Rogue Wizards cover
Rogue Wizards screenshot
PC Mac iOS PS4 XONE Switch Steam Gog
Genre: Role-playing (RPG), Strategy, Turn-based strategy (TBS), Adventure, Indie

Rogue Wizards

v1.0.309 - Gauntlet + control speed + traps

v1.0.309 - Gauntlet + control speed + traps

Changes



  • Gauntlet games now have a chance to encounter additional specialized merchants (weapons, armor, trinkets)
  • Story mode can now only be played in the normal difficulty (no permadeath), Gauntlet mode remains as is with permadeath on always
  • Mimics now have a visual tell in their artwork
  • When the player is hallucinating, any allies are also considered hallucinating and will battle the hallucinations
  • When killing the last real enemy and getting the xp reward, any remaining hallucinations on the current floor are automatically dispelled
  • Gauntlet NPC followers no longer depart at the end of a level chain
  • Removed the Hall of Fame for "Story (Hard)" mode, any existing ranked players have been merged into the now single unified hall of fame for story mode games
  • Game mode (story/gauntlet) is now remembered and automatically set when creating a new game on the options screen
  • Decreased the delay required for mouse button press and hold to execute moves/actions making controls more responsive
  • Teleport skill post delay now faster
  • When releasing the mouse button after holding it down a long time (driving movement), the player now immediately stops moving or executing other commands queued up while the mouse button was pressed.
  • Floor traps have new revealed artowrk of a big red X and now appear in all areas
  • Cosmic loot crystals now have a chance to explode, but can also be disarmed like exploding barrels
  • Altered music sets for Lava and Plasma environments
  • Increased the upgrade cost for the gauntlet vault


Fixes



  • Fixed a case where enemies could freeze and not return to idle animations
  • Fixed Pallom being invulnerable when following the player in gauntlet games

v1.0.308 - Maintenance patch

v1.0.308 - Maintenance patch

Changes



  • Gauntlet vault now has a map icon and appears near the start of every environment level chain instead of the end
  • When failing to upgrade a vendor due to not enough money or resources, some text feedback now occurs on the upgrade control


Fixes



  • Fixed save game loading error for old save games that generated a caundron in the dungeon intro level
  • Fix save game load error conditions by going to the archive map data itself to determine level has been instanced instead of the has visited flag
  • Fixed intro dungeon having no enemies
  • Fixed gauntlet manager not clearing previous game data when reset
  • Fixed overseer not playing idle animation after wall skill
  • Fixed shield orb at wrong orientation after being recycled when previous use rotated (banished)
  • Fixed crash for upcoming Windows Store distribution


Framework



  • Modified build pipeline to include distribution and version data for inclusion in other online game store outlets

v1.0.303 - Gauntlt boss balance + vision fx

v1.0.303 - Gauntlt boss balance + vision fx

Changes



  • Gauntlet Guild Wizard bosses now have no level advantange over the player due to quality. However, as gauntlet games progress the overall gauntlet AI rank advantage still increases and applies, but this allows for a smoother difficulty curve in the early game
  • Inventory UI now opens directly to the backpack or bag tab if either of those inventory contain new items so you can quicky inspect newly acquired loot
  • By default, the vision effect for a map is switched between rise/fall (black background maps) and grow/shrink (art background maps)
  • Default game speed now 125%
  • Tweaked the weights and number of cauldron recipes


Fixes



  • Fixed a case of stuck actions because an actor was created after all existing actors have been processed for actions in the current turn
  • Fixed potion filling graphics at wrong scale in world
  • Clarify text for follower loot find quips

v1.0.302 - Gauntlet + crafting + more

Features and Changes



  • Shared Gauntlet Vault: these vaults now appear in gauntlet games in some levels, items put in the vault are accessible from any existing or future gauntlet game when encountered again
  • In gauntlet games, players are now given a spell point at the start instead of fireball
  • Gauntlet games now hold back certain enemy types until the player has reached a certain level, this gives the player a better chance to ramp up their gear before encountering Replicating Blobs, Hellions, Mudslingers, Gryphons, Malignancies, and Thieflings
  • Fixed gauntlet games dropping items at higher ranks than intended once you surpassed a boss
  • Significantly increased the cost of the Regroup spell
  • Pets now try to stay near the player and won't charge off on their own
  • Increased rate and healing amount of Artichuk pet
  • Cauldrons now show up in all environments (limited to 1 per environment chain)
  • Dungeon cauldrons are now each unique in that they don't all offer the same crafting result set
  • Added craftable xp and magic shield potions
  • You can now use potions in an open invenotory by picking them up and dropping them back into the same inventory slot (or right click for 2 button mouse setups)
  • Changed color of right-click fast action in tooltips to bright green to call attention to it
  • Added floaty use effects for potions in the inventory and world
  • Town inhabitant item visuals now increase with the player item visuals
  • Enchanting shrines no longer heal players
  • Eye of Antarit no longer takes up inventory space and is a UI element on the avatar UI
  • Update Steamworks.NET


Fixes



  • Fixed a case that would cause infinite transition between normal and battle mode when an enemy was on the edge of the screen
  • Fixed experience modifiers so they all now stack their effects propertly as well as each track their own independent duration, stacked modifer durations are also indicated in the tooltip with a

  • Fix large size ghost particles in vision effect is grow shring and player switches levels
  • Fixed size of heart in avatar UI for health
  • Fix block percent chance missing % sign on avatar UI
  • Achievements have been refactored to work with multiple distribution platforms
  • Fix extra extension character in .eulogy filenames
  • Fixed Pallom having no weapon in the last level

v1.0.293 - Bug fixes

v1.0.293 - Bug fixes

Changes



  • Followers now always have magic weapons
  • Pallom now always has a magic chakram in order to quickly introduce this non-standard fantasy weapon
  • Fixed a ton of enchantment weights that was causing a lot of rare enchantment qualities to be a lot more common
  • Tuned cosmic dragon banish bolt chance
  • Tuned snow crab freeze distance
  • Weak monsters no longer show up after xp level 10
  • Added some loading tips
  • Daggers no longer gain use mastery, they are one time use and mastery doesn't make sense for them
  • Daggers no longer show a mastery line in their tooltip


Fixes



  • Fixed a case where Guild Wizard bosses did not spawn their loot chest upon death
  • Attempt to fix followers with no items
  • Fixed stack split UI Z sorting, cutting through shortcut bar, and not responding to escape key to close
  • Fix a case where low level items with vampire would heal 0 damage

v1.0.292 - Unity 5.4.2 and bug fixes

v1.0.292 - Unity 5.4.2 and bug fixes

Changes



  • Engine upgraded to Unity v5.4.2
  • Item enchantment per item increased to 8
  • Shield now protects the player from mud splat effects
  • Empty wands that have no recharge enchantment are now auto destroyed upon last use
  • Added separate affix space for block bonus enchantments on socketables and balanced base enchantment values
  • Reworked the Inn UI to show pets and possible pet slots with tooltip pet information
  • Added pet tooltip to companion selection UI
  • Item names are now rendered into tooltips on a single line and the text is shrunk to fit within the tooltip bounds
  • Added tooltips to town structures


Fixes



  • Fixed pathfinding not taking advantage of diagonals in some situations, this will especially fix what felt like misclicks when directing your player to attack a nearby target which could be reached by a diagonal move but the player moved grid aligned instead.
  • Further fixed degenerate cases of secondary tooltip comparisons that would not fit on screen by further scaling down the secondary tooltip, this looks better and will help prepare the game for German localization
  • Fixed an exploit making it possible to bypass mudsplats
  • Fixed talismans with block chance bonus not stacking their effect properly

v1.0.291 - Hotfix for infinite wands

Fixes



  • Fixed wands with infinite charge
  • Fixed arrow comparisons when comparing two pieces of armor with health regeneration

v1.0.290 - Hotfix for Boss hang (and other missiles)

Fixes



  • Fix Guild Wizard boss hang caused by invalid missile health

v1.0.289 - Item artwork distribution and balance tweaks

Changes



  • Tightened item distribution tiers, allowing players to see more item artwork variations earlier
  • Created a pool of late game item distribution, after all variations have been seen the first time, a pool of "high level cool looking" items are available for all future drops from then on out
  • Leather armor is now available from the start of the game so players can find something that changes the body armor look of their player
  • Mud and hallucination can no longer be waited out by passing your turn
  • Mud splats are now limited to 5 simultaneous splats
  • Pets now return like followers
  • Artichuk pet now heals entire party and removes negative status effects
  • Tempest, Golem, Mudslinger now appear only after the Ice Rift is cleared
  • Tweaked health potion chance when in "dire need" of one
  • Triggering a teleport or spike trap now cause the player to speak with a dialog bubble instead of an exclamation bubble to make it more clear what happened


Fixes



  • Exploding barrels being super deadly to your followers and pets
  • Auto size cost on stack split UI
  • Fixed health regen, wand recharge, fast movement enchantments being broken when stacked via socketed talismans

v1.0.287 - No pet cool down & balance tweaks

Features & Changes



  • Pets no longer have a cool down and can be selected directly at the enter dungeon screen
  • Chance to find pets now more than 2x previous chance
  • Reduced singularity proc chance
  • Silence duration from a proc decreased to only 3 turns
  • Added 3 turn cooldown to Gryphon ice slick skill
  • Secondary tooltips are now smaller than primary ones and positioning changed to keep everything on screen
  • Regroup spell now instantly teleports your followers with you
  • Enemies that were once visible, now remain active and hunting for more turns


Fixes



  • Fix occasional crash from Guild Wizard missiles on some machines
  • Fix floaty damage looking silly on targets that are banishing and rotating around
  • Damage numbers no longer ever shown for Anomaly summon
  • Fixed discovered bosses always keeping the game in combat mode
  • Fix being able to cheese bosses when they are only partially visible
  • Fix dungeon vendors always having the same loot in some cases
  • Raised attribute value artifical cap
  • SFX volume UI now accurately reflects the fact that they cannot be truly muted
  • Fix defeat hosperak achievement not working
  • Fixed secondary tooltips off screen



http://steamcommunity.com/sharedfiles/filedetails/?id=775068815