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
Manual - you press The level-up button for One-level-up at once, you exit the card selection on each level-up
Automatic - you automatically level-up everytime you can level-up
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