Autumn has arrived, and the dead have re-re-risen! From October 25th until November 1st, prepare to be spooked, as the Kingdom halls become haunted by dreaded masked-knights, bag-maidens, skel-o-lanterns and more. We made all those names up just now!
I like to call this enemy a jack-o-staffern.
A Spooky Peek at Things to Come
We're still hard at work with V1.1, but we thought we'd give you another small sneak peek into what's to come. The changes are big, and we're really happy with how it's coming along. We truly think 1.1 will be the most definitive version of Rogue Legacy 2 to date, with all new sub-classes, spells, relics, and more.
The Lich King will make their triumphant return in 1.1.
Some wild new relics are going to make their debut as well. This is one of my favorite. I love when things get weird.
We've been listening to all of your feedback these past few months and been quietly tweaking the game in the shadows. Thank you for all your patience, and we can't wait till we can get it in your hands!
Making of Rogue Legacy 2, Future Updates, and More!
THE MAKING OF ROGUE LEGACY 2
------------------------------------------------------------------------------------ If you love Rogue Legacy 2 and wanted to learn more about the trials and tribulations we went through making it a reality, check out this fantastic documentary done by our friends at NoClip.
It's an in-depth look at not just the technical side of how we make games, but the emotional roller coaster we go through as well.
We've been huge fans of NoClip every since their DOOM documentary nearly 5 years ago, and we never dreamed to be a part of one, let alone have a complete video. It was an immensely fun experience, and they did an amazing job crafting a story that shows how difficult game development can be. Check it out below!
EXTRA BEHIND-THE-SCENES STUFF
------------------------------------------------------------------------------------ Watching the NoClip documentary made us all very nostalgic, so we thought it'd be cool to drum up some additional juicy tidbits about the game, including early concept art and game footage.
A very early art test with basic animation stepping and a pretty different looking character model.
Variations of the blacksmith. We knew he was going to be an ancestor of the original Rogue Legacy blacksmith, but we weren't sure if we wanted to show that information visually or through the narrative. The first few designs very closely resemble the original blacksmith, and the other variations get weirder and weirder. I liked H :)
Did you know the first boss we ever made wasn't Lamech, but actually Irad? This scheming eyeball was a great litmus test to see how far we could go with our new mobility mechanics (Void Dashing, Resonance Bouncing, and Cursed projectiles).
Once the flow of the boss fight started to feel good, we felt more comfortable with our core mechanics and began fleshing out the rest of the game.
The original design for the Stygian Study. We changed the background from white to purplish-orange for a number of reasons, such as style consistency with other biomes and general readability. Having enemies and projectiles draw clearly against a brightly lit background can be challenging.
Concept art for a Mimic Lantern by Justin Chan. We knew we wanted the Stygian Study to be full of surprises, so we originally requested multiple types of Mimics to inhabit the biome. Chests, paintings, lanterns, the whole shebang. When we actually got around to developing it (about 2 years after this concept art was made) we decided to cut down on this idea, to avoid things being too frustrating for players.
WHAT'S NEXT FOR ROGUE LEGACY 2?
------------------------------------------------------------------------------------ We're still hard at work improving RL2, tweaking the balance, optimizing the engine, and finding new ways to encourage players to keep coming back. Optimization in particular has been a major focus, as we didn't have much time to do it during Early Access. We're happy with how the game runs right now, but there are some big areas where we can make the experience even better. It's also a great learning opportunity to better ourselves for future projects.
We hope to be able to talk more about this in the coming months. In the meantime, here's a quick sneak-peek at some of the changes we're implementing based on community feedback.
Anyway, that's all for now. This won't be available for a while, but we just want fans to know we're making RL2 even better every day. We hope you enjoyed getting a glimpse of how we do things, and don't forget to check out NoClip's documentary to learn even more about the method behind the madness!
Thank you all for your love and support!
That's it! Nothing to see here! :rl2egg:
Rogue Legacy 2 is now 25% off until Aug 22!
For those sitting on the fence, there's no better time to check out Rogue Legacy 2! We're part of Steam's Midweek Madness Sale at 25% off until August 22, 2022. That's the lowest price it's ever been! On top of that, we're also celebrating by dropping the OG version (RL1) by 80% if you wanted to complete the set.
Also, be sure to check out a broadcast of our very own Game Designer absolutely demolishing the game.
Rogue Legacy 2 – Patch v1.0.4
We’re back with yet another patch to improve the overall game experience. This update was actually unplanned, as we originally were only going to push out a few hotfixes. As time went on we started addressing some lower priority issues and a few longstanding ones, including the infamous slope bug that could launch enemies and the player into the ionosphere. We now feel the number of fixes justifies packing it up in a full minor patch release. Our apologies to Xbox players who are now two updates behind. This one cropped up so fast that we didn’t have time to validate the previous patch, but we promise we will be updating the Xbox version shortly to ensure parity.
CLASS UPDATES
Bard (Big Buff) The Bard is one of our most complex classes to play, but we’ve doubled down on their eccentricity by really letting players get crazy with their note placements. We've shaved some of the damage out of their kit as a result (since we've been overcompensating in that spot for a while now).
Lute (Buff)
Now destroys Mid-Sized Projectiles. Build yourself a musical fortress, and reign some DANCE down on your foes.
Lute Explosion damage scaling reduced from 200% INT to 185% INT.
Crescendo (Buff)
Crescendo notes (the flowers) now destroy Mid-Sized Projectiles. Chain shooting enemies should no longer be a problem. If one note gets transformed, then all of the following projectiles will be destroyed.
Now causes knockback to give you more breathing room.
BURDEN CHANGES
We’re reducing the difficulty of many of the Biome Burdens to make them more appealing during multi-session playthroughs.
Bridge Biome Burden (Nerf):
Community: Cannon balls are now randomly spread, and fire in sets of 4 instead of 5.
Community: Fire rate reduced significantly.
Forest Biome Burden (Nerf):
Ice Nightmares’ "Detection Radius" reduced by 40%.
Study Biome Burden (Nerf):
Community: Wave Attack fire rate reduced significantly.
Tower Biome Burden (Nerf):
Lancers now always attacks in sets of 2, instead of randomly between 1-2.
Community: Moved Irad Prime’s Memories to be more visible after defeating him.
Community: Extended Tower’s top platforms for easier transitions.
BUG FIXES
Fixed bug where certain status effects (like Combo) were not stacking with the Astromancer's Blackhole.
Fixed bug where Jumping and Rolling on the same frame would sometimes result in the player not animating when walking.
Fixed bug where Traitor and Study Prime bosses were awarding the player with the same amount of Gold, Ore, and Aether as their non-Prime versions.
Fixed bug where exiting a room while a buzzsaw warning was active would result in a red tint on the buzzsaw when returning to the room.
Fixed bug where entering the Golden Doors was not saving the state of the Castle entrance room (causing a potential gold exploit).
Fixed bug where the death recap text was incorrectly displaying a LocID when dying to a spike for all languages other than English.
Fixed bug where persistent projectiles (Axe Spinner) would accumulate Combo stacks twice as fast.
Fixed regression bug where player's hit tint was not a solid colour.
Fixed bug where switching rooms that trigger a transition while flying would cause the wings to disappear.
Fixed bug where hazards that fired projectiles would apply Armor Shred on the player if the Armor Shred Burden was enabled.
Fixed bug where Incandescent Telescope's attack range would disappear if the player entered a new Thread during a playthrough.
Fixed potential soft crash when certain Traits were disabled during a cutscene.
Fixed occasional null ref when exiting the program while in a room with a triple Orbiter hazard.
Fixed bug where shooting an aimed ability at the same time the player jumped could result in the player's walk animation not running correctly afterward.
Improved collisions when running into a sloped wall while standing on sloped ground. Enemies (and occasionally the player) should no longer get tossed into the sky in certain circumstances.
Added a sound effect for purifying cursed Relics.
Various optimizations on Low quality mode.
Fixed bug where hitting a Blink while out of its range (via weapon, Soul Tether, etc.) would cause it to teleport while it was still asleep. Now it aggros but does not teleport.
Fixed bug where giant characters' helmets/hats could poke out of the top of the lineage portraits.
Fixed bug where Twin Relics in a Lily Relic room were sometimes being lit weirdly.
Fixed bug where ball-and-chain and windmill hazards were sometimes not displaying Synesthesia color trails.
Fixed bug where the lock icon above heirs in the Lineage scene would grow or shrink when rerolling if the previously locked heir had Gigantism or Dwarfism.
Fixed bug where entering a Scar with Super IBS did not take away your Super Fart Talent.
Fixed bug where casting a Spell while holding the attack button with the Boxing Gloves would result in your attacks no longer critting from Combo.
Fixed bug where the HUD would not fade out on top of Curse Turrets, Flamethrower Turrets, or regular Castle Turrets.
Fixed potential crash bug caused by shrinking the game to an incredibly small resolution.
Fixed bug where Zombie Commanders in Fairy rooms would have their status icons (and effects like Flamer) active before they came out of the ground.
Fixed visual issue with the dragon model clipping with its teeth.
Fixed bug where Plonky Void projectiles were considered Large projectiles.
Fixed visual issue with the tree on the right side of the Rebel's Road scar.
Wisps and Slugs are now properly tinted when they need to be.
Rogue Legacy 2 - Patch v1.0.3
We hope everyone is having a fantastic summer!
After a three-week hiatus the team is back, refreshed and ready to keep making Rogue Legacy 2 the best it can be. We’re still shaking off the rust, so this patch focuses more on bug fixes rather than game tweaks. There are some balance changes, but for the most part they’re fairly minor. We’ve also got a lot of things cooking on the optimization side, but they won’t be available until a later patch. Because of the smaller nature of this update, we’ll forgo the Patch Highlights and just get to the good stuff.
PUZZLE UPDATES
Irad’s Puzzle (QoL): This caused too many false bug reports, so we removed the “misleading” memories and journal entry in the false room to reduce confusion.
CLASS UPDATES
Bard (QoL)
Community: Properly labelled Bard as Average Health instead of Low Health.
Ronin (QoL)
Striking a Bouncy Spike with Immortal Kotetsu no longer causes the player to ricochet.
ENEMY UPDATES
We’re adding a little bit more leeway to give players more time to read the room.
Increased anti-aggro window for all enemies (the time it takes for an enemy to start attacking once you enter a room).
“Summoned enemies” anti-aggro window increased.
BOSS UPDATES
Tubal Changes have been made to Tubal’s minions to make the battle less reliant on DoT (Damage over Time) abilities, and to encourage players to prioritize taking these enemies out. Many players let the minions sit around during the battle, thinking it’s a wasted effort since they’ll just respawn back, however there are a lot of behind-the-scenes checks to ensure these enemies don’t respawn too frequently.
Community: Tubal minion’s “hits to kill” count reduced from 5 to 1.
Community: Tubal minion’s “Invulnerability Spawn Shield” increased from 7 to 11 seconds.
Traitor Boss
Traitor's Axe, Teleslice, and Scythe attack now have warning indicators when performed offscreen.
SPELL UPDATES
Flame Bellow
Community: Flame Bellow can no longer be attack-canceled to prevent rapid attack exploit. Spin Kick cancelling still works though.
RELIC UPDATES
Diogenese Bargain (Buff/QoL)
Community: Diogenese’s max XP bonus cap was including all XP bonuses gained, including the ones from the XP gain in the Skill Tree (Trophy Room), lowering the amount of XP you could get from this Relic more than intended. This has now been fixed.
Icarus’ Bargain (QoL)
Added a new effect while you fly! This effect will trigger for all forms of flight such as Icarus’ Bargain and House Rules.
TRAIT UPDATES
Bookish and Combative Traits (QoL)
Community: Icon updated as Magic and Weapon damage are no longer reduced.
Diva (QoL)
Community: NPCs and Boss doors are now highlighted by the Diva Trait.
The ending is no longer affected by the Diva Trait.
HAZARD UPDATES
Sawblade Hazards (Nerf/QoL)
(NEW) Sawblades now have a warning indicator for when they’re going to come back up.
Sawblades now stay retracted for a slightly longer time.
Pearl Key platform sequence in the Cave modified to make it slightly easier.
MISC UPDATES
Using SuperFluid while Dual Button Dash is enabled and Mouse aim movement is disabled now dashes the player in the direction of the shoulder button pressed.
At the end of the game, if you enter the Manor via the Pizza Girl's shortcut then return to the Title Screen, the game will now load immediately back into the Manor instead of Citadel Agartha to fix an exploit where players could avoid Charon's toll indefinitely.
BUG FIXES
Fixed CD hit reduction triggering twice per explosion of Astromancer’s Blackhole. CD should only be reduced on the initial “pop”.
Fixed Barbarian’s Shout being-auto cancelled if the player was aiming a weapon (like the Cannon).
Fixed a number of SFX issues.
Fixed bug where IIB Muscle Fiber Trait was not triggering its visual effects (but you were still jumping high) if you performed a coyote jump.
Fixed bug where FreeLook distance would change depending on whether your character was large or small.
Fixed bug where killing an enemy while also hitting a bouncy spike with the Immortal Kotetsu would not reset its cooldown.
Fixed bug where there were still some scenarios where the game would indicate the player gained health with Hero Complex even though they weren't.
Fixed bug where Pizza Drops were giving too much HP back in certain scenarios.
Fixed bug where an NPC’s speech bubble would display the wrong image in certain scenarios.
Beating the game with the Diva Trait active no longer boos the player during the end screen.
Clamping gold given to Charon to fix issue where players could give too much and reach the max value and cycle into the negatives.
Fixed bug where Zealot's Ring was not applying to the Mage's secondary spell.
Fixed bug where the incorrect Relic icon was being displayed when the Traitor boss was casting it.
Fixed bug where the Traitor boss would remove the ManaBurn status effect prematurely if they had the Coeus Shell.
Marble Masterpiece no longer triggers if the Traitor is dashing while very close to the ground.
Fixed bug where Knockout Talent visuals were not scaling with the size of the player.
Fixed bug where the Charged status effect duration was not being affected by Amplification Runes.
Rewrote how damage is applied to Burn and Poison status effects to fix various bugs where damage mods from Relics and Traits were not applying to them correctly.
Fixed bug where whenever Unity went up or down when changing gear, the game would display the Trinket's name instead of the material when swapping Trinkets.
Fixed bug where the Spoon would sometimes bounce incorrectly when the player was small.
Attempted to fix bug where if you casted Freeze Strike on the Traitor the moment they entered modeshift, the Freeze status effect would also apply and the game would softlock.
Fixed bug where falling on a breakable black root with the Clumsy Trait would sometimes cause the player to take damage if the frame rate was low.
Fixed bug where Ore would not fly out of silver chests if you had Dyspraxia.
Fixed bug where Traits that applied masks like Diva or Puritan would have their effects visible before the Skeleton Boss appeared onscreen.
Prime version of Skeleton Boss now spawns higher to fix issue where he would appear in a spot that was still visible to the player.
Fixed bug where Eyeball enemies would sometimes appear in rooms with Knuts, even if the Knut was destroyed.
Fixed bug where Knuts would sometimes turn into Eyeball enemies when exiting and re-entering a room.
Fixed bug where Eyeballs would sometimes be visible in an untriggered combat Fairy Room if the room was going to spawn a Knut.
Fixed bug where an old version of the bed bunk prefab was spawning in Axis Mundi, resulting in them sometimes floating in the sky.
Fixed bug where the darkness aura in the Caves would sometimes remain active if you exited to menu or died while in the Caves.
Fixed bug where status effects like Burn from Amaterasu's Sun would not apply to the Gunslinger's shot if it were the last one in the pistol chamber.
Fixed issue where player could move or attack for a single frame during the final boss intro.
Fixed regression bug where you could not break out of Astromancer’s Comet while jumping with Icarus Wings and would instead regain gravity.
Steam, Epic, and Xbox Live now use the store's list of unlocked achievements to determine when to give the "Rogue's Legacy" achievement, instead of relying on the game's internal tracker (which only tracks achievements per-profile).
Added the Jukebox achievement safety check to the Xbox version of the game.
Fixed bug where Flying Shield enemies could not be damaged by Soul Tether/Spore Burst while performing their bouncing attack.
Fixed bug where Flying Shield enemies could be damaged by Ivy Platform while performing their bouncing attack.
Fixed bug where Aether/Ore/Souls were not visible on the HUD in the above-ground area after choosing a new heir.
Fixed bug where you could dash back into the Skill Tree in the above-ground area before the dialogue prompt about going to the next thread appeared.
Fixed bug where gaining enough Mana to cast a Spell while the Spell is on cooldown from Chronic Fatigue Syndrome would result in the Spell icon in the HUD becoming un-darkened and flashing, even though it cannot be used yet.
Fixed bug where Zombies that spawned in Fairy Rooms and Arenas would have a limb sticking out of the ground before they were supposed to be visible.
Fixed bug where a certain 1x1 room with four local teleporters had inconsistent spike collision hitboxes on one side.
Fixed bug where a certain hidden Fairy Room had a large section of terrain in the middle whose top and bottom looked like edges.
Fixed bug where a fireplace would sometimes spawn underneath terrain in a certain room, causing a weird glow to appear in front of the wall.
Fixed bug where the left side of the leftmost piece of terrain in the Niburu Deep room had a visible edge if there was an opening on the left side.
Fixed bug where the Gear Card descriptions for purified Curse Relics did not display correct reward values if you had more than 1 stack of the Relic.
Fixed bug where getting sent to the Drift House while in a local teleporter in the Two Lover's scar caused the teleporter hum SFX to continue infinitely.
Fixed bug where damage popups from status effect ticks would sometimes not display relevant Relic icons. For example, when hitting an enemy with a Weapon that applies Burn, and then using the Zealots Ring to cast a Spell that also applies Burn, the Zealots Ring Relic icon would not appear in the damage popups from burn ticks.
Fixed bug where the Max HP and Resolve values in the HUD would revert back to their base values the instant you died.
Fixed bug where the map would not draw the outlines for teleporter rooms you purchased via Pizza Girl if you had the Spelunker trait.
Fixed bug where if you had the Alchemy Lab Skill, picking up a Mana potion as a Mage with two Spells would still cause the "Ability Ready!" text to appear.
Fixed bug where completing the Mending Erebus Scar after getting bronze trophies in all other scars would not give you the Erebus Purified achievement.
Fixed bug where if the Crow's Nest Talent was active, you could not Skill Crit with the Bow or Ballista.
Fixed bug where you could freeze enemies being KO Punched, causing them to float into the corners of the world (also fixes bug where enemies could be attacked after being KO punched).
Fixed bugged hitboxes on the second Makeshift Explosives explosion projectile.
Fixed bug where certain lights would not render correctly on Xbox One.
Rogue Legacy 2 - Patch v1.0.2
Greetings all!
We’re back with our second post-v1.0 patch for Rogue Legacy 2. This update focuses on difficulty balancing to help people reach deeper NGs a little faster, as well as quality-of-life changes for improved overall playability. And of course we’re topping it off with a bunch of bug fixes. It may seem like an eye-popping number of issues resolved, but they’re mostly rare scenarios that inevitably crop up with a game as intricate as RL2. This patch also took a bit longer to release because the team will be taking a hard-earned break after this, and we wanted to make sure everything was as stable as possible before we packed our bags.
RANDOM GAME CRASHES
Unfortunately some players are still experiencing intermittent crashes, and we’ve been working our hardest to address it. It’s a tough bug to splat completely because it’s looking to be hardware-related, and even worse, the cause is coming from two different places. The good news is we do have some solutions.
If you are playing on an Xbox Series controller, please update your controller’s firmware through the Xbox Accessories app. There is a known issue with the Desktop Windows Manager and the older firmware that will cause an assortment of programs to crash (not just RL2). *A big thank you to the community for pointing us in the right direction on this one.
The other cause appears to come from incorrectly overclocked GPUs and overheating GPUs. Please try disabling any overclocking options in your GPU driver software, and to help with overheating we have included a new Limit Max FPS option in the Graphics Settings.
Still randomly crashing? Don’t forget we have an OpenGL graphics API to help mitigate this. In order to play the OpenGL version, in the game’s Launch Options (found in the Properties on Steam and in your Account Settings on Epic under Additional Command Line Arguments), add the following line: -force-glcore32
PATCH HIGHLIGHTS
It’s a Wild World: As you venture deeper into the depths of Rogue Legacy 2, the challenge expectedly creeps up to match. What we didn’t want though, was a sudden wall of difficulty that gamers slam into and could not overcome. That appears to be the case for some of the later biomes, so we’re taking another look at biome difficulty scaling. The Sun Tower is now more forgiving with easier to hit (and harder to get hit by) windmills, reduced platforming struggles, and a sweet gold bonus. The Pishon Dry Lake is also now brighter, and enemies that are dashing towards the player off-screen are highlighted with an icon similar to incoming projectiles (no more cheap shots!).
More Quality, Better Life: A lot of great suggestions from the community have been made regarding how to improve the overall feel for RL2. And while we can’t get everything requested in, we did try to include some major ones, like playing music while paused, mouse-clickable pause menu tabs, more leniency when contact damage is disabled, and right-stick menu movement when shopping.
The Balancing Act Continues: We’ve put all systems through the ringer with this update, and almost nothing has been left untouched. Along with the biome improvements, we’re tweaking Traits, Economy, Skills, Relics, and more. It’s nothing major, but coupled with the quality of life additions we’re hoping this goes a long way towards better playability in general.
Wand vs. Gun: While we were happy with the power levels of the Gunslinger and Mage when Rogue Legacy 2 released in version 1.0, we couldn’t help but feel we could improve their play rates. Oftentimes players would choose easier classes that dealt similar damage, so we’ve bumped up their numbers and added more utility to their kits to match their complex playstyles.
BIOME AND ROOM CHANGES
QOL changes to the biomes to help smooth out the difficulty curve.
NG+0 Easers NG+0 Easers are special behind-the-scenes modifiers to help make your first run through the game a little easier. More than half the game only becomes available at NG+1-7, so we can reduce difficulty a little bit across the board without breaking game balance.
Reduced NG+0 Enemy Max HP in Castle to Cave from (95% -> 100%) to (94% -> 96%).
Reduced NG+0 Enemy Damage in Castle to Cave from (90% -> 95%) to (90% -> 92%).
Fixed an issue where NG+0 Castle damage mod easer wasn’t using the correct value (95% enemy damage reduction instead of 90%).
Sun Tower Now grants a +20% gold gain to those traversing the Tower (similar to Axis Mundi).
Windmill hitboxes updated to make them easier to spin kick and easier to dodge.
Prime Hazards update: Removed the explosion damage, and fixed an issue where their body hitbox (what you can hit) was not linked properly and was instead using the hazards hitbox instead.
Reduced platforming difficulty in a few of the rooms.
Pishon Dry Lake
Community: Increased the light radius from the Sun Lantern by 6%.
Increased the light radius without the Sun Lantern by 8%.
General Rooms
Removed the ceiling spikes on those “spike death hall rooms”.
Fairy Rooms
Community: Updated one of the Fairy challenges to remove the timer, and add more explicit rules as to what the player needs to do.
CLASS CHANGES
Mage The Mage is super, super strong. In fact, in terms of raw DPS it’s #1, and has been for a while. But similar to the Bard, this class’s learning curve is misleadingly steep. So we’ve gone and re-tinkered the Mage to make them more flexible, while also helping direct player towards their appropriate playstyle.
Passive (BIG Buff)
Mana Burn now triggers on weapon attacks AND spin kicks.
Wand of Blasting (BIG Buff)
Now applies SpellBreak to enemies struck by the explosion.
Ronin Minor changes to make them more reliable in the Pishon Dry Lake.
Katana
No longer destroys breakable props or platforms the player is standing on when attacking upward. The blade SHOULD still strike inside the player (for people playing with No Contact, or are running a Boxer).
Gunslinger (Minor Redesign + Buff) So, there was a bug with Makeshift Explosive where players with super high FPS could trigger 2 damage ticks with it. That’s actually cool, so we’ve revamped the ability to make it standard while also giving it some additional buffs elsewhere.
Pistol (Buff)
Skill Crits on last bullet count raised from 8 to 10.
Makeshift Explosive (Redesign + Buff)
A second explosion now triggers after a short delay. Both explosions deal damage, destroy projectiles, and generate bonus Mana.
The first explosion knockback is reduced, while second explosions knockback is increased.
Projectile clearing window increased from 0.25 seconds to 0.45 (due to the double explosion).
Magic Damage Scaling increased from 150% to 165% (double hit damage increased from 300% to 330%).
Still has 2 charges.
Dragon Lancer
Lance (Buff)
Dash charge time reduced from 0.55s to 0.50s.
Bard
Lute (Buff - Community)
Note Explosions (from spin kicks) will now apply Status Effects like Amaterasu’s Sun.
ELUSIVE UPDATES (CONTACT DAMAGE)
Community - Void Beast Byarrrith, Halpharrr and others: No longer deals contact damage while doing their cannon attack.
Community - Void Beast Byarrrith, Halpharrr and others: Now have a delay to their leap attack (damage only activates after they’re slightly in the air).
Community – Lamech: Gravity Well no longer makes his body count as contact damage.
Community - Final Boss: During the “throw” attack, the body no longer triggers contact damage (but the swipe still does).
TRAITS
Combative (Buff): Health reduction changed from -30% to -25%.
Bookish (Buff): Health reduction changed from -30% to -25%.
Diva (Community – Buff): Base Gold multiplier raised from 50% to 75%.
Trait Retitling (QOL) The tagline to Rogue Legacy is "anyone can be a hero", and it has always been our intent to represent Traits in a fun and positive light. And although our goal was to come up with playful ways to expand the conventional idea of a hero, we understand we don't always hit the mark. And so we will be replacing the following Traits with more light-heartedly named ones.
Osteogenesis Imperfecta renamed to One-Hit Wonder.
OCD renamed to Minimalist.
SKILL TREE
With so many Skills to choose from in the Manor, it can be understandably overwhelming for some players. To help direct players into more optimal purchases, we have added a recommendation tag to the following Skills:
Mess Hall (VIT 1).
Fashion Chambers (Equip 1).
Repurposed Mining Shaft (More gold from Traits).
Study Hall (INT 1).
Arsenal (STR 1).
Foundry (Armor 1).
Repurposed Mining Shaft (Bonus gold from Traits - Buff)
Level requirement reduced from 24 to 18.
Institute of Gastronomy (Bonus Int Scaling off of food – Buff + QOL) In late-late game, Lifesteal and Soulsteal outscales the meat health drop. Buffing Gastronomy should help keep it competitive.
Fixed an issue where the math was multiplicative instead of additive.
Raised INT scaling per level from 2% INT scaling to 4% (raises health gain from meat from 200% INT to 300% INT).
NPCS
Architect (Buff) Making the Architect a little more approachable and a little less greedy.
Removed the +10% additional fee on first lock.
He will now only take a maximum fee of 70% of all of the player’s gold.
RELICS
Heavy Stone Bargain (Buff)
Community: Now only adds 1 additional Spin Kick stack to Electric Lute instead of 2.
BOSSES
Final Boss
Community: Added a collision delay to large cross attack to sync spawn animation with hitbox.
That Other Boss
Community: Tweak to Prime version to help reduce false positives of [redacted] Masterpiece.
ECONOMY
Ore and Aether (Buff) More Ore and Aether to play around with. These changes will mostly be felt as you get into NG+1 and beyond.
Increased base drop rate of Aether from Fairy Chests.
Increased base drop rate of Ore from Silver and Gold Chests slightly.
Increased scaling of Aether from Fairy Chests moderately.
Increased Ore scaling from Chests slightly.
Increased Ore scaling from Commanders slightly.
ENEMIES
Fast Attack Indicators (QOL) Certain enemy attacks that dash/jump towards the player will now display a warning indicator when performed offscreen.
Fireballs now display a warning indicator when dashing from offscreen.
Flying Swords now display a warning indicator when dashing from offscreen.
Certain Skeletons will now display a warning indicator when jumping.
Sword Knights (Nerf)
Reduced damage across all T1/2/3 variants.
GAME SETTINGS AND UI
Menu
Community: Added the ability to toggle music when the game is paused in the game settings.
Community: Implemented Right stick functionality to all shops. Right stick can now move the scroll bar up and down so that you can view entries in the shop without needing to select them.
Added Limit Max FPS option in the Graphics Settings.
Community: Fixed issue where the input when selecting a Teleporter felt very laggy.
House Rules
Each active Burden now increases your House Rules difficulty rating. Stack that difficulty modifier!
MISC QOL
Tutorial
The tutorial sequence has been slightly rejiggered to introduce House Rules.
Death Screen Hints
Additional Death screen hints have been added to the game.
Lineage Screen
If a gold modifier exceeds 100%, it will now sparkle.
VISUAL UPDATES
Improved visibility of ice projectiles.
Improved visibility on poison bomb spell.
Adjusted scale of Wisp enemy dash telegraph effect.
Updated the icons for Paranoid and Exploding Gasket Syndrome Traits to match the colour of the explosive potions in the game.
Adjusted red text colour on the Architect window for readability.
Adjusted orange text colour on the Player Card right page for readability.
BUG FIXES
Fixed an issue where you were getting a special item near the end of the game earlier than you were supposed to.
Added some missing Dragon Lancer SFX.
Fixed Sword Knight geometry clipping during swing attack animation.
Fixed colour trail trait rendering on top of some enemies/characters.
Fixed Study string light glows not aligned in certain rooms.
Fixed bug where Incandescent Telescope’s Indicator would disappear when entering tunnels, world, or new biome.
Fixed null ref bug when loading a save file that had Incandescent Telescope’s relic.
Fixed null ref bug that would occasionally come from the ProjectileManager when closing the application.
Fixed bug where player was able to die in the Rebel room.
Fixed bug where Pirate cannon balls were not triggering critical damage when hitting a frozen enemy.
Fixed bug where after reaching past a certain part of the end game, the player could no longer trigger dialogue sequences with Ladon unless they entered a new Thread.
Fixed bug where Player would lose their armor if they had a fully stacked Coeus shell, and exiting a healing tree room while triggering an auto-save.
Fixed bug where entering the Castle with Traits that modified your max Health or max Mana would not be visually updated correctly until autosave kicked in.
Fixed bug where cancelling the Duelist's Saber attack with a roll, followed by cancelling the roll with another Saber attack would sometimes result in the last Saber attack not properly executing.
Fixed bug where bouncing off Crescendo's roses as a Rock Star would sometimes not give the player the Charged bonus damage.
Casting any Talent that requires aiming now awards the player with the Duelist's Charged bonus damage only after the ability has been executed, rather than while aiming.
Fixed bug where entering a new room while pre-charging the Dragon Lancer's attack would disable the charge visual effect.
Fixed bug where Hypercoagulation was not triggering for any scenarios where the player's Max Health was increased (for ex. Demeter's Trial).
Fixed bug where player could still switch Pause menu tabs while the Confirm window was visible when exiting or restarting a Scar.
Fixed bug where the Heart on a player that was Disattuned would disappear if they defied death.
Tweaked Spoon hitbox to fix issue where it would sometimes bounce against a door rather than break it.
Fixed issue where Dragon Lancer would sometimes trigger their grounded state multiple times in a row while attacking if vsync was disabled.
Changed Pirate's Cannon swing attack so that it only triggers House Rules Aim slowdown when aiming, rather than for the entire attack.
Fixed bug where the ending message that appears after beating the game only shows the fully complete text if you've seen the true ending during that run (true end must be completed one more time for this to properly fix itself).
Fixed bug where item drops that were forcefully magnetized to the player would briefly stop then start again once hitting the player's magnetize range from Runes.
Recoded how damage modifiers are applied to persistent projectiles like Hephaestus' Hammer attack to fix a number of issues.
Fixed bug where you could earn the knockout effect and achievement by spin kicking a boss or dealing retaliation damage after a whiffed knockout attempt.
Fixed bug where Incandescent telescope indicator was still visible in the Victory screen after beating the game.
Fixed bug where forcing the controller display type in the graphics settings was not updating the icons in the gamepad config settings.
Fixed bug where the Pirate ship could get stuck in the corners of Tubal's boss room.
Added some missing credits.
Fixed bug where Tubal's one-hit summons could get health back if they had the blood Burden.
Fixed bug where special rooms in the Tower would sometimes not be marked as complete after being beaten.
Fixed bug where exiting to main menu while being attacked by Tubal's automatons in the Pishon Dry Lake would keep their SFX playing.
Fixed bug where attack queuing could cause the Assassin to attack immediately after casting Cloak, causing it to break out sooner than players wanted.
Fixed bug where attack queuing could cause the Astromancer to attack immediately after casting Comet, causing it to break out sooner than players wanted.
Fixed bug where casting Knock Out on certain bosses while also triggering their mode shift, could cause the game's Time Scale to get stuck at 0.
Fixed bug where pressing the unequip button in the Enchantress UI while at 0 equipped runes would not cause the button to jiggle.
Fixed bug where the pirate ship could get stuck in certain grates, resulting in the player clipping through otherwise impassable geometry.
Fixed bug where Will'Os and Slugs would make their idle noise in Fairy Rooms that hadn't been activated yet.
Fixed bug where enemies that previously appeared in Fairy Rooms would have their status icons invisible until you left their room and re-entered.
Fixed bug where enemies that previously appeared in Fairy Rooms would no longer trigger their Shield Banner, Curse, or Flamer status effects.
Fixed bug where entering a boss door with the Hero Complex trait would display a healing amount, even though it doesn't heal you (now it displays 0.)
Fixed bug where getting a potion with the Quenching Rune and the Hero Complex trait would display a text popup saying you restored X health, when you don't actually heal. It now says 0 HP.
Fixed bug where getting a potion would not display the "Ability Ready!" popup if you had the Skill Tree unlock that refreshes your Talent cooldown when getting a Mana drop.
Fixed bug where teleslicing while small could sometimes cause the character to go through hidden walls without destroying them.
Fixed bug where Burn status effect would sometimes tick damage one time too many.
Fixed bug where Poison status effect would sometimes tick damage one time too few.
Added new grow/shrink SFX for Nightmares.
Added landing SFX for Aerodynamic Downstrikes.
Fixed bug where hidden Fairy Rooms were displaying Fairy map icons while you were in other biomes.
Fixed bug where if you were dashing and an earth shift platform was returning to its original position, it would not teleport you to its binding stone if it collided with you.
Fixed bug where if you activated a local teleporter and touched a cloud at the same time, clouds would no longer teleport you to safety after damaging you, allowing you to clip through them.
Fixed bug where you could interact with local teleporters after touching a cloud while you were invincible, leading to a glitched teleport animation.
Fixed bug where the "Jack of all Trades" and "Truly Blessed" achievements on Xbox were flipped; meeting the conditions for one would unlock the other.
Fixed bug where Study terrain was visible on the very right edge of the final binding stone room.
Fixed bug where you could see outside the bounds of the final boss room during the intro cutscene.
Unbelievable 22,000 Players
Over 22,000 concurrent players! We're still reeling from such an incredible response!
Your feedback has been amazing, and we're already planning for more improvements based on everything we've heard. Another patch is planned for the near future, but until then, we just wanted to send out a gentle reminder that the 20% discount ends in one day. So if you haven't had a chance to pick up a copy of Rogue Legacy 2 at a great price yet, now's the best time!
Rogue Legacy 2 – Patch v1.0.1
It’s been an incredible whirlwind this past week with the launch of Rogue Legacy 2! Thank you to everyone for the huge amount of support and feedback - the love we’ve received has been absolutely overwhelming. The glowing reviews and the sheer number of people playing has been far greater than we ever imagined! We’ve been spending all week watching people enjoy the game, seeing their reactions, and taking notes on where Rogue Legacy 2 could be better.
We’ve got tweaks to Classes, Relics, and the economy as whole, but the biggest change this patch is to greatly improve user input. We’ll explain in more detail later on below.
GAME CRASHING FREQUENTLY?
For players that are experiencing intermittent crashing, we have added the OpenGL graphics API to help mitigate this. In order to play the OpenGL version, in the game’s Launch Options (found in the Properties on Steam and in your Account Settings on Epic under Additional Command Line Arguments), add the following line: -force-glcore32
This is a temporary measure as we continue to seek a more permanent solution. Please note that this fix is only for players experiencing repeated crashes during a run. If you are running into a crash at the launch of the game, or only in very rare scenarios, please send an email to support@cellardoorgames.com and we’ll help you out.
PATCH HIGHLIGHTS
Fixing Flicks: We’ve received a number of reports about players turning direction when the controller joystick snaps back. The deadzone values in the game settings helps mitigate this, but it increases the amount you need to press for all directions, which can cause sluggishness. So we’ve gone back and implemented a comprehensive anti-joystick flick system to make RL2 even more responsive than before.
Dragon Lancer Redesign: A lot of players are really enjoying the variety of classes, however one class in particular is being left by the wayside. We’ve done a minor redesign to the poor Dragon Lancer to make it more viable and a bit more Dragon Lance-y. Hopefully players that avoided the Dragon Lancer will give it a second shot, while those that already liked the class will like it even more!
Relic and Traits Buffs: Having so many people playing Rogue Legacy 2 was like getting months of feedback all at once. Through involved discussions on various forums, to watching gamers use them first-hand, we’ve gone back to the Relic and Traits and made a bunch of tweaks to improve the balance.
Economy Update: Much like the Relics and Traits, we’ve paid attention to where people are having trouble with collecting resources. So we’re taking another stab at where we can make changes so that people don’t feel like they’re not progressing. Basically, a bunch of stuff is now cheaper.
Trading Cards: We apologize for the delay, but Trading Cards are now live on Steam!
TURNING AND THE STICK FLICK PROBLEM
In general, players manage the input on their gamepad joystick in one of two ways, which we call “Easing” and “Flicking”. When moving the joystick to neutral, “Easers” keep their thumb on the stick but loosen the pressure to bring it back. “Flickers” however, remove their thumb entirely so that the joystick snaps back to its neutral position. The issue with flicking is that when you release the joystick, it doesn’t immediately snap back to neutral. Instead, it bounces slightly in the opposite direction before resting at 0. Depending on how loose your joystick has become over time, this snap-back can be extremely high. This is what causes the player to turn, and why increasing the deadzone generally fixes the problem.
Deadzones, however, are not a perfect fix, because it means the player must move their joystick further in a direction before input is detected. This can result in a feeling of sluggishness for players who are hypersensitive to input latency. So, after three different attempts, we’ve implemented a complicated array of checks that ensure flick turning does not occur, even when the deadzone is set to 0. We’ve tested extensively (and broke two of our joysticks in the process), and we hope it fixes the issue for players. There might still be edge cases where this happens, so we’ll keep a vigilant eye on this.
TL;DR: Interpreting inputs in a game is a nightmare.
INPUT CHANGES:
Implemented a new “Flick Stick check” into player inputs to prevent players randomly turning.
Raised the default deadzone from 0.25 -> 0.4. If you were below this value, it’ll bump you up. You can lower this back down to 0.25 after this patch if you wanted.
Made Left Stick take priority over Right Stick while aiming (fixes an issue for players not being able to aim if they have a very loose Right Stick).
ECONOMY
Ore Update (Buff)
Ore scaling increased (speed at which ore drops go up as room level raises).
Bonus Ore from Gold chests increased from 150% to 200%.
Bonus Ore from Silver chests increased from 50% to 60%
Commanders Ore base drop rate and scaling rate increased.
Skill Tree Update (Buff) Lowering the cost of all of the "base stat" skills to help speed up the early, mid, and late game for players (NG0, NG1-4, NG5+), and to also reduce the punishment for players who like to spread out early.
Base cost and scaling for Tier 1 Armor, Focus and Dexterity skills slightly reduced.
Base cost and scaling for Tier 2 Armor, Focus and Dexterity skills moderately reduced.
Base cost and scaling for Tier 3 Armor, Focus and Dexterity skills significantly reduced.
Base cost and scaling for Tier 3 Strength, Intelligence, Vitality, Equip Weight and Rune Weight significantly reduced.
Living Safe Changes (Buff) Living safe is our way of helping new players if they’re struggling to collect large amounts of gold in a single run. We're reducing the cost significantly so that people will be more willing to invest points into it and can reap the benefits earlier on.
Living Safes Gold Safe Converter base cost reduced from 700 to 375. This affects scaling costs as well.
Living Save Storage base cost reduced from 500 to 375.
Living Safe Capacity increased from 1250 per level to 1500 per level.
Labour Costs (Buff)
Labor costs kick-in delay increased from Lvl 18 to lvl 20.
Archeologists Camp – Lower Relic Costs (Buff) Lowering the cost to get resolve stuff since relics are fun.
Base cost lowered from 2000, to 1750. Scaling costs reduced as well.
Aerobics Class - Encumbrance Limits (Buff) Making it easier to hit weight limits for more resolve.
Base cost lowered from 1500, to 1400. Scaling costs reduced as well.
CLASS CHANGES
Dragon Lancer (Buff + Minor Remake) Changing the Dragon Lancer so you're doing more Lancing! Tap Attack now acts more as a reposition, forcing enemies back, so that you can do Dash attacks more often. Bastion has been buffed, and is now a "go crazy mode ability". Activate it, block everything, and wail on your foes.
(Community) Lance - Blastback (Redesign)
Blast Back attack exit duration slightly reduced.
Blast Back damage down from 200% STR to 180% STR.
Blast Back now knocks enemies further back, and can now knock back heavy enemies (Sword Knights).
Bastion (Remake + Buff)
CD timer raised from 5 hits to 6.
Increased projectile block size from Mid-Sized Projectiles to Large Projectiles.
RELICS
Demeter's Trial (Buff) Finding 2 food/potions is hard enough that people skip this trial. So we’re reducing this to 1 to ensure people do stupid things.
Now requires only 1 food to purify.
Aite's Trial (Buff)
Damage increased from +125% to +150%.
Hermes' Boots (Buff)
Rarity lowered to common.
Resolve cost lowered from 35 to 25.
Icarus Wing's Bargain (Buff)
Damage Taken Modifier reduced from +100% to +75%.
Rage Tincture (QoL)
Now displays an icon when you trigger the damage bonus.
Zealot's Ring (Buff)
Damage buff raised from 20% to 25%.
Now displays an icon when you trigger the damage bonus.
Heavy Stone Bargain (Buff)
Pistol Attack Speed reduction reduced.
Incandescent Telescope (QoL)
A range indicator now appears to show how far you need to be to trigger the damage bonus.
Now displays an icon when you trigger the damage bonus.
Soul Tether (QoL)
Now displays an icon when you trigger the damage bonus.
Ivy Roots (QoL)
Now displays an icon when you trigger the damage bonus.
LEVELS
Fixed soft lock on the bridge where two pieces could connect and make an impossible jump (without access to Double Jump).
Fixed multiple rooms with minor geo bugs.
TRAITS
Vertigo (REMOVED) We received a bunch of reports of nausea, so it's time to chuck this into the bucket of removed Traits. Plus, while Vertigo was a cool blast from the past, it doesn't really fit the sequel.
Vertigo REMOVED
FND (BUFF)
Disarm duration on hit reduced from 3.5s to 2.0s.
Crippling Intellect (BUFF)
Health reduction reduced from -65% to -50%.
Mana reduction removed -25% to -0%.
English text updated to show numbers. Unfortunately, we can't do this for any other language yet, so they will retain their current text.
Spelunker
HP reduction reduced from -20% to -10%.
ENEMIES
Paintings
Significantly reduced HP for all tiers (T1/2/3).
THREADS
Re-sorted Burdens by order of unlock vs categorical.
GRAPHICAL UPDATES
Added OpenGL graphics API to temporarily address frequent crashing.
Fixed glow effect on Study string light prop not animating.
Player Dash Lines effect are now directional and work better with the SuperFluid trait.
Magma, Water, and Poison projectile trail effects have been adjusted to not scale with projectile velocity as much.
Giant Buzzsaw effects now go all the way around the saw for cases where the saw is spawned on an elevated platform.
Improved visibility on Marble Statue Relic landing explosion.
Boxing Glove attack effects have been visually toned down a little bit and now sort behind enemies and projectiles for improved visibility.
Improved visibility on Player's poison cloud effects.
Added a bounce indicator to the Axe Knight's projectile.
Improved telegraph effects for Eyeball and Fireball enemies.
Improved visibility on all circular warnings.
MISC. CHANGES + BUG FIXES
Fixed bug where switching Challenges while the scoreboard was open would result in the Challenge Description showing the previously selected Challenge's information, rather than the current one's.
Fixed bug where the Scoreboard Toggle text was still visible for Challenges the player had not yet unlocked.
Added option to skip the Credits.
Added option to skip the Parade.
Fixed bug where the player could occasionally slip through walls while in the Crow's Nest if it was both too close to the ground and too close to a wall.
Fixed bug where the Panic Attack darkness effect would remain visible on the player until they got hit again if you entered a loading screen while the effect was active.
Fixed bug where entering the Parade trigger from the Above surface area while flying would soft-lock the game.
Fixed bug where the game was not correctly incrementing the names of your fallen heirs, so that they would always be stuck as the second of their name.
Fixed bug where the controller vibration was triggering on all controllers connected to the system, rather than just the one you were using.
Fixed bug where if you triggered Comet while assist-flying, disabling assist-flying would disable Comet as well.
Fixed null ref bug if you managed to kill the advanced or higher versions of the dummies.
Fixed null ref bug where the on-hit cooldown AddOnce listener for abilities stayed active even when the ability was destroyed.
Fixed bug where Panic Attack was still triggering if you perfect blocked.
Fixed bug where Chronic Fatigue Syndrome was displaying incorrect recharge numbers in the Player HUD for Chef's Stew.
Fixed bug where Tubal Prime's second mode was not triggering its hazards correctly.
Fixed backup screen not properly appearing when a save gets corrupted.
The jukebox now checks for achievements once per time you click "Continue Legacy" / "Start New Legacy" rather than once per game session. This allows players to hop between profiles to get all their achievements.
Poison now always deals at least 1 damage per tick.
Fixed bug where in certain scenarios, Gigantism / Dwarfism could make the player bigger (or smaller) than intended, preventing them from passing through certain doorways.
Fixed crash caused by opening the backup save menu when the Backups folder does not exist.
Fixed bug where zombie effects get gradually brighter when they're culled and unculled repeatedly.
Fixed bug where entering a completed Fairy room will still play the zombie underground effects if a zombie was in the room previously.
Fixed bug where using Lancer Dash / Scythe while flying would let you move outside of the bounds of doors.
Fixed crash caused by quitting to Main Menu while in Comet form, then re-entering gameplay.
Fixed bug where entering an Heirloom with Hero Complex would not restore your Mana.
Fixed bug where entering the final boss door would not heal you if you'd just defeated the previous boss.
Fixed bug where the Jukebox window was not playing any audio when opened/closed.
Rogue Legacy 2 – Patch v1.0.0
After nearly 2 years in Early Access we’re finally ready to launch v1.0 of Rogue Legacy 2! And while we say this with every content patch we release, this one is primed to be the biggest one yet. Along with a ton of new content like new bosses, new challenges, and *ahem* the ending, we’ve significantly rehauled many portions of the game. We wanted to make sure RL2 is the best experience possible before we send it on its way.
Like our previous patch notes, we’ll be leaving additional commentary to provide our reasoning for some of the changes. Strap in folks, because some of these explanations will take a while.
**SPECIAL THANKS ** Huuuuuge shout out to the Discord Vanguard Team once again for their help. They contributed over a thousand hours of feedback and test reports over these past few months, and we absolutely couldn’t have done it without them! Thank you!
**IMPORTANT** Due to the sheer number of changes we made for v1.0, there may be some inconsistencies found in the patch notes. Since the Winter Gifts Update there has been an additional 10 internal versions along with a number hotfixes. We did our best to keep track of it all, but some things may have slipped through the cracks. Our apologies in advance for any confusion.
- The Cellar Door Games Team
This one is huge, and there's no way to fit it all in a post, so be sure to check out the complete list below!
https://roguelegacy2.com/patchnotes/v1
Rogue Legacy 2 v1.0 Available Now!
Woooo hooooo!
It is with great privilege that we are announcing the complete version of Rogue Legacy 2 is now available for download!!! If that's all you need to know, get out there and starting playing! But for those who want to bask in the moment with us, please read on.
It's incredible to think back to when this all started nearly four years ago. To say we were apprehensive going into Early Access would be an enormous understatement. We didn't know what to expect, and to completely expose the game's workings to basically everybody was a very scary idea. Rogue Legacy is more than a game to us. It started as a small idea between two brothers, and grew to something that ultimately changed our lives. What we didn't know was how important Rogue Legacy was to some of you as well.
Throughout our entire time in EA, the community has given us far more than just ideas. You discovered critical bugs, balance exploits, and even story plot-holes. You gave us constant encouragement, provided valuable feedback, and kept us on-track if we started to slow down. It's not easy to work on a game for this long, yet you remained alongside us for the entire journey.
Now, with Rogue Legacy 2's development finally reaching its end, we genuinely could not be happier with how it turned out. The support we received and the love that's been shown is truly beyond words.