Challenge now display the unique equipment it'll drop
Changes
New D-rank Hardmode challenge "Stoned" Skip the first 2 zone Start at level 95 without any card Equipment level requirement reduced by 95 Guarantee drop for any of the Basic God Stone
Fixes
Shop keeper level counter always displaying 0
Update 0.10.2.1
Changes
Survivors mode now drop equipment and crafting materials similarly to rogs mode at the end of the run
Fixes
Fixes Necromancer's Staff not having it own damage in damage summary
Fixes many smaller bug related to multiple item selection in equipment tab
Hotfix 0.10.2.0a
Fixes
Fix Champion and Bosses not dropping artifact in Survivors mode
Fix Necromancer staff preventing Red skull active talent from working
Update 0.10.2
Major Change
Twitch Integration
Support viewer choosing your soulcard on level-up. Also support occasional event that can be voted by viewer. You may want to check in the game option menu as there are a few additional settings.
Performance
Greatly improved performance in Manor background in main menu (should also improve performance overall in manor biome)
QoL
Weapons can be disabled in the game menu by clicking the weapon icon
Updated the Artifact selection screen in Survivors mode to avoid text overlap (and to look nicer)
Added a new option to automatically level up to enable auto card selection to automatically pick the highest rarity card
Added the possibility to rename equipment
Added the possibility to search options in game options
Added the possibility to search bindings in control
Moved Gamepad vibration from controls to Game Options
Soulcard encyclopedia and artifact encyclopedia having the back button and previous page button position swapped
Translation
Updated Japanese and Korean translations
Changes
Reduced Dynamic difficulty scaling speed (again)
Dynamic difficulty no longer affects Overkill threshold
Dynamic difficulty also inversely affects an enemy's damage
Basically, the greater the dynamic difficulty multiplier is, the lower the monster damage will be. Inversely, the lower the value is below 1, the higher the monster damage will be. The damage multiplier formula is : (1/HealthMultiplier) ^ 0.2 This means that a health multiplier of 0.01 (1/100 of normal health) will multiply a monster's damage by 2.5 While a health multiplier of 100, will multiply a monster's damage by 0.4 The goal of this change is to prevent monsters from becoming a real danger in case of super high Dynamic difficulty value, but also to prevent the dynamic difficulty from being gamed so monster health only gets reduced.
Dynamic Difficulty will very, very slightly affect mastery gain of talents Formula is (HealthMultiplier ^ 0.015)
Reduced Equipment's Uncommon Modifier defense multiplier from 15% to 10%
Increased Shield Rare Modifier defense gain per level from +0.05 per level to +0.125
Increased Glove Uncommon Modifier defense gain per level from +0.0125 per level to +0.04
Increased Chest Uncommon Modifier defense gain per level from +0.05 per level to +0.1
Increased Secondary Uncommon Modifier defense gain per level from +0.01 per level to +0.025
Added a new Secret achievement
Option
Added new Option "Twitch Event Poll"
Added new Option "Negative Twitch Event"
Added new Option "Positive Twitch Event"
Added new Option "Level-up Poll"
Fixes
Area Pick up rare and legendary modifiers missing for accessories
Concentration weapon modifier description not fitting its real effect
Pick-up list in encyclopedia not handling multiple pages
Explosive bow having Melee and physical tag
Stage tooltip displaying some enemies that cannot spawn in stage
Midboss stage in Cave Zone being skipped in Quick-Mode
Command
Added "TwitchConnect" and "TwitchDisconnect" commands to connect to/disconnect from the Twitch integration
Modding
New GameEvent "OnCardSelectionValidation". Used to validate if a card selection can happen or not.
It has the following parameters: "BoolValue Cancel, CardType[], bool"
New Event - OnPlayerStartHeal
New Event - OnPlayerHeal
Fixed some missing variable initialization for Custom SoulShopUpgrades
Fixed modded collectible ignoring if custom name or description has been set
Added basic API support for equipment
Added an "Additional Text" string to rewards to add custom text after the reward text
Hotfix 0.10.1.0.c
Fixed localization bug Fixed Traditional chinese not launching correctly
Hotfix 0.10.1.0.b
Changes
Slightly Reduced how hard dynamic scaling is working
Dynamic scaling no longer apply during challenges
Added Traditional Chinese (Some minor issues may still happen)
Fixes
Some missing translation in Simplified Chinese (some artifact, Achievement description and monster names)
Hotfix 0.10.1.0a
Fixes Tooltip issues with equipment
Update 0.10.1
Major Changes
Dynamic Difficulty Option
Experimental change that add Dynamic scaling to enemies health based on their lifetime. The goal of this change is to make the game more fun. This will likely need a bit of tweaking. It can be enabled in options. This is disabled by default for now, it'll be changed to be enabled by default later on when more properly balanced.
Achievement Tracker
Added a Widget in the main menu that track the achievements you are close to completion. This also display secret and super secret achievements.
Mass Recycling in Forge
You can now disassemble multiple equipment at once in the forge menu. As of now, this is only supported on keyboard&mouse, it'll be extended to gamepad in a future update
QoL
Added Tutorial for Shrine, Buff and Altars
RogNGesus now has a buff depending on the current roll effect
Infinity will now have small change to the timer color to better indicate something is going on
Changes
Updated Chinese Localization
Achievement in survivors mode now properly trigger upon reaching red timer and no longer require you to end the run
Infinity Automatically force activate after 7 days (it can still be triggered by an enemy having infinite health)
Material count reward from boss now scale with world rank
Run started from the console now have it's leaderboard disabled to avoid some easy exploit This doesn't prevent achievements nor unlocks
Fixes
Negative secondary modifier count in encyclopedia and modifier crafting UI displaying number of positive secondary modifier instead
Talent related stats not being applied properly
The game was using the default stats from character instead of it's actual stats
Death scythe at level 10+ having reduced projectiles count
Fix Resolution Reset on opening video settings
Artifact reroll bug when rerolling last possible artifact
Fixes Talent not properly creating Keyword links
Missing translations on many languages and on many text Still quite a few missing, but it'll continue to slowly improve
Rogue: Genesia, October monthly Dev-Blog
Hello everyone, time for the monthly dev blog!
Modding Context Extension
Modding contest duration got extended by an additional month. The reason is that there is simply no one who entered the contest yet. It is also likely I'll have to extend it further too if necessary.
Silence
As many may have noticed, I was very quiet in the last two months, both in terms of communication (with the missing September Dev Blog) and in terms of updates. I had to go through a difficult part of my life. I'm not going into details since it's not the place for it.
But since I know there are many developers that eagerly read my dev blog, my best advice would be to not neglect the people around you. It's sure important to work on your game, but there is a time for everything. Since some people thought it was the case on the discord, it is not about a dead relative
There have also been a few more positive things that took my energy/time, like preparing the marketing for the future 1.0 release, setting up a company for my next game that will be developed with a friend, or the fact that I've recently signed with a Chinese publisher that will take care of their own region.
Chinese Publisher
As many likely know, I just came out of a very bad publishing deal. So I was very careful and reluctant to deal with another publisher. The new publisher is "GamerSky"; their role is to handle marketing and translation in a part of Asia (notably China, Korea, and Japan). I know that the marketing and translation in those regions/languages has been a weak point of Rogue: Genesia and something that I simply cannot handle by myself.
Regions/languages outside of that will still be handled by me.
0.10.1 Beta
0.10.1 beta has started a few weeks ago. It won't be a big update, mainly focusing on a few medium-sized features that I wanted to implement before 1.0 or things that I think need to be taken care of now.
Dynamic difficulty
While I believe the overall difficulty of the game is in a right place (accessible for everyone, but can still provide challenges to the most expert of players), the moment-to-moment difficulty is not properly balanced for everyone, and that's especially true due to the exponential nature of player's scales.
I firmly believe the way the game scales is also an important selling point of the game, that the game gives a ton of freedom, and possibilities for the players to break the game in many ways is not something I want to remove.
But ultimately, there are situations where players can get frustrated or bored, where the game quickly becomes too easy or too hard and they weren't able to scale properly.
After a lot of time thinking of a solution, implementing a sort of dynamic difficulty scaling is the best way to solve these situations.
Before I start to explain it, I want to point out what ARE NOT the goals of the dynamic difficulty.
This is not to make the game harder.
This is not to nerf the player if they overperform in the game.
This is not to make the game easier either by allowing any build to perform.
What is the goal of the Dynamic difficulty?
Dynamic difficulty has 2 goals at the moment.
The first one is to prevent boring situations when the player simply doesn't see any enemies on screen (I know it happened a lot to experienced players when B-rank got released), by making sure the game still gives a bit of stimulus to the player.
The second goal is to avoid situations when the player's damage slowly gets out of scale with the enemies' health, and you end up in a sort of soft-lock.
I also want to reassure that dynamic difficulty can be disabled anytime in the game options if players prefer to simply steamroll the game.
As of now, the dynamic difficulty only affects enemies' health in a "naive" way based on how long they stay alive. but there are 2 issues at hand in the current way:
It simply makes investing in damage not worth it, this could be alleviated by increasing some other stats of the enemies to make sure this is not a viable strategy (by increasing their damage, for example).
If you outscale the enemies, it also prevents you from overkilling enemies, which is also not the goal of this. For this, I could make the overkill requirement stay at the original enemies' health, or have a lower requirement depending on the health scaling value.
There is still lot of room for improvement and for tweaking, and this will likely be the case for the upcoming weeks.
Achievements improvement
Another aspect I got suggestions on that I wanted to improve is to give a tip to players on what to do next for achievements. This is particularly the case for Secret and Super secret achievements that simply don't have any hints on how to obtain them.
A change for that is a small list in the main menu that displays the 3 achievements that the player is closest to completing. This will always display normal achievements first, then secret achievements, and then super secret achievements.
Another change I want to make is to change the description to display a hint instead of the actual description when the achievement is not completed, and make secret/super secret achievements be displayed in the achievements menu in a similar way.
Mass Equipment Recycling
Nothing much, but you can now select multiple equipment items inside the forge to recycle multiple of them. Mass recycling ignores favorited items.
Modded Challenges Contest
Hello. I want to officially start the first modding contest of Rogue: Genesia.
The theme of the mod creation contest is:
challenges
(No secrets there, I've already talked about it previously)
The contest is open until Sunday, 6th October at 6pm GMT/ 2pm EST/ 11am PDT
To participate:
publish your modded challenge on the workshop and fill out this google form with the link to your mod: https://forms.gle/kBb42DDeXUxqpYM68
No limits on the number of entries.
How are the winners chosen
The contest will have 2 categories, "Normal challenge" and "Hardmode challenge." Normal challenge and Hardmode challenge will be judged on:
How fun they are.
How they push the player to change their way of playing the game.
How balanced they feel (Hardmode ones should still be possible to complete).
How original they are (surprise me).
Following feedback from the previous Monthly Devblog, there won't be any cash prize to win, and the contest is there for people to have fun!
If you have any additional questions or think something is not clear in the guides, you are more than welcome to either write a comment or send me a message on the game's discord.