Fixed bug that had a chance to crash games when facing enemies that enrage.
Other small bugs fixed
Patch V1.1.1
Bugs:
Fixed bug where spell power would not influence raised minions level.
Fixed bug where jumper spider jump over ability would activate the cooldown for the player's jump over ability.
Kills done buy raised minions now properly give soul essence.
Balance:
Return damage glyphs reduced in power, specially for later tiers
Necromancer
Added base spell Dark Rift: Teleports all your minions not in close combat to target location (if possible).
Soul shield slightly nerfed.
Increased the effect of arm undead in all its tiers.
Soul Reaver
Soul barrier cost increased from 1 to 2 souls.
Soul shield slightly nerfed.
Hot Fix Friday 18-6-2020
Changes:
Bugs:
Fixed issue where ambushed necromancers would lose their field of view.
Fixed bug where the Cascading Soul Ray Soul Reaver ability would not do proper accumulation.
Fixed multiple typos. Including the one about 50% chance to get a spell lol.
Using a glyph on an already glyphed item no longer removes your glyph.
Balance:
Dwarf: Dwarf required levels to increase their per level damage reduction reduced from 9 to 5.
Necromancer:
Minions are a little tougher in general and should have a less of a rng based health pool on summon.
Reduced slightly the hp cost per level of creating corpses.
Warrior:
Armor perfectionist buffed across all its tiers.
Other:
Challenge dungeon flare where the shadow will spawn no longer taken into account when auto exploring.
Necromancer archers no longer leave arrows to avoid item clutter.
Added the learning curve text to Soul Reavers.
Bear lover and level milestone achievements readjusted.
Small update
Mac users can now play the DLC and core game at its current version. Although achievements are disabled for them until I fix the underlying issue (they should translate automatically to steam once I do).
Fixed many typos.
Reduced the power level of return health on block glyphs.
Mages: Seeker of knowledge buffed to reflect the level squish.
You can now play as a necromancer commanding an unholy host of undead! Have access to their unique school of magic! Unlock one of 2 mutually exclusive necromancer paths to immortality!
If summoning undead is not your thing but using your foe's soul is, the Soul Reaver is for you! Harness the power of your enemy souls and cast powerful abilities with them!
In addition to these new classes, a new race has also been added: The Insectoids. Unlocked in game, these insect like creatures possess a unique metabolism and intrinsic body armor.
New Glyphs of Power will allow you to further customize your character's equipment by adding unique effects to your gear.
Rogue Empire is an indie work of love. I want to thank all the people that supported me so far and enabled me to build on it!
Many thanks!
Pre-dlc patch update 1.1.0 live!
Hi everyone! In anticipation to the Dark Heroes DLC coming up tomorrow I am releasing version 1.0.0 of the base game!
Biggest change among this is the level squish! This might affect your current playthroughs somewhat.
In addition to this, some dungeons change a little bit their structure so if you are having issues getting out from a level with a pre 1.1.0 save game let me know so I see what I can do about it.
A new HQ insectoid image was added to people with the Story Art DLC.
Anyway, here are the changes for todays update!
Changes:
New:
Added summon trap.
Added enchantment destroyer trap.
Added several new spells: Inferno, Insectoid Swarm, Create Vacuum, Lightning Orb.
Added new enemies.
Bugs:
Important change: The default key for looking at items nearby and picking up several items on the floor window is now ctrl and ctrl + p respectively. Turns out shift causes issues in windows with the numkeypad that in turn locked the movement towards one way or another making you force to reload the game
Fixed a bug where disabling the shadow chase in the challenge dungeon would not allow resting after certain turns as if the shadow is actually chasing the player.
Fixed a bug where a legendary item could be recrafted if altar reopened during crafting FX.
Fixed a bug where last boss's Shadow Pillar ability would not trigger.
Fixed a bug where occasionally important NPC's would disappear.
Balance:
Level squishing: XP required to level increased, enemy balanced accordingly. Abilities now gained on every level up. Removed some dungeon levels from the main quest path in the dawn of shadows campaign.
The magician merchant now tries to teleport near the player when he appears! His chance to appear was reduced slightly.
Divine Aegis now has a maximum damage it can absorb per hit.
Phantom presence spell now tries to show interesting locations! Increase mana consumption by 3X.
First boss shadow nets now trap you for 1 more turn and do a little damage.
Poison damage type replaced by nature damage type.
Added necrotic damage type.
Earth magic school spells now in nature school spells. Nature school spells now druid exclusive.
Base spell level influence on spell range reduced.
Other:
You now see a relevant loading images when loading between levels.
The soul essence button will be highlighted if you have enough soul essence for a purchase when you load the main menu.
Improved on fire FX
Improved whirlwind FX
Screen snap to level borders defaulted to be unchecked.
I hope you are all excited for tomorrow! There will be a lot of streaming going on too! ːsteamhappyː
Cheers and happy crawling! GW
Dark Heroes DLC Update: Release Date, Pricing, Gameplay Trailer!
Hi everyone!
I have been very busy the last few weeks, ironing out Dark Heroes, the features it contains, and their impact on the game as a whole. And now I want to let you in on some news about the DLC!
Release Date: I finally settled on June 15th, 8:00am PDT. Be ready for 30+ Twitch streamers, lined up curtesy of my good old friend Fael Fink (AKA SunGnif)!
Pricing: After reading all of your comments - and thank you for the amazing support - I have decided to go for the higher end of $7.00 USD ($6.99 in fact), with Steam's corresponding auto-conversion for non-US residents. Allow me to say that I am surprised and thankful for your overwhelming support! I'm currently unsure why, but pricing will only show up on the DLC's Steam page on release day.
Gameplay Trailer: I just added the Gameplay Trailer for dark heroes to the DLC's store page! It was done by Matt Graham, another very good friend. Check out some of his other work here!
[previewyoutube="zR-xQCB7mJQ;full"]
I hope you all are as excited as I am!
Happy dungeon crawling, GW
PS: Close to the release date, wrap up your current games just in case :)
Dark Heroes DLC survey result and release plans!
Ok guys the survey is closed! At some point it was a virtual tie but over the last days the option to release the DLC earlier prevailed:
Launch the DLC only content as soon as possible and put the new game mode further down the line 109 votes (53.4 %)
Launch everything as a package 95 votes (46.6 %)
Now for some of you that were worried releasing the DLC sooner would hinder the game I think I can use this outcome to focus marketing (and development) on the new game mode and give it a visibility boost. Any contacts with decent sized content creators would be very much appreciated!
Now when will the DLC be released then!?
My current goal is for the week of the 14th to the 21 of June. Why? Many reasons, among them: time to wrap things up, time to market a little more and avoid E3 and other big events.
What will be the price?
I am considering a price range from 5 to 7 USD. Leaning more towards the later. Please don't be shy and comment about this.
Extra news
One thing that I will be introducing is a level squish. What this means is that there will be fewer levels but you will get an ability on every level instead of every 2 levels. This might alter save games so consider wrapping your games before the release!
I am currently testing this on the game's twitch channel from time to time, so feel free to hop in (and consider tossing a follow <3).
Hope you all have an excellent week! Looking forward to your comments! GW
Important survey regarding Dark Heroes DLC
Update: I see this is very tight which I didn't expect. So I'll set an end date: Sunday the 17th of May Also if it ends up very close still I might take the liberty of choosing one over the other based on some comments I am reading here (this also means that your comments matter so have a say please). Last but not least I ll be trying to stream some testing sessions of the new classes and race over RE's twitch channel, feel free to lurk or participate!
Original Post: Hi everyone,
while working these days to finish the Escape the Barrier game mode that I plan to release for free with the Dark Heroes DLC I realized two important aspects of it:
It will take more time than expected to get it into a finished state that I will be satisfied with. Just so you know a little of what goes into this:
More than a dozen new boss fights to design, develop and balance.
Many (at least 50 would be my objective) unique map events with unique outcomes.
A satisfying ending story wise and mechanically/gameplay wise. (this might seem trivial but its not)
Tons of balance.
Considering 1), I don't see why I can not deliver the DLC proper to those of you that want to play and experience the new classes, race and runes earlier.
Now this deviates from my original plan/idea which is why I want to ask you guys what you want. Launching the DLC proper earlier will allow me to release it at least 1 to 2 months earlier ( I will only have to test it more and market it a bit to launch it).
I am fine with either way really but I feel you get have the say here: Release poll
Wish list Dark Heroes on its newly released Steam Page!
Hi everyone!
I am really happy to announce that Dark Heroes has now its own Steam Store Page!
By the way if you still haven't tried Rogue Empire out, I am discounting it till Monday the 26th to celebrate this! ːsteamhappyː
Now let's dive into more meaty stuff!
To perceptive eyes you will also notice some extra content coming to the DLC that has not yet been disclosed: The Insectoid Race!
In addition the DLC patch will also bring some new spells for the core game! Also with this additions, mages will now not be able to learn nature spells, being an exclusive spell school for the druid. These new spells and changes in terms of balance shall make their casting styles more unique and fitting.
Let me sneak peak you one of the new spells, the powerful Lightning Orb!
One thing that might be in everybody's mind is: When is the Dark Heroes coming out!?
Short answer: Fairly Soon Longer Answer: Although there are a few things I still need to develop, the main time sink now is balancing and polishing the new game mode Escape the Barrier. I also need to add a trailer for the DLC/Patch as a whole.