In addition, Rogue: Genesia was also recently in bundles with a bunch of other Bullet Heaven game that I haven't made news post about since I was focused on updating R:G.
Finally, I'll soon write a new dev blog talking about Post-1.0 release, some post-mortem about various feedback and future of Rogue: Genesia, Stay tuned!
Hotfix 1.0.4c
Fixes
Semi-auto leveling working
Hotfix 1.0.4b
QoL
"Final damage on Weapon" equipment modifier can now be recrafted in a similar way to knight's amulet, allowing the player to choose which variant to use This only work when recrafting the modifier, not on first craft
Changes
Bonus Equipment quality from slider now scale with log400 of Challenge SoulCoin multiplier, only start scaling after it reach more than x400 soulcoin multiplier
Enemy Count Multiplier no longer affect boss's summon count when above 100%
Increased Metal transmutation power gain multiplier
Auto-level up not working if you already had multiple level to use
Blood Syphoon FX opacity not being right
Blood-handed nerf to corruption gain only being applied when loading the run
Blood Bath giving less corruption that it should
Health being set to lower value (notably at the end of stage after picking a card)
Planar reflection in B-rank survivors mode not being disabled on lower video setting
Anti tier item not dropping anymore
Hotfix 1.0.4a
Fixes
Auto-Level up not working when having more than 100 level up.
Not being able to scroll in console (and other console related navigation)
Update 1.0.4
QoL
You can now rename your loadout
In game console, pressing tab to validate a suggestion now properly refocus the prompt field
In Game console, you can no longer interact with the game with your mouse
In Game Console, disabled all keybinds
Changes
Another Mythical XP gain modifier nerf Helmet base from 1.5% per level to 0.55% per level Secondary modifier base from 0.8% to 0.275%
Increased Death Scythe damage scaling on weapon level-up
Death scythe now increase damage dealt to boss by all Physical tagged weapon Damage increase by 10% per level of death scythe
New stats Value: "Equipment Efficiency" which affect how much of the equipment effect are applied
Snuffhead's bane soulcoin gain scale MUCH better with challenge level
Rooted Cubbed soulcoin gain scale better with challenge level
Rooted Cubbed no longer disabled equipment
Rooted Cubbed now reduce Equipment Effciency by 90%
Challenge maximum step level increase by 1 every 20 max level completed
Soul expansion at high level Starting at level 100, %xp gain is reduced by level/100 The xp scaling from XPGain also get reduced after level 100
"Final Weapon Damage" modifier now increase see it's effect increase by 10% per player level (additive)
GREATLY increase enemies damage, defense piercing and defense scaling on loop
Protective Field active now scale based on player level, not on card level
Protective field passive cannot reduce damage by more than 99% of the attack value
Blood Handed nerfed: Increased max corruption for lose from e38 to e308 Reduced corruption scaling from enemies, elite and boss Enemies spawned by boss that you HAVE to kill no longer increase corruption
New Hardmode Challenge - Blood Bath Basically hardmode version of Blood Handed
Blood handed can now be leveled
Blood handed and Blood Bath max corruption is reduced when the challenge is leveled up
Further increased Corrupted enemies xp drop Multiplied by 5^(2+0.5*Zone)
Added a new equipment main modifier for Accesories Mythical Enemy count modifier, x1.25
Added 3 new equipment secondary modifier for Accesories, Light armor and shield Legendary Stage Objective, x0.98 Ascended Enemy count modifier, x1.1 Ascended Stage Objective, x0.95
Fixes
Equipment soul-coin cost being infinite after e38 (instead of e308)
You cannot own infinite soulcoin (previous infinite value loaded from save will be set at e38, and if value reach infinity now, it'll be saved as e308)
Loop scaling being... way higher than it should
Minor display issues with some stats (especially Damage mitigation when very close to 1)
Death scythe instant kill effect working on boss
Blood Syphoon passive affecting bosses
Interdimensial Rose damage %hp affecting bosses
Loop button not being selectable with gamepad
Throwing knife not being disabled when disabled
Modding
New GameEvent - GetEquipmentLevel(Equipment,IntValue) Used to calculate the effect of an equipment
New GameEvent - GetEquipmentTier(Equipment,IntValue) Used to calculate the effect of an equipment
New GameEvent - GetPlayerLevelForEquipmentScaling(IntValue) Used to calculate Player level used by equipment
Update 1.0.3
This update likely broke many mod
Due to the nature of the update (basically changing half the codebase), it make many mod completely broken. Make dure to disable them to avoid issues until they are properly updated.
Major Changes
Huge rewrite of the whole stats system to move onto double precision float instead of single precision float The reason behind it was to fix Blood Transmutation This mean 10^38 is no longer "infinity" (now it is 10^308), there is some place where 10^38 will still be infinity And no this wont change the requirement to reach infinity in survivors mode
QoL
Added a Max and Min button to challenges level
Added an "Optimise Weapon Modifier" button to weapon tab, that will realocate modifier in what the game think is an optimal way
In the stat menu, equipment name can be hover to see the equiped item
Improved gamepad navigation in challenge menu
Imporved Challenge menu visual to make selected rank and hardmode selection more obvious
Added Max and Min button in challenge menu
Added tutorial about challenge and corruption slider
Damage number now support MUCH higher numbers
Changed Equipment modifier with "Multiplier" effect display in forge to be the same as tooltip (and be more precise)
Atats over on a card selection now highlight which part are changed by the card
Auto-recycled equipment are now also recycled on the reward creation (so it no longer appear in the rewards list)
Modifier list on weapon and at the bottom of weapon tab are now scrollable
Increase Emissive of stage icon during stage selection
## Changes
Accelerator multiplier is now more important at lower speed, and less important at higher speed This is a nerf to accelerator allowing infinite damage with thermodynamic (and also causing a few other bugs) New formula also buff accelerator when speed is bellow 100 new formule is `NewIncrease = BaseIncrease / Max(.1,sqrt(CurrentSpeed/100))`
Reduced Hive mind kill requirement in bestiary
Unstable Core now also slightly increase Delay between dash Increased by 5% multiplicative per stack
Bonus Equipment Quality from loop now scale with number of zone per loop F-rank loop only increase Item quality by 0.5 E-rank loop by 1 D-rank loop by 1.5 C-rank loop by 2 B-rank loop by 2.5 A-rank loop by 3 Additionally, the increase in quality per loop is multiplied by log16 of Challenge bonus SoulCoin (x1 if soulcoin mult is at 16 or less)
Reduced scaling of "Multiplier Per Level" equipment from equipment tier Formula changed: from BaseMultiplier^0.875 + (0.05\*(ItemLevel-1)) +0.125\*ItemTier to BaseMultiplier^0.9 + (0.05\*(ItemLevel-1)) +0.1\*ItemTier
Unlocking Equipment system will give one equipment from each completed challenge that have unique equipment. Tier is equal to world rank of the challenge, and level is random from 1 to 10
Reduction to Xp Gain per level secondary modifier From x1.01 base value to x1.008
Loop scaling become more aggressive the more loop your do Formula: scaling^(0.95 + 0.05 * loop Count ) Max loop in each rank: 44 loop in F-rank 29 loops in E-rank 22 loops in D-rank 19 loops in C-rank 16 loops in B-rank 14 loops A-rank
Fixes
Precision issues causing Blood transmutation to set health to 1 (or other incorrect value) when max health was getting greater than a few Trillions
Blood transmutation bonus damage not properly scaling off the health loss
Accelerator causing lag on Thunderstaff and evolution when speed reached infinite values
Low hp effect being sometime displayed for a single frame with certain combination of effect being applied to max health
Obtaining a card capping current health to max health without final bonus to max health
Pressing card information in shop not working
Having to hover equiped item twice for the tooltip to properly being displayed
Give card to villager causing stutter on card hover (also added hovering on card name to see actual card)
Altar Tutorial not triggering
Tutorial text sometime overflowing from windows
Blood Syphoon not being affected by projectile opacity
Reactive trigger not triggering Throwing Knife
In Hero mode, equipment staying locked after starting a run
Player no longer update during a boss cutscene (like talent consuming charge)
Automatic level-up causing Boss health bar to sometime appear
Corruption can no longer become negative
Purification can no longer become 0 or negative
Modding
Added an API to help on addition of custom keybind
ModOption.MakeKeyBindFromModdedBindingData(string displayName, string actionName, List moddedBindingInfo, string category)
Fixed half of the Visual Effect being bugged and causing lag due to error spam in logs
Reverted back to 1.0.2b
Reverted back to 1.0.2b
Hotfix 1.0.2c2
Fixes
Cursor being stuck at the center of screen (and causing issues) on gamepad
Game not starting when playing in french
Some weapon modifier having Brazilian localization for their name
Update 1.0.2
QoL
Added Ordering by Level requriement in inventory
Reselecting the same ordering mod inverse it.
Added a tracker to plushies pledge
Added In game patchnote, those can be accessed in the top right
Modified how filtering is applied in inventory to make it much easier to use
Added different type of ordering to the Inventory
Added an option to ignore Unique item from Auto-recycling
Added the possibility to directly recycle an item in the reward screen
Equipment are now the first in the reward screen list
Added a new option that contain the cursor inside the game windows
Improved Fuuma shuriken visual
Balance changes
Reduced Void elemental damage scaling (from +75K per stage to +35K)
Slightly increase A-rank, B-rank and C-rank difficulty There has been a major feedback about mid/late run difficulty being too simple, especially starting on C-rank, this aim to make the game slighly more challenging Overall slightly increase most enemies health, especially in later zone Vampire Queen and Void Primordial are unchanged In A rank (as I believe they are already difficulty enough)
Changes
You Cannot swap equipment during a run in Hero mode
Increased Fuuma shuriken size
Unstable core no longer apply charge on anachronistic Dash Charge consumed
The equipment are saved in the save file. This change only affect profile in Hero mode, Normal/casual mode are unaffected by it.
Fixes
Antique Moon causing error in French localization
Bonus drop-chance to modifier you haven't learned, wasn't applied
Knight pendant not properly removing it affect between games
Rooted and Rooted cubed not being properly applied (still used the previous formula)
Thunderstaff not properly applying crit nor having the crit tag
Jaald Amulet not dealing crit damages
Brawl dealing damage during anachronistic even without Synchronous Brawl