Rogue Wizards cover
Rogue Wizards screenshot
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Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Rogue Wizards

All Platform Update

Version 1.3.486

Changes:
- Added gamepad controls UI off the Home menu
- Xbox and Playstation gamepad visuals are now supported and selected from the new gamepad UI

Fixes:
- Fixed gamepad targeting glitch when the "Ignite" spell was equipped
- Fixed unable to view end game cinematic sometimes
- Fixed some item procs not tiggering (like the pixie helm)

November 2020 Update

Rogue Wizards v1.2.387

Magic can now be cast at anytime


No need to ever equip the runes. This is the first step in making magic more interesting and relevant in the game. This is accomplished with the new two stage targeting mouse cursor or gamepad input support





Fabled Items now available to all.





Red Dragon / Silence Owl pet now available to all





Cursors Galore


Cursors are now dynamic and consistent size on all displays including 4K+ displays




Detailed Update Information



Features



  • Fabled magic items are now available for all players
  • Fire dragon pet now avaible for all players
  • Silence owl pet now available for all players
  • Spells no longer ever need to be equipped to be cast
  • Target required spells now use an animated two stage targeting mouse cursor when using mouse/keyboard or the gamepad smart/manual target selection
  • Added a "hand" mouse cursor during item drag and drop in inventory
  • Removed the hardware cursor, this is too small on Windows and ultra small on 4K+ displays of any platform
  • All mouse cursors are now done in software allowing for animation and are now a consistent size on all displays on all platforms
  • Added a "Out of Range" and "Blocked" mouse tooltip when hovering a target that you can't actually target a spell at for those reasons
  • In story mode, spell upgrades can now only be done at your tower. The character UI no longer has an element to access it at anytime.
  • Tweaked the gamepad sticks to make movement easier
  • Added a visual indicator of where a slight movement of the gamepad left stick will move the character in combat mode, pushing the stick further will actually execute the move
  • The camera can now be zoomed with the gamepad shoulder triggers
  • Gamepad right stick manual targeting is now possible while the bottom shortcut ui is up so you can target and select/change spells easily and then press A to cast at the target
  • Decreased the magic material drop rate


Fixes/Tweaks



  • Fixed not being able to use a wand via gamepad controls
  • Fixed infinite daggers when you did a level transition with dagger quantity of 1
  • Close from the options menu via gamepad now acts like "accept" instead of "cancel" for any button
  • Moved shop buyback button to other side of UI to make gamepad UI navigation easier
  • Hide close button on spellbook UI in gamepad mode
  • Tweaked the zoom and scroll settings of the full map ui
  • Auto target/select higher quality items over lower ones with gamepad auto/smart selection
  • Added audio for shortcut ui show/hide
  • Added audio feedback for cell selection during manual targeting
  • Decreased footsteps volume
  • Fix crash when wireless gamepad goes to sleep and is disconnected while playing
  • Fix cell selection graphics rendering on top of cavern walls in some instances
  • Better tooltip for experience and level on the character UI
  • Tweak the animation ease when moving from town building to building


Core



  • File system abstractions for porting to consoles
  • Gamepad input abstractions for porting to consoles
  • Upgrade to Unity 2020.1.2

Update: Gamepad support + HUD and targeting UI changes

Rogue Wizards v1.2.382

It's been a while, but it's taken me 6 months of my spare time to add the gamepad support and all the things surrounding it. Enjoy!!

Major Changes:
- Gamepad support, input mode is autodetected for mouse+keyboard / gamepad


- New "liquid fluid" health UI now in upper right of HUD


- Targeting enemies and items now has a new targeting "shaft of light" effect to really make it easy to see what you're targeting, great for both mouse control and gamepad control modes


- Mouse and gamepad focus targeting is now color coded based on the quality of the target to make finding magic items and rare objects stand out easily


Other Changes:
- Vastly increased sight range and camera distance
- Removed the health and XP bars from the top of the HUD
- Blur effect for the background when UIs are open, this can be disabled by reducing the graphics quality setting on the options panel
- The weapon shortcut bar is now automatically hidden when not in combat
- Fixed text rendering having white border artifacts on some Windows machines
- Upgrade underlying game engine to Unity 2019.3
- Remove the feedback system, the backing service I used for this is now shut down
- Made a few of the HUD buttons smaller to fit the new more minimal look of the HUD
- New dialog bubble pointer rendering that can better handle bubbles at the edge of the screen
- Removed some of the flashing text for spell points and attributes in the paper doll UI, these were annoying

v1.2.372 - Unity 2018 Upgrade + Mudsplat Fix

Minor Changes



  • Fixed mudsplats making sections of the UI go black when opened
  • Upgraded underlying engine to Unity 2018.3.0f2
  • Upgraded Steamworks.NET to version 11

v1.2.371 - Socketing shrines + minor enhancements

http://steamcommunity.com/sharedfiles/filedetails/?id=943134307

Major Changes



  • Forgestone now adds sockets to items
  • Added random dungeon socketing shrines


Minor Changes



  • Guild Wizard boss chests now have a glow effect
  • Doors are now colored more obviously on the minimap
  • Moved spellbook from a tab to a button positioned around the avatar ui
  • Spell rune remove poof is now larger and offset more on devices without a mouse
  • Fixed exploit from "On Hit" enchantments on weapons, these enchantments only fire in combat mode now

v1.2.364 - Town Gauntlets + Revives + Epic Chests + More!

v1.2.364 - Town Gauntlets + Revives + Epic Chests + more!

http://steamcommunity.com/sharedfiles/filedetails/?id=937585500

Major Changes



  • 4 new endless gauntlet dungeons now appear in story mode, these gauntlet dungeons are run with your current character
  • A revive potion is now for sale at the supply shop that will automatically revive you from death (carry limit 1)
  • After beating the final boss players are now returned to town where they can continue to level up their character, vendors, and run town gauntlets
  • Level cap upped to 800
  • The UI to abandon the current quest is now more obvious off the home menu as "Return to Town"
  • Epic chests can now occur in dungeons
  • Default game speed now 150% range now goes from 100% to 200%


Minor Changes



  • Player allies now ignore invisible actors for combat
  • Increased chance of champions
  • First miniboss now has half as much health in the Adira quest
  • A new UI is now present on the minimap and full map showing the status of the level awards (kill all enemies, open all treasure, disarm all traps)
  • Minimap now goes translucent when in combat mode
  • A brief death ceremony is now played when you die that darkens the screen and possibily uses a revive potion
  • Completely removed the stack split UI when selling items to vendors, it's just not needed
  • Added VSync settings to desktiop video UI and device settings file
  • Player now speaks inventory full message when can't pickup item on ground
  • Upon death, screen decals (mud splats) are now cleared
  • Added particle system to cosmic backdrop
  • Socketing items now does inventry floaty text
  • Sockets now display a colored glow around the socket when occupied
  • Socketed now displays with the item rarity if the item has been socketed with another object
  • A dialog bubble message now explains that level boss warping behavior is enabled the first time it happens after player death at a boss
  • Pet UI is now exclusively when entering a dungeon and is now larger and contains question marks for pet information
  • Stairs up/down are now light by lights based on analogous floor colors to make them stand out more
  • Changed portal minimap image to a star and slightly refactored how color selection is done to be more flexible
  • Players now start with a revive potion from the first dungeon loot drop
  • Revive and health potions are now dropped on the ground if the player needs them on the last level of the blacksmith and ice wizard quests as a hand holding technique to help so that players don't die at that point in the game
  • Added new combat quality for ice wizard boss used only in story mode with uses a 15x health multiplier instead of a 30x
  • Increased stack size for vendor upgrade resources


Framework and fixes



  • Fixed a rare case that would cause save games to not load if you killed Hosperak with the last dagger of a stack
  • Optimized to save a ton of memory at runtime
  • Fixed possible blocking dialog at last boss battle due to boss death ceremony being active at the same time as some quest dialog triggerd by low boss health
  • Fixed barrels spawning in the place the player will arrive in the intro dungeon
  • Disable log deletion on app version change
  • Increase log file size to 5mb
  • Fixed descructibles spawning in blackout areas
  • Hallucinations no longer contribute to enemies and actors count properties
  • Upgraded to Unity 5.6

v1.1.323 - Divine Treasury + German + French + Spanish

v1.1.323 - Divine Treasury + German + French + Spanish

Major Changes



  • The divine treasury is now available in town and grants you three magic items per day
  • A new UI has been inserted specifically for quick pet selection as the last step when traveling to a dungeon
  • Localized into German, French, and Spanish languages ... users will be prompted once on startup to select a language and a new language UI is available from the home menu to change to any language instantly
  • New dialog and scroll fonts that properly support all available languages
  • Gauntlet games now generate more followers to hire (up to 2) and more frequently they appear in the dungeons
  • If you die at a guild wizard boss, when you play that level again you now warp to the boss fight and don't have to play the level over


Minor Changes



  • Artichuk pet melee damage increased almost 2x
  • Firebrand magic attack now does some intrinsic damage as well as summon a flame hazard
  • Counter damage will no longer occur if the source actor is frozen
  • Story scrolls now animate position and glow green so you can't miss them and think you're stuck in a boss arena with no way to exit
  • All UI buttons that take a cost when pressed have been unified into similar looking layouts with consistent cost icons and tooltips
  • When a legendary or better item drops, a sound effect is now played
  • Added damage to sentinel skill description text
  • Removed property lines from spell upgrade UI tooltips, we now show only the descriptions which contain all the necessary information in a much more compact space which is good for small devices
  • Spell upgrade tooltips now have a max height and will autosize themselves smaller until they fit within the UI constraints
  • New audio for all enemies killed event on a level
  • Gemstones is now called Platinum and the art has been more silver blue like
  • "Idle" time is no longer included in overall game time played, a player is idle if there is no input for more than 30 seconds
  • Increased Banish spell radius
  • Malevolence, Dominator, and Replicating blob now pushed untill after ice rift in story games
  • Quests can now up the random quest count if they are failed, we use this when failing the first ice wizard boss just incase the player feels the need to grind in order to get ready for the boss
  • Tooltips now use the avatar background instead of scroll background because it has a little design on it that's cool


Fixes



  • Fixed being able to put your spell runes in personal and gauntlet vaults (among a couple other UIs)
  • Fix crash caused by double removing actor from ActionManager.m_actorsToRun ... showed up rarely during Guild Wizard boss fights when wizard teleported to a cell that was hiding.
  • Tweaked a few UI sizes and placements so that they work better for both desktop and the upcoming mobile release
  • Fixed a possible crash in hall of fame entry generation when killed by an unknown actor
  • Fixed procs that were set on wands not triggering properly
  • Speed up the hit animation on the Fire Giant
  • Do not display notice text for item mastery level up if that item does not belong to the player (followers)
  • Fix shield orbs running their hide logic after the orb had been destroyed by other means by passing in the orb actor in to the event to hide, which will validate the actor is still valid before calling the callback via the EventManager
  • Fixed possible crash from many skills that registered and event without an actor to validate the state properly when the event time arrived
  • Fixed a UI display issue where the damage totals for an item might be off by 1 when adding up and showin


Framework



  • Upgraded to Unity 5.5.1
  • Updated zip archive libraries
  • Updated to HockeyApp 1.1.3
  • Compacted contents of a UI sprite atlas down to one
  • Cinematic now uses icons for press to continue instead of text
  • Fixed home menu being offset wrong
  • Increased font of tooltip text on ring menu items
  • GoldUI is no longer made visible when opening up VendorUI interact ring menu
  • Added confirmation dialog box when proceeding through the pet selection when no pet is selected, but there is one that is ready to use
  • Fixed CombatBoss causing healing to boss
  • Tooltip background, border, and property icons have been moved from UIScroll to UIInventory sprite atlas

v1.0.312 - Maintenance patch

v1.0.312 - Maintenance patch

Fixes



  • XP potions and shrines now calculate their stacked values using the bonus value only ... a max bonus of 5 stacked potions giving +20% now correctly calculates to +100% instead of +600% as intended.
  • Fix possible case of recharge wands not recharging when placed in a gauntlet vault and equipped in another gauntlet game.
  • Fixed spell upgrade tooltips missing the header and proper effects for the next rank section of the spell info on the spell upgrade UI when the player had on items that boosted those magic families
  • Vault contents now show rank enhancements in their tooltip if the player is wearing items that enhance the rank of those items

v1.0.311 - Balance tweaks + fixes

v1.0.311 - Balance tweaks + fixes

Changes



  • Slightly increased item mastery requirements
  • Slightly decreased the heal value of summoned mystics when cast on champion enemy that created them.
  • Slightly increase the Sentinel attack damage and upped the material cost by 1 sky essense
  • Experience when damage property no longer limited to 100 cause it's not a percent anymore.
  • Rebalanced several enchantment values and chances
  • Rebalanced socket count allowed on items
  • Shield and XP potion limit increased


Fixes



  • Fixed items that were partially stacked not returning the remaining stack portion left to their original inventory location
  • Fixed incorrect damage value for Sentinel spell tooltip
  • Fixed multi-target weapons executing procs more often than intended
  • Fixed games at extremely high levels exceeding setting invalid rank values
  • Fix strory mode showing "Upgrade Spells" before you have visited your tower


Framework



  • Prepared all text for localization import/export tools

v1.0.310 - Maintenance patch

v1.0.310 - Maintenance patch

Changes



  • Increased delay time of button held down detection to avoid accidentally moving when a click was intended, usually to pick up an item
  • Monsters with a long range attack only show up after level 3+ in gauntlet games