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

Rogue: Genesia

Hotfix 0.8.4.0a

Fixes



  • Scavenger removing ammo instead of adding ammo (this was due to a change on how weapon attack/ammo left is counted)
  • Necromancer magic circle staying alive after his death
  • Pet behaviours not being overwritable when inheriting from PetData class
  • Modded version of the game creating a folder in Document/Home(linux) even when not required (it is normally used for mod sources location ,but an empty folder was created by default)

Update 0.8.4.0 and the Dog pet DLC

Hello.

I am glad to say the dog pet DLC is finally available for everyone!


https://store.steampowered.com/app/2388080/

I originally planned for both the dog and cat to be available at the same time, but considering the delay the animation for the dog has already taken, I prefer to release them separately.
More information about it will be provided in the next Monthly Dev Blog.


Update 0.8.4.0


Previous run save are not compatible


(that means your survivors and rogs mode run cannot be continued, your persistent save is kept)

Dog DLC available


The dog DLC is available for purchase.
He is a cosmetic companion to your adventure
https://store.steampowered.com/app/2388080/

New Weapon



  • Crystal Sword - Deals heavy damage in melee range in the aimed direction. Enemies killed by this weapon drop double experience.
  • Sola's Lance - Evolution of Light Spirit and Spear. Sola's Lance creates a deadly afterimage after being thrown (500% damage).
  • Sun Sword - Evolution of Crystal Sword, Cleaver, Light Spirit, and Fire Spirit. Quickly slashes in the aimed direction. The last slash creates a fast-moving cleaver projectile after level 3.


New Card



  • Light Spirit - Increases Purification, which reduces the negative effect of corruption. Only appears when you have 50 or more corruption.


New Talent



  • Crystal Sword Active Talent - Creates slow and powerful slashes in a large area around you.


Fixes



  • Kill enemy count and survivors' green coloring not using the correct variable.
  • Thunder staff talent on Thunder vial not working as intended.


Changes



  • Removed Life-Link Ability from monsters. It caused near invulnerability in monster bug, even after spending days trying to fix it.
  • Bosses killed outside of boss stage and specific cases in survivors mode no longer count for the bestiary.
  • Reduced distance at which flying golem would start their ranged attack (from 15m to 8m).
  • Increased Interdimensional Rose damage:
    > Base damage from 20 to 30.
    > Damage per level from 3 to 5.
    > Gain +5 damage at level 5 and 7.
    > Gain +10 damage at level 8 and +50 at level 9.


Modding



  • Added `GameData.ArtifactDictionary` and `GameData.SoulCardDictionary` to quickly get a soul card or artifact scriptable object from internal name (this only works after the game has loaded).
  • To use the PRD, use `RandomExtensions.PseudoRandomCheck(float chance, string eventName, Pcg randomGenerator = null)`. Make sure to use a unique eventName.
  • Added a new stat: `Purification` - reduces Corruption negative effects (by 1/Purification) but keeps the increased XP gain.


Technical stuff



  • Moving from System.Random to PCG random generator.
  • PCG is a lightweight and more efficient random generator than System.Random.
  • Added Pseudo-Random Distribution (PRD) to a few chance-based elements in the game. This should make RNG more "fair."
    > For example, I ran some tests with 1 million rolls on a 1% chance basis. Using the naive random approach, there were up to 1000+ tests without proccing.
    > With the same chance on PRD, the maximum test without proccing is around 400.
    > You can see more information about it here: https://dota2.fandom

Hotfix 0.8.3.3a

QoL



  • Filled up the description of monster for the first zone


Fixes



  • Some challenges modifier not being applied when saving and then loading a save


Modding QoL



  • Logs not list all mods that are enabled when loading them


Modding Fixes



  • Some issues with modded card when they had null stats modifiers

Update 0.8.3.3

Major QoL - Bestiary



  • This is a very first version of the bestiary available, it is for now limited to monster list only, later on, Monster's abilities and Pick-up will be added to the bestiary
    There you can check information about monster you already killed, more information will be unlocked as you kill more of a monster
    You can also check the monster stats for multiple level (1 level = 1 stage in the current zone for rogs mode, or 1 minute in Survivors mode)


QoL



  • Slight improvement to the Soulcard filter - It'll now properly look for stats (both internal name and localized name in your current language)


Fixes



  • Limited soul-shop challenge not applying the limitation

Hotfix 0.8.3.2b

Minor change



  • Game is now internally tracking kill for each enemy, this will be used for the bestiary later on.


Fixes



  • Getting a new buff stack added after your stack count was capped reseting the buff effect to level 1 until a new stack could be added (that fix the 999 stack lust bug)
  • Minor visual bug on a few stage objective when taking a requirement modifier not changing color at the right time.
  • Defend shop-keeper stage in No-Shop challenge actually giving out a normal shop as a stage rewards - The shop is kept but you cannot reroll the shop
  • Artifact from challenge being removed from player inventory when starting the game but still having effect, this lead to Plexus' sadism being impossible to lose


Modding Fixes



  • Custom Challenges modifier should now be able to add starting card (it was called before player initiation, not it is properly called after)

Update 0.8.3.2a

QoL



  • Added a confirmation windows when doing the wander trick so people don't accidentally trigger it (refusing it still give out the related achievement) (this is experimental, if there is any issues, make a bug report with your save file so it can be fixed asap)


Fix



  • Rogue avatar having no stage requirements

Update 0.8.3.2

QoL



  • Altar will continue to be tracked even when they are on screen to help find them
  • Necromancer's magic circle to bring him down is now tracked
  • Added a brightness option in the video options menu


Changes



  • Monster fang requirements slighty lowered
  • Monster fang collection range increased from 2m to 4m
  • Corruption will temporary and slowly increase overtime if you don't activate the altars during the boss, the corruption is halved when activating an altar, and nullified when the boss is spawned (you gain 0.1 corruption per second after 60 second without activating an altar)


Fixes



  • Adamantite rod not working
  • Mythril compass not working



Modding



Modding QoL



  • You can now build mod directly from the game, no longer need visual studio to build a mod .dll


Modding Fixes



  • Weapon's function to get target wasn't correctly using the right amount of projectiles


Modding Changes



  • Changed how assemblies are loaded (shouldn't cause any compatibility issues)
  • Added a new stats : "MasteryGainMultiplier" that multiply Mastery gain
  • Added a new stats : "StageObjectiveRequirementMultiplier" that multiply stage requirements (doesn't affect optional requirements)

Update 0.8.3.1d

Modding Fixes



  • Fixed issues with manifest builder if you were editing a manifest without a correct version format
  • Issues where the create source wouldn't correctly link-up references
  • Fix manifest builder adding a . at the end of the version when Revision is empty


Modding QoL



  • Create source button, now also put a command to automatically copy/paste built dll to the mod file upon build

Update 0.8.3.1c

QoL



  • Added a distance indicator to arrow tracker, it should help as I got a few people reporting having issues finding objects pointed by arrow
  • Improved altar visibility when disactivated
  • Altar distance is slighty reduced if you movespeed is very low
  • Boss objective change to the old one if you are both crippled and have no dash charges

Update 0.8.3.1b

Fixes



  • definitely fixed the ability to dash out of screen