1.0.280 - Faster game speed & multiple dungeon difficulties
Features & Changes
Dungeons now appear in multiple difficulties, more difficult dungeons yield more magical items at a rate of 15%, 35%, and 50% at each bonus difficulty level
Drastically reduced delay between actor actions, this speeds up watching enemies go through combat one after another
Added new "Gameplay" settings off the "Home" menu, within it you can further adjust the game speed (movement and combat) from 100% to 150% speed
Speed up the animations for singularity and shield other
Pax West 2016 is over, thanks everybody for playing the game
Finally back home and unpacked from Pax West. This being the first Pax I've ever been to I didn't quite know what to expect ... and I was absolutely blown away by all the fans, events, staff, booths, and of course the game.
We were part of the Pax Rising area, a selection of 12 games that were hand picked by the Pax organization itself. We couldn't have asked for better placement and were put right in the middle of a ton of big booths in a high traffic area.
It was an absolute blast meeting all you guys at the booth. Lots of new people were able to see and play the game, and we even go to meet a few of the original Kickstarter backers as well.
We're rapidly approaching the PC/Mac launch date later this month on September 27th. Time to get cranking and see what else we can cram into version 1.0!
Heading to Pax West in Seattle September 2-5, 2016
Greetings Wizards,
We're excited to announce that Rogue Wizards will be on the show floor at Pax West in Seattle Washington September 2-5, 2016! If you're going to be at the show stop by our pod in the Pax Rising area. We've never been to Pax as either an exhibitor or a fan ... the show looks like a ton of fun and it'd be great to meet some of you.
Even though much of July has been spent preparing our promotional materials for Pax, that doesn't mean we haven't been able to get some good stuff into the game too. Last week we released into the beta the "Gauntlet" game mode. This option is available when starting a new game and contains only pure dungeon crawl with an ever increasing difficulty and only one life ... ya know, the more traditional game mode for any rogue-lke game :)
In early July we received an anonymous in game feedback item from a Kickstarter backer wanting to see some game stats and something like a high score board to give players something to work towards during replays. With the introduction of the Gauntlet game mode it made a lot of sense to put this in there now but we also decided to do it for all game modes. Now when you beat the story mode or die in any permadeath mode, game stats are displayed on screen and that player may be inducted into the "Hall of Fame" for the current game mode.
Patch Notes: 0.9.3 (249) [Beta]
Major Changes
New "Gauntlet" game mode, a hardcore game mode of just pure dungeon crawl
Added local "Hall of Fame" high score board for Gauntlet, Story (Normal), and Story (Hard) game modes
Quest destinations are now automatically made available via the travel map, there is no need to visit the Inn to inspect and accept quests
Level cap effectively removed
Story mode progression is now based on dungeon count instead of player XP, it's far easier to balance and ensure players don't level up too fast and miss any content
"Magic plasma" style environments are procedurally colored and available in Gauntlet games
Sticky Blobs are now called Acid Blobs, and their replicating goo now deals damage instead of haulting movement
All Kickstarter backers which have been animated in the game now appear as random NPCs in Gauntlet mode
New audio settings UI with music and sound effects volume sliders
Minor Changes
Portals to Guild Wizard boss rooms now have plasma effects, unique colors, and a stone dragon skull overlooking the doorway
Added custom mouse cursor artwork
Vendors now appear in level chains that have only 2 level instances
Tutorial tips on/off menu is now in the Home->Settings menu and is no longer a debug only setting.
The spell tree is now accessible from the paper doll so you can upgrade spells while in a dungeon
Game stats and hall of fame UIs are now automatically presented when completing story mode or upon permadeath
Experience bar now set to full when at max level
Tempest is now limited to 3 live eggs total and only tosses 1 at a time
Increased the egg hatch time
Tweaked secondary tooltip selection logic to prefer weapons matching the same handedness (1h vs 1h and 2h vs 2h)
Wandering merchants no longer ever refill their inventory and their loot quality has been decreased some
Waypoints are no longer usable, but give give players a tutorial when clicked on the first time
Overseer wall now does damage
AI now better selects randomly between multiple targets for attacks or movement decisions
Removed the difficuly settings on quests, they are all generated at a balanced difficulty rank now through the whole storyline
Fixes
Fix vampire style enchantments generating at 0 health returned to the user
Shields that have enchnatments that give xp when you are damaged no longer do so if the shield blocked all the incoming damage
Fixed enemy health bar incorrectly showing empty in some rare cases
Fixed a case of not being able to load a portion of some old save game levels
Fixed Skeleton Lord raising dead skeletons in locations that were blocked by something else
Fixed boss death ceremony camera zooms going to the wrong location when the boss was killed with something that moved him around like singularity or quake
Fix Shield Others effects sometimes not showing up from Guardians
Fixed NPC conversations happening in dungeons when the entire party is not on the screen
Monsters + Lava + Story Mode
Greetings Wizards,
We'd like to thank all those who have tested the beta so far, your feedback and testing is invaluable to us and the game is getting better every day because of you. Starting in July we'll be adding larger groups of beta players so we can get more testing and feedback in an effort see where we are at and nail down an official release date.
During the last two months in one of our biggest pushes for new content we added 15 new monster variations complete with new artwork skins and totally new unique abilities. The new monsters include:
Fury - teleports enemies near targets
Tempest - lobs eggs that can hatch into monsters or electric fields
Guardian - shields other enemies
Gryphon - causes ice slicks that all actors slide on
Malignancy - 2 moves per turn and explodes when next to targets
Sticky Blob - upon death leaves expanding goo that halts movement for a couple of turns
Aberration - causes hallucinations for a few turns (see monsters that aren't real)
Mystic - heals other enemies
Hellion - summons flying spectral axes which can melee or hurl themselves across the room and explode
Dominator - causes a rock cave in that knocks actors around
Skeleton Lord - enemies that die nearby can be raised as a skeleton
Greedling - treasure goblin that teleports in and has great loot if you can kill him before he escapes
Yeti - charges when clear straight line from a distance and causes knockback on contact
Sasquatch - freezes targets (the old Yeti ability, so not technically new maybe)
Mudslinger - lobs mud missiles that obscure the screen
Below is a screenshot of the Mudslinger enemy, this guy lobs clusters of mud at the player that cause a screen space mud splat which obscures the playfield for a few turns before it falls away.
We've also now completed the last background environment, a firely volcanic valley and it looks super cool with all the animated particles and parallax layers.
Finally, we've put a ton of work into getting the story mode complete and playable. We're proud to annouce now that the entire story is now playable from start to finish. Of course we'll be tuning the difficulty, balance, and progression going forward but just having the whole thing in there is a huge milestone. Below is one of the new battle arenas that have been created for each of the seven Guild Wizard bosses, these wizards also got a couple of new shared abilities for their fight.
Added Hosperak boss with unique background environment of the "Master Rift"
New battle arenas for all 8 bosses
All Guild Wizard bosses can now teleport, throw a ball of energy, and get 2 actions per turn
Added end game cinematic scene and music
New music for the 7 Guild Wizard bosses including new victory music after you beat them
New music for Hosperak battle
Minor Changes
Shield now cheaper but protects less
Sentinel defense decreased by 50%
Health affix group is now "health minor" and is no longer allowed on body armor
Added health major affixes that have 2x the benefit but are only allowed on body armor
Decreased the material cost of many spells
Decreased singularity damage amount
Shield now prevents all forms of knockback
Tweaked the colors for all elemental rifts
Elemental rifts now contain only monsters from that elemental school
Added new portals for the master rifts based on the plasma orb effect
Animated title screen
Spectral axe now has more health
Decrease transmute chance for Anomaly
Wizard/Hosperak bosses now drop materials when damaged 60% of the time
Golems now have 2 moves per turn
Drastically less overall spell points are now awarded
Malignancy now has a 20% change to melee attack instead of blow up
Followers defense reduced 50%
Ice guild wizard attack strength reduced 25%
Lance and sword damage decreased slightly
Eggs now more likely to hatch monsters
Mystic heal amount increased and can now be cast on and from champions
Fixes
Fixed being able to place spell runes in the enchantment shrine
Fixed spectral axes not dying when their boss owner (or boss ultimate owner) died
Fixed Tempest eggs not being destroyed if their owner (or ultimate owner) was a boss when the boss died
Fixed infinite loop crash in the Fury "Advance Skill" logic
Fixed Maugris quest closing logic so that it is closed when you enter the master rift
Fixed blue materials setting a minimap floor color
Fixed AIs always attacking the same target when there was another possible target at same range
Fixed forgestone UI sizing
Fixed spectral axe not attacking
Fixed save game corruption when you got over 128 properties
Company
Submitted for consideration to be included in the IndieMegabooth at PAX Prime and IndieCade 2016, wish us luck!
Rock Paper Shotgun Preview + April Update
Greetings Wizards,
With a few waves of players now getting into the beta we've been getting a lot of awesome feedback.
We're also starting to see a little buzz from the larger gaming community! John Walker with Rock Paper Shotgun wrote a hands on preview article covering Rogue Wizards and had a lot of great things to say.
" ... a very lovely, well designed dungeon crawling RPG." - Rock Paper Shotgun
Also added this month is the new cosmic enemy called the "Disturbling". These guys can cloak themselves and other enemies turning them completely invisible, so watch out!
One of the most requested features from beta players is that sometimes it's tedious to have to walk all they way back across an already explored map just to open that last chest or get to the exit. We hear you and agree! Now there are waypoint markers distributed through every level, and you can open the map UI at anytime and teleport to any waypoint, entrance, and exit to get back to the action quickly.
Disturblings now appear in the game and can now cloak themselves and others. Cloaked enemies have a light source and no other visuals, don't make footstep noise, and don't put the game into stepped combat mode. A cloaked enemy that does any action or is attacked is revealed. Items that detect hidden have a chance to reveal cloaked enemies
You can now teleport to any previously discovered exit or waypoint via the full map UI
Upgrading the Blacksmith, Armory, and Jewler now require an item resource found in the world in addition to a gold payment
Followers can now die, when they died they turn into a ball of light that followers the player. After a certain number of turns or using a healing shrine they will be revived automatically.
Mouse hovering over enemies and objects is now done with polygon accuracy and ignores when over transparent pixels in those triangles
New more stylized in game fonts for everything
Gold, keys, and materials are now auto picked up by the player and any followers
Minor Changes
Detect hidden is now done with a radius of 3 instead of 1
Secondary tooltips now come up a fraction of a second after the primary tooltip, this visual cue helps your brain quickly understand which tooltip is for the target item and which tooltip is the comparison tooltip
Secondary tooltip inventory slots are now outlined using the color of the secondary tooltip border to help visually connect the two
New artwork for freeze crystals
Exploding barrels now do effects at all possible target locations
Fixed exploding barrels being ultra deadly to players
Thieflings can no longer steal from your equipped weapons
Theiflings now have less extra actions per turn (1 extra now) when have stolen goods in their bag
Yeti's will no longer try to freeze you if you've been frozen with 4 turns
Harpies will no longer try to silence you if you've been silenced within 2 turns
Malevolence damage reduced
Followers are now healed when the player drinks a health potion
Added in world text for healing via potion
Added tutorial with dialog when the first follower heal occurs
Shield now protects you from yeti freeze
Lowered xp and defense modifier boots from 50% to 20%
Overseer now casts wall a lot less
Better enemy selection so that you see less repeats and instead see stuff you haven't seen in a while
Champions now summon one less wave of monsters
Tweaked champion scared health thresholds
Blob replication chanced reduced to 50% from 75% on damaged
All healing shrines now refill over time
Health potions can now drop, they have a very low chance to drop most of the time, but if you are low on health and have no more health potions left they chance increased a small amount to try and help you out
Reduced the ceiling drop rate of vendor upgrade resources
New game trailer with updated content
Beta Starting + March 2016 Dev Update
Greetings Wizards,
If you haven't already, you can follow Rogue Wizards on Steam and add the game to your wishlist.
Spellbind Studios is proud to announce that we are entering into the closed beta period for Rogue Wizards. We'll be adding Kickstarter backers and Humble Bundle pre-order players into the beta bi-weekly over the next few months. When that period is over we'll look into opening the beta up for more players that sign up through the mailing list on our website. It's important for our feedback and testing that we slowly introduce players into the beta and always have a fresh set of new players checking out the game ... so if you don't get your key right away don't worry, it will come in one of the later waves.
During March we've put in a ton of effort into game balance and new monster abilities and the game is playing better than ever. Besides getting ready for the beta, having these new monster mechanics and balance have really helped make a solid demo which we have submitted to IndieCade. Let's hope we get selected for the fall show this year, wish us luck!
Phil has finished the final artwork for the opening scene at the Wayside Inn. We're really loving the dark wood and the warm vibe we get from the visuals of this mini environment.
For one of the new enemy abilities the Harpy can now cast silence on the player and their followers. When silenced the player is unable to equip or cast any spell runes and must rely on only their weapons or wands until the silence spell wears off.
The Overseer enemy also has a new ability that raises a rock wall around the player, completely blocking your movement until you destroy one of the stalagmites blocking the path. It's particularly fun to see this wall interact with the other enemies nearby, sometimes it's helpful to have a barrier between you and a monster and sometimes you want nothing more than to be able to get away quickly but instead find yourself blocked in.
Visit the Spellbind Studios development blog to see the full list of changes.
Major Changes
New artwork for the opening Wayside Inn scene
Harpy now has the ability to silence targets for 10 turns. Silenced targets cannot equip or cast magic spells.
Overseer enemy now has an ability to smack the ground and raise stalagmites surrounding the target
Yeti breath attack now freezes the player for 1 turn and yeti now has two moves per normal turn
Disturbing now has a bite attack and a magic attack that can turn other enemies invisible
Disturblings now have a 50% chance of starting out invisible when spawned
Minor Changes
Follower can no longer switch weapons and attack on the same turn
Turns are now longer skipped just by opening your inventory, however if you modify any equipped items it
will* use a turn when you return to the game field and in world text will appear on your character saying "Equipped"
Item buy prices are now displayed in red if you can't afford to buy the item
Quests can now be abandoned from the Quest UI off the Town Inn or Backpack UI if the quest is not for the current level and is not a main storyline quest
Banish is now an instant skill and works on multiple targets at once within a radius
Increased the healing amount from the regroup skill and reduced the cost
Fixed comparision selection logic for bows and chakrams to prefer other bows and chakrams before comparing with other ranged weapons (daggers)
New art for town intro cinematic taken from in game and character art
Added 5 new shields to the game and replaced art on a few of the existing shields
Bosses now teleport when they become trapped and have nowhere to move
Increased potions in town at supply shop to 4
Decreased potion cost
Added healing shrines that refill in the boss rooms
Champions and Boss quality monsters now summon one more wave of minions
Followers now avoid traps and hazards
Malevolence fireball now has a lower burn chance and burns for only 2 turns instead of 3
Wandering merchants will now always appear somewhere on the next to last level in a dungeon chain (beyond the starter dungeon)
After defeating a Guild Wizard boss, the entire player party is now healed and negative status effects are removed
Leveling up will now also remove negative modifiers
Healing shrines now also remove negative modifiers on your player
Bosses and champions now become scared for less turns (down to 5 from 10) at most health threshold events
Decreased the credit from item sales for vendor upgrade by -10%
Force magic weapon drop in first dungeon after 10 hostile kills with follower and is a chakram or bow
Combat affixes for fast and element immunity no longer appear on bosses until 25% through the game
Reduced duration of Fire Giant flame from 4-6 to 2-3 turns
Malevolence damage reduced
Sentinal range reduced by 1
Thiefling scared for +2 more turns to a total of 5 turns (keeping in mind they have 3 actions per 1 player turn)
Wandering Merchant always now has at least 3 health potions
Stalagmite spell range increased by 1
Thieflings are no longer allowed to be champions or quest bosses for now (too deadly until tech can be added to tone their summons back)
There is now a short cinematic animation when you return to town after completing an elemental rift where the camera zooms to the gem and the Guild Wizard sigil appears around the gem
Slightly reduced the sizes of medium and large dungeon levels
Reduced upgrade cost of vendors by 25%
Skip turn visual feedback is now in world text that appears on the player
Visit the Spellbind Studios development blog to see the full list of changes.
February 2016 Dev Update
Greetings Wizards,
February has been all about magic, and now all 6 elemental magic schools each have 3 spells for a total of 18 complete and working spells that can be learned by the player. We'll certainly still tweak these spells here and there, but having all 18 of them implemented is a huge milestone in terms of content.
Town continues to get a facelift with new artwork pieces and arrangemnts. However, the most signifigant change includes a set of 6 pedastools which light up once the player has liberated the elemental realm from the wizard that was controlling it. Having these markers in town clues players into exactly what the scope of the campaign is from the start and visually shows progress as the player moves through the game.
Finally, we’ve done huge pass on all the story dialog along with NPC cast member changes that allow for a more natural flow through the entire game. Characters now have more interactions and give the player a lot more information about the world, the wizard guild, and the fight against Hosperak.
Visit the Spellbind Studios development blog to see the full list of changes.
Major Changes
All 18 spells across 6 schools of magic are now implemented
There is now a set of gems in town that fill up over time, when each elemental dungeon is available a gem lights up, and once the boss is defeated his sigil wraps the gem.
New Spell: Force of Nature, Launch a directed ball of energy that strikes enemies within X tiles dealing Y as it travels a maximum distance of Z tiles.
New Spell: Shield, creates a damage absorbing barrier around the caster and blocks some special attacks
New Spell: Ignite, Creates a circle of expanding flame from the caster
New spell: Anomaly, Summons a cosmic anomaly that follows you and transmutes enemies into various objects
New spell: Boulder, Throw a massive boulder dealing earth damage with a high chance to knock the target back one tile
Freeze now summons a small group of clouds that rise up from the ground, snow down, and attempt to freeze any targets below them.
Second pass at all dialog is now integrated across all mainline quests
The cast of characters for town structures and all quests have been updated to the new story dialog
Minor Changes
Fireball no longer has a chance to burn the target if the completely blocked the fireball attack
Fixed Albatross doing double damage with its electric field skill (disabled "combat at target" flag in the skill like the players is)
Shield now takes 15 elements to cast
Stalagmites, Electric Fields, and Sentinels are now saved and therefore exist between save games and level transitions
Stalagmites now last for more turns as the spell levels up
Steal can now only be executed against players and no longer against followers or summoned sentinel actors
Sentinel now tries to summon itself near to the enemy that is furthest away from you
Sentinel is now limited to 5 total, when summoning the 6th sentinel, the oldest one will be destroyed
Pallom is now found in the first dungeon and returns to Antarit with you
Pallom now inhabits the vault in town
Alnar now inhabits the supply depot in town
The first spell now drops on the last level of the first intro dungeon
The player is now automatically transported to the first dungeon after reading the scroll in the Wayside Inn, a portal no longer appears that the player has to walk through
Visit the Spellbind Studios development blog to see the full list of changes.