Version 1.0.11 released!
Rogue Empire: Dungeon Crawler RPG » Devlog
Massive update on itch.io!
Enjoy!
New Features & QoL:
- Added numpad enter as an alternative confirmation key to the possible bindings.
- Changed Tree sprites to have more contrast and be more dense.
- Texts in modern battle text mode now show an icon instead of text for when poison is applied to target.
- Enabled the "Visible in the Background" engine option, that should allow for full screen to work like border less windowed mode.
- After completing a wolrd map quest where you're searching a tile, the quest marker will switch to one of your active story quests.
- For the moment levels won't spawn holes and stairs at the same time.
- Auto-explore improved:
- Enemies and objects sensed now show a small icon pointing in the direction of it.
- Barrels and similar sensed now interrupt once and stop interrupting once auto explore is resumed.
- Chests, altars, merchants and other intractable objects interrupt once and stop interrupting once auto explore is resumed.
- Auto-explore won't explore every view able wall not discovered. If all floor locations of a room have been seen it will stop there.
- Improved poisoned FX.
- On hovering over the reshuffle ability, you will now be able to see the amount of essence released available.
- In addition to color, an ability card rarity is now also shown by its frame:
- Increased scroll sensitivity on spells window.
- Staff animations are now faster.
- Multiple action bars are now a thing. Active action bar can be changed through mouse click or keyboard shortcut. While the game will attempt to preserve your current setup you might need to reassign some abilities/items
- You can now assign any usable item, ability or spell to the action bar by pressing the action bar shortcut from the corresponding screens.
- Changed the positioning and structure of the version in the main menu. Added discord link.
- Art of wands was flipped horizontally so its now easier to visually parse them from staves/spears.
- When you selling/buying items from the merchant the scroll does not reset anymore.
- Scrolling won't reset anymore in the inventory window and detailed pickup window.
- Right clicking an item in the inventory now drops the item.
- You can now zoom while targeting an ability.
- Added the character's current satiation amount to the healthiness status effect tool tip.
- Updated underlying game engine (unity) version.
- You can now order items at any merchant shop by item type & item rarity.
- Offhand wielded weapon now shows it proper damage on the tool tip.
- Speed affecting abilities on weapons should show its effect on weapons. If I missed one let me know.
- Added twitch negative judgment of location full of traps.
- Instead of "your pack feels heavier" the mage potion crafting ability now properly names what was actually crafted, e.g. regular potion, minor potion, etc
- Merchants now give the option to sell an item for the remaining of the merchants money if they run out of it.
- When ordering movement to a far away tile, if the character stumbles upon an altars or a merchant he will now go around it/him.
- Leaderboards are segmented in seasons by month. As a bonus current leaderboards are preserved although segmented by past seasons. This goes all the way back when they here introduced in EA.
Balance:
- High spawn rate special levels had their spawn rate reduced.
- Blobs now stop spawning once the Tandor Shadow Tower boss is defeated.
- Insectoids attack other enemies now as intended.
- Freeze duration increase of spells due to spell level and caster power decreased by 50%.
- Frost nova range increase due to spell level and caster power decreased by 33%.
- Shattering bolt damage increased slightly. Shattering bolt combo multiplier reduced.
- Lightning bolt, Chain Lightning and Fireball spell damage increased.
- Magic missile damage per missile slightly increased. Animation speed doubled.
- Each spiderling spawned by a wolf spider will now reduce the mother's hp by 10%. Once the wolf spider reaches below 50% hp it won’t be able to spawn a new spiderling. Spiderling level has been increased by 50%.
- Jump over no longer breaks stealth.
- Swapping weapons sets no longer breaks stealth.
- Champion enemies give twice as much soul essence now.
- Assassin confuse duration and cooldown is now longer. In addition, advance confuse enables to confuse in an area of effect. Expert confuse adds a damage component to it.
- After all modifiers to physical damage are taken into account the end damage done now will correspond to [floor(damage)] + [1 on random chance depending of the remainder of the damage] instead of a simple rounding. What this means is that if after modifier damage is 10.9, there will be a 10% chance it is 10 and a 90% chance it is 11.
- Contemplation bonuses are now weighted by class. For example a warrior will get +STR or +CON much more often and very rarely +SP.
- Removed the health potion contemplation bonus. Added new rare contemplation bonuses, such as ancient runes, miracle potions, mutation potions.
- Current fate is now displayed on level up.
- Freeze duration for blue blobs death reduced at higher levels. At the same time damage was increased.
- Mana pool now only influenced by Int.
- Rings of resistance will now provide better buffs.
- Increased return damage on shields with such modifiers.
- Tandor shadow tower boss damage increased by 10%.
- Weapons of higher tiers now drop somewhat earlier.
- Multi shot no longer wastes ammo on dead targets.
- Added diminishing returns on energy drain of abilities. This should prevent any scenario (except overweight) where you get drained really hard.
- Final Boss:
- Nature's twister now does its damage after the target hits the last location.
- Troll brute damage spikes reduced by reducing its damage deviation.
- In Easy enemies are now slower and do less damage (not only critical blows).
- In Hard enemies are now faster and do slightly more damage (not only critical blows).
- Offhand equipment no longer counts as equipped weight.
- In order to promote chain lightning usage, it now no longer hits the caster.
- Bowels Search soul essence upgrade effects increased.
- Forges now improve an item modifier in stead of replacing it when the process netted the same modifier.
- Enemies should always properly wait till an ability is over to attack the character.
- Pylons can now drop loot on destruction.
- Holy bold base damage increased.
- Base divine aegis shield deflects increased. Spell level and spell power contribution to deflects decreased.
- Falling Boulder spell can now be cast even it target is covered by a wall.
- Falling Boulder spell damage per spell level increased by 30%.
- Critical modifier formula changed. While initially the critical damage will be a little lower, the stat impacts on it are higher. This goes for physical and magical (now added to the character sheet) modifiers.
- Reduce hp creep on enemies slightly.
- Fendor underground tunnels are now never generated as open dungeons.
- Pylons hp has been reduced significantly. Range has also been reduced slightly.
- Pylon of beaming fire effect has its damage done reduced significantly.
- First boss on the dawn of shadows campaign had its chance to trigger the jump back ability reduced.
- Worms division should is now limited to slashing weapons. Worm splits(childs) do not give xp. This prevents infinite amount of them on fire spread too.
- Spell learning failures changed in chances for each possible outcome. Item destroying removed till I come up with a not so "I need to kill the developer" option.
- Increase the cool down on the infinity sword.
- Lowered Potion weight in general.
- Reduced the energy used by consuming a potion from 1000 to 350.
- Most over world levels (not a tower or cave/dungeon) except volcano and dessert will have less of a chaotic level layout.
- Item destroying in twitch votes removed.
- Overall dodge chance reduced.
- Nagas:
- Naga's critical hit rating modifier changed to critical damage modifier.
- Dwarfs:
- Dwarf racial per level bonus now increases the effect every 9 levels down from 12.
- Hunter:
- Leg Hold traps: Chance to break free reduced. In addition if the enemy has a movement impairing effect this chance is 0.
- Shoot And Jump now prevents AOE effects from landing on your character.
- Assassin:
- Dagger and Sword Specializations talents have had their modifiers increased.
- Druid:
- Tiger charge ability changed to be based on your character's speed.
- Increased the effects of the cornered tiger talent.
- Bear's prepared blow bonus damage was increased.
- Weapon Damage is tied to current druid aspect to add an additional strategic layer when shape shifting.
- Warrior:
- Leap attack jumps over enemies yet still needs a target.
- Colossal strike was buffed to balance its energy usage.
- Whirlwind Attack can now also be used from where your character is standing.
- Whirlwind Attack range and damaged increased.
- Weapon specializations talents have had their modifiers increased.
- Hardened shield and polish shield talents got its modifiers increased.
Fixed Bugs:
- Added fail safe for a rare event where the story window would not go away.
- Jump over letting the character jump over to walls.
- Add frame rate limit to title screen.
- Swapping weapons in game now does not require energy (as it is in the inventory screen).
- Story mode now properly brings you back to the previous level instead than the level before it.
- Fixed some path highlighting issues when targeting. I suspect they are some more.
- Fixed a graphical glitch where a shapeshifted druid using ring of life would show the humanoid and shapeshift form at the same time till the game reloads.
- Corrected many typos .
- Summons should now correctly target insectoids.
- Auto target should not target barrel if an enemy is within range.
- Learning spells on the world map is not allowed anymore.
- Doors should not be allowed to be shut when a character is on its location.
- Fixed another issue that might bring to much enemies near your character right when you change levels.
- The legendary will now properly work without the need of reloading the game.
- When not playing a caster "s" freezes the game until you hit it again.
- Spells window hotkey can now be enabled to to the key binding option.
- Night time light for volcano theme is now brighter.
- Esc now stops resting and auto explore.
- All encounters should now show their level name.
- Wands now scale their price properly according to their amount of mana.
- Weight tutorial window now properly shows only once.
- Tool tips stay open on character screen when closing the screen while its showing.
- Added + to the bonus values in the balance meter.
- Fixed wrong text for eagle dive ability.
- Teleport does not enable enemies to hit you before you escape anymore.
- Hitting esc to cancel resting no longer freezes the game.
- Mushroom summons from should count as your summons regarding XP they give and when the merchant sees you kill them.
- Called Royal Guards should now give XP when they kill your enemies.
- Frame rate should also be limited during intro movie.
- Leap attack, whirlwind, jump over and shot & Jump should now not work characters are somehow immobilized.
- Gold rewards on the world map events should now scale properly.
- Converted Giant wolf spider will now properly spawn friendly spiderlings.
- Fixed weird UI bug where resistances would not always show at its correct level.
- Using hunter abilities with different ammo types is no longer possible.
- Back stab should now correctly apply to shorts words and daggers.
- Pulling door levers through walls is not possible anymore.
- Using a skill on a tile that is further than your LOS, but within the weapon/skill range will not work anymore.
- Altars will now longer spawn on first boss level of the Eghoss campaign.
- Game will no longer freeze if you use a ranged weapon ability that can be targeted to an empty tile and you only have 1 ammo left.
- Some Graphical effects from the first boss stay and accumulate in the bottom right of the map till the game is reloaded.
- Pick Lock ability no longer has unlimited range.
- Poison damage now shows in a different color both in game and in the log.
- Pulling door levers and quickly going through does not work anymore.
- Volcano theme light increased overall.
- The map will always show good lighting regardless of the in game day/night cycle.
- Merchant "Out of gold!" will be cleared from the merchant window when closing it.
- Freezing champions should no longer remove their sprite while frozen.
- Closing the game in specific circumstances in story mode no longer removes the save file.
- Using 't' to confirm will now work properly with abilities and spells not only ranged attacks.
- Issue with moving to the top right of a fence in newly generated dungeons with the keyboard fixed.
- Fixed a graphical glitch where some upper most of the walls are not rendering in the ruins theme as well as similar levels when you load it for the first time.
- Level up on timed mode will correctly pause the clock.
- Insectoid egg now is properly showing its sprite.
- Fixed several typos.
- Enemy new summons will now not be auto destroyed on level reloading.
- Fixed graphical glitch where equipping an offhand while initially having a 2-hander would result in both weapons being displayed.
- 'Detailed Pick Up' now properly uses use energy.
- Poison should correctly damage at the last tick.
- Poison damage no longer makes an enemy auto regain track of a stealth character.
- When an enemy is on top of an altar, first option for moving to that tile should be an attack action instead of a use altar action.
- Forges now properly show context messages.
- Forges properly allow 1 use per item per forge.
- Bone Crusher 's effect is now properly working..
- Changed stealth discovery formula. Stealth discovery now properly scales with stats.
- Frame rate change now properly saves & apply from the main menu.
- Clicking on friendly characters from a diagonal position will no longer weirdly move to a horizontal position before moving to it.
- The rare occurrences where you go back to a location and it has an NPC on the stairs/portal should not happen anymore.
- Placed leg hold trap no longer removes prepared bonuses on enemy trigger.
- FPS changes from the menu should properly work now.
- Fences no longer block water splash damage across them.
- Don't kill the bears achievements will properly work now. All kills with characters previous to this change won't count.
- Auto explore no longer senses behind locked doors.
- Every random generated dungeons should now have a path open to the next location.
- Hidden/dormant skeletons should not be generated under doors anymore.
- Encounters will not generate special room any more.
- Command beast no longer possible on friendly targets.
- Fixed challenge dungeon bug where the "increased difficulty level" challenge was getting reapplied constantly. This might change the meta considerably. i ll keep an eye on this.
- Wands do not reflect additional mana in the icon when recharged.
- Altars can no longer on rare cases (challenge dungeon level 0) appear on top of holes/stairs.
- Toggling off soul essence perks that are applied on game start(Gold, Keys, etc) should now properly work.
- Infinite dungeon level 0 in the Dawn of Shadows campaign can no longer generate a blocked path to its entrance.
- The level up screen should be properly navigable with the keyboard.
- Fiery Soul Cutter effect no longer works when disarmed.
- Fixed issue with action bar slots disappearing. This might also have issues with mixed positions on game loading. A general overhaul was done to the action bar back end. The game should automatically migrate to maintain backwards compatibility with your current action bar distribution.
- Fixed issue with throw/confirm key binding. Now both can be bind separately.
- Bezerker should not whirlwind to unknown locations anymore?
- Spell power change due to staffs now properly shows in character sheet.
- Improving rings of resistance at the forge now properly improves that specific resistance type. This will only happen with rings generated after the patch.
- Amounts are now correctly reflected on the action bar when selling something mapped to it.
- Static items(manually placed) should have the same weight as randomly generated ones.
- Removed some weird item and lever glitch from late game level.
- Fixed bug that could cause a freeze when 2 greater ghouls where near each other.
- Getting out of Bear form into another for other than humanoid no longer heals the character in terms of relative hp.
- Fixed some typos.
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Rogue Empire: Dungeon Crawler RPG
Roguelike RPG with a unique character progression system! Several races and classes to adventure with!
Status | In development |
Author | Rogue Empire |
Genre | Role Playing |
Tags | Fantasy, Roguelike, Singleplayer, Strategy RPG, Tactical RPG, Turn-based, Turn-Based Combat |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- New Update 1.0.15: Can you outrun the shadow?Aug 06, 2020
- Version 1.0.13 released!Apr 18, 2019
- Version 1.0 released!Jan 31, 2019
- Version 0.9.8 Released!Dec 13, 2018
- Version 0.9.4 released!Aug 04, 2018
- VERSION 0.9.0 RELEASED!Mar 15, 2018
- Discord and setting up the Early Access Release party!Jan 11, 2018
- Whats next!?Dec 08, 2017
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