Rogue: Genesia cover
Rogue: Genesia screenshot
Genre: Role-playing (RPG), Indie, Arcade

Rogue: Genesia

Patch 1.0.1b3


Change



  • Made enemies a bit more aggressive
    Reduced chance for enemies behaviour to do something else than chase after the player.



Fixe



  • Rarer occurrence of the flashing bug

Hotfix 1.0.1b2

Changes



  • Suspicious eye active talent effect:
    Increase All summon speed by 1 (+ 0.5 per level) until their death
  • Artificer's katana tweak
    Greatly increased damage
    Greatly reduced explosion size
  • Greatly improved fang visibility
    Yes, finally, it was asked so much, and now it's here


Fixes



  • Zone 2+ flashing and starting run on the left side fixed

Rolled back Hotfix 1.0.1b

Yet another unexpected breaking bug

Hotfix 1.0.1b

Changes



  • Notice board tweak
    reduced number of flying eyes required and increased flying eyes spawnrate in the night mission
    Reduced spawnrate and elite kill count in required in Elite mission



Fixes



  • Rare bug that caused game to display "Mastery" on death breakdown even before talent were unlocked
  • Vine card displaying wrong duration value
  • Void Magnet description and name
  • Brawl damage being displayed as "Other" damage
  • Previous save in crystal depth biome should now properly load (and place the player closest to where he stopped playing)

Update 1.0.1

Alphabet reset !

QoL



  • You can now press your card detail info key in the forge to directly check the modifier in the encyclopedia.
  • Added option to get an high contrast cursor (added white border)
  • You can now enable/disable Health bar marker


Change



  • Addition of "Anti-Tier" Equipments (Yet another bug made a feature)
    Instead of finding "-1" tier equipment that can be leveled up back to F-tier, they will now be "ANTI-F-tier" and can be leveled up and tiered up to any equivalent tier
    Anti-Tier have inverted stats from modifier
  • Change of Crystal Depth layout to add more branching to it
  • Void primordial now take 0.1% of damage inflicted to the shields
  • Weapon cap will now delete random projectile instead of the oldest one, this should reduce the situation where projectile weapon simply lose "range"
  • Projectile delete due to projectile cap will add a part of their damage to other projectiles
  • Made Necromancer Beam Indicator more visible


Fixes



  • Health marker was just missing, they are small bar on the health bar to help graduate it.
  • Changed how dash cooldown is handled to fix Unstable core blocking cappacity to dash
    Code wise, dash cooldown is now treated as a dash charge rate instead of a time until next dash is ready
    This make dash cooldown stat update in real time and not on the following dash cooldown, which was a serious issue with unstable core
  • Game should no longer select "next stage" after a card selection in the shop
  • Infinite gold leading to less soulcoin than near infinite gold
  • Scavenger causing non-gunslinger weapon to not work
  • In forge, having the scrollbar of equipment bonus being selectable and making the player losing focus with gamepad
  • Changing inventory page with trigger hapening too quickly
  • Ending run after looping no longer display game over screen
  • A-rank upgrade in soul-shop : Stat boost per achievements final level giving +20% instead of +2% (sorry)

Hotfix 1.0.0.h

QoL



  • Altar/Boss indicator now scale to stay the same size on different resolution.


Changes



  • Summon should no longer target protective spirit when protecting another elite, Protective spirit arround the void Primordial, nor the Vampire queen's Crystal
  • Changed Rooted and Cubbed rooted exponent formula to be more progressive and allow more scaling to high level of challenges
    Formula changed from "0.5 + 0.25 / (1 + Level)" to "0.1 + 0.325 / (1 + (0.01 * Level) - 0.5)"



Fixes



  • Default selection being set on next level instead of the first item in shop
  • Wormhole gland no longer move boss

Hotfix 1.0.0.g

QoL



  • When crafting an equipment modifier, there is now an unselectable modifier that tell you you can learn new modifier by recycling equipment if there is still missing modifier to learn.


Changes



  • Chest & Swarm stage now has 2 equipments roll:
    Old one normal equipments at 2% chance
    additional lower quality equipment at 50% chance
  • Elite now has 2 equipments roll:
    Old one normal equipments at 0.5% chance
    additional lower quality equipment at 20% chance
  • Elite Swarm now has 2 equipments roll:
    Old one normal equipments at 10% chance
    additional lower quality equipment at 100% chance

Goal of these chance is to promote equipment recycling and help find new equipment modifiers


Optimisation



  • Game video setting now properly affect planar reflection quality
    This improve performance at lower setting in many place for "Manor of everlasting memory" and the "void plane" like their reward, shop, event, stage selection and main menu



Fixes



  • Equipment inventory visually duplicating item when having multiple loadout
  • Particle Desynchronisation talent staying active if you ended a stage while in anachronistic
  • A-rank and B-rank survivors freeze caused by enemies trying to spawn an ungodly amount of projectile (due to level scaling)

Hotfix 1.0.0f4

Fixes



  • Korean language not loading from steam
  • Boss dropping 0 material until first loop

Hotfix 1.0.0f3

Definetly fixed unlock issues.
Also fixed Simplified Chinese language starting issue.




For curious one (explanation time) about the card unlock issues:



The card unlock issues hasn't been fixed at all in 1.0.0d4.

Normally, when loading a profile, before initiating achievements, the game will relock all things that need to be locked and then reunlock them via achievements statues.
However, since 1.0.0d3, this code wasn't properly run for cards, which mean they simply inherited the unlock value of the last profile I used before game compilation.
When compiling on 1.0.0d4 and 1.0.0e, I used an almost empty profile for compilation, leading to most player not noticing any changes (I still got a few report about some cards being unlocked, but I had no idea where it was from).

When I compiled 1.0.0f, the last profile I used was a almost fully completed save, which set the card default unlock for most card as unlocked.

The code that lock them is now properly run again, and the game is definitely fixed.



For the chinese launching issues, it was just unity randomly loading the wrong localization file...

Reverted to 1.0.0e

Reverting until I get back at my home and look what witchery happened this time for unlock to bug again withour changing anything related tonit