Hetja's Quest - Patch Notes v0.7.05


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◖ patch notes ◗

◖ 0.7.05 (06/28/2023) ◗


Hub Area Specific Changes

- Auto Voucher
Automatically convert all unspent gold to vouchers before leaving for the labyrinth. Can be turned on/off at Merlinus’ Tent. Off by default.
Note: Having Auto Voucher enabled while having a completely full convoy can cause bugs. If you notice your convoy hitting half occupancy, please start using them or convert groups of the smaller vouchers for singular larger vouchers.

- Fixed bug with Garden LV 2 not showing the correct tile changes


Labyrinth Specific Changes

- Added Fixed Growths mode
For those that want a bit more control over the growth of their units. Can be turned on/off before a run starts in the options menu. Off by default (unless your Hetja was a Bonewalker before updating to the newest patch, see Misc Notes below).

- Post Master Seal enemy unit base level reduced 20/10 → 10/10
There has been a fair bit of criticism about the difficulty spike after promoting. I hope that this change will lessen the gap between the player and the enemy while still maintaining difficulty. I’ll keep an eye on this to see whether it needs to be nudged again in either direction. Enemies still gain 1 level per Chapter as per usual.

- Post Master Seal Mini Boss party size now scales
CH 10: Unpromoted Mini Boss + 4 unpromoted
CH 11: Promoted Mini Boss
CH 12: Promoted Mini Boss + 1 promoted
CH 13: Promoted Mini Boss + 2 promoted
CH 14: Promoted Mini Boss + 3 promoted
CH 15+: Promoted Mini Boss + 4 promoted

- Added 8 new post Master Seal enemy formations per Mini Boss to accommodate the above change

- Added 2 new shop inventory possibilities

- Edited multiple shop inventories to include greater variety

- Fixed bug in enemy Micaiah death quote

- Updated enemy Gilliam’s learned skills table
LV 5 Elbow Room
LV 7 Natural Cover → None
LV 9 Chivalry
LV 10 Strong Riposte → None
LV 13 None → Lancefaire
LV19 None → Great Shield

- Fixed inconsistency with CH 11 Mini Bosses being level 10/10 instead of 10/11

- Fixed bug where some of the new items were not being properly confiscated at the end of a run

- Fixed bug with Ashnard’s portraits

- Fixed bug where dying to an enemy Counter skill proc could cause a softlock


Character Specific Changes

- Hetja (Archer)
Bases
STR increased 4 → 6
SKL increased 3 → 6

- Hetja (Mage)
Bases
Max HP increased 16 → 18
STR increased 1 → 2
MAG increased 1 → 3
SKL increased 2 → 4
SPD increased 3 → 4
DEF reduced 3 → 2

- Hetja (Bonewalker)
Lost base access to lances and bows

- Dorothy
Bases
STR increased 4 → 6
SKL increased 5 → 7


Class Specific Changes

- Sage (Lilina)
Updated description to include all available usable weapon types and removed unusable weapon types

- Shaman (F)
Base Con increased 3 → 7

- Druid (F)
Base Con increased 4 → 8

- Summoner (F)
Base Con increased 4 → 8

- Bonewalker
Weapon Access Sword/Lance/Axe/Bow → Sword/Axe
Promotion Wight/Mogall Rider → Wight/Dread Fighter

- Wight
Bases
HP reduced 21 → 20
STR increased 7 → 8
SKL increased 5 → 6
SPD increased 6 → 9
DEF increased 5 → 7
RES increased 2 → 3
Class Skill Luna → Life and Death
Weapon Access Sword/Lance/Axe/Bow
Max Stats
DEF increased 22 → 28
RES increased 23 → 25

- Mogall Rider
Temporarily removed
I’m reworking Mogall Rider into a new base class able to be chosen during character creation, coming in a future update. If there are any other base classes you want to see added to character creation, please let me know.

- Dread Fighter
Weapon Access Sword/Axe/Anima/Dark
New class, based on a mix of Awakening/Echoes Dread Fighter.


Item Specific Changes

- Saunion
Lance C / Uses 20 / Pow 9 / Hit 70 / Weight 11 / Crit 0 / Range 2-3 / WExp 1 / Cost 1200
New item. Having a 2-3 range lance option should benefit both player and enemy phase, giving that additional tile of range or opening up the enemy to a close range attack that they can’t counter attack.

- Hatchet
Uses reduced 50 → 35
Cost reduced 500 → 420
Hatchet has had it too good for too long, surviving waves of item changes despite having double the uses of any other not-typically-ranged weapon type’s best ranged option. Its still got more uses than any other ranged sword/lance/axe, just less than before.

- Fujin Yumi
Bow E / Uses 35 / Pow 7 / Hit 80 / Weight 5 / Crit 0 / Range 2 / WExp 2 / Cost 2520
Traversable terrain cost reduced to 1.
New item.

- Heavy Bow
Bow D / Uses 10 / Pow 8 / Hit 85 / Weight 16 / Crit 0 / Range 2 / WExp 1 / Cost 2600
Effective against armored, mounted, and fliers.
New item. Overcosted for an effective weapon but its basically a boulder with the ability to OHKO 30+ classes. I’ll be keeping an eye on this one.

- Bright Bow
Bow B / Uses 25 / Pow 10 / Hit 70 / Weight 9 / Crit 0 / Range 1-2 / WExp 1 / Cost 4500
Deals magic damage. Can attack from close range. Effective against fliers.
New item. Bows finally get something that can hit at close range. I think the cost and the weapon level requirement balance that out. Definitely something I’d need player feedback on to get the balancing just right. Expect bow wielding Mini Bosses to occasionally get access to these.

- Lughnasadh
Bow S / Uses 20 / Pow 16 / Hit 100 / Weight 5 / Crit 5 / Range 2 / Cost 12000
SPD +5, effective against fliers.
New item.

- Thunder
Gained effective against dragons
Magic is getting the PoR treatment, gaining effectiveness.

- Bolting
Gained effective against dragons

- Alacalibur
Anima B / Uses 20 / Pow 8 / Hit 85 / Weight 2 / Crit 0 / Range 1-2 / WExp 1 / Cost 1100
Effective against fliers.
New item.

- Thani
New magic animation

- Luna
Hit increased 60 → 95

- Edict
Dark C / Uses 20 / Pow 5 / Hit 70 / Weight 6 / Crit 0 / Range 1-2 / WExp 1 / Cost 2500
Effective against unpromoted classes.
New item. Dark magic hosts plenty of gimmicks. Whether that be draining hp, negating defenses, causing a debuff, or chopping your HP in half. Having an effective weapon thats only effective for half of any finished run, at most, seems to be a decent balance to such a wide effective pool and facilitates enough of a niche to be better or worse than other effective weapons depending on the situation.

- Eradicate
Dark A / Uses 10 / Pow 10 / Hit 70 / Weight 13 / Crit 5 / Range 1-2 / WExp 1 / Cost 4500
Effective against promoted classes (excluding unique Final Boss classes like Necromancer, King, Marshall, King Daein)
New item.


Misc Notes

- Updated Seal Str’s description to reflect that it does not reduce Mag

- Some of the new magic animations kill the BGM during battle

- Bonewalker Hetjas created before this patch will lose access to lances/bows at the beginning of the next run if those individual weapon rank levels have not been raised to at least D rank.

- Bonewalker Hetjas created before this patch currently have a bug due to a couple flags being moved around in this patch. You’ll know you are affected by this bug by starting a run after manually turning Fixed Growths mode off then choosing to deploy Hetja. You should see that your Bonewalker Hetja has turned into a Cavalier. This bug can be easily fixed within game by changing your class with Cagnas to anything other than Bonewalker, then back to Bonewalker. You will then have to manually choose whether or not you want Fixed Growths on before your next run, for you it is on by default. If you don’t have the Cagnas statue yet, and have not made enough progress to be upset about starting a new save file, you can do that. If you don’t have the Cagnas statue yet, and do not want to start a new save file/do not want to progress far enough to unlock Cagnas, feel free to send me a direct message with your .sav and I will manually fix the bug myself. Hetjas that are any other class are not affected by this bug, and changing class to Bonewalker moving forward should not cause any issues.

- Thank you to those who have been using the new character submission form to suggest new playable characters. There have been some great suggestions with interesting new ways the game could be played. I would like to get at least 1 new character included before the eventual 0.7.10, and am considering running a community poll with some of the submitted suggestions to determine who makes it in.



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Hetja's Quest is a labor of love from the team known as RPG Club Games