Confirmed Content/1.7

This article is for confirmed content that will be released into the v1.7 update of Randomly Generated Droids.

Classes

 * A new class named.
 * A new sorting ways to classes. A to Z. Z to A. Lowest to highest. Highest to lowest, in terms of.
 * will receive a few changes:
 * Swords High now provides 2 points of.
 * The class avatar now wears 2 swords across its back, similarly to the avatar shown in the class selection menu.
 * is no longer provided when Restore is used at full .
 * The class will begin the game with .


 * has their primary ability reworked:
 * Pursuit now lets you pick an ability from any class.
 * There are only 3 random options to choose from.
 * Forget has it's cooldown increased from [/6], to [/8].
 * The old Pursuit has been moved over to the Beta, it is currently unknown which ability it replaces.


 * Has gotten a couple of small tweaks:
 * Their Upgrade Module can no longer give.
 * Upgrade Module can now give.
 * Upgrade's cooldown has been increased from [/8] to [/10].
 * Anti Sword has gotten a damage increase, however, it is currently unknown how much it was increased.
 * Anti Sword now gains as well.


 * had their secondary ability reworked and a small tweak to their passive ability:
 * Their secondary ability is now is named Deadeye.
 * It has a cooldown of [/5].
 * It doubles the damage of your held for 5 seconds.
 * It makes the weapon red.
 * Their passive ability decreases the firing delay of Crossbows.


 * Plenty more of class reworks.

Unsure class addition

 * A new class or an icon redesign.

Items

 * Decoy Deploy reimplemented.
 * All Tomes will increase max mana in addition to their usual effects when used.
 * Holding Spell removed.

Worlds

 * Self-induced damage will no longer prevent Vaults from appearing at the end of a world.

Other

 * Rework of Libraries.
 * Lecterns are implemented, allowing all players to passively gain mana every 10 rooms when interacted with.
 * All abilities will gain a toggleable Auto Use button, which will automatically activate the ability when it reaches max charge.
 * Certain abilities will have reduced cooldown scaling in Multiplayer depending on how much it helps out the team. Abilities that only affect yourself will have little to no scaling, while abilities that boost the entire team will be scaled higher.
 * Along with this, party mode now allows abilities, but scales them with the new scale system