Tiny Rogues cover
Tiny Rogues screenshot
Genre: Shooter, Role-playing (RPG), Adventure, Indie, Arcade

Tiny Rogues

0.1.9.1b Patch Notes

You might have to restart Steam completely to get the update immediately.

General Changes



  • Soldier Unlock condition is now handled slightly differently. You are now required to only use common and uncommon weapons. Usage is determined whenever damage is dealt. This makes it so you can accidentally equip a rarer weapon and as long as you don't use it in combat.
  • Azure, Garnet and Jade Charms are now unique to the Rat Council event.
  • Reworded Doom, Judgement, Paper Bombs, Silver Bolts and Divine Departure. These status effects now state to deal extra damage instead of bonus damage.
  • Increased targeting range of Lightning Boots from 100 to 250.


Weapon Changes



  • Buffed these weapons:

    • Scorching Staff: Now inflicts Scorch.
    • Snow Angel: Increased APS from 2.5 to 3.
    • Rapidfire Bow: Increased range from 140 to 160, reduced projectile spread and increased dexterity scaling from A to S.
    • Spore Flail: Increased rotation speed.
    • Triangle: Increased intelligence scaling from D to C.
    • Enchanted Bow: Increased dexterity scaling from D to C.
    • Inferno Orb Wand: Increased base DMG from 175-200 to 225-250.
    • Flame Spear: Increased range from 100 to 110 and increased base DMG from 225-250 to 275-300.

  • The Hungry Blade, Demon Blade and The Separator now canb't appear on late-game floors.
  • Boneforce bow now only appears in late-game floors.


Trait Changes



  • New trait: Primal Spirit
  • New effect for Dynamo trait.
  • Decay trait now checks if you can even inflict a DoT before appearing in trait selection.
  • Reworded Cull the Weak trait.
  • Reduced base damage and scaling of Static Blows trait slightly.




Bug Fixes



  • Fixed that the Druid Bible, Piano and Kazoo weapons would never appear.
  • The status effects granted by Decay and Rampage traits are now removed upon removing the trait.
  • Fixed that the balloons from Balloon Bundle would sometimes persist even though the player wasn't wearing the item anymore.
  • Fixed a bug where weapon effects would not be removed correctly upon unequip.
  • Fixed a bunch of bugs related to controlling the options menu without the mouse. (both in-game and in the title menu)
  • Fixed that Staff-weapon-beams would sometimes behave very weirdly.
  • Fixed that Sake and Whiskey consumables would grant +1 more tipsiness than intended if consumed while on 0 tipsiness.
  • Fixed that the description of Maiden Dress was wrong if affected by Human Limits Cinder modifier.
  • Fixed a bug that lead to error messages appearing when rerolling the tavern NPCs.



Enjoy!

Also, if you want you can follow my personal twitter if you are keen on updates on the 0.2.0 expansion. I have posted a few enemy sprites and I will reveal a lot more content over the coming weeks!




PS: I also just pushed another fix (same version number) which fixes the aforementioned Kazoo!

Hotfix

Noticed a major bug with input rebinding that warranted an immediate fix.

Bug Fixes



  • Fixed that input rebinding wouldn't work in the main menu.
  • Fixed that quickly pressing the cancel button and closing the option menu could freeze the game. Pressing the cancel button and closing the menu too quickly will now cancel the input rebind action.
  • Fixed that the Trumpet had the effect of the Harp weapon.
  • Fixed that Tailwind would grant 10% increased movement speed per stack instead of 5% increased movement speed and 5% increased attack speed.



Other Changes



  • Booze Reward rarity slightly increased.
  • Wine rarity slightly increased. (this means Sake and Whiskey are slightly more common)
  • Booze Reward now only drops 1 bottle of booze.
  • Gift Boxes now drop Wine less often.
  • The Separator (new axe) has been buffed slightly.
  • The Wizards starter weapon has been buffed slightly.
  • The Wizard class now starts with 4 intelligence and 1 strength instead of 3 intelligence, 1 strength and 1 dexterity.
  • The Wizard ability has been slightly buffed from 8% increased damage bonus from mana per mana star to 10% per mana star.
  • Demon Blade base damage has been decreased slightly.
  • Gave the Acoustic Guitar weapon an effect.
  • Gave the Trumpet weapon an effect.


Usually I wouldn't have done "first-minute-after-patch" balance changes but as the input rebinding had to be fixed asap I now also pushed these few small balance tweaks.

Enjoy!

"not the update" Update is now live!

Hello!

You might have to restart Steam to get the update.

Check out the 0.1.9.1 Patch Notes here:
LINK

Why is this update called the "not the update" update?


Because this is not the update described here: LINK
This is an intermediate update because a lot of improvements and features already amassed and I think it's better to not wait until 0.2.0 to make the game better.
Also: I know there are avid Tiny Rogues players that play the game every day, so this update shakes up the meta for them a bit!

As always, thank you for playing and I hope you enjoy the update!


PS:
The game is on sale until April 7th!

"not the update" Update Patch Notes

Update Countdown Timer

"not the update" Update



  • This is not the 0.2.0 "big" patch.
  • I am still working on opening the doors and the other promised new content.
  • I noticed it will take a while to add all that new content and because I already had a lot of new features done now, I thought it would be a good idea to do a smaller patch before 0.2.0.
  • Think of 0.1.9.1 as a pre-patch!
  • I hope you enjoy the changes!


If you want to stay up to date with the 0.2.0 development, follow me or the game on twitter or join
the community Discord!
I also check out the Tiny Rogues Reddit sometimes!

Homages to awesome games!



With this patch I wanted to add some references to some other awesome games!
I asked the developers of the games if I can add a reference and they
all were very nice and encouraged the idea of adding a little reference to their game!

Revita


Revita is an awesome fast paced twin-stick roguelite platformer. The lead developer BenStar has been an inspiration for myself ever since I caught my first glimpse of Revita.
I added a new starter gift and accessory: the Soul Scarf. It imitates one of Revitas core mechanics, that is converting souls into health.



In Tiny Rogues it converts Souls into Soul Hearts. It's also the first and only accessory in the game that shows up on your character! Very fashionable!




Neophyte


Neophyte is a mini topdown action roguelike. I played this game even before it was available on Steam and immediately fell in love with it!
I asked the developer RegalPigeon about some secret Neophyte lore that I could use to get inspiration for a good reference.
RegalPigeon leaked to me that it is implied that Mana is a corrupting force in the world of Neophyte.
So I made the Occult Mark apply Corruption to each enemy in the room any time you pick up a mana star.



The helmet makes you look a bit like the player character in Neophyte.



Beyond the Long Night


Beyond the Long Night is an upcoming whimsical twin-stick action roguelike!
While the game isn't released yet, playing the demo already absolutely enchanted me. The music, the atmosphere and the sheer attention to detail in this game is incredible!
In the game the player character floats through the world using a bundle of balloons.



I wanted to replicate the feeling of freedom you get from moving around in Beyond the Long Night.
That's why I added a new offhand equipment item: the Balloon Bundle. The Balloon Bundle increases your movement speed, but be careful! Any time you take damage a balloon will pop and the movement speed bonus will decrease.



I wish Noisy Head Games a successful launch!


If you haven't tried any of the other games yet, do yourself a favor and go check them out!

Patch Highlights



  • 4 New Classes!
  • 4 New Starter Gifts and 2 Reworked Gifts!
  • 26 New Weapons!
  • New Health Flask Feature!
  • New Dice Bag Feature!
  • New Lethal Bar Feature!
  • 3 New Achievements!




Patch Notes



New features



  • [NEW] Dice Bag: Dice are not consumable items anymore but are now stored in your dice bag. You can find the dice bag in your inventory.
  • [NEW] Lethal Bar: New HUD element that is right below your health display and it informs you about Revives and Death Defies you have.
    Additionally the Speedrun mode will change the in-game timer to not pause until Death has been defeated.
  • [NEW] New save system: Allows you to have multiple save states and also makes save state backups.
  • [NEW] Health Flasks: Drink your health flasks to recover health. Drinking a health flask takes some time and you cannot move while drinking. It is intended to be very hard to heal during combat.
  • [NEW] Crushing Blow: The Crushing Blow effect is a chance to deal % of current enemy health as extra damage. This effect has a 2.5 seconds cooldown.
  • Overhauled the character panel. Now shows almost every stat in the game and gives much more detailed information.
  • Enabling "Speedrun Mode" in the option menu will now enable a quick-restart button in the pause menu and enables the real-time timer.




Weapon Changes



  • A lot of damage and scaling tweaks happened to many weapons in this patch. Because these changes are so spread out I might have missed some. (Sorry!)
  • Candy Scroll: Now periodically grants Sugar Rush (20% more movement and attack speed) for 5 seconds every 10 seconds. Previously had a chance to grant Sugar Rush (50% more movement and attack speed) for 4 seconds on kill.
  • Ex Mortis: Now deals 10% more damage per boss you've killed. (now works retroactively)
  • Demon Blade: Now gains 10% more attack speed per boss you've killed. (now works retroactively)
  • Misfits Sword: Increased base damage from 175-200 to 225-250.
  • Unholy Bible: Now gains 10% more rotation speed per boss you've killed. (now works retroactively) Increased base damage from 150-200 to 175-200.
  • The Hungry Blade: Now gains 50% critical hit multiplier per boss you've killed. (now works retroactively)
  • Toxic Scepter: Explosion effect now has its own base damage and scaling, previously dealt % health of killed enemy as damage.
  • Archon Scepter: Now grants a stack of Pure Power on hit. Each stack of Pure Power grants +1 intelligence, up to +30 intelligence.
  • Mana Scepter: Now spawns a mana star every 5th attack, previously had a chance to drop a mana star on kill.
  • Mjolnir: Lightning strikes damage now scale with character level.
  • Death Sickles: Now gains 10% critical hit chance per Soul Heart you have. Previously granted you a Soul Heart upon killing a boss.
  • Outstanding Money Gun: Changed the attack pattern to shoot less projectiles. Now gains +5 base damage per gold you have, previously granted +1 base damage per gold you have.
  • Katana: Now gains 1% increased attack speed per dexterity, previously shot an extra projectile on dodge.
  • Moonshine Greatsword: Now gains +5% critical hit chance per current mana.
  • Spinner weapons such as Bibles and Flails now use increased attack speed at a less effective rate, meaning 10% increased attack speed is not 10% increased rotation speed anymore but probably less.
  • Big Chomper: Now deals +1000 bonus damage per Strength Proficiency you have.
  • Spore Flail: Now spawns spores while spinning.
  • Maelstrom: Now grants Tailwind on hit. Additionally Tailwind has been changed to grant 5% increased attack and movement speed per stack and stack up to 4 times. This change also affects other weapons that grant Tailwind.
  • Sun Vortex: Inflicts a new status effect called Scorch. Scorch stacks up to 10 times and increases burn damage taken by 10% per stack.
  • Demon Repeater: Increased base damage from 175-200 to 225-250.
  • Mechanical Crossbow: Is now an epic weapon. The icon of the weapon now shows that it shoots multiple bolts.
  • Kugelblitz Wand: Decreased base damage from 100-250 to 100-200. Reduced lightning trigger rate slightly.
  • Frozen Orb Wand: Decreased base damage from 225-250 to 175-200.
  • Zweihander: Now gains +10 base damage per strength, previously +5 base damage per strength. (back and forth with this one!)
  • Chakrams: Increased intelligence scaling from E to D and increased base damage from 100-125 to 125-150.
  • Doomerang: Increased base attacks per second from 2.25 to 2.5 and increased strength scaling from E to C.
  • Magical Boomerang: Increased base damage from 50-75 to 100-125.
  • Sawblade Boomerang: Increased base damage from 125-150 to 175-200.
  • Thorn Chakrams: Increased base damage from 50-75 to 75-100.
  • Twin Chakrams: Increased base damage from 75-100 to 125-150 and increased base attacks per second from 2.25 to 2.5.
  • Vortex Glaive: Now grants Tailwind on hit.
  • Tri Chakrams: Increased base damage from 75-100 to 175-200.
  • Fire Fang: Increased base damage from 125-150 to 175-200.
  • Blastbark: Increased base damage from 225-250 to 275-300.
  • Ice Fang: Increased base damage from 150-175 to 175-200. (this one was over-nerfed last time)
  • Hellsingers: Increased base damage from 100-125 to 125-150.
  • Manticore: Increased base damage from 75-100 to 100-125.
  • Shuriken: Increased base damage from 125-150 to 175-200 but decreased base attacks per second from 4 to 3.
  • Throwing Javelins: Increased strength scaling from D to C and increased base damage from 150-200 to 175-200.
  • Throwing Knives: Added a strength scaling of E.
  • Poison Throwing Knives: Increased base damage from 75-100 to 125-150.
  • Kunai: Increased base damage from 125-150 to 175-200.
  • Paperbomb Kunai: Paperbombs now explode in an area of effect upon reaching 5 stacks.
  • Railgun: Main projectile now deals 500% total damage up from 300% total damage.
  • All polearms now inflict Defense Break. (see Defense changes)
  • Added a new weapon type: Instruments. Instruments generally are Magic weapons that scale better with Dexterity than other Magic weapons.
  • [NEW] Bardiche (Polearm)
  • [NEW] Partizan (Polearm)
  • [NEW] Flame Spear (Polearm)
  • [NEW] Estoc (1-handed Sword)
  • [NEW] Oak Staff (Staff)
  • [NEW] Fey Lute (Instrument)
  • [NEW] Gryphon (1-handed Sword)
  • [NEW] Kiss of Death (Axe)
  • [NEW] The Separator (Axe)
  • [NEW] Axe of Despair (Axe)
  • [NEW] Boneforce (Bow)
  • [NEW] Arcane Shuriken (Throwing)
  • [NEW] Grandmaster Shuriken (Throwing)
  • [NEW] Lightning Shuriken (Throwing)
  • [NEW] Shadow Shuriken (Throwing)
  • [NEW] Kazoo (Instrument)
  • [NEW] Trumpet (Instrument)
  • [NEW] Metal Guitar (Instrument)
  • [NEW] Maracas (Instrument)
  • [NEW] Triangle (Instrument)
  • [NEW] Bell (Instrument)
  • [NEW] Piano (Instrument)
  • [NEW] Acoustic Guitar (Instrument)
  • [NEW] Inferno Orb Wand (Wand)
  • [NEW] Druid Bible (Bible)
  • [NEW] War Fans (Sickles)
  • All maces now have an implicit chance to deal a Crushing Blow.




Equipment Changes


A lot of numeric values of equipment items have changed. Because these changes are so spread out there is a great chance I missed small numeric changes on some equipment items. (Sorry again!)

  • Chance's Avarice: Previously consumed Souls after picking them up. The ring now instead intercepts picking up Souls and absorbs them directly.
  • Phoenix Pendant: Previously this item destroyed itself after reviving you once. It now instead just grants +1 revive per floor.
  • Blue Cotton Hoodie: Effect has been simplified and now grants trait rerolls after killing a boss.
  • Green Wool Hoodie: Effect has been simplified and now grants attack speed and damage upon swapping weapon.
  • Red Velvet Hoodie: Effect has been simplified and now grants critical hit chance and critical hit multiplier until you take damage, encouraging to not get hit as much as possible.
  • Tyler's Robe: Is now more common and the rewards have been changed.
  • Goliath Greaves: Now grants +4 boss suppressions.
  • Elusive Boots: Now grants +2 evades.
  • Dragonscale Shield: Previously granted 5% increased melee damage per maximum armor, now grants 20% increased melee damage per maximum armor.
  • Enchanted Quiver: Previously granted 20% chance to refire attack, now grants 25% chance to refire attack.
  • Bear Pelt: Previously granted +3 base damage per strength, now grants +25 base damage.
  • Gladiator Helmet: Previously granted 5% increased damage per heart container, now grants 5% defense penetration per heart container.
  • Amazon Bracelet: Previously granted +3 base melee and ranged damage per dexterity, now grants 1% defense penetration per dexterity.
  • Dark Orb: Has been renamed to Dark Codex and icon has changed.
  • Hand of Blood: Now grants a buff that grants 30% increased attack speed upon taking damage, previously made melee weapons inflict bleed and granted a bleed damage bonus upon being hit.
  • Silver Serpent Ring: Now grants 0.5% increased damage per 100 Souls you have, previously spawned Souls on room completion.
  • Skull Ring: Now grants 15% more damage dealt against bosses, previously 12%.
  • [NEW] Mystical Wrappings (Mystic starter body armor)
  • [NEW] Bard Hat (Bard starter helmet)
  • [NEW] Troubadour Garb (Bard starter body armor)
  • [NEW] Kettle Helm (Soldier starter helmet)
  • [NEW] Town Guard Armor (Soldier starter body armor)
  • [NEW] Wizard Cloak: Has a new effect: Grants +1 intelligence proficiency while base intelligence scaling of weapon is B or smaller. (Wizard starter body armor)
  • [NEW] Mana Cloak: Grants +2 mana. (old wizard cloak replacement)
  • [NEW] Soul Scarf: Absorbs Souls and converts them into Soul Hearts.
  • [NEW] Balloon Bundle: Grants movement speed for each active balloon.
  • [NEW] Occult Mark: Inflicts Corruption to enemies in room each time you pick up a mana star pickup.
  • [REMOVED] Crystal Orb: Is now a charm. (this makes Sorcerer now start with a charm instead of an offhand)
  • NEW: Bear Claw Necklace
  • NEW: Bear Cloak




Consumable and Charm Changes



  • Regeneration Charm: Previously granted +1 heart recovered on revive, now grants +1 heart recovered by health flask.
  • The Watcher's Charm: Previously granted convoluted effect of restoring health if surviving a room while at 1 heart, now grants +1 death defy.
  • Antidote Potion is not a potion anymore.
  • [REMOVED] Health Potion
  • [NEW] 3 new minor resin items that grant fire, cold and lightning infusion for 1 room. (Dropped by Mystic starter body armor.)
  • Sacramental Bread: Now only grants +2 Absolution.
  • Soul Shards: Can stack now.
  • Mana Potion: Now spawns mana star every 10 seconds, previously every 5 seconds. (result of mana changes)
  • [NEW] Red Whine: Grants +1 to Tipsiness.
  • [NEW] Whiskey: Grants up to +3 to Tipsiness.
  • Sake: Now grants up to +2 to Tipsiness.
  • [NEW] Emerald Orb (Mystic starter charm)
  • [NEW] Bone Charm
  • [NEW] Skull Charm




Trait Changes



  • Added a lot of quality of life descriptions to traits so you can make better choices during trait selection. E.g.: Resolute Technique shows critical hit chance.
  • Vitality: Previously recovered 1 heart on room completion if you've taken damage in that room, now grants +1 heart recovered by health flask.
  • Shield Bash: Previously dealt damage depending on your weapon, now has it's own base damage and scaling.
  • Ruthless: Previously every 3rd attack dealt double damage, now every 5th attack deals double damage.
  • Boozer: Previously made Tipsiness permanent, now instead increases the damage bonus granted by each stack of Tipsiness by 5%.
  • Agility: Removed the 10% increased movement speed it granted.
  • Ballistics: Previously granted 20% chance to trigger a refire with ranged attacks, now 25% chance.
  • Give And Take: Previously granted "increased" damage and attack speed, now grants "more" damage and attack speed. (Affects stat calculation, it is now a multiplier to everything.)
  • Opportunistic: Previously granted 100% chance to trigger refires for 0.5 seconds after dash, now only repeats the next attack after dashing once.
  • Spellblade: Now also affects Chakrams and is now handled as a more multiplier instead of an increase.
  • Annihilation: Previously granted 25% more damage with hits that inflict a status effect, now grants 25% more damage with hits that inflict a DoT effect.
  • Discharge: Area and damage scaling has been changed. Discharge damage now exponentially scales with mana. Discharge now only consumes half your mana instead of all of it on trigger.
  • Static Blows: Base damage has been nerfed but the damage now scales with character level.
  • Dreamer: Previously granted 75% increased damage bonus from mana, now grants 100% increased damage bonus from mana.
  • [REMOVED] Power of Nature
  • [NEW] Ancestral Force: Weapons that scale with strength now enable and profit from damage bonus from mana.
  • Improved many traits to check if they you would benefit you before appearing as an offered choice in trait selection.
  • Blunt Trauma: Now grants Flails and Maces additional chance to deal a Crushing Blow.




Class Changes



  • [NEW] Soldier Class
  • [NEW] Wizard Class
  • [NEW] Mystic Class
  • [NEW] Bard Class
  • Hero: Now starts with 2 Strength, 2 Dexterity and 2 Intelligence.
  • Knight: Now starts with 3 Strength, 1 Dexterity and 1 Intelligence.
  • Sorcerer: Now starts with 5 Intelligence.
  • Ranger: Now starts with 3 Dexterity, 1 Strength and 1 Intelligence.
  • Thief: Now starts with 4 Dexterity and 1 Intelligence.
  • Warrior: Now starts with 4 Strength and 1 Dexterity.
  • Pyromancer: Now starts with 4 Intelligence and 1 Strength.
  • Deprived: Now starts with 2 Strength, 2 Dexterity and 2 Intelligence.
  • Bandit: Now starts with 3 Dexterity and 2 Strength.
  • Bandit: Buffed gold amount gained from passive ability slightly.
  • Cleric: Now starts with 3 Intelligence and 2 Strength.
  • Gunslinger: Now starts with 4 Dexterity and 1 Intelligence.
  • Wanderer: Now starts with 3 Dexterity and 2 Strength.
  • Dopppelganger: Now starts with 1 Strength, 1 Dexterity and 1 Intelligence.




Major Changes



  • [NEW] Defense: Defense is a new stat that every enemy has.
    Each point of defense reduces damage taken by 1%.
    Without the Bestiary feature you are unfortunately left to guess the Defense value of enemies right now but you can make informed guesses that enemies like crabs or stone creatures will have a lot of defense.
    Health values of enemies have been reduced to account for the granted damage reduction. Enemies have a maximum of 75 defense.
  • [NEW] Defense Penetration: New stat that directly negates enemy defense. 1% Defense Penetration will negate 1 point of enemy defense.
  • [NEW] Defense Break: Now actually halves defense.
  • Poison: Being poisoned doesn't inflict any damage anymore. Instead this now halves the healing you get from your health flasks.
  • Repair Powder now can only be used out of combat.
  • Tipsiness now grants 5% more damage per stack of Tipsiness, previously 10% more. (this is a nerf)
  • Base damage bonus from mana is now 5% more damage, previously 10% more. (this is a nerf)
  • Base mana degeneration rate has been halved. (this is a buff)
  • Inherent attack speed bonus from picking up a mana star pickup has had its duration increased from 2 seconds to 4 seconds.
  • Added a "cut-scene" when you die in the bridge room after defeating Death. Also the bonfire now comments on defeating Death. I made this change to make it a bit less confusing that you die after defeating Death.



Minor Changes



  • [NEW] Dark damage type is now associated with a new status effect called Corruption which increases damage taken by 1% for each stack. Under normal circumstances this status effect can only be applied once per second.
  • Blessings now have "ranks" instead of "levels" to make the wording less confusing.
  • Attributes from items now doesn't affect reward and trait weights (appearance rates) anymore only attributes from pickups (level ups) counts towards that now.
  • Added a new option to separately disable the scan lines of the CRT effect.
  • New damage types: Sound and Nature
  • You can now reset your Steam achievements in the options menu.
  • Dynamic effects in the game now display their current value in their descriptions.


Blessing Changes



  • [REMOVED] Regeneration
  • [NEW] Preparation: Makes you start with an additional health flask.


Gift Changes



  • Coin Bag: Now makes you start with 35 gold, up from 30 gold.
  • Bomb Pouch: Now makes you start with 6 bombs, up from 5 bombs.
  • [REMOVED] Mana Potions
  • [REMOVED] Repair Powder
  • [NEW] Mana Elixir: Special mana potion that lasts forever.
  • [NEW] Replenishing Repair Powder: Special repair powder that replenishes after a while.
  • [NEW] Dice Case: Starts you with an assortment of dice.
  • [NEW] Soul Scarf: Accessory that converts Souls into Soul Hearts.
  • [NEW] Mystery Box: Gift that starts you with a random other gift.
  • [NEW] Mana Catalyst: Accessory that enables mana regardless of the weapon you are using.




Room and Room Reward Changes



  • Cursed Shrine changes: Removed Frenzy, Power and Fleeting Cursed Shrines.
  • Blood Chests: Rewards have slightly changed and reward for bombing blood chests has changed completely. Now grants a random "Blood Item" which transforms into a random other item upon taking damage.
  • Shrine changes: Now spawn after room is completed to avoid accidentally bombing them. Also reward for bombing a shrine has changed.
  • Blood Altar changes: Changes some rewards and also changed the reward for bombing a blood altar.
  • Health Fountain: Now cures poison and also refills all health flasks.
  • Tavern: Healing at the Nurse now costs 10G, previously 5G.
  • Tavern: Beer at the Tavernkeep now costs 5G, previously 10G.
  • Pawn Shop: Weapons and equipment items now sell for a little bit less.
  • Soul Shops: Are now previewed with a shop icon and name colored in light blue instead of brown.
  • [NEW] New floor 10 event that grants a unique charm.
  • [NEW] New floor 10 event that allows refining your trait choices.
  • [NEW] New fixed room that allows attuning all items right before fighting Death.
  • Golden Treasure Chests now grant 2 rewards up from 1.
  • Golden Treasure Chest Mimics now grants 3 rewards up from 2.
  • Maximum Heart Container reward for bosses is slightly more common.
  • [NEW] Random Booze Reward: Grants 2 to 3 random bottles of booze.
  • Bear event and Skeleton-chit-chat event now offer multiple new unique rewards.


Major fixes that almost are new features



  • Fixed staying over night at the tavern. This now correctly rerolls the NPCs. Previously there was a small chance that a cluster of NPCs would get deleted and would never appear again. This doesn't happen anymore.
  • Equipment items that grant maximum health now store the current health on the item. Basically, health items now work as everybody would expect them to work and not in a convoluted weird way.
  • Effects that grant damage reduction now all work by a % value. (usually 50% less)
  • Red Dice can now reroll all room rewards. (previously couldn't reroll some special rooms like Tavern, Blacksmith, ...)


Enemy Changes



  • Lowered the minimum movement speed of every boss (this is a buff to slow effects like Chill)
  • Almost all enemies have defense values now. (basically a hidden stat until I add the Bestiary)
  • Some mid-game enemies and bosses have had their health slightly increased. (fighting the power creep of this patch a little bit)
  • Mega Death: Changed the laser-fan attack because it was not consistently avoidable even by the best players. Increased rotation speed of and movement speed during rotating beam attack slightly.
  • Kraken boss and Calamari enemies are now weak to Sound instead of Lightning.
  • Banshee boss and Banshees enemies in floor 10 are now weak to Nature instead of Holy.
  • Sphinx boss is now weak to Dark instead of Cold.
  • King Ooze boss and Ooze enemies are now weak to Poison.
  • Iron Maiden enemy is now weak to Nature.


Enemy Enchantment Changes



  • Airstrike Enchanted: Reduced frequency.
  • Arcane Enchanted: Added an initial delay.
  • Battery Enchanted: Fixed that the projectiles would not extend room duration but get destroyed immediately.
  • Proximity Defense Enchanted: Now grants defense instead of damage reduction. (thus can be mitigated by Defense Penetration and Defense Break)
  • Shield Enchanted: Now grants defense instead of damage reduction. (thus can be mitigated by Defense Penetration and Defense Break)



Achievement and Unlock Condition Changes



  • We are the Champions: As now all classes but Doppelganger are considered basic classes this achievement now requires to acquire 16 total classes.
  • Come and Get It: As I added 4 new gifts this achievement now requires to acquire 16 total gifts.
  • [NEW] A Secret Place: Find and uncover 3 secret rooms.
  • [NEW] Drink: Take a sip from your health flask.
  • [NEW] Hotel California: Stay over night at the tavern.
  • Deprived Unlock: Requires you now to acquire the other 15 basic classes.
  • Doppelganger Unlock: Requires you now to defeat Death with all other 16 classes.
  • [NEW] 4 new unlocks for the 4 new classes


Cinder Changes


Sorry, wish I had time for more Cinder changes!

  • On Deaths Door: Now also makes you start with empty health flasks.


Technical and Back-End Changes


only read if you are really interested in behind the scenes changes

  • Event handling (programmers will know) in the entire game has been refactored. The new way the game
    handles events is less prone to error and enabled me to fix the "Quick Restart" feature.
  • Effect handling in the entire game has been refactored. I programmed a new way to set up effects for items, traits and weapons.
    This enabled me to revamp a lot of old boring effects.
  • Internally, the game keeps now track of what I call "Player Metrics". Together with the new effect system this enables me to create
    effects based on metrics easier. I added these kind of dynamic effects to a bunch of equipment items.
    Most player metrics are now displayed in the character panel menu.
    An example of such a dynamic stat would be: "Deal increased damage for each enemy you've killed.", "increased damage" being the stat, multiplied by the metric "enemies killed".
  • The player health bar has been refactored to fix associated and often reoccurring bugs. Each heart can now also display health value more precisely.
  • The save system has been completely rewritten to be less prone to error. Save files are now .json files to make them more human-readable.
  • The save system now cycles between 3 files so you always have backups.
  • The save system will now make a dummy-file copy of each save file which is not synced by Steam Cloud. Manually editing the file ending of these offline saves can help you recover a lost save state if you or the Steam Cloud messed up.
  • The save system previously saved very often. Basically whenever something save-worthy happened, the game would save.
    Now the game only saves upon exiting to the title menu, entering a run or exiting a run.
    Additionally the game notifies you about the game having been saved now.
  • Enemies in Tiny Rogues use behavior graphs to handle their behaviors. With this update, I split all boss behaviors into sub-graphs. This has the effect that if the boss transitions, not the entire behavior cycle will start over but instead the boss will continue with the next sub-behavior. This applies to all bosses now. (For example, Pharaoh would always restart with attack 1 upon transitioning into phase 2.)


Noteworthy Bug Fixes



  • Fixed a variety of texture bleeding issues, most often noticeable in inventory.
  • Fixed that the laser viziers of weapons wouldn't fade out when leaving the floor.
  • Fixed a unique case where you would dash if you put dash on right-click and then interacted with items in inventory.
  • Fixed that the scrollbar in the character panel had the default Unity style.
  • Fixed scroll sensitivity of character panel when scrolling with keyboard or controller.
  • Infusion status effects are now unique and each damage type can only be applied once. Priority is handled by duration of the effect.
  • Fixed that Mega Death transition into 2nd phase was not a prompt but did it automatically.
  • Fixed bug with room reward animations when rerolling them. (Appeared when rerolling upcoming Cursed rooms)
  • Fixed that while wearing a 2H weapon you aren't considered wearing a shield anymore.
  • Fixed that broken Slot Machines would drop things on being bombed.
  • Fixed that Red Dragons damage collider was too small, making it possible to hide in a corner of the arena.
  • Tried to fix a bug with floating items. (tricky one to fix but I am making progress on getting it right)



Thank you for playing Tiny Rogues!
If you like the game and like where it's going make sure to leave a positive review!

"not the update" Update

Update Countdown Timer

"not the update" Update



  • This is not the 0.2.0 "big" patch.
  • I am still working on opening the doors and the other promised new content.
  • I noticed it will take a while to add all that new content and because I already had a lot of new features done now, I thought it would be a good idea to do a smaller patch before 0.2.0.
  • Think of 0.1.9.1 as a pre-patch!
  • I hope you enjoy the changes!


If you want to stay up to date with the 0.2.0 development, follow me or the game on twitter or join
the community Discord!
I also check out the Tiny Rogues Reddit sometimes!

Homages to awesome games!



With this patch I wanted to add some references to some other awesome games!
I asked the developers of the games if I can add a reference and they
all were very nice and encouraged the idea of adding a little reference to their game!

Revita


Revita is an awesome fast paced twin-stick roguelite platformer. The lead developer BenStar has been an inspiration for myself ever since I caught my first glimpse of Revita.
I added a new starter gift and accessory: the Soul Scarf. It imitates one of Revitas core mechanic, that is converting souls into health.



In Tiny Rogues it converts Souls into Soul Hearts. It's also the first and only accessory in the game that shows up on your character! Very fashionable!




Neophyte


Neophyte is a mini topdown action roguelike. I played this game even before it was available on Steam and immediately fell in love with it!
I asked the developer RegalPigeon about some secret Neophyte lore that I could use to get inspiration for a good reference.
RegalPigeon leaked to me that it is implied that Mana is a corrupting force in the world of Neophyte.
So I made the Occult Mark apply Corruption to each enemy in the room any time you pick up a mana star.



The helmet makes you look a bit like the player character in Neophyte.



Beyond the Long Night


Beyond the Long Night is an upcoming whimsical twin-stick action roguelike!
While the game isn't released yet, playing the demo already absolutely enchanted me. The music, the atmosphere and the sheer attention to detail in this game is incredible!
In the game the player character floats through the world using a bundle of balloons.



I wanted to replicate the feeling of freedom you get from moving around in Beyond the Long Night.
That's why I added a new offhand equipment item: the Balloon Bundle. The Balloon Bundle increases your movement speed, but be careful! Any time you take damage a balloon will pop and the movement speed bonus will decrease.



I wish Noisy Head Games a successful launch!


I hope I did all these awesome games justice with these new items.
If you haven't tried any of the other games yet, do yourself a favor and go check them out!

Now...

Patch Highlights



  • 4 New Classes!
  • 4 New Starter Gifts and 2 Reworked Gifts!
  • 26 New Weapons!
  • New Health Flask Feature!
  • New Dice Bag Feature!
  • New Lethal Bar Feature!
  • 3 New Achievements!




Patch Notes



New features



  • [NEW] Dice Bag: Dice are not consumable items anymore but are now stored in your dice bag. You can find the dice bag in your inventory.
  • [NEW] Lethal Bar: New HUD element that is right below your health display and it informs you about Revives and Death Defies you have.
    Additionally the Speedrun mode will change the in-game timer to not pause until Death has been defeated.
  • [NEW] New save system: Allows you to have multiple save states and also makes save state backups.
  • [NEW] Health Flasks: Drink your health flasks to recover health. Drinking a health flask takes some time and you cannot move while drinking. It is intended to be very hard to heal during combat.
  • [NEW] Crushing Blow: The Crushing Blow effect is a chance to deal % of current enemy health as extra damage. This effect has a 2.5 seconds cooldown.
  • Overhauled the character panel. Now shows almost every stat in the game and gives much more detailed information.
  • Enabling "Speedrun Mode" in the option menu will now enable a quick-restart button in the pause menu.




Weapon Changes



  • A lot of damage and scaling tweaks happened to many weapons in this patch. Because these changes are so spread out I might have missed some. (Sorry!)
  • Candy Scroll: Now periodically grants Sugar Rush (20% more movement and attack speed) for 5 seconds every 10 seconds. Previously had a chance to grant Sugar Rush (50% more movement and attack speed) for 4 seconds on kill.
  • Ex Mortis: Now deals 10% more damage per boss you've killed. (now works retroactively)
  • Demon Blade: Now gains 10% more attack speed per boss you've killed. (now works retroactively)
  • Misfits Sword: Increased base damage from 175-200 to 225-250.
  • Unholy Bible: Now gains 10% more rotation speed per boss you've killed. (now works retroactively) Increased base damage from 150-200 to 175-200.
  • The Hungry Blade: Now gains 50% critical hit multiplier per boss you've killed. (now works retroactively)
  • Toxic Scepter: Explosion effect now has its own base damage and scaling, previously dealt % health of killed enemy as damage.
  • Archon Scepter: Now grants a stack of Pure Power on hit. Each stack of Pure Power grants +1 intelligence, up to +30 intelligence.
  • Mana Scepter: Now spawns a mana star every 5th attack, previously had a chance to drop a mana star on kill.
  • Mjolnir: Lightning strikes damage now scale with character level.
  • Death Sickles: Now gains 10% critical hit chance per Soul Heart you have. Previously granted you a Soul Heart upon killing a boss.
  • Outstanding Money Gun: Changed the attack pattern to shoot less projectiles. Now gains +5 base damage per gold you have, previously granted +1 base damage per gold you have.
  • Katana: Now gains 1% increased attack speed per dexterity, previously shot an extra projectile on dodge.
  • Moonshine Greatsword: Now gains +5% critical hit chance per current mana.
  • Spinner weapons such as Bibles and Flails now use increased attack speed at a less effective rate, meaning 10% increased attack speed is not 10% increased rotation speed anymore but probably less.
  • Big Chomper: Now deals +1000 bonus damage per Strength Proficiency you have.
  • Spore Flail: Now spawns spores while spinning.
  • Maelstrom: Now grants Tailwind on hit. Additionally Tailwind has been changed to grant 5% increased attack and movement speed per stack and stack up to 4 times. This change also affects other weapons that grant Tailwind.
  • Sun Vortex: Inflicts a new status effect called Scorch. Scorch stacks up to 10 times and increases burn damage taken by 10% per stack.
  • Demon Repeater: Increased base damage from 175-200 to 225-250.
  • Mechanical Crossbow: Is now an epic weapon. The icon of the weapon now shows that it shoots multiple bolts.
  • Kugelblitz Wand: Decreased base damage from 100-250 to 100-200. Reduced lightning trigger rate slightly.
  • Frozen Orb Wand: Decreased base damage from 225-250 to 175-200.
  • Zweihander: Now gains +10 base damage per strength, previously +5 base damage per strength. (back and forth with this one!)
  • Chakrams: Increased intelligence scaling from E to D and increased base damage from 100-125 to 125-150.
  • Doomerang: Increased base attacks per second from 2.25 to 2.5 and increased strength scaling from E to C.
  • Magical Boomerang: Increased base damage from 50-75 to 100-125.
  • Sawblade Boomerang: Increased base damage from 125-150 to 175-200.
  • Thorn Chakrams: Increased base damage from 50-75 to 75-100.
  • Twin Chakrams: Increased base damage from 75-100 to 125-150 and increased base attacks per second from 2.25 to 2.5.
  • Vortex Glaive: Now grants Tailwind on hit.
  • Tri Chakrams: Increased base damage from 75-100 to 175-200.
  • Fire Fang: Increased base damage from 125-150 to 175-200.
  • Blastbark: Increased base damage from 225-250 to 275-300.
  • Ice Fang: Increased base damage from 150-175 to 175-200. (this one was over-nerfed last time)
  • Hellsingers: Increased base damage from 100-125 to 125-150.
  • Manticore: Increased base damage from 75-100 to 100-125.
  • Shuriken: Increased base damage from 125-150 to 175-200 but decreased base attacks per second from 4 to 3.
  • Throwing Javelins: Increased strength scaling from D to C and increased base damage from 150-200 to 175-200.
  • Throwing Knives: Added a strength scaling of E.
  • Poison Throwing Knives: Increased base damage from 75-100 to 125-150.
  • Kunai: Increased base damage from 125-150 to 175-200.
  • Paperbomb Kunai: Paperbombs now explode in an area of effect upon reaching 5 stacks.
  • Railgun: Main projectile now deals 500% total damage up from 300% total damage.
  • All polearms now inflict Defense Break. (see Defense changes)
  • Added a new weapon type: Instruments. Instruments generally are Magic weapons that scale better with Dexterity than other Magic weapons.
  • [NEW] Bardiche (Polearm)
  • [NEW] Partizan (Polearm)
  • [NEW] Flame Spear (Polearm)
  • [NEW] Estoc (1-handed Sword)
  • [NEW] Oak Staff (Staff)
  • [NEW] Fey Lute (Instrument)
  • [NEW] Gryphon (1-handed Sword)
  • [NEW] Kiss of Death (Axe)
  • [NEW] The Separator (Axe)
  • [NEW] Axe of Despair (Axe)
  • [NEW] Boneforce (Bow)
  • [NEW] Arcane Shuriken (Throwing)
  • [NEW] Grandmaster Shuriken (Throwing)
  • [NEW] Lightning Shuriken (Throwing)
  • [NEW] Shadow Shuriken (Throwing)
  • [NEW] Kazoo (Instrument)
  • [NEW] Trumpet (Instrument)
  • [NEW] Metal Guitar (Instrument)
  • [NEW] Maracas (Instrument)
  • [NEW] Triangle (Instrument)
  • [NEW] Bell (Instrument)
  • [NEW] Piano (Instrument)
  • [NEW] Acoustic Guitar (Instrument)
  • [NEW] Inferno Orb Wand (Wand)
  • [NEW] Druid Bible (Bible)
  • [NEW] War Fans (Sickles)




Equipment Changes


A lot of numeric values of equipment items have changed. Because these changes are so spread out there is a great chance I missed small numeric changes on some equipment items. (Sorry again!)

  • Chance's Avarice: Previously consumed Souls after picking them up. The ring now instead intercepts picking up Souls and absorbs them directly.
  • Phoenix Pendant: Previously this item destroyed itself after reviving you once. It now instead just grants +1 revive per floor.
  • Blue Cotton Hoodie: Effect has been simplified and now grants trait rerolls after killing a boss.
  • Green Wool Hoodie: Effect has been simplified and now grants attack speed and damage upon swapping weapon.
  • Red Velvet Hoodie: Effect has been simplified and now grants critical hit chance and critical hit multiplier until you take damage, encouraging to not get hit as much as possible.
  • Tyler's Robe: Is now more common and the rewards have been changed.
  • Goliath Greaves: Now grants +4 boss suppressions.
  • Elusive Boots: Now grants +2 evades.
  • Dragonscale Shield: Previously granted 5% increased melee damage per maximum armor, now grants 20% increased melee damage per maximum armor.
  • Enchanted Quiver: Previously granted 20% chance to refire attack, now grants 25% chance to refire attack.
  • Bear Pelt: Previously granted +3 base damage per strength, now grants +25 base damage.
  • Gladiator Helmet: Previously granted 5% increased damage per heart container, now grants 5% defense penetration per heart container.
  • Amazon Bracelet: Previously granted +3 base melee and ranged damage per dexterity, now grants 1% defense penetration per dexterity.
  • Dark Orb: Has been renamed to Dark Codex and icon has changed.
  • Hand of Blood: Now grants a buff that grants 30% increased attack speed upon taking damage, previously made melee weapons inflict bleed and granted a bleed damage bonus upon being hit.
  • Silver Serpent Ring: Now grants 0.5% increased damage per 100 Souls you have, previously spawned Souls on room completion.
  • Skull Ring: Now grants 15% more damage dealt against bosses, previously 12%.
  • [NEW] Mystical Wrappings (Mystic starter body armor)
  • [NEW] Bard Hat (Bard starter helmet)
  • [NEW] Troubadour Garb (Bard starter body armor)
  • [NEW] Kettle Helm (Soldier starter helmet)
  • [NEW] Town Guard Armor (Soldier starter body armor)
  • [NEW] Wizard Cloak: Has a new effect: Grants +1 intelligence proficiency while base intelligence scaling of weapon is B or smaller. (Wizard starter body armor)
  • [NEW] Mana Cloak: Grants +2 mana. (old wizard cloak replacement)
  • [NEW] Soul Scarf: Absorbs Souls and converts them into Soul Hearts.
  • [NEW] Balloon Bundle: Grants movement speed for each active balloon.
  • [NEW] Occult Mark: Inflicts Corruption to enemies in room each time you pick up a mana star pickup.
  • [REMOVED] Crystal Orb: Is now a charm. (this makes Sorcerer now start with a charm instead of an offhand)




Consumable and Charm Changes



  • Regeneration Charm: Previously granted +1 heart recovered on revive, now grants +1 heart recovered by health flask.
  • The Watcher's Charm: Previously granted convoluted effect of restoring health if surviving a room while at 1 heart, now grants +1 death defy.
  • Antidote Potion is not a potion anymore.
  • [REMOVED] Health Potion
  • [NEW] 3 new minor resin items that grant fire, cold and lightning infusion for 1 room. (Dropped by Mystic starter body armor.)
  • Sacramental Bread: Now only grants +2 Absolution.
  • Soul Shards: Can stack now.
  • Mana Potion: Now spawns mana star every 10 seconds, previously every 5 seconds. (result of mana changes)
  • [NEW] Red Whine: Grants +1 to Tipsiness.
  • [NEW] Whiskey: Grants up to +3 to Tipsiness.
  • Sake: Now grants up to +2 to Tipsiness.
  • [NEW] Emerald Orb (Mystic starter charm)




Trait Changes



  • Added a lot of quality of life descriptions to traits so you can make better choices during trait selection. E.g.: Resolute Technique shows critical hit chance.
  • Vitality: Previously recovered 1 heart on room completion if you've taken damage in that room, now grants +1 heart recovered by health flask.
  • Shield Bash: Previously dealt damage depending on your weapon, now has it's own base damage and scaling.
  • Ruthless: Previously every 3rd attack dealt double damage, now every 5th attack deals double damage.
  • Boozer: Previously made Tipsiness permanent, now instead increases the damage bonus granted by each stack of Tipsiness by 5%.
  • Agility: Removed the 10% increased movement speed it granted.
  • Ballistics: Previously granted 20% chance to trigger a refire with ranged attacks, now 25% chance.
  • Give And Take: Previously granted "increased" damage and attack speed, now grants "more" damage and attack speed. (Affects stat calculation, it is now a multiplier to everything.)
  • Opportunistic: Previously granted 100% chance to trigger refires for 0.5 seconds after dash, now only repeats the next attack after dashing once.
  • Spellblade: Now also affects Chakrams and is now handled as a more multiplier instead of an increase.
  • Annihilation: Previously granted 25% more damage with hits that inflict a status effect, now grants 25% more damage with hits that inflict a DoT effect.
  • Discharge: Area and damage scaling has been changed. Discharge damage now exponentially scales with mana. Discharge now only consumes half your mana instead of all of it on trigger.
  • Static Blows: Base damage has been nerfed but the damage now scales with character level.
  • Dreamer: Previously granted 75% increased damage bonus from mana, now grants 100% increased damage bonus from mana.
  • [REMOVED] Power of Nature
  • [NEW] Ancestral Force: Weapons that scale with strength now enable and profit from damage bonus from mana.
  • Improved many traits to check if they you would benefit you before appearing as an offered choice in trait selection.




Class Changes



  • [NEW] Soldier Class
  • [NEW] Wizard Class
  • [NEW] Mystic Class
  • [NEW] Bard Class
  • Hero: Now starts with 2 Strength, 2 Dexterity and 2 Intelligence.
  • Knight: Now starts with 3 Strength, 1 Dexterity and 1 Intelligence.
  • Sorcerer: Now starts with 5 Intelligence.
  • Ranger: Now starts with 3 Dexterity, 1 Strength and 1 Intelligence.
  • Thief: Now starts with 4 Dexterity and 1 Intelligence.
  • Warrior: Now starts with 4 Strength and 1 Dexterity.
  • Pyromancer: Now starts with 4 Intelligence and 1 Strength.
  • Deprived: Now starts with 2 Strength, 2 Dexterity and 2 Intelligence.
  • Bandit: Now starts with 3 Dexterity and 2 Strength.
  • Bandit: Buffed gold amount gained from passive ability slightly.
  • Cleric: Now starts with 3 Intelligence and 2 Strength.
  • Gunslinger: Now starts with 4 Dexterity and 1 Intelligence.
  • Wanderer: Now starts with 3 Dexterity and 2 Strength.
  • Dopppelganger: Now starts with 1 Strength, 1 Dexterity and 1 Intelligence.




Major Changes



  • [NEW] Defense: Defense is a new stat that every enemy has.
    Each point of defense reduces damage taken by 1%.
    Without the Bestiary feature you are unfortunately left to guess the Defense value of enemies right now but you can make informed guesses that enemies like crabs or stone creatures will have a lot of defense.
    Health values of enemies have been reduced to account for the granted damage reduction. Enemies have a maximum of 75 defense.
  • [NEW] Defense Penetration: New stat that directly negates enemy defense. 1% Defense Penetration will negate 1 point of enemy defense.
  • [NEW] Defense Break: Now actually halves defense.
  • Poison: Being poisoned doesn't inflict any damage anymore. Instead this now halves the healing you get from your health flasks.
  • Repair Powder now can only be used out of combat.
  • Tipsiness now grants 5% more damage per stack of Tipsiness, previously 10% more. (this is a nerf)
  • Base damage bonus from mana is now 5% more damage, previously 10% more. (this is a nerf)
  • Base mana degeneration rate has been halved. (this is a buff)
  • Inherent attack speed bonus from picking up a mana star pickup has had its duration increased from 2 seconds to 4 seconds.
  • Added a "cut-scene" when you die in the bridge room after defeating Death. Also the bonfire now comments on defeating Death. I made this change to make it a bit less confusing that you die after defeating Death.



Minor Changes



  • [NEW] Dark damage type is now associated with a new status effect called Corruption which increases damage taken by 1% for each stack. Under normal circumstances this status effect can only be applied once per second.
  • Blessings now have "ranks" instead of "levels" to make the wording less confusing.
  • Attributes from items now doesn't affect reward and trait weights (appearance rates) anymore only attributes from pickups (level ups) counts towards that now.
  • Added a new option to separately disable the scan lines of the CRT effect.
  • New damage types: Sound and Nature
  • You can now reset your Steam achievements in the options menu.
  • Dynamic effects in the game now display their current value in their descriptions.


Blessing Changes



  • [REMOVED] Regeneration
  • [NEW] Preparation: Makes you start with an additional health flask.


Gift Changes



  • Coin Bag: Now makes you start with 35 gold, up from 30 gold.
  • Bomb Pouch: Now makes you start with 6 bombs, up from 5 bombs.
  • [REMOVED] Mana Potions
  • [REMOVED] Repair Powder
  • [NEW] Mana Elixir: Special mana potion that lasts forever.
  • [NEW] Replenishing Repair Powder: Special repair powder that replenishes after a while.
  • [NEW] Dice Case: Starts you with an assortment of dice.
  • [NEW] Soul Scarf: Accessory that converts Souls into Soul Hearts.
  • [NEW] Mystery Box: Gift that starts you with a random other gift.
  • [NEW] Mana Catalyst: Accessory that enables mana regardless of the weapon you are using.




Room and Room Reward Changes



  • Cursed Shrine changes: Removed Frenzy, Power and Fleeting Cursed Shrines.
  • Blood Chests: Rewards have slightly changed and reward for bombing blood chests has changed completely. Now grants a random "Blood Item" which transforms into a random other item upon taking damage.
  • Shrine changes: Now spawn after room is completed to avoid accidentally bombing them. Also reward for bombing a shrine has changed.
  • Blood Altar changes: Changes some rewards and also changed the reward for bombing a blood altar.
  • Health Fountain: Now cures poison and also refills all health flasks.
  • Tavern: Healing at the Nurse now costs 10G, previously 5G.
  • Tavern: Beer at the Tavernkeep now costs 5G, previously 10G.
  • Pawn Shop: Weapons and equipment items now sell for a little bit less.
  • Soul Shops: Are now previewed with a shop icon and name colored in light blue instead of brown.
  • [NEW] New floor 10 event that grants a unique charm.
  • [NEW] New floor 10 event that allows refining your trait choices.
  • [NEW] New fixed room that allows attuning all items right before fighting Death.
  • Golden Treasure Chests now grant 2 rewards up from 1.
  • Golden Treasure Chest Mimics now grants 3 rewards up from 2.
  • Maximum Heart Container reward for bosses is slightly more common.
  • [NEW] Random Booze Reward: Grants 2 to 3 random bottles of booze.


Major fixes that almost are new features



  • Fixed staying over night at the tavern. This now correctly rerolls the NPCs. Previously there was a small chance that a cluster of NPCs would get deleted and would never appear again. This doesn't happen anymore.
  • Equipment items that grant maximum health now store the current health on the item. Basically, health items now work as everybody would expect them to work and not in a convoluted weird way.
  • Effects that grant damage reduction now all work by a % value. (usually 50% less)
  • Red Dice can now reroll all room rewards. (previously couldn't reroll some special rooms like Tavern, Blacksmith, ...)


Enemy Changes



  • Lowered the minimum movement speed of every boss (this is a buff to slow effects like Chill)
  • Almost all enemies have defense values now. (basically a hidden stat until I add the Bestiary)
  • Some mid-game enemies and bosses have had their health slightly increased. (fighting the power creep of this patch a little bit)
  • Mega Death: Changed the laser-fan attack because it was not consistently avoidable even by the best players. Increased rotation speed of and movement speed during rotating beam attack slightly.
  • Kraken boss and Calamari enemies are now weak to Sound instead of Lightning.
  • Banshee boss and Banshees enemies in floor 10 are now weak to Nature instead of Holy.
  • Sphinx boss is now weak to Dark instead of Cold.
  • King Ooze boss and Ooze enemies are now weak to Poison.
  • Iron Maiden enemy is now weak to Nature.


Enemy Enchantment Changes



  • Airstrike Enchanted: Reduced frequency.
  • Arcane Enchanted: Added an initial delay.
  • Battery Enchanted: Fixed that the projectiles would not extend room duration but get destroyed immediately.
  • Proximity Defense Enchanted: Now grants defense instead of damage reduction. (thus can be mitigated by Defense Penetration and Defense Break)
  • Shield Enchanted: Now grants defense instead of damage reduction. (thus can be mitigated by Defense Penetration and Defense Break)



Achievement and Unlock Condition Changes



  • We are the Champions: As now all classes but Doppelganger are considered basic classes this achievement now requires to acquire 16 total classes.
  • Come and Get It: As I added 4 new gifts this achievement now requires to acquire 16 total gifts.
  • [NEW] A Secret Place: Find and uncover 3 secret rooms.
  • [NEW] Drink: Take a sip from your health flask.
  • [NEW] Hotel California: Stay over night at the tavern.
  • Deprived Unlock: Requires you now to acquire the other 15 basic classes.
  • Doppelganger Unlock: Requires you now to defeat Death with all other 16 classes.
  • [NEW] 4 new unlocks for the 4 new classes


Cinder Changes


Sorry, wish I had time for more Cinder changes!

  • On Deaths Door: Now also makes you start with empty health flasks.


Technical and Back-End Changes


only read if you are really interested in behind the scenes changes

  • Event handling (programmers will know) in the entire game has been refactored. The new way the game
    handles events is less prone to error and enabled me to fix the "Quick Restart" feature.
  • Effect handling in the entire game has been refactored. I programmed a new way to set up effects for items, traits and weapons.
    This enabled me to revamp a lot of old boring effects.
  • Internally, the game keeps now track of what I call "Player Metrics". Together with the new effect system this enables me to create
    effects based on metrics easier. I added these kind of dynamic effects to a bunch of equipment items.
    Most player metrics are now displayed in the character panel menu.
    An example of such a dynamic stat would be: "Deal increased damage for each enemy you've killed.", "increased damage" being the stat, multiplied by the metric "enemies killed".
  • The player health bar has been refactored to fix associated and often reoccurring bugs. Each heart can now also display health value more precisely.
  • The save system has been completely rewritten to be less prone to error. Save files are now .json files to make them more human-readable.
  • The save system now cycles between 3 files so you always have backups.
  • The save system will now make a dummy-file copy of each save file which is not synced by Steam Cloud. Manually editing the file ending of these offline saves can help you recover a lost save state if you or the Steam Cloud messed up.
  • The save system previously saved very often. Basically whenever something save-worthy happened, the game would save.
    Now the game only saves upon exiting to the title menu, entering a run or exiting a run.
    Additionally the game notifies you about the game having been saved now.
  • Enemies in Tiny Rogues use behavior graphs to handle their behaviors. With this update, I split all boss behaviors into sub-graphs. This has the effect that if the boss transitions, not the entire behavior cycle will start over but instead the boss will continue with the next sub-behavior. This applies to all bosses now. (For example, Pharaoh would always restart with attack 1 upon transitioning into phase 2.)
  • I refactored almost every behavior graph node internally, this was just prep work for 0.2.0 because I will have to build a lot of new enemies and I needed to stream-line the system.


Noteworthy Bug Fixes



  • Fixed a variety of texture bleeding issues, most often noticeable in inventory.
  • Fixed that the laser viziers of weapons wouldn't fade out when leaving the floor.
  • Fixed a unique case where you would dash if you put dash on right-click and then interacted with items in inventory.
  • Fixed that the scrollbar in the character panel had the default Unity style.
  • Fixed scroll sensitivity of character panel when scrolling with keyboard or controller.
  • Infusion status effects are now unique and each damage type can only be applied once. Priority is handled by duration of the effect.
  • Fixed that Mega Death transition into 2nd phase was not a prompt but did it automatically.
  • Fixed bug with room reward animations when rerolling them. (Appeared when rerolling upcoming Cursed rooms)
  • Fixed that while wearing a 2H weapon you aren't considered wearing a shield anymore.
  • Fixed that broken Slot Machines would drop things on being bombed.
  • Fixed that Red Dragons damage collider was too small, making it possible to hide in a corner of the arena.
  • Tried to fix a bug with floating items. (tricky one to fix but I am making progress on getting it right)



Thank you for playing Tiny Rogues!
If you like the game and like where it's going make sure to leave a positive review!

PTR Update

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



New features



  • Added new Gifts: Mana Catalyst, Soul Scarf, Dice Case and Mystery Box
  • Reworked Repair Powder and Mana Potion gifts into the Replenishing Repair Powder and Mana Elixir gifts.
  • Added a new fixed room that appears before Death that allows attuning all items.
  • New hit effect: Crushing Blow
  • Made some massive improvements to the character panel. (Now includes almost all stats in the game and more. Also the stats are now ordered a bit better.)


Minor Changes



  • Added a new keyboard-only keybind for toggling the Dice Bag. (default: G)
  • Changed projectile visual effects of Magical Boomerang and Flamarang.
  • Farmer boy in tavern now sells 5 dice for 25G instead of 1 dice for 5G.
  • Red Dice Altar now grants 5 red dice up from 3.


Equipment Changes



  • Dark Orb offhand is now called Dark Codex.
  • Crystal Orb is now a charm.
  • Emerald Orb is now a charm.
  • The Hand Of Blood now grants a more generic effect and is now unique to the event.


Weapon Changes



  • Ongoing balance changes on Storm Cloud, Quecholli, Toxic Scepter and Mjolnir.
  • Buffed effect of Unholy Bible
  • Zweihander has been buffed. (back and forth, back and forth!)


Consumable Changes



  • Soul Shards stack now.


Tipsiness Changes



  • Tipsiness is now 5% more damage per stack.
  • Beer at tavern now costs 5G down from 10G.
  • Added a new reward type "Random Booze".
  • Added new other types of booze, besides Sake.
  • Sake now adds +2 to Tipsiness.


Trait Changes



  • Ongoing balance changes on Grenadier, Static Blows, Shield Bash traits.
  • Added a bunch of QoL texts to traits in trait selection.
  • Blunt Trauma now grants Crushing Blow chance with maces and flails, previously made maces and flails inflict Bleed.
  • Discharge has been buffed to only consume half your mana and the damage scaling has been changed.
  • Force of Nature is now Ancestral Force and has a new effect.
  • Boozer trait now improves effect of Tipsiness instead of making it permanent.


Enemy Changes



  • Buffed health of some mid-game bosses slightly.
  • Mega Death attack 4 has been made more difficult. (faster spinning lasers)
  • Mega Death attack 5 has been made easier to consistently dodge but Mega Death does this attack twice in a row now.


Event Rooms



  • Added 2 new floor 10 events one of them introducing a new unique charm.
  • Floor 1 bear event now has a pool of 3 unique different reward equipment items.
  • Floor 4 skeleton-chit-chat event now has a reward pool of 2 unique charms.



Bug Fixes



  • Soul shop room preview texts are now is "soul"-colored like the preview icon.
  • Fixed bug with revives in the lethal display.
  • Fixed descriptions of Hungry Blade
  • Fixed Resourcefulness trait.
  • Fixed that the projectiles from Battery Enchanted wouldn't spawn correctly if room was already completed.
  • Fixed bug that 2 Obsidian Dice got consumed on use.
  • Fixed that Opportunistic trait wasn't working as intended.
  • Fixed descriptions of a bunch of equipment items.
  • Fixed that Composite Bow had no effect.

PTR Update

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



I have been watching videos of and playing games "similar" to Tiny Rogues. (Shoutouts to Brotato and Neophyte)

With the dice rework I want to promote a little bit of a more deterministic way to play Tiny Rogues.
I feel like other games in this genre (or similar genres) often allow a lot of rerolling of rewards, rooms, shops and so on. The availability of these RNG manipulation methods makes players go into a run with a plan and then they try to execute on that plan. (for example, trying out a certain build)

Tiny Rogue is and will always be really just more about going with the flow but I hope increasing dice availability will at least provide a little bit more agency.

Also dice can be used to compensate for bad RNG. Finding only intelligence rewards on your strength build? Try Red Dice!



New features



  • Access the Dice Bag in the inventory to use dice.
  • Reworked dice. They aren't consumable items anymore but now stored in the dice bag.
  • The reward that granted a singular dice now grants multiple dice.
  • Red Dice can now reroll the tavern, event rooms, shops, armories, blacksmiths and other special rooms. (Important: these special rooms are not part of the room reward table, so if you reroll one you can not roll into another special room.)


Class Changes



  • Buffed gold amount from Bandit's passive ability.
  • Wizard passive ability slightly nerfed.
  • Song Of Focus of Bard got buffed.


Other Balance Changes



  • Static Blows base damage and scaling changed.
  • Shield Bash base damage and scaling changed.
  • Grenadier base damage and scaling changed.
  • Sacramental Bread now only grants +2 Absolution.
  • Some starter equipment of classes has been flagged to be exclusive now and cannot appear as a random spawn during a run anymore.
  • Increased the defense value granted to enemies by Shielding Enchanted.


Fixes



  • Fixed that Sniper Bow had no effect.
  • Tried to fix again that shrines can be bombed during combat.
  • Fixed Storm in a Bottle.
  • Fixed that Doppelganger rotation locking didn't work.
  • Fixed the Green Wool hoodie and fixed the description to reflect the updated effect.
  • Blessings now have "ranks" instead of "levels" for less confusing wording of their effects.
  • Fixed a bug with animated room reward previews that appeared when using Red Dice on cursed rooms.

PTR Update

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



(Also includes changes that happened in 0.1.9a)

Changes



  • The average attribute total of classes has been reduced from 6 to 5. (Doppelganger is still at 3, Hero and Deprived are still at 6.)
  • Pyromancer starter attributes have been changed. (Dexterity removed)
  • Rage has been nerfed. (40% total to 30% total)
  • Reduced defense enemies gain from status effects.
  • Mystic's starter body armor now grants minor infusion items (called "Leftovers") which only last for 1 room.
  • A golden mimic will now drop 3 rewards, up from 2. (as the normal golden chest now drops 2 rewards always)
  • Elusive Boots and Goliath Greaves now grant fixed amounts of Evade and Suppression each.
  • Removed option to reset achievements from the game.
  • Shrines are now immune to being exploded during combat.
  • Increased sell values at Pawn Shop again.
  • Mystic starter weapon: Estoc has been buffed.
  • Wizard starter weapon: Oak Staff has been buffed.
  • Bard's starter body armor has been buffed.
  • Bard's Song of the right Path has been buffed.
  • The flux status effects from Mystic's ability have been buffed.
  • The Mystic now finds more Infusion reward rooms.
  • The Watcher's Charm now grants +1 defy death.
  • Regeneration Charm now grants +1 heart recovered by flask.
  • Archon Scepter effect now happens on hit, rather than on attack.
  • Bard is now guaranteed a damage boosting song in the final floor.
  • Soul Pylon rooms now count as boss rooms again. (Floors are considered completed upon defeating the floor boss though.)
  • Lowed the minimum movement speed of every boss. (basically a buff to Chill and Slime Wand)
  • Pharaoh base movement speed has been slowed by ~12%.
  • Attributes from equipment now don't affect reward appearance rates anymore.
  • The On Death's Door Cinder modifier now also makes you start with empty flask charges.
  • Spellblade now has a limit of 100% increased attack speed from mana.
  • Storm Cloud has been nerfed a bit.
  • Attribute appearance rate weightings are now slightly affected by scaling from equipped weapon.


Fixes



  • Fixed rerolling NPCs at the tavern. (Previously with every reroll there was a 15% chance that a cluster of NPCs would completely despawn and never be re-enabled.)
  • Proficiency traits now append the damage increase they grant to the description again.
  • Block, Acrobatics and No Pain No Gain now adjust their description again if nerfed by active Cinder modifier.
  • Fixed a bug where Blessings could be above max level.
  • Fixed error thrown by The Watcher's Charm.
  • Fixed Tyler's Robe.
  • Fixed Relentless Assault.
  • Fixed spin-rate of Bibles and Flails.
  • Fixed some formatting issues in equipment descriptions.
  • Fixed descriptions of health equipment items.
  • Fixed descriptions of armor equipment items.
  • Fixed that Storm Cloud had no effect.
  • Fixed that Static Blows description was wrong.
  • Fixed that Mega Death transition text would not wait for input.
  • Fixed that spam starting to drink the flask would increase size of the flask infinitely.
  • Fixed that Grenadier had no cooldown.
  • Fixed that Life Drain Scepter always dropped a heart pickup.
  • Fixed a bug which made it possible to have red health while having Arcane Potency.
  • Fixed weird interaction between Suppression, Disarm and additional damage taken from Death's Mark. Additionally, Dragonscale Armor was changed to now grant 50% less damage taken, previously -1/2 heart damage taken.
  • Fixed that bombing Blood Chests would still drop heart pickups instead of flask charges.
  • Fixed description of Candy Scroll.
  • War Caster appearance is now gated by wearing a Magic weapon again.
  • Shield Bash appearance is now gated by wearing a Melee weapon again.
  • Tacticool Reload appearance is now gated by wearing a weapon that uses ammo again.
  • Fixed that the Mystic's offhand weapon would also grant the information about the boss weakness while the item was not attuned.
  • Fixed Doppelganger class cycling.
  • Fixed that enemies that should not trigger on kill effects would trigger them anyways.
  • Fixed that Proximity Defense wouldn't do anything.
  • Fixed a bug with items in inventory floating on screen when you alt-tabbed while dragging them.


Thank you for reporting bugs and providing feedback.

If you want to join the conversation, join the community Discord!

PTR Update

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



These patch notes will be a bit short and rough because I want to go into the weekend now but I also don't want to let down the community and finally start testing on this new patch!

This patch is also one of the most untested patches we have had yet. So beware!



General Changes



  • As a lot of game code has been refactored, the quick Restart button should now work again.
  • New Health Bar HUD

    • Shows health values between 1/2 heart and full heart.
    • Shows Evade and Block on the bar.

  • New HUD element: Lethal Bar. Shows when you are on lethal and gives you information about Death Defies and Revives.
  • Health items have been reworked. Health is now saved on the item, similar to how armor items worked before.
  • New Save System: Makes backups and allows selecting a save slot. The new save system tries to convert as much of your old save state as possible to the new save state type. This conversion process happens upon first starting the game.
  • After the introduction of the Pawn Shop in the last updates, Gold has been a bit too readily available. The sell values of items have been reduced slightly, making it a bit less desirable to sell each and every Common and Uncommon item you find.
  • Prices at Soul Shops have been reduced greatly.
  • I tried to make it so that Soul Shops have a blue sign instead of the default shop sign. Since I did that change I have not encountered this sign yet, so it might not have worked. (Don't ask me why.) But it would be nice to know if it did work.
  • Dark damage type is now associated with the Corruption status effect. Corruption increases damage taken by 1% but can only be inflicted once per second.
  • Heart Containers are more common as boss room reward.
  • In the past some proccs that would deal damage (usually lightning strike or chain lightnings) would sometimes scale with player level and sometimes not. I've tried to improve consistency and I am pretty sure that every procc in the game now scales with player level. This makes some proccs just more viable late game.


Class Changes


For the purpose of testing, the new classes are immediately unlocked on the PTR but later on they will have to be unlocked by completing some objective.



  • New class: Bard
  • New class: Mystic
  • New class: Soldier
  • New class: Wizard


Combat Changes



  • Repair Powder cannot be used during combat anymore. (Lore reason, using Repair Powder is a careful process of applying the powder to broken pieces of equipment. You don't have the time to do that during combat. Also stacking repair powder is overpowered.)
  • Enemies now have a new stat: Defense. Defense reduces damage taken.
  • Right now there is no way to really find out which enemies have more defense. You can maybe infer it a little bit from the enemy type, e.g.: Crabs have a lot of defense.
    Some enemies have gotten slightly tankier but in general all defense additions have been compensated for by nerfing health value of the enemy.
  • Minimum value of Defense is 0 and can't go below 0.
  • Maximum value of Defense is 75 (reduces damage by 75%) and can't go above 75.
  • New stat: Defense Penetration, allows you to ignore part of enemies defense.
  • The "Defense Break" status effect now actually halves enemy defense.
  • The enemy enchantments that grant damage reduction will now grant the enemy defense instead. So you can counteract these mechanics better by using Defense Break or Defense Penetration.
  • Airstrike Enchanted frequency nerfed.
  • Arcane Enchanted now has an initial delay before spawning beams.
  • Proximity Defense Enchanted uptime nerfed.


Health, Poison and Healing Changes



  • You now have a Health Flask. By default hold V to drink a Health Flask.
  • Health Fountains now fill all your Health Flasks, recover all your health and cure Poison status.
  • The Regeneration Blessing has been reworked to grant an additional Health Flask.
  • Poison now lasts longer but doesn't damage you anymore. Instead it halves the effect of your Health Flask.
  • Antidote Potion is not a potion anymore, it is now just "Antidote".
  • Health Potions have been removed from the game.
  • Price for healing from the Nurse has been increased from 5G to 10G. (To compensate for more healing being available through the flask.)


Equipment Changes



  • I refactored in the game code how equipment effects work. While doing this some equipment effects also changed. If I remember correctly this includes changes to the 3 Hoodie body armors. Some item rarities have also been shifted around.
    Please tell me if you find any equipment items that seemingly have no effect, I might have forgotten to update the item.
  • Tried to fix the effect of Chance's Avarice as it was quite buggy before.
  • Added some new equipment items for each of the new classes.
  • The Amazon Bracelet and the Gladiator Helmet now grant Defense Penetration instead.
  • Buffed: Elusive Boots, Goliath Greaves, Lightning Boots


Weapon Changes



  • Added 2 new polarms: Bardiche and Partizan
  • Added 1 new staff: Oak Staff (Wizard Starter)
  • Added 1 new 1h sword: Estoc (Mystic Starter)
  • Harp is now a 2h instrument, previously 1H wand.
  • Added 1 new 2h instrument: Fey Lute (Bard Starter)
  • Archon Scepter got a new effect.
  • Mana Scepter got a new effect.
  • All Polearms now inflict Defense Break.
  • Many Dark damage type weapons now inflict Corruption.
  • Kugelblitz Wand and Frozen Orb Wand have been nerfed.
  • Flails now start with a base amount of defense penetration. (likely that this gets changed but let's see how it works out)
  • Buffed: Bone Wand, Tornado Wand, Meteor Scroll, Disintegration Scepter, Spirit Wand, Moonshine Greatsword, Stormbreaker, Naginata, Shadowsneak Dagger



Known Bugs:



  • The offhand starter item of the Mystic is currently bugged and doesn't work.


Changes not in this patch yet:



  • Tavern rerolling is not fixed yet.
  • Boozer / Tipsiness rework is not implemented yet.
  • Curse changes are not in yet.
  • No changes to cinder yet.
  • It is planned that all classes other than Doppelganger will now be labeled as basic classes. I have not updated the achievements yet to consider this.
  • Upcoming new starter gifts are not in yet.
  • Character panel improvements and additions are not in yet.
  • Keeping a close eye on Cleric passive as it might be a bit useless with the Health Flask now.
  • Dice rework is not in yet. Basically I plan on combining all dice effects into 1 type of dice to enable a more deterministic style of building your character.
  • There are some work in progress improvements to Gamepad controls.
  • I am looking to split CRT options into 2 sliders.
  • There is no option yet to turn off the Lethal Bar.
  • If I have time I want to add new events to Floor 10 in next patch.


Like I said, this is a rough overview. In the past few months a lot of background systems and stuff has changed.
Tell me about how the new save system is working, how you are enjoying the new classes, if every trait and equipment works as intended.

Best place to give feedback and report bugs is always on the Discord: https://discord.gg/s5j6SYrMKE

Channels:


  • ptr-bug-reports
  • ptr-feedback

PTR Update 0.1.9.1

You might need to restart Steam to get the update.

PTR



What's a PTR?
PTR stands for the public test realm. Which is another version of the game, a sort of public beta realm for players who want to help test new features.

How do I join PTR?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and chose the public-test-realm in the drop-down menu.

Patch Notes



These patch notes will be a bit short and rough because I want to go into the weekend now but I also don't want to let down the community and finally start testing on this new patch!

This patch is also one of the most untested patches we have had yet. So beware!



General Changes



  • As a lot of game code has been refactored, the quick Restart button should now work again.
  • New Health Bar HUD

    • Shows health values between 1/2 heart and full heart.
    • Shows Evade and Block on the bar.

  • New HUD element: Lethal Bar. Shows when you are on lethal and gives you information about Death Defies and Revives.
  • Health items have been reworked. Health is now saved on the item, similar to how armor items worked before.
  • New Save System: Makes backups and allows selecting a save slot. The new save system tries to convert as much of your old save state as possible to the new save state type. This conversion process happens upon first starting the game.
  • After the introduction of the Pawn Shop in the last updates, Gold has been a bit too readily available. The sell values of items have been reduced slightly, making it a bit less desirable to sell each and every Common and Uncommon item you find.
  • Prices at Soul Shops have been reduced greatly.
  • I tried to make it so that Soul Shops have a blue sign instead of the default shop sign. Since I did that change I have not encountered this sign yet, so it might not have worked. (Don't ask me why.) But it would be nice to know if it did work.
  • Dark damage type is now associated with the Corruption status effect. Corruption increases damage taken by 1% but can only be inflicted once per second.
  • Heart Containers are more common as boss room reward.
  • In the past some proccs that would deal damage (usually lightning strike or chain lightnings) would sometimes scale with player level and sometimes not. I've tried to improve consistency and I am pretty sure that every procc in the game now scales with player level. This makes some proccs just more viable late game.


Class Changes


For the purpose of testing, the new classes are immediately unlocked on the PTR but later on they will have to be unlocked by completing some objective.



  • New class: Bard
  • New class: Mystic
  • New class: Soldier
  • New class: Wizard


Combat Changes



  • Repair Powder cannot be used during combat anymore. (Lore reason, using Repair Powder is a careful process of applying the powder to broken pieces of equipment. You don't have the time to do that during combat. Also stacking repair powder is overpowered.)
  • Enemies now have a new stat: Defense. Defense reduces damage taken.
  • Right now there is no way to really find out which enemies have more defense. You can maybe infer it a little bit from the enemy type, e.g.: Crabs have a lot of defense.
    Some enemies have gotten slightly tankier but in general all defense additions have been compensated for by nerfing health value of the enemy.
  • Minimum value of Defense is 0 and can't go below 0.
  • Maximum value of Defense is 75 (reduces damage by 75%) and can't go above 75.
  • New stat: Defense Penetration, allows you to ignore part of enemies defense.
  • The "Defense Break" status effect now actually halves enemy defense.
  • The enemy enchantments that grant damage reduction will now grant the enemy defense instead. So you can counteract these mechanics better by using Defense Break or Defense Penetration.
  • Airstrike Enchanted frequency nerfed.
  • Arcane Enchanted now has an initial delay before spawning beams.
  • Proximity Defense Enchanted uptime nerfed.


Health, Poison and Healing Changes



  • You now have a Health Flask. By default hold V to drink a Health Flask.
  • Health Fountains now fill all your Health Flasks, recover all your health and cure Poison status.
  • The Regeneration Blessing has been reworked to grant an additional Health Flask.
  • Poison now lasts longer but doesn't damage you anymore. Instead it halves the effect of your Health Flask.
  • Antidote Potion is not a potion anymore, it is now just "Antidote".
  • Health Potions have been removed from the game.
  • Price for healing from the Nurse has been increased from 5G to 10G. (To compensate for more healing being available through the flask.)


Equipment Changes



  • I refactored in the game code how equipment effects work. While doing this some equipment effects also changed. If I remember correctly this includes changes to the 3 Hoodie body armors. Some item rarities have also been shifted around.
    Please tell me if you find any equipment items that seemingly have no effect, I might have forgotten to update the item.
  • Tried to fix the effect of Chance's Avarice as it was quite buggy before.
  • Added some new equipment items for each of the new classes.
  • The Amazon Bracelet and the Gladiator Helmet now grant Defense Penetration instead.
  • Buffed: Elusive Boots, Goliath Greaves, Lightning Boots


Weapon Changes



  • Added 2 new polarms: Bardiche and Partizan
  • Added 1 new staff: Oak Staff (Wizard Starter)
  • Added 1 new 1h sword: Estoc (Mystic Starter)
  • Harp is now a 2h instrument, previously 1H wand.
  • Added 1 new 2h instrument: Fey Lute (Bard Starter)
  • Archon Scepter got a new effect.
  • Mana Scepter got a new effect.
  • All Polearms now inflict Defense Break.
  • Many Dark damage type weapons now inflict Corruption.
  • Kugelblitz Wand and Frozen Orb Wand have been nerfed.
  • Flails now start with a base amount of defense penetration. (likely that this gets changed but let's see how it works out)
  • Buffed: Bone Wand, Tornado Wand, Meteor Scroll, Disintegration Scepter, Spirit Wand, Moonshine Greatsword, Stormbreaker, Naginata, Shadowsneak Dagger



Known Bugs:



  • The offhand starter item of the Mystic is currently bugged and doesn't work.


Changes not in this patch yet:



  • Tavern rerolling is not fixed yet.
  • Boozer / Tipsiness rework is not implemented yet.
  • Curse changes are not in yet.
  • No changes to cinder yet.
  • It is planned that all classes other than Doppelganger will now be labeled as basic classes. I have not updated the achievements yet to consider this.
  • Upcoming new starter gifts are not in yet.
  • Character panel improvements and additions are not in yet.
  • Keeping a close eye on Cleric passive as it might be a bit useless with the Health Flask now.
  • Dice rework is not in yet. Basically I plan on combining all dice effects into 1 type of dice to enable a more deterministic style of building your character.
  • There are some work in progress improvements to Gamepad controls.
  • I am looking to split CRT options into 2 sliders.
  • There is no option yet to turn off the Lethal Bar.
  • If I have time I want to add new events to Floor 10 in next patch.


Like I said, this is a rough overview. In the past few months a lot of background systems and stuff has changed.
Tell me about how the new save system is working, how you are enjoying the new classes, if every trait and equipment works as intended.

Best place to give feedback and report bugs is always on the Discord: https://discord.gg/s5j6SYrMKE

Channels:


  • ptr-bug-reports
  • ptr-feedback