Container.
  • Archwizard Hat: Now grants +100 Power when you have at least 30 Intelligence, previously would grant +100% Skill Effect.
  • Pyromancy Gloves: Now grant +20% Burn Damage, previously +4 seconds to Burn Duration.
  • Bishop Hat: Now inflicts Judgement to all Enemies in the Room, previously would make Weapons at Upgrade Level 4 and higher inflict Judgement.
  • Kabuto: Now grants +125% Critical Hit Damage while wielding a Weapon at Upgrade Level 4 and higher. Previously it would grant +125% Critical Hit Damage TO Weapons at Upgrade Level 4 and higher. (This means the Critical Hit Damage bonus is now applied to you, instead of the Weapon and thus also works on other sources of Damage than your Weapon now.)
  • Meteor Set: The Set Bonus now grants +20% Melee Damage per Mana Container you have and +20% Magic Damage per Armor Container you have. Previously, +20% Mana Recovery per Mana Container.
  • Trait Changes
    • Forethought: Has a completely new effect, instead of granting 10% Attack Speed per missing Mana it now grants “Your Hearts count as Soul Hearts.” and “Recover 1 Heart upon entering a Floor.”.
    • Spellblade: Now grants Attack Speed based on missing Mana, previously based on Mana Containers.
    • Pushing Through: Now grants +0.3% Damage, Stamina Recovery Speed and Movement Speed per Equip Load on you, previously +0.5% each.
    • Grenadier: Damage increased from 295-365 to 365-445. Now triggers a Grenade every 4 seconds, previously every 3 seconds.
    • Cull the Weak: Now also applies Fatigue, which is now purely a x0.80 Movement Speed Debuff, every 4 seconds to the Enemy with the lowest Health.
    • Exit Strategy: This trait now, in addition to refreshing the Damage Over Time effects, now also ticks all Damage Over Time effects once per Stamina Container you have.
    • Opportunistic: Has a completely new effect, instead of making Damage from Skills apply Fatigue Debuff, it now grants x1.20 Damage at Far Range while there are fewer than 4 Enemies in the Room and x1.30 Damage at Close Range while there are more than 2 Enemies in the Room.
    • Bramble Growth: In addition to making Nature Damage inflict Bleed this trait now also grants x2.00 effect of Nettles.
    • Fire and Blood: Now only applies a x0.35 Damage multiplier on Bleed and Burn, previously x0.25.
    • Rage: The Rage Buff now stacks up to 40 times, granting 1% Attack Speed per stack. Previously 10 stacks with 4% each. Rage now decays one stack after another instead of at the same time. Melee Attacks now grant 5 Stacks of Rage, previously 2.
    • Savage Wounds: Has a completely new effect, instead of making Bleed ticks apply Vulnerability it now makes it so that Attacks from you and your Companions tick Damage Over Time effects on the target.
    • Unforgiving: This trait additionally makes Damage from your Skills apply Vulnerability now. The Vulnerability applied is also affected by the “+100% Effect of Ailments and Debuffs inflicted by Skills” that this trait grants. A lot of edge cases of this trait not actually working at all have been fixed. E.g.: Arrest from Soldier, Jinx from Deprived, Consecrate from Cleric and Holy Shield from Paladin.
    • Steady Strikes: This trait halves all Attack Speed modifiers but makes them also apply to Damage at 200% value. Previously this would only affect “Attack Damage” but now it’s all Damage. While being a huge buff to the trait, this makes the trait a lot more interesting to scale e.g.: Damage Over Time effects or Skills with it.
    • Lightning Conductor: Damage increased from 130-380 to 145-425.
    • Skill Changes
      • Consecrate (Cleric): Damage increased from 125-185 to 140-205.
      • Dark Arts (Ninja): Damage increased from 445-679 to 545-820.
      • Dashing Strike (Samurai): Damage increased from 95-130 to 120-165.
      • Flame Wall (Pyromancer): Damage increased from 30-45 to 35-50.
      • Frost Nova (Sorcerer): Damage increased from 220-265 to 300-365.
      • High Noon (Gunslinger): Damage increased from 225-305 to 280-375.
      • Jump (Dragoon): Damage increased from 210-285 to 260-350.
      • Missile Storm (Cyborg): Damage increased from 135-165 to 150-185.
      • Parry (Mystic): Damage increased from 160-220 to 180-245.
      • Piercing Volley (Ranger): Damage increased from 275-370 to 305-410.
      • Rend (Warrior): Damage increased from 70-90 to 85-115.
      • Shield Bash (Knight): Damage increased from 160-220 to 200-270.
      • Smoke Grenade (Bandit): Damage increased from 270-330 to 300-365.
      • Super Flight (Super Hero): Damage increased from 635-855 to 770-1045.
      • Telekinetic Barrier (Esper): Damage increased from 50-70 to 60-80.
      • Twirl (Dancer): Damage increased from 455-615 to 505-680.
      • Vengeance (Demon Hunter): Damage increased from 95-125 to 105-140.
      • Arrest (Soldier): Now also deals 105-140 Physical Damage.
      • Holy Shield (Paladin): Now also ticks for 10-15 Radiant Damage 3 times per second.
      • Flex (Barbarian): Now also deals 85-110 Physical Damage to all Enemies in the Room.
      • Deceive (Jester): The decoy now also attacks Enemies, dealing 130-175 Slashing Damage. The decoy has the Attack Speed of your Weapon.
      • Wild Shape (Druid): Bear Form now grants Attack Speed instead of Stamina Recovery Speed. Transforming into a Bear recovers all Hearts now. Transforming into a Monkey grants Stamina Surge (the buff that Green Blessings grant) now. Transforming into an Owl grants a Soul Heart if you don’t already have one now. Mana Recovery reduced from 0.25 to 0.1 per Room.
      Enemy Changes
      • Enchanted Enemies now have a base health and armor multiplier of x1.25% on them, scaling up to a x3.00 multiplier at Floor 10. Previously this would start at x1.00 and scale to x2.50 at Floor 10.
      • Each Cinder modifier now only increases Enemy Health and Armor by +0.25% per Floor, previously by +0.5% per Floor.
      • All Enemies now gain +5% Health and Armor per Floor. This stacks additively with the bonus from Cinder. Basically this means, Enemies on Cinder 0 are significantly harder to kill (+50% Health and Armor at Floor 10). The more Cinder modifiers you play at or are used to, the less effect this change has on you. The base game without Cinder modifiers has been too easy for a long time. A lot of power creep has happened over the past year. Many players have been asking for a beefier base game as not everybody enjoys the mayhem that Cinder modifiers bring to the table. This was a well needed shift in difficulty distribution. Read my yapping below if you are interested in more of my thought process.
      Mastery Tree Changes
      • The nodes “Repercussions” and “Superstitions” swapped places as “Throne Quest“, being gated behind “Superstitions” could be an unfavorable things when trying to go for specific class unlocks.

Download Tiny Rogues update 0.2.8.4 on PC.

Related articles

Intravenous 2 Update 1.3.9 Patch Notes – March 12, 2025

A new Intravenous 2 update 1.3.9 released on PC....

Albion Online Update Patch Notes – March 12, 2025

A new Albion Online update released on PC. According...

Knights in Tight Spaces Version 1.0.4 Patch Notes – March 12, 2025

A new Knights in Tight Spaces update 1.0.4 released...

Everhood 2 Update Patch Notes – March 12, 2025

Everhood 2 update is now available to download on...

Ale & Tale Tavern Version 1.4.1 Patch Notes – March 12, 2025

A new Ale & Tale Tavern update 1.4.1 released...