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Heya!

I've been doing a lot of quality of life updates, in general and in hopes to make the Water Dungeon a better experience as I prepare for the Hard mode coming in the future.

I've done some EXP changes for some bosses. I feel like you can get stuck in the 20s levels because the EXP requirements really start stacking up then. You can find all the changes below!

But before those updates are some other things I've finished!

The face sprite for Sabur.

The Quest Guild post and writing all the stuff for Sabur is going well, I've been testing that the quest board system works, too!

I've done the art for the board and done the systems behind the scenes to make it work and not break the other quest boards! It's just missing the quests now, which means I can start coming up with those next.

Here’s are some KEY items you can buy from Piratetown Quest Guild shop. Testing this to see if upgrading the EXP gain from Quest Guild quests feels good. It applies to ALL Quest Guild repeatable quests.

Quest Guild EXP Upgrade 1

Key Item (Upgrade)

Effect: Permanently increase EXP gained from ALL repeatable Quest Guild quests by 10. Can be bought from this store only once.

Cost: 10 QC

Location: Bought from Lior, the Quest Guild merchant in Piratetown. Bronze badge and above.

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Quest Guild EXP Upgrade 2

Key Item (Upgrade)

Effect: Permanently increase EXP gained from ALL repeatable Quest Guild quests by 25. Can be bought from this store only once.

Cost: 25 QC

Location: Bought from Lior, the Quest Guild merchant in Piratetown. Silver badge and above.

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Quest Guild EXP Upgrade 3

Key Item (Upgrade)

Effect: Permanently increase EXP gained from ALL repeatable Quest Guild quests by 50. Can be bought from this store only once.

Cost: 50 QC

Location: Bought from Lior, the Quest Guild merchant in Piratetown. Gold badge and above.

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Quality of life updates

General updates:

You can now close/exit the game from the Main Menu or Title Screen.

Some Water Dungeon QoL updates.

I’m doing some general checking over of Water Dungeon in preparation for the Hard mode I’ll make for it in the future.

See all Water Dungeon battle changes below in the “Battle Changes” section.

Floor 1

On Floor 1, the large area has a lower encounter rate, from 45 to 55 steps per average.

Floor 2

I made the encounter rates a little bit smaller on Floor 2 The larger maps with more moving around have lower encounter rates. Room 1, 50 steps average (up from 45). Room 2 & 3, 55 steps average (up from 45). Room 4, 60 steps average (up from 45).

The code machines on Floor 2 are now a bit easier to understand what they’re for if you don’t notice the numbers above the machines.

Spamming your keyboard to get through the text on the code machines on Floor 2 won’t hopefully enter the code, that was already written on the machine, too fast anymore.

Some Water Dungeon QoL updates for battles.

Floor 1

The Bubble enemies will use Summon Bubble skill a little bit less often. This way it’ll be more rare for all the bubbles to appear on turn 1.

If the Bubbles have summoned all the Bubbles they can, the text that they can’t summon additional Bubbles is only shown once. Afterwards, only a buzzer sound is played and no text is shown.

The first time you fight the Hydro Golem, he will have a text box giving you a hint to use the ACT skills against him, so he’ll be easier to defeat.

In addition to losing his defensive state after using ACT skills, Hydro Golem will also lose 10 stats in both DEF and M.DEF, dropping from 50 to 40. He’ll still only have 100 HP in both forms. He will also have additional weaknesses to Swords and Axes.

Floor Boss, Smartacus EXP change 650 → 1000

Floor 2

The Submerged Scouts are 10 stats slower (35 SPE to 25 SPE) and have fewer defenses when you do the ACT skills, and they change forms (5 stats less per form change).

Floor Boss, Icutalus EXP change 650 → 1500

Floor 3

Saphura’s Guards lose defenses when you do the ACT skills and they change forms (5 stats less per form change).

Floor Boss, Octorn EXP change 800 → 2000

EXP changes for the bosses of Fire Dungeon.

Magano EXP change 500 → 800

Duiro EXP change 500 → 1000

Flameron EXP change 500 → 1200

Other Boss EXP changes

Shaun, Pirate boss in the hidden pirate area, EXP change 400 → 650

Demanding Foreman, The dino boss in the Paradino mines, EXP change 750 → 900

Richtor in Paradino, EXP change 1000 → 6500 (can only be fought once)

Vergoltung, The ice boss in deep mines on Paradino, EXP change 1500 → 1800, his armor parts are unchanged.

Bobobo, the Paradino quest boss, EXP change 1250 → 1500

Runt Whiner on Golorock, 1500 → 10,000 (can only be fought once)

Rufflection, Golorock Mountain boss, EXP change 1750 → 2500

Some Item Category updates.

I made a new category for some KEY items that feel more like upgrades than regular KEY items, just to get them out of the way when you’re searching for KEY items. The category is called Key Upgrades. This way they won’t clog up the normal KEY item category. They’re still considered “KEY items”. Here are all the items I’ve put there:

ID card.

Toy 01: Trusty Thruster

Toy 02: Dildoy

Toy 03: Butt Balls

Toy 04: Mass & Girth

Toy 05: Double-Slam

Toy 06: Nip Draggers

Quest Guild Copper Badge

Quest Guild Silver Badge

Quest Guild Gold Badge

Quest Guild Platinum Badge

Vulfox's Favor

Rexardo's Favor

Lifetime Pass

Dungeon Difficulty [Hard]

Quest Guild EXP Upgrade 1

Quest Guild EXP Upgrade 2

Quest Guild EXP Upgrade 3

Files

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