Yokai Idle v0.1.13

Added

  • Forging Potential: every piece of equipment now has a limited amount of potential to spend on modifier changes.
    • Each Forge action spends a random amount of potential. The cost is shown on the action before you craft.
      • Most actions: 1–4
      • Reroll one modifier or one value: 5–8
      • Lock & reroll: 1–4, plus 2 for each lock
      • Add or change a special attack or combat effect: 16–24
      • Tier up or tier down: 1
    • When an item runs out of potential it is sealed, and its modifiers can no longer be changed.
    • Higher tiers hold more potential, from 24 on junk items up to 120 on unique items. Tiering an item down can lower its potential to the new tier's maximum.
    • Enchanting adds 1 potential, or the full difference when the enchant raises the item's tier.
    • Items you already own start with full potential for their tier.
  • Auto-roll: pick the modifier (and subtype) you want, choose how much potential to spend, and the Forge keeps rolling until it lands or the budget runs out.
    • Lock the modifiers you want to keep. Once the item is full, each roll costs 2 extra potential per lock.
    • If the item already has that modifier, auto-roll rerolls its value instead and stops as soon as it improves.
    • Each roll costs the same currency as rolling by hand.
  • Make a modifier permanent: a new Forge action that picks one of the item's modifiers at random and makes it permanent. It costs 10,000 Kōchōsen and 1–4 potential. Only one modifier per item can be permanent, and it cannot be undone.
  • The Forge now shows the odds of each modifier that can roll, and the chance that stones add an elemental modifier.
  • Modifier explanations: modifiers with a dotted underline now explain exactly how they work, such as how "increased" and "more" damage stack, or where a cap applies. Hover on desktop, or press and hold on touch screens.
  • The combat log now shows where your healing came from: life leech, critical hits, kills, special attacks, regeneration, being hit, dodging, blocking and more.
  • New setting: Show special attack animations. Turn it off to hide the hit animations from special attacks.

Changed

  • Modifiers now roll based on the item. Combat equipment only rolls combat modifiers, and other equipment only rolls non-combat modifiers. Character XP and Luck can roll on either.
    • The 100 Yen combat/non-combat filter has been removed from the Forge, since the item now decides.
  • Cycle of the Kami: your equipped gear now always comes with you into your next life. The Keep Equipment upgrade has been removed from the Shop. Equipped gear no longer counts toward your Kami Shards.
  • The Ultimate Mask now gives 2 permanent Luck, up from 1.
  • Dragonbreath on the Dragon Skull Kabuto now hits 5 times for 120% Fire damage, instead of 30 times for 20%. Total damage is the same, in fewer and bigger hits.
  • Burnt dishes are now Junk instead of Food.
  • Burn, Frostburn, Poison and Deadly Poison descriptions now explain that their damage cap applies before effect bonuses.
  • The bank's sort and filter menus no longer have a separate "Item type" option. Use "Type" instead.
  • Modifier text is now capitalized the same way everywhere.

Fixed

  • Fixed action speed modifiers with negative values, like "-20% Interval", slowing actions down instead of speeding them up. Their combined reduction is capped at 50%.
  • Fixed attack speed modifiers from gear, class, species and Yokai having no effect.
  • Fixed crafting cost modifiers with negative values raising ingredient costs instead of lowering them. Costs now round to whole numbers and never go below 1.
  • Fixed preservation chance doing nothing while online unless you had a preservation cap bonus. It now uses the normal 75% cap (up to 90% with cap bonuses). Offline preservation also now adds its bonuses together correctly.
  • Fixed the Loot Chance modifier not raising your item drop chance in combat.
  • Fixed heal-on-block modifiers from rolled gear healing nothing. Each block now heals up to 5% of your maximum HP, as described.
  • Fixed modifiers that share one action's XP with another action. The XP now goes to the right action, and no longer changes the level of the action you are training.
  • Fixed the Forge using up a Divine Stone when the item was already at the maximum enchant level.
  • Fixed modifiers added when an enchant raises an item's tier ignoring the item's slot.
  • Fixed the "bank full" error not showing when you equip or unequip with notifications turned down to 0.
  • Fixed some modifier descriptions missing an action name, and some special attack descriptions not showing.