It is a very delicate work: balancing. We've got to take into account new comers, mid-core players and veterans. We cannot only rely on individual input, we have to gather every feedback and see what are the big trend. When YOU feel X or Y is OP, we might have data that says otherwise.
You might no know, we have ingame analytics that help us understanding difficulty: what are the deadliest compositions, the most used skills and so on.

We saw several streamers getting bored. We saw several people pausing after their first game, not even looking at the skill tree! We feel the roguelite-genre needs a few death to understand, reflect on your strategies and finally enjoy the game.
Today's patch is about balancing: we have globally made the game more dangerous, but you also have more health!
Remember to read the roadmap before asking what's upcoming:
https://steamcommunity.com/ogg/978520/partnerevents/view/1841349580873384798
FYI, very cool members of communities are creating a wiki : https://legendofkeepers.gamepedia.com/Legend_of_Keepers_Wiki
A dozen bugs have been patched as well.
---- Important note
We still need you opinion after playing. Do you feel these changes improve the game? Make it worse? We may have the general overview, your opinion still matters. Join the discord and tell us what you think!
http://discord.gg/goblinzstudio
----------- Full Patch Note
Early Access Update: 0.7.0.2 patch notes
Features:
- New language available: Traditional Chinese! The Chinese language that was already available is now listed as Simplified Chinese.
Improvements:
- Added a visual feedback on attacks, spells and disasters preview for players to know if that will be enough to kill or scare the targets.
- Heroes killed and scared are now each displayed individually in the game over/end of run recap.
- Heroes’ skills wording have been improved in english and french. Other languages will follow with the next translation update.
- Credits have been updated.
Balancing:
- Heroes Power per level has been reduced by 40%.
- Heroes Life and Morale per level have been increased by 100% with specific exceptions for some classes and champions.
- Heroes passive generation has been improved to avoid having several healing passives in the same group. Passives generated will also be more diversified than before.
- First week during the 2nd year is no longer a dungeon to avoid players to face 2 dungeons in a row.
- Enchantress’ base Life has been increased from 500 to 750.
- Slaveholder’s base Life has been increased from 900 to 1200.
- Masters’ Regeneration has been increased from 1% to 2% of base Life.
- Life healed by the Doctor task has been increased from 10% to 20%.
- Removed the Furnace trap from the Enchantress’ starting traps.
- Removed the Poison Darts trap from the Slaveholder’s starting traps.
- Replaced the Vulnerable effect from the Pilgrimage Site plunder by Tiredness.
- Hoplit’s Champion piercing mechanic from his passive is now working the same as Skeleton Soldier’s Impalement attack. The monster behind the first target will take the mitigated damage dealt to first target as pure damage.
Bugs fixing:
- Fixed an issue causing the game to incorrectly display a game over in a specific situation when facing the Archmage Champion.
- Fixed a remaining issue with Jubokkos that could still lead to the game hanging when facing a Wizard hero.
- Fixed an issue with the Intimidation Morale increase from the Slaveholder’s talent displaying the wrong values.
- Fixed an issue with the Mamluk Elite passive that was working with a raw number instead of a percent based on maximum Morale.
- Fixed an issue not taking in count heroes scared in the game over/end of run recap.
- Fixed an issue with the Bloodthirsty coach event that could take the same monster twice for the training.
- Fixed an issue with Plunders if there were not enough monsters to pick as volunteers.
- Added a few more code security to avoid game to hang.
- Fixed an issue with the Earth Elemental’s Flint Shards starting at 4 stacks of Nature weakness at level 1 instead of 3.
- Fixed an issue that could lead Rewards to be empty.
- Fixed an issue with the Enchantress Blight’s attack damage calculation.
- Fixed an issue causing the Ice Skeleton and Vampire passive to not be activated when heroes would start the fight with the corresponding effect already applied to them.
- Removed a remnant Enraged mechanic when plundering too much that was still applying to a random hero in a specific situation.
- Fixed a few typos.
