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

Rogue: Genesia

Hotfix 0.8.1.0b

Modding



  • Survivors mode now also trigger OnStageStart using an empty LevelObject
  • Workshop mod uploaded now have the tags set in the .rgmod file
  • When uploading a mod it should properly get the title and description from the workshop page

Patch note 0.8.1.0a

Fixes



  • New players with no save being unable to play
  • Looking into profile list and going back reseting all achievements

Rogue: Genesia Update 0.8.1.0 - Steam Workshop Update

Hello, I'm glad to tell everyone that the Steam Workshop update is ready!
In my previous post I planned for 0.8.1.0 to not have Steam Workshop and push it to 0.8.2.0, but in the end I preferred to spend a few more day to include it in 0.8.1.0!

The 0.8.1.0 Update also come with a few additions

Mod support and Steam Workshop


This is the main focus of this update, as it now officially support modding with a built-in mod loader and Steam Workshop !
Modding is only supported on Windows using the Modded launch option


Save Profile


You can now have multiple save profile, each containing different progression, they also contain the mods enabled so you can easily swap between different modded playthrough!

Hero mode


When creating a new profile, you can choose between normal mode or Hero mode
Hero mode greatly limit the ammount of Soul-coin you can gain, only crediting the highest Soul-coin gain per difficulties, it's a difficult challenge aimed to the veteran players


Complete changelog




Major Feature



Save Profile



  • You can have multiple save profile
  • When you start game for the first time you'll be able to transfer your old save to a profile

Official ModLoader With Steam Workshop



  • This is a great step toward proper mod support, the game now has a proper mod loader without requiring any external software or complex instalation steps
  • You can enable/disable mods in the mod list, You don't need to restart the game for mod to be disabled/enabled
  • Enabled mods list are saved with your Save profile
  • You can download mods form the Steam Workshop

Hero's Soul" Profile's GameMode (aka Hero mode)



  • This is a gamemode related to your profile, you need to create a new profile to test this gamemode
  • The main change is that the game will only reward you the best soul-coin gained per World-Rank (this also count challenges)
  • This will completely change what upgrade you take in the soul-shop as you can no longer farm soul-coin by doing the same rank again and again



QoL



  • Search field for achievements


  • Search field check for description and name
  • Search field for Soul-Card


  • Search field check for name, description, card type, rarity and tags
  • Survivors challenge are now correctly completed when you beat the last boss of a set difficulty without having to die for it to be completed.
  • Added tooltips to option in Game Option (and Mod options)


Changes



  • Player start with 1 defence piercing
  • Blue Mushroom hitbox size got increased
  • Armor-less ban Metal trasmutation
  • Changed Uncommon Weapon talent unlock from 1k to 5k
  • Changed rare Weapon talent unlock from 5k to 10k
  • Changed Heroic weapon talent unlock from 250k kill to 100k kill
  • Broken Statuette :
    If you have the requirement for it, and you don't have the achievement yet, it'll be guaranteed every 4 Young Sculptor events
  • Increased Lust cap from 500% to 10000%



Fixes



  • One shot protection timer not set correctly, (this made the .15sec immunity not working)
  • Japanese translation reload speed having issues
  • Fix Envy Stacking multiple time at once
  • Fix Sloth Stacking multiple time at once
  • Fix Wrath Stacking multiple time at once
  • Fix Gluttony Stacking multiple time at once
  • Life linked Champion not displaying the correct value in their health bar (only showed individual health instead of shared health)
  • Life linked leaving non-attacked enemies at 0 Health instead of killing them
  • Immovable part of immovable Buff not being applied when you start a new round
  • explosive vial aiming being off by 5°
  • Defence piercing not starting at 1
  • Fix "XX:XX" bugged display in end-screen menu preventing unlocks (GameHistory files being corrupted)


Modding



  • Official ModLoader with Steam Workshop
    You can get a example mod at https://github.com/PlexusDuMenton/RogueGenesiaExampleMod
  • Added `RogueGenesiaMod` which mods should inherit from
  • Added `ModGenesia.LoadPNGTexture(string path)` and `ModGenesia.LoadSprite(string path)`, directly copied from Chendrak's easycard
  • Added `ModGenesia.IsModActive(string modID)` to know if a mod is active
  • Fixed modded card with no requirement not appearing.
  • Fixed some issues related to ModOptions
  • Added `OnOptionChanged` Event
  • Added `OnOptionConfirmed` Event
  • Added many MapGeneration related events:
  • Added `OnMapGenerationStart` Event
  • Added `OnGenerateStagePosition` Event
  • Added `OnDoneGeneratingStagePosition>>` Event
  • Added `OnBuildStageConnection>` Event
  • Added `OnBuildLevelType` Event
  • Added `OnBuildLevelTypeFinished>` Event
  • Added `OnBuildLevelObjective` Event
  • Added `OnFinishedGeneratingStages>` Event
  • `RogueGenesiaMod.GameRegisterationStep()` got changed into `RogueGenesiaMod.OnRegisterModdedContent()`
  • `RogueGenesiaMod.OnGameFinishedLoading()` got changed into `RogueGenesiaMod.OnAllContentLoaded()`
  • Added `RogueGenesiaMod.OnModUnloaded()`
  • All GameOptionData creation function got a LocalizationDataList LocalisedTooltip parameter added to add tooltips to them
  • Category are now implemented for modoptions

Rogue: Genesia, March monthly Dev-Blog

Hello everyone!



This Monthly Dev-blog is a bit late compared to the previous month, as I was busy handling 0.8 major updates, fixes, and that making a monthly dev blog just after the update wouldn't bring much information anyways.

Optimization


Let's start with one of the most important topics for today's post.

I know a lot of players are waiting for the optimization patch, especially since 0.8 as the game starts to get more crazy and most user starts to experiment very bad frame-rate during the late game.
I also know that added more content (C-B-A rank world) has no meaning if a player has 2 fps slideshow for now, and will require the optimization patch to be finished by then.

Optimization patch is late, and will be quite late to deliver, The person handling the optimization and working on it had some serious medical complication and couldn't work efficiently on the optimization for a bit of time.
I'm not gonna give more details as it's her private life.

I learned that just very recently so I wasn't sure when the optimization patch would be ready until then.
So for now, the optimization patch is likely pushed back for 0.9 Update, I'll give more detailed information later on when things can be clearer.

Modding and upcoming patchs


Work on Modding has started and is, for now going very well.
The modding will be split into 2 medium-sized Patch

0.8.1.0


This patch contains official Mod-loading and the split of the game into 2 version,

  • Vanilla - Compiled in the more optimised IL2CPP as it was until now
  • Modded - Compiled in Mono, having worse optimization but allowing Modding and loading of external library




Example mod source can be download: https://github.com/PlexusDuMenton/RogueGenesiaExampleMod

The patch also contains Save profiles, allowing players to have multiple saves without having to mingle with the folders,
When you start the game for the first time, you'll be invited to create profiles to port your current progress

Enabled mods list is also saved along profiles, so you can easily set different modded save without having to uninstall/instal/enable mods everytime you want to change your experiences

Having saved profiles also allows for a game-mode I wanted to implement into the game for a bit of time now,

Hero's Soul (aka Hero mode)


This is a slightly modified save where you only gain your best-of Soul-coin on a world-tier
For example:
You do a first F-rank run that would cash in 45 soul-coins, you gain 45 soul-coins
You then do another F-rank run, but you would only cash in 55 soul-coins, then you only increase your actual soul-coin by 10 from 45 to 55.
This leads to grinding Soul-coins not being possible, you can only optimise your run, try to find the best Soul-shop upgrade you can buy instead of just mindlessly buying them all.

Of course this game-mode is entirely optional, it's also very likely impossible to complete the hardest challenge in this game-mode for now, but I believe it can provide a cool and different game experience for some veteran player!

There is also a few minor QoL improvements, like the ability to search Achievements/Soul-card






0.8.1.0 is expected to be ready in a few days and can already be tested in the beta



0.8.2.0



Loading and Handling modding is a cool, but well, Steam Workshop is a bit more work than loading mods installed in local.

This patch will be focused into implementing Steam Workshop into the game and giving tools for modders to upload their mods.

I prefer to make a separate patch for this as It allows modder to start working on mods and sharing them without waiting for me to finish the Workshop implementation so more matured content is ready for when it's done.

There will also be likely a few QoL stuff on the way



Pet DLC


I have planned for April a small cosmetic oriented DLC that got requested a lot.
The DLC is gonna add a pet into the game, pet that can follow you during game-play.
They won't have any effect on gameplay, other than helping you don't feel lonely.
The DLC will be sold for $1 USD on Steam, you'll have one for a Cat and one for a Dog.



major update 0.9


0.9 developments will likely start during April
It will be focused on adding C-rank world, Zone variation, unlockable skin for the avatars (for completing hard mode challenges) and new contents (cards, avatars, artifacts...)
I also plan to make the Bestiary by then, so you can get information on the different monster you crossed, and unveil more information on them as you kill more of them

I'll give more detail and information about update 0.9 later on.


hotfix 0.8.0.0h

Change



  • Lunatic no longer has Moon-tag


Fixes



  • Blue Mushroom spawning way more food than they are supposed to
  • Save villager event (and a few other event) description glitching out when picking option giving reward
  • Some buff levels going negative (especially Envy and Berserk)

hotfix 0.8.0.0g

Fixes



  • Amor-less bannishing immovable object

hotfix 0.8.0.0f

Optimisation



  • Reverted a change made during beta until proper optimisation patch is ready:
    Before, the weapons attacks were limited to 1 per frame, it's usualy bad practice as it give a better advantage to better computer
    During the 0.8, one of the change is that maximal weapon attack rate is no longer affected by frame-time
    This also mean that for low frame-rate, they can now easily attack multiple time during a single frame, leading to incredibly bad performance when going for a projectile and attack-speed heavy build
    I've reverted this change, capping back the amount of weapons attacks to 1 per frame until better optimisation can be done
    This should greatly alleviate performance problems many player had since 0.8


FIxes



  • Armor-less description
  • Benediction not being banned by Armor-less
  • Spike shield not having moon-tag
  • Sniper scaling up the monster killed by it instead of the explosion it's causing
  • Log spamming error when opening talents screen during a run
  • attack speed stat on gunslinger showing reload speed

hotfix 0.8.0.0e

QoL



  • Auto-aim will now auto-shoot on Gun-Slinger


Changes



  • Shop-Keeper gold per level formula changed :
    from 750 + 250xLevel
    to 1000 + 175xLevel
    Shop-Keeper also start with 2500 gold.
  • GunSlinger Bolt Action Change
    Now, bullet explode into sub-munition on enemy kill
  • GunSlinger Sniper Change
    Now, bullet explode upon killing an enemy, dealing AoE damage
  • Reduced Blue-mini mushroom health, but scaled their defence up


Fixes



  • Not all active talent gaining mastery upon ability usage
  • Spear talents not actaully having 100% chance for crit
  • Manual level-up being bugged in blacksmith/shop if you have left-over levels
  • "Change Talent" and "Change Avatar" screens not going back to start-game menu upon pressing escape

hotfix 0.8.0.0d

QoL



  • Option change to Auto-Level-up, now has 3 option


    1. Manual - you press The level-up button for One-level-up at once, you exit the card selection on each level-up
    2. Automatic - you automatically level-up everytime you can level-up
    3. Semi-automatic - You press the level-up button to level-up, you exit the card selection after you done all your left-over level-up



Changes



  • Shaman staff active talent's goblins now also scale defence and damage mitigation from player


Fixes



  • Aim line being invisible
  • Fix endscreen saying you unlocked new soul-shop upgrade when you died (and you didnt)
  • Tech-goblins not having animations
  • Void Magnet not being capped at 50

hotfix 0.8.0.0c

QoL



  • Option to keep the old music in Survivors mode
  • Shop buyable Reroll/Rarity Reroll/Banishes now show you current and max owned Reroll/Rarity Reroll/Banishes

Change



  • Optimization for Pike:
    Pike now only spawn one projectile per frame for each attack at most
    multiple attacks can stack if they are fact enough, this should not affect dps of the weapon (as the attack will still happen at the same speed as before)
  • Thorn Firework change
    Thorn firework only chain once, it will no longer have an infinite loop of sub-projectile triggering thorn firework.
    This change aim to improve performance of thorn firework
  • Armor-less now only ban card with both defence stat and Moon tag
  • Portal shard now only loop projectile Once per projectiles
  • Slighty increased light in cave zone(yet again)


Fixes



  • Some Post-process thing not being correctly disabled on low
  • Silph's blade having "-1 tag"
  • Artificer's Katana, Thunder Staff, Staff of Storms, Explosive vials and Thunder vials missing area weapon tag
  • character stats staying open upon re opening the pause menu
  • When automatic level-up is disabled you only level-up once at a time
  • Event Rewards Menu Selection automatically selects Next Stage instead of Loot
  • Armor-less banning Immovable-Object