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
Greatly improved fang visibility Yes, finally, it was asked so much, and now it's here
Fixes
Zone 2+ flashing and starting run on the left side fixed
Rolled back Hotfix 1.0.1b
Yet another unexpected breaking bug
Hotfix 1.0.1b
Changes
Notice board tweak reduced number of flying eyes required and increased flying eyes spawnrate in the night mission Reduced spawnrate and elite kill count in required in Elite mission
Fixes
Rare bug that caused game to display "Mastery" on death breakdown even before talent were unlocked
Vine card displaying wrong duration value
Void Magnet description and name
Brawl damage being displayed as "Other" damage
Previous save in crystal depth biome should now properly load (and place the player closest to where he stopped playing)
Update 1.0.1
Alphabet reset !
QoL
You can now press your card detail info key in the forge to directly check the modifier in the encyclopedia.
Added option to get an high contrast cursor (added white border)
You can now enable/disable Health bar marker
Change
Addition of "Anti-Tier" Equipments (Yet another bug made a feature) Instead of finding "-1" tier equipment that can be leveled up back to F-tier, they will now be "ANTI-F-tier" and can be leveled up and tiered up to any equivalent tier Anti-Tier have inverted stats from modifier
Change of Crystal Depth layout to add more branching to it
Void primordial now take 0.1% of damage inflicted to the shields
Weapon cap will now delete random projectile instead of the oldest one, this should reduce the situation where projectile weapon simply lose "range"
Projectile delete due to projectile cap will add a part of their damage to other projectiles
Made Necromancer Beam Indicator more visible
Fixes
Health marker was just missing, they are small bar on the health bar to help graduate it.
Changed how dash cooldown is handled to fix Unstable core blocking cappacity to dash Code wise, dash cooldown is now treated as a dash charge rate instead of a time until next dash is ready This make dash cooldown stat update in real time and not on the following dash cooldown, which was a serious issue with unstable core
Game should no longer select "next stage" after a card selection in the shop
Infinite gold leading to less soulcoin than near infinite gold
Scavenger causing non-gunslinger weapon to not work
In forge, having the scrollbar of equipment bonus being selectable and making the player losing focus with gamepad
Changing inventory page with trigger hapening too quickly
Ending run after looping no longer display game over screen
A-rank upgrade in soul-shop : Stat boost per achievements final level giving +20% instead of +2% (sorry)
Hotfix 1.0.0.h
QoL
Altar/Boss indicator now scale to stay the same size on different resolution.
Changes
Summon should no longer target protective spirit when protecting another elite, Protective spirit arround the void Primordial, nor the Vampire queen's Crystal
Changed Rooted and Cubbed rooted exponent formula to be more progressive and allow more scaling to high level of challenges Formula changed from "0.5 + 0.25 / (1 + Level)" to "0.1 + 0.325 / (1 + (0.01 * Level) - 0.5)"
Fixes
Default selection being set on next level instead of the first item in shop
Wormhole gland no longer move boss
Hotfix 1.0.0.g
QoL
When crafting an equipment modifier, there is now an unselectable modifier that tell you you can learn new modifier by recycling equipment if there is still missing modifier to learn.
Changes
Chest & Swarm stage now has 2 equipments roll: Old one normal equipments at 2% chance additional lower quality equipment at 50% chance
Elite now has 2 equipments roll: Old one normal equipments at 0.5% chance additional lower quality equipment at 20% chance
Elite Swarm now has 2 equipments roll: Old one normal equipments at 10% chance additional lower quality equipment at 100% chance
Goal of these chance is to promote equipment recycling and help find new equipment modifiers
Optimisation
Game video setting now properly affect planar reflection quality This improve performance at lower setting in many place for "Manor of everlasting memory" and the "void plane" like their reward, shop, event, stage selection and main menu
Fixes
Equipment inventory visually duplicating item when having multiple loadout
Particle Desynchronisation talent staying active if you ended a stage while in anachronistic
A-rank and B-rank survivors freeze caused by enemies trying to spawn an ungodly amount of projectile (due to level scaling)