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
1.0.1c
Changes
Void Elemental's laser tickrate greatly reduced 10/sec to 2/sec, basically dividing damage inflicted by 5
Increased Void Primordial hitbox to be touchable by summons
Biome Card are now unlocked when you unlock he related biome
Changed color or SSS Tier equipment, and added color varity from SSS to ZZZ tier equipment
Mushroom jelly damage are no longer lethal Reduced the time the damage are taken over to compensate, from 10sec to 6 sec
Player no longer take any damage in end of stage phases
Candelabra from manor having the wrong texture loaded
Soul Capacity effect being increased by 50% per level instead of 5% per level
Cold Touch description missing "Only appears in Boreal Pinewoods"
Rog Knight Plushies
Hello.
Last week I have been contacted by Makeship to create a plushie themed on Rogue: Genesia. While I initially was sceptical (I received a mountain of obvious spam in my mail about X or Y since the 1.0 release), after a bit of research, I've found out that they are legit, and that they even made some plushies for a very well-known boomer shooter that starts with ultra, and ends with kill.
They proposed to make a plushie for Rogue: Genesia.
Their process is quite interesting and totally adapted to an indie/solo dev like me. They first create a pledging campaign, where people can pledge $30 + tax/shipping (only $2 are deducted at this point) to buy a plush. If 200 or more people pledge, then the campaign is a success (otherwise, every person who pledged gets reimbursed the $2 they initially had deducted).
Once the campaign is a success, there will be a 90 to 180-day phase with their design where I'll give multiple feedbacks to finalize the design. After this, the plushies will be available for sale on their website for 21 days.
I quickly realized this could be a super cool way to have a cute plushie of Rog (I ran a survey on the game Discord to know which character players would prefer as a plushie first, but Rog won by a landslide)
Following that, I couldn't stop myself from making a small concept art of what a plushie of Rog would look like, trying to base myself on their existing plushies.
The pledging campaign is available at this link if you are interested:
A new beta branch has been added, called "Experimental" this will be used to post patch of the game about 12h to 24h before it reach stable branch to avoid additional game breaking patch.
in the close future, a In-game patch note system will be added to make patch note reading for user easier
Here is the patch note for last update
Changes
Void Elemental's laser tick rate greatly reduced 10/sec to 2/sec, basically dividing damage inflicted by 5
Increased Void Primordial hitbox to be touchable by summons
Biome Card are now unlocked when you unlock he related biome
Changed colour of SSS Tier equipment, and added colour variety from SSS to ZZZ tier equipment
Mushroom jelly damage are no longer lethal Reduced the time the damage are taken over to compensate, from 10sec to 6 sec
Player no longer take any damage in end of stage phases