Patch Note
Isekai: Reincarnation in a New World News — February 14, 2021
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello, this is Marcelo, and I would like to share some changes that I have been making to the game this past month.
Balance changes
The game original idea was to give freedom to player choose which way they wish to play without being made to feel obligated to use 2nd and 3rd generation to get to the end.
However, the balance between generations, or their high-status gain, made this unusable, since it didn’t demand much to players in searching new abilities.
As such, the follow changes were made:
Classes
Every class had their final value status reduced by a small amount.
This will prevent players from reaching max status too quickly and will also influence how much status are gained per level.
Some adjustments were made to the escalation of the 2nd and 3rd generations status in order for them to be slower and not as strong in the initial levels.
Due to the fact that Demon Lord, Death Knight and Dark Mage refer to the same elemental use, Dark Mage became Wizard.
With that name change, the class will have more individuality, providing access to other types of skill and effects, giving more variety to the game.
Skills
Every skill has passed a balance change so their values does not go beyond certain damages limits.
This will turn acquiring new skills into an important factor, since low level skills are not going to get high value status, even with higher level characters.
Characters level up has also been changed so that it will have a better distribution of skills.
Players will not lose their current skills, but the new level up will be applied when a new Reincarnation is done.
Enemies
Most of the enemies did not receive a status change, since the previous adjusts made in the classes have turned them indirectly stronger.
The only status that has been changed were Agility and Luck, since it wasn’t as significant in fights.
Paradigm Shift
Paradigm Shifts should be rewards for players efforts of venturing in different activities, yet they ended creating a higher status gain than intended.
To prevent that from happening, now only Talents will give offensive status, while other Paradigm Shifts will give more utilities, such as MP, HP and combat effects.
Food
Food should be a way to grant not only players survival, but a way to help them in combat as well.
Some recipes effects have been changed to make it more interesting and more individual, since some skills gave the same effects in easier ways.
Players may see the changes bellow:
Normal
- Orange Juice = Soul Gain -> Atk up
- Apple Pie = Drop Rate -> Mag Atk Up
- Cookie = Recovery Effect -> Elemental resist
Special
- Lamia Soup = Evade -> Critical Rate
- Grilled Garuda = Critical Rate -> Decrease of MP cost
- Red Tonic = Max Hp -> Max HP, Def e Mag Def
- Blue Dust = Recovery Effect -> Max MP, Atk e Mag Atk
- Death Drink = Immunity -> Death Immunity
- Behamoth Pie = Hp/Mp Reg -> Immortal
- Suspicious Liquid = Random Effect (Tp ren, Critical Rate, Evade) -> Rando Effect (Immunity, Evade e Critical Rate)
Adjustments
Complementing the balance changes, some adjustments were made so that the game may work better.
Classes
Classes should have their own identities and play style, but that was not being properly presented to players.
“Creature Information” Menu has been created in the Reincarnation tab, in which is possible to see some details of every creature, such as their unique skills.
Furthermore, every class exclusive effect has been changed for better to bring more individuality for each one.
These changes have been made taking in consideration the proposal and skill set for every character, new changes are possible in the future.
Players may see the main changes bellow:
Dog
Before: Find more food in the map.
Now: No change has been done.
Cat
Before: Grants an extra life after being defeat in battle.
Now: No change has been done.
Mouse
Before: Can flee from fights without miss chance using the “Sneak” skill.
Now: No change has been done.
Chicken:
Before: Bugs (Better increase in Hunger bar).
Now: Bugs (Better increase in Hunger bar and increment max HP).
Note: a problem that made possible for other classes to take advantage of the same effects from Bugs has been fixed.
Ghost
Before: Passive increase in Magical Damage.
Now: Extra chance to dodge Magical Skills.
Imp
Before: Passive increase in Physical Attack and Critical Rate.
Now: At night, increases Physical and Magical Attack.
Slime
Before: Increase in HP and Magical Skill dodge.
Now: Chance to counter enemies while being attacked.
Minotaur
Before: Increase in passive Physical Damage.
Now: Physical Damage resistance.
Wolf
Before: Passive Physical Attack, Evade Rate and Critical Rate.
Now: When hunger bar is full, grants great Physical and Critical Attack.
Demon Lord
Before: Increase in passive Magical Damage.
Now: Regenerate MP every turn and deal extra damage to Humans in normal attack.
Death Knight
Before: Chance to inflict Death in normal attacks.
Now: Chance to inflict Death and Confusion in normal attacks, also grants Death immunity.
Wizard
Before: Increase in passive Magical Damage and chance to dodge Magical Skills.
Now: Elemental Damage (Fire, Water, Wind, Thunder) resistance and chance to counter magical skills.
Skills
With the skills balance change, it became necessary to add new options to players, since majority of the problem was in the repetitive use of the same skills.
The number of skills has been severely increased, making it clearer which are the characters options and which can drop. Some exclusive Paradigm Shifts skills have been added as well.
Droppable skills are a little stronger than character skills, that way players have more reasons to fight powerful enemies
Furthermore, TP costing skills received adjustments to become more present and meaningful, since their propose was to work as Ultimate.
New adjustments are in consideration if the balance problems with skills persist.
Players may see the new skill list bellow:
Character Skills
Triple Attack
Bolt
Shock Wave
Thunder Dive
Aero Strike
Flamethrower
ThunderBolt
Shadow Vortex
Punishment
Cross Punch
Body Press
Water Pulse
Black Hole
Memento
Torment
Dark Void
Forgot
Miasma
Life Taker
Counter Pain
Judgment
Mana Drain
Silence
Blessing
Light Shot
Barrier
Limit Break
Droppable Skills:
Heal
Assault
Flame
Bubble
Flash
Take Down
Breeze
Slap
Burn Touch
Guardian
Eletrify
Ashes
Electro Sphere
Rain
Low Kick
Cover
Calmly
Hurricane
Cursed Bite
WaterStorm
Devour
Discharge
Hydro Jet
Flame Assault
Hydro Punch
Thunder Kick
Flame Revenge
Wind Mirror
Close Kick
Reverse
Water Kick
Thunder Slap
Flame Aura
Air Shot
Flash Bomb
Illumination
Fade Out
Light Sphere
Dark Kick
Hydro Veil
Iron skin
Fortuneless
Teleport
Flame Storm
Hydro Explotion
Electro Strike
Aero Shot
Dynamic Kick
Motivate
Supernova
Electro Rain
Tornado
OverFlow
Light Arrow
Dark Lust
One hundred Hit
Paradigm Shifts Skills
Fire Shot
Dive
Thunder Discharge
Storm
Shadow Dance
Light Blast
Obliteration
As an extra, certain skills have also had their multipliers adjusted to request different status, for example, MP, Agility, Luck and HP.
This should offer new possibilities for players to explore while trying to get stronger.
Players that already have the previous Fragment Skills can still use them, but they are not available anymore.
Pixie’s shop and some chests have also been updated to correspond to these changes.
Paradigm Shifts
“Poison Controller” Paradigm Shift should be obtained by consuming Poisoned Meat, however this has been unsatisfactory so far.
Players may still get this Paradigm Shift consuming Poisoned Meat, but now it can also be acquired by taking damage from skills that apply poison (normal attacks does not count).
Following this logic, new Paradigm Shifts equivalents to that has been added to to Burn, Confusion and Stun.
Hunger System
Hunger System has not proving to be as relevant as it should, because of that, the decrease of the hunger bar has become quicker.
That way, the need to eat or have better dishes ready should be more present in the game.
More changes into that in the next sections.
Farms
Farms have not been proving to be an interesting option to players, since they didn’t show any benefit from being cultivated.
As a temporary solution, Farms now don’t produce Foods that could be found in the map, they will only produce the material needed to prepare certain recipes.
This will make the Gardening Skill more important in order to prepare some dishes and consequently giving access to another advantages.
The new materials can be seen bellow:
- Lvl 1 = Parsley e Mint
- lvl 2 = Pepper, Garlic
- lvl 3 = Ginger, Rosemary
Animal Raising
Raising Animals can make it possible to get the “Eggs” and “Milk” materials in an easier way. However, they did not offer any reward for the time invested.
As of now, the quantity of Productions will be defined by the number of animals founds, so players will have more reasons to search for animals in the map.
A daily limit to production has also been added to prevent players to build up many resources too easily.
This limit will also be increased according to the number of animals.
Note: the daily limit counts as a day and night cycle in the game.
Foods
In addition to the balance change done in the effects, Foods have also gained some adjustments in the way they are used.
Special Foods are not going to recover hunger, they can now be used in battle.
That way players should have more strategic options to use when encountered by a strong enemy.
Dungeon
Dungeons should be a way to offer resources to players in the initial phase, but they were too poorly exploited.
With the increase in Hunger difficulty, find food became more important in the initial phase, and dungeons should be an interesting way to provide it.
Not only that, but bosses will not appear again after being defeated for the first time, motivating players to go back and explore difficult levels in the Dungeons.
Improvements
Wishing to bring a better experience to players, some improvements has been made in the game mechanics.
Elemental Advantage
Elemental has not been properly explored in the game, in order to change that, I decided to implement the Damage Pop up plugin developed by Victor Sant(Website here).
With this plugin, players will be able to see more clearly how elemental damage is being applied in enemies.
Thanks to Victor Sant’s plugin, it was possible to implement an Elemental Immunity system, making battle more strategic.
Hunger System
With the changes made into the hunger system, a penalty has also been added to players that let their Hunger bar go low.
This should create a more interesting dynamic not only to the need of food consumption but also to battles.
The effects have been divided into two levels:
1st level: Increase in the MP cost for all the Skills
2nd level: Greater increase in MP cost for all the Skills and increase in damage received in battle.
Foods
Foods now recover more hunger depending on which creature is eating.
For example, Cat will recover more Hunger bar than a Dog if it eats Fishes.
This should give more importance to chosen foods, especially normal dishes.
Reputation System
Reputation system should work as a reference to traditional RPGs where players are adventurers always searching for creatures to fight.
However, this idea has not been very much explored in the present system.
As a provisory measure, the number of battles needed to gain reputation has been decreased, so that it will be easier to notice the power difference between enemies and the results of choosing to fight the humans.
Furthermore, after certain reputation level, troops will be positioned in the map, in places that may block important routes for players.
Theses troops will not disappear with time and may surge in other places simultaneously if players keep fighting against Adventurers.
Note: a problem that forces the first fight against Adventurers being more difficult than it should has been fixed.
New Mechanic
A new game mechanic has been added to give more objectives to players while trying to level up their characters.
Elemental Mastery and Affinity
As of now, players will have new requirements to learn Elemental Skills.
With that, the choices in each character build should become more unique, since certain restrictions will be imposed.
Advanced skills will require not only determined status but Affinity with that element too.
This means that, for example, to learn more powerful Magics of Fire Element, players will need to have Fire Affinity.
Likewise, to reach Ultimate Skills, it will be needed to have Mastery with the element.
While it is possible to have Elemental Affinity with every element in the game, it will only be possible to get Mastery with two of them.
This was made so that the choice of which element to invest will become more important, since it would be giving up other possibilities.
Elemental Essence and Particle
To get Affinity and Elemental Mastery it is needed to get a new item called Elemental Particle and Elemental Essence.
These items will be drops of an exclusive boss that is already in a new game area.
Sanctuary
Sanctuary is a new area of the game with the objective of giving access to the Elemental Mastery and Affinity.
There, it will be possible to fight Elemental Spirits and get the required materials to develop Elemental Mastery and Affinity as drops.
To get access to this new area, it is only needed to go to the desert region and localize the Sanctuary’s entrance.
Sacrifices
To summon the powers of the Elemental Spirits it is need to make a sacrifice to challenge them.
Each Elemental Spirit have theirs owns foods that should be offered, each offered food can change the difficult of the summoned Elemental Spirits.
This should bring a little more utility to recipes and the need to evolving Culinary Skill.
Future updates
As the final part of this patch note, I would like to share some ideas and objectives for future updates.
A huge problem to the game right now is the quality of the story and grammar mistakes, so I plan to focus on that in the next big update.
This will need more care and may take more time to be implemented, I ask for a little more of all players patience.
I can’t really tell what are going to be future adjustments, since the idea may change during implementation.
But I have been planning to add more maps to better distribute enemies and story events, and to better work in exclusive functions to each region as well.
Some of the functions showed in this Patch Note may be changed in the future.
A big thank you to everyone that showed interest in the game. You can send me any criticism, suggestion or problem report via this e-mail: [email protected]