Feb 15
Rogue's Tale - nibbe
Version 2.28

Here's the full list of changes:

- Added an alternate way to gain the effects of immunity and elements rings.
- Added a withdraw tab for gold and crafting items in Leo's Workshop.
- Added a chance for Core of Life to be carried by treemen.
- Added heritages that allow DIY crafting of some nice items.
- Rare drops now require that the player is level 12 or higher.
- Added a new ore type that can be found in lava levels.
- Black meistercards sold by curio vendor got nerfed.
- Amulet Collector heritage got nerfed.
- Mercenaries now spawn with worthless items.
- Walls can no longer be dug in your hideout.
- Fixed a bug with status effects and immunities.
- Fixed a bug with Conductor perk and Illusionary Staff.
- Fixed a bug with parry modifier on large fine weapons.
- Fixed an old kludge with status effect power levels.
- Fixed a localization bug with Steady Employer heritage.
- Status effect weapon enchants were nerfed.
- Added /animspeed console command.
- Epixx.org high scores have been reset.

Ring of Immunity and to some extent Ring of Elements were mandatory to make life less random and now there is a way to gain the effects of those rings as charms. Unlike other charms that you can just buy, you will have to go out to gather materials to make these new charms.

It is now possible to withdraw gold and crafting items stored in Leo's Workshop (see "Craft items" in town).

Treemen can now drop a Core of Life. Unlike elemental cores this one is not labeled as a crafting item because there are no schematics that would use it. What it means is that it can't be stored in town like most of the other cores but that may change at some point.

Added heritages that allow you to use the forge in your hideout to smelt coins and ores into metal bars and then use those bars along with DIY plans to craft some nice items. At the moment these plans are unique after looting, meaning that once you have looted a plan for a sword it can no longer drop in any subsequent dungeons.

Rare drops from normal kills now require that the player is level 12 or higher. This change is meant to keep the early game interesting as you can no longer find rods and bags on the first snail. Additionally, quest and encounter bosses now drop a guaranteed rare if one hasn't dropped before you kill them in the current dungeon.

Humanoids in lava levels can now drop a new type of ore which is worth some gold if you smelt it into a bar and then sell it to the Artisans' Guild. These new ores start dropping after you have completed the heritage that allows you to smelt them.

Black meistercards sold by the curio vendor come used now. Instead of having two cards with 6 and 12 charges for 50 and 100 dust respectively, there is only one card with D3 charges for 50 dust per reset.

Amulet Collector heritage can no longer give you an amulet that teaches a spell. That means there is now a 50% chance of getting a vendor trash amulet at the start of the game and 0% chance to find something like enchanting.

Mercenaries now spawn with worthless identified items. These items can't be sold or transmuted but they can be used as a source of scrap.

Walls in your hideout can no longer be dug with a digger and you will have to source your ores from regular dungeons if you want to craft something.

All status effects will now ignore immunities if you let yourself get one of those status effects. For example, if you get poisoned and the poison causes you to be silenced, you will be silenced even if you are immune to silence. Similarly status effects that cause damage will ignore immunities and resistances and if you're set on fire, you will take full damage from the effect.

Illusionary Staff can now be used to perform blast attacks if you have the Conductor perk. The spell it casts when doing so is Mirror Image with a reduced duration and it has to be cast on an empty tile for it to have any effect.

Large weapons were not originally meant to have additional max parry modifier but when fine versions were added they were given something to improve them from normal versions but their implementation was lacking. Now they show and add their modifier without requiring Sweeping Blow talent.

Max status effect power level is now 5, down from 6. Mage Armour now ignores this cap and with +8 STA modifier you will get +4 to all resistances.

Weapon enchants with a chance to apply status effects now do so 50% less often for one-handed weapons and 33% less often for two-handed weapons. It was too easy to crowd control enemies with enchants and now they have a small chance to hit back.

Animation speed can now be toggled by typing /animspeed in the console.

Some of the ways to "play the game" are longer possible and all Epixx.org high scores have been reset. You will also have to start a new character in order to complete the game.
Jul 31, 2024
Rogue's Tale - nibbe
Here's the full list of changes:

- Auras no longer work in your hideout.
- Added a hireling musician encounter.
- Added caster shields as rare drops.
- Added elemental arrows as rare drops.
- Added escape timer for encounter bosses.
- Ryan the Trickster is now capped to 8 rats.
- Intimidation and persuasion thresholds scale with level now.
- Torches and camp fires can now reduce hypothermia in glacial maps.
- Added a new side game with some weapon enhancement rewards.
- Added Healing Touch mouse tooltip string on charisma box.
- Renewing Touch now benefits from healing power enchants.
- Changed the way item sorting works with 2x1 items.
- BSoTW can now be used to finish some heritages.
- Fixed a bug with trading card dust and online accounts.
- Fixed the conditions how One Strange Trip can be failed.
- Fixed a bug with Who's Trolling challenge.
- Fixed a bug with Ritual Sacrifice.
- Fixed weapon damages and base costs.
- Added Superior weapon special rule.
- Weapon and arrow damage types are now shown.

Auras no longer work in your hideout. This feature was added to prevent accidental bricking of your run because of changes made to Tinker and Tinderella. They now have corpse sprites and they no longer have an extra 7k health to prevent them from accidentally dying and if you now happen to turn one or both of them hostile, neither of them will respawn until the next game.

There is a new encounter that can trigger when you are level 20 and your hideout is completed. This encounter contains a lost musician that you can hire to play in your bar. If you are strong enough to convince the musician that your bar is better than a dungeon, you will have access to uplifting songs that function as temporary buffs.

There is now a caster shield for each different spell school. Unlike normal shields these do not make spell casting harder but instead they improve max cast modifiers allowing spells to do more damage and hit easier. They also improve buff spell duration regardless of spell school (blessed = 4x, normal = 3x, damaged = 2x).

Caster shields can only be found as rare drops so finding a wizard rod just became twice as hard because they share the same category. There is also a new legendary caster shield that can be found as even rarer drop. Note that it is now possible to have +9 max cast modifier with a shield, charm and gift but +8 is the maximum modifier you can get from any ability unless you are in bear form.

Flaming, freezing and shocking arrows and bolts can now be found as rare drops. Arrow drops use dynamic probabilities that increase as you find pouches and before you have found at least one pouch the probability is zero. This was used by wizard rods before and that means rods are about 3 times harder to find now when all new items are considered.

Encounter bosses now show an escape timer on the top left corner of the screen. When it reaches zero and if the player is not engaged in combat with the boss, the boss will run to the entrance and close the level. The counter starts from 540 but encounter bosses are hastened and will get an additional turn quite often so the actual number of turns you have is around 360.

While I played around with the timer it became clear that 50 rats is not fun and Trickster now follows the same rules as player and can only have 8 minions.

Intimidation and persuasion thresholds scale with player level and are also one point lower now. What that means is that when you previously needed 10 strength or +3 modifier to be able to attempt to intimidate and you needed 2D6 + STR >= 12 to be successful regardless of level, level 1-9 players can
now attempt with a +0 modifier and need 2D6 + STR >= 9 to be successful. Level 10-19 players need a +1 modifier to attempt and 2D6 + STR >= 10 to be successful. Level 20 players need a +2 modifier to attempt and 2D6 + STR >= 11 to be successful.

Lit torches and camp fires can now reduce your hypothermia level if you are standing adjacent to one and the ground under your feet does not have ice on it. Tiles surrounding camp fires are always clear of ice but torches have ~50% chance to have one or more ice free tiles next to them.

There is a new side game that you can play by consuming ice cap mushrooms that are only found in glacial levels. Unlike other side games this one is safe to play. Usually you get a new boss when a game breaking bug is found but this time it ended up being a side game (*).

When you hover mouse over CHA on the bottom of the screen, the tooltip that pops up also shows heal values for Healing Touch now. There was a bug that caused healing power enchants to not work correctly with Healing Touch and this tooltip was used to figure out the cause.

Renewing Touch now gains +1 healing for each healing power enchant. What this means is that if you go all in on cast modifier and healing enchants, your Renewing Touch can heal over 20 points per turn. It also means that even if you go full plate and have fairly low cast modifier, you can use healing power enchants to heal ~15 points per turn.

Item sorting in the loot window should now longer place lone 2x1 items at the bottom of the window requiring keyboard users to move the loot cursor over the item before being able to loot it.

Blessed Scroll of Time Warp can now be used to complete Craftalicious (save Leo Noerde) and Home Sweet Home (unlock your hideout) heritages while their quest is started. Those now replace the "skip Gurmur and Badakath" effects it used to have until previous update. I know it's not very exciting as only
new characters can get any additional benefit but this was easier than removing the blessed status altogether (and it leaves the possibility to add more quests in the future that can be skipped).

When you create a new account on the Epixx.org server your offline trading card dust no longer carries over. Your offline saves still have shared dust when playing through Steam but you no longer get free dust on new online account.

One Strange Trip no longer fails if you do one of the following:
- Apply grass over a wound to stop bleeding.
- Eat cheese while having Cheesed perk.
- Pour water on yourself to douse fire.
- Drink Cowrain Extra to gain level.
It will still fail if you use any of those items while the special condition is not met - i.e. you eat grass while not bleeding or drink cowrain at level 20 or accidentally eat a corpse while polymorphed (yes that is a thing).

Who's Trolling challenge had a bug that would freeze the game if you had more than one third leg charms and one of them was inside the Occultist's Pouch. This bug was game breaking but someone is still trolling so no side games for you, only a legendary shield, sorry.

Ritual Sacrifice can now be used if you have a Blessed Amulet of Sacrifice in your Jeweller's Pouch.

A number of weapons had incorrect damage and or base cost values. Some of the unique items had two damage upgrades compared to their base item type and they were nerfed to keep them in line. Thanks to Brunhilda (feature request), Torquemada now has one damage upgrade which it was not supposed to have due to being a cheap knockoff but I'm way over the top on the lazy scale.

Claw and Hammer: Base cost down from 100 to 80.
Fine Claw and Fine Hammer: Base cost down from 140 to 100.
Gareth's Axe: Damage down from D6+D3 to D6+1 and base cost up from 70 to 100.
Satyr's Sting: Damage down from D6+D3 to 2D3 and base cost down from 140 to 120.
Logar's Blade: Removed crushing effect and base cost up from 140 to 200.
Altren's Kiss: Base cost up from 140 to 200.
Death Star: Base cost up from 30 to 45.
Torquemada: Damage up from 2D3 to D6+D3 and base cost up from 40 to 100.

Just in case you're wondering what the damage upgrades mean, here's a list of damage levels for weapons based on their type and size:

Ranged and small melee weapons:
- D3 (2)
- D3+1 (3)
- 2D3 (4)
- D6+D3 (5.5)

Medium and large melee weapons:
- D6 (3.5)
- D6+1 (4.5)
- D6+D3 (5.5)
- 2D6 (7)

For example, Satyr's Sting is based on Recurve which has D3+1 damage. It used to have D6+D3 damage which is two levels above the base item. Unique items were always supposed to have higher damage than their base items but apparently copy-pasta made Gareth's Axe and Satyr's Sting better than intended.

Unique weapons that you can find from encounter bosses had their enchants reworked and they all come with 3 enchants now.

There is now a new weapon special rule, or Superior tag, that indicates when a weapon's damage is higher than what a weapon of that type would normally have. Unique weapons with improved damage now come with this tag to indicate that their damage can't be improved any further.

Weapon damage types are now shown on the description window if they do any form of non-physical damage. E.g. a sword that does physical and fire damage shows "Damage: D6 (Physical, Fire)" instead of "Damage: D6". Weapons that only cause physical damage do not show it to reduce clutter on the
description.

- - - - - - - - - -

(*) There's some new weapon enhancement items that can be obtained through the side game. One of the items adds Superior tag to a weapon and increases its base damage. The other enhancement items can be used to add an additional damage type to a superior physical damage weapon.

Additional damage type adds ~50% damage in most cases. Here's an example how damage is calculated when you deal 10 points of damage (weapon damage + modifiers) against a creature that has 3 points of physical resistance and 1 point of fire resistance:

Physical: 10 - 3 = 7
Physical + Fire: (10 - 3) + (5 - 1) = 11

Note that some weapons such as wizard rods cannot be enhanced with additional damage types because they do not cause physical damage and usually they are not worth upgrading to superior either.

Just to make things more confusing, damage types are now also shown on arrows but when it says something like "Damage: D3+1 (Physical, Fire)" on an arrow and the result is 3, it will increase both physical and fire damage by 3.

Arrows gain full damage from additional damage types because their damage is added after talent and item multipliers. Weapon base damage and damage from ability modifiers can be multiplied by stealth or various items and that's why weapons only gain half of the base damage.

Let's confuse things up a little more. One of the new temporary buffs that you can get from the musician says that "you gain +D3 weapon damage" and Symbol of Might enchant says "+D3 Physical Damage". In many cases they are exactly the same but when gamers enter the equation, the outcome can be completely different. The physical damage enchant always adds 1-3 damage because enchant damage is added after talent and item multipliers whereas the weapon damage buff is added before and when multiplied by 3, it can add 3-9 damage and an additional 1-5 in another damage type.
May 21, 2024
Rogue's Tale - nibbe
Version 2.26

Here's the full list of changes:

- Fixed a bug with death string generation.
- Fixed an unintended behavior with Command Beast and Enslave Daemon.
- Fixed the unintended outcomes of said spells.

There was a bug with death string generation when the player died in certain
ways that resulted in the game crashing when that string would be shown. This
bug then also lead to being disconnected from the server when the game would
crash when trying to do the same thing again.

Command Beast and Enslave Daemon apparently were strong enough to befriend
creatures that were not supposed to be in the friend zone.

Any such creatures now turn on you if you happen to have them in your current
save.
May 4, 2024
Rogue's Tale - nibbe
Here's the full list of changes:

- Added rare drop mechanic.
- Added Adventurer's Belt.
- Added Tormentor's Pouch.
- Added Occultist's Pouch.
- Added Alchemist's Pouch.
- Added Jeweller's Pouch.
- Added Huntsman's Quiver.
- Added stacking to stash boxes.
- Added 6 different wizard rods.
- Added the Scepter of Command.
- Tweaked some staff properties.
- Fixed a controller quick loot bug.
- Fixed a game breaking weapon swap bug.
- Fixed a health multiplier bug, highscore reset and stuff.
- Added /resetscores console command.
- Added death announcements.

Let there be bags!

A number of different containers were added in the game. These containers are part of the base game and they don't require any DLC's. Each container can hold specific items and they can be bought using gold once you have found them as rare drops in an earlier game.

Rare drops have ~1.4% chance to occur when you kill a creature or ~8.3% chance when you properly defile a grave. Rare drops are indicated with a small visual blast and a sound. Rare drops can contain any of the rare items mentioned below and in some cases blessed double enchanted random items as well.

Adventurer's Belt is a container for storing pouches and thrown weapons and it allows you to throw weapons directly from the belt. This is indicated by automatically showing the belt when you use Deadly Throw talent. (*)

If you Ctrl-loot a thrown weapon, it will be stored on the belt instead of your transmutation bag unless the belt is full. This loot behavior is similar with all the other containers and their respective items.

Tormentor's Pouch is a container for storing soul gems. Black soul gems stored in this pouch provide their effects for Bestow Curse but Release Soul and Army of the Dead still require that you move soul gems to your inventory before those spells can be cast.

Occultist's Pouch is a container for storing charms. Charms stored in this pouch provide their effects just as if they were in your inventory. Charms placed in any other container do not provide their effects. (*)

Alchemist's Pouch is a container for storing mushrooms and smelly fishes, or food items that take 1 slot. This may be the least useful pouch for a new glass eating hero but I couldn't resist adding it just for the smelly fishes. (*)

Jeweller's Pouch is a container for storing rings and amulets. Now there is no reason to leave that "Blessed Situational Ring of Whatever May Come" in your stash as there is plenty of room to have it with you.

Huntsman's Quiver is a container for storing bolts and arrows. In addition to providing storage space for your arrows, you can refill your equipped arrows without using a turn. If you have at least 1 arrow equipped and you use matching arrows in the quiver, the arrows will be stacked to your hand without using a turn. If there are no arrows equipped, then you have to move the arrows to your inventory and spend a turn equipping them. (*)

The general design of these new containers is that item effects also count when an item is placed in a suitable container. The transmutation bag from the Hoard DLC is a generic container that can hold anything so it does not deserve this feature as well.

Stash boxes and bags now attempt to stack items that are added in them. There is a small limitation to this though and there has to be enough free space in the stash box to store the item even if it would be completely stacked with an existing item (technically the item is moved in the bag before it is stacked with another item and I'm too lazy to write and test twice as much code to implement stacking before an item is moved in the container).

- - - - - - - - - - - - - - - - - - - -

(*) Some containers allow you to use items without dragging them in your inventory. You can use one of the following input methods to use them directly from the container:

- Ctrl + Enter
- Ctrl + Left-Click
- Right-Click
- Controller users can Ctrl + Enter by pressing R2 + X.
- Mobile users can right-click by holding finger down until click sound.

Pouches stored on Adventurer's Belt are an exception to the above and they are always opened regardless of modifiers to make it slightly faster to traverse through different bags. This also means that if you are a keyboard or controller purist then the belt will trap the pouches for good as drag-and-drop is the only way to move them out of the belt.

- - - - - - - - - - - - - - - - - - - -

Wizard rods function as melee and ranged weapons as well as conduits (think of them as rare and improved wizard staffs). Wizard rods can be used to hit enemies in melee range and when done so they cause their respective damage type instead of physical damage. E.g. a wizard rod with imbued flaming orb causes fire damage and any damage modifiers that would normally increase physical damage increases fire damage instead. Wizard rods can also be used as ranged weapons and when you take a shoot action you can blast an enemy without requiring energy. Blast attacks have a max range of 6 whereas normal spells have a max range of 8. Wizard rods can be dual wielded and blast attacks will use both of the rods when you do so. Wizard rods are rare drops and at the moment luck is the only way to get them.

Sceptre of Command is a new legendary weapon that allows the player to order friends as many times as he wants before taking an action. This weapon is a rare drop and if you ever happen to find it you can find the next one by paying the innkeeper an average of 1800 gold. The UI is kind enough to
let you know that this item is in the shop and it is possible to just spam the rest button and see the gold flow to the innkeepers pocket.

Wizard staffs and fine staffs are now two-handed large weapons instead of one-handed medium weapons. There's 16 different staffs in the game and after previous update only regular staff remained as two-handed large weapon. Now there are 8 wooden staffs that are large two-handed and 8 fancier
staffs that are medium one-handed.

The controller UI had a bug where the loot window would hide if L2 or R2 was pressed. This was fixed and it's now possible to quicky loot items in their respective containers by pressing down arrow to open the loot window and R2 + X to loot and store the item.

There was a bug that would break the game if there was a medium polearm in the main hand and something else in the offhand and the offhand weapon was dragged over the main hand. Game breaking bugs mean that a new boss must be added and this one carries a legendary staff. This quest and boss is part of Hideout DLC and it should be completely safe to just go and fetch that staff. Getting an overpowered legendary item has never been so easy just as long as you are level 20 and have unlocked legendary items.

There was a bug with health multipliers that creatures gain from levels and enchants. Most humanoids didn't gain benefits from effects or enchants and in some cases they could've had half or more of their intended health missing. This bug was big enough to warrant a high score reset and while at it Gurmur and Badakath both received a small buff of ~250 extra health and those two bosses can no longer be skipped with a Scroll of Time Warp.

There is a new /resetscores console command that can be used to reset your offline high scores. I try my best not to change any files that are made while offline and that's why there is no automatic high score reset or requirement to start a new character when the difficulty changes. I would still recommend that offline players retire their current character and type /resetscores after that.

High scores saved on the Epixx.org server, both personal and shared, have been reset and the game requires that you retire and start a new character in order to be able to win the game or submit a new high score.

When you play on the Epixx.org server and someone happens to die, all other players except the one who died will be shown a message mentioning about their untimely demise. When the announcement appears the unfortunate player is waiting to press enter and cannot respond to your "what happened bro?" questions but they can see your "snail lol" comments that encourage them to git gud. Anyway, if you want you can mute the deaths of others in the keyconfig menu but your own deaths will always be announced to others so that they can encourage you to git gud.
Feb 25, 2024
Rogue's Tale - nibbe
Here's the full list of changes:

- Added hideout levels 49-72.
- Added a way to clear potions and scrolls.
- Added a grinding wheel to sharpen melee weapons.
- Added a dummy target that can be used to check your weapon damage.
- Added a wardrobe and a mirror because why not.
- Added a heirloom chest that can restore certain heirloom items.
- Medium polearms are no longer two-handed weapons.
- Added a new special attack for treemen.
- Snails gained 50% more damage that can't be resisted.
- Fixed a bug where critical hits would not cause confusion in some cases.

Empty potions and blank scrolls can now be created using the void altar after completing a simple heritage. This happens by disenchanting a potion or scroll and it will retain its potency or mastery and cursed status. If the source item is blessed, there is a 1 in 6 chance for the blessed status to remain. Those "Blessed Scroll of Uselessness" now have a chance to be somewhat useful.

Once you progress your hideout far enough and complete a heritage, you can sharpen your weapons with a grinding wheel. Doing so gives one of your equipped melee weapons a temporary effect that increases the chance for crushing, piercing and slashing effects to take place. It also counts as a durability level and instead of losing a blessing or becoming damaged, a weapon will first lose its sharpened status.

Once you progress your hideout far enough, you will have a dummy target to smack with various weapons and see how well they do against different resistance levels. When you hit the dummy it will print out combat modifiers, damage values after resistances and finally the damage caused after everything is handled. You can also speak to the dummy and set its resistance values to see how they affect your damage.

Once you progress your hideout far enough, you will have a wardrobe and a mirror that can be used to change your shirt color, cloak color, cloak style, hair color and hair style. Cloak colors and styles will require that you have completed relevant challenges but the game is kind enough to remind you of
those.

Once you progress your hideout far enough, you will have an heirloom chest that can restore your bag, album, gift device and dog collar if you happen to lose them for whatever reason. The collar has a requirement that Woof is still around in some form. This means that if you want some extra space in
your bag, you can just destroy those items and pick them up at some later time if you need them.

Fine spear and most staves are no longer two-handed and they can be equipped with a shield or offhand weapon. Normal spear and staff are still two-handed. Note that although medium polearms are no longer two-handed, they are still main hand only weapons and dual wielding two of them is not possible.

Treemen were given a special single use attack that ignores fear immunity and the only way to mitigate it is by having the Strong Will talent which will halve the duration. So, from now on, treemen that haven't yet used the attack are now among the most dangerous enemies you can meet.

Snails use a corrosive bite which is a weapon with two damage types, physical and corrosive. Previously corrosive damage only counted for increased chance to break armour but now it works just like any other secondary damage type and what that means is that a corrosive bite causes 100% physical damage and 50% corrosive damage. Note that there is no corrosive resistance so snails are now much more likely to cause one or two points of damage instead of being fully resisted.

- - - - -

The hideout is now complete and there will be no more tasks after this. Any future additions will be done through heritages and challenges. I hope you have fun trying to complete the damage challenge. It is possible to do over 320 damage with one crushing blow but I didn't want the challenge to require blessed jewelry in addition to the other items that are needed.
Nov 20, 2023
Rogue's Tale - nibbe
Here's the full list of changes:

- Cheesed perk now buffs agility and strength when consuming cheese.
- Adrenalin perk haste threshold is now 50% health instead of 33%.
- Sixth sense tells if there's any monsters after entering a level.
- Sixth sense also shows blessed status on unidentified items.
- All types of raw fish and shrooms can now be cooked.
- Added a heritage that allows all shrooms to be used with shroom grenade.
- Fixed a bug with damage and snare difficulty scaling of player set traps.
- Fixed a bug that caused your friends to zap you with wands and scrolls.
- Added a new trap type, caltrops, that can suppress your desire to move.
- Added some heritages that improve the Trap Master talent.
- Fixed a bug with ranged NPC equip when their bow had broken at some point.
- Fixed a bug that gave Woof too much xp when spawned with the collar.
- Wizards' Guild enchanting was improved for legendary items.
- Added a void altar upgrade in your hideout.
- Added hideout levels 37-48.

There's the specs, why aren't you coding already?

Apparently sixth sense wasn't cool enough so it received two minor buffs. When you enter a level that has a monster in it you will receive a warning about your imminent demise. It will also show if an item is blessed before identifying it to make identify tasks slightly easier to finish.

Traps set with trap master talent had a bug that made them level 1 traps instead of whatever level they should've been, e.g. D6 damage instead of 3D6+3 for a level 20 magic trap. Snare difficulty now ranges from 10 to 10 + player's base stamina instead of just 10 which was trivial for level 20 monsters.

Since everyone loves traps there's a brand new one called caltrops that can suppress your movement. The way these work is that if you step on them you will get some damage and a suppressed effect. If you move while suppressed you will take additional damage. These can also be disarmed into a trap kit once the heritage for them is completed.

Wizards in town can now enchant your legendary items easier than before. They now show you three possible outcomes by replacing each of the enchants with a random one, e.g. 123 -> ?23, 1?3, 12?. Leaving the enchant window keeps the item unchanged just like before.

Related to the enchanting above, you can now get a void altar in your hideout that can be used to revert your legendary amulet to its previous unfinished state thus allowing you to experiment builds easier. Gurmur and Badakath now drop an orb of regret that can be disenchanted at the altar to remove all of your talents and set all abilities to 7. The altar can also remove enchants from items that are not unique or legendary (even though that might not be very useful).

A few different plant pots can now be obtained in the hideout that always have fresh ingredients for potions. These are roots, leaves and grass (healing, energy and antidote). Fresh ingredients can be used to create potent potions and if you use them with a blessed empty potion you'll have double use potent potions. Also, if you didn't know already, grass can be used to remove a bleed effect on its own so it's always good to have one in your bag just in case.
Jul 7, 2023
Rogue's Tale - nibbe
Here's the full list of changes:

- Fixed a card game discard bug that led to the game getting stuck.
- Added a new event boss to unlock hard mode card game.
- Card game now shows tooltips on the status and intent icons.
- Added 12 new hideout levels and related heritages.
- Added a 256 item cap and food item decaying.
- Changed dungeon generation to always create 3 level dungeons.
- Scrap pouch transmutes schematics into gold coins when all are known.
- Known cards turn to dust when you pick them up.
- Bestial and Abyssal charms can no longer be identified accidentally.
- Fixed "need to unequip" bug when quick stashing stacked items such as coins.
- Fixed a drawing bug when a boulder was pushed over a summoning circle.
- Unfinished amulet can now take as many fangs as you want to collect.

The card game had a bug where the end of turn discard hand would lead to the game getting stuck if a card was also removed from the game (exhausted). Fear and Confusing Poison was the combination that did that. This is a game breaking bug so a new boss is needed.

The new boss is a one time event and it will always appear when the following requirements are met:

- Hideout DLC
- Player level 20.
- Bebe le Frog heritage is done.
- Gnomish Gadget heritage is not done.
- A dungeon is cleared and dice says yes.

The boss carries a gnomish gadget that can be used to reset the card game but there's a twist where a number of cards mentioned above will be added to your deck at the start of the game and enemies gain 1 resist (ignore the next crowd control or damage over time effect) after each application of CC or DoT effects.

The hard mode deck will always have one Confusing Poison card and at least one Fear card. The number of Fear cards depends on the number of player selected cards in the deck as follows: 10 to 11 = 4, 12 to 14 = 3, 15 to 17 = 2 and 18+ = 1.

Ask for it and a year later it might just happen. The card game now shows tooltips when you hover mouse over the status effect and/or NPC intent icons.

- - - - - - - - - -

Tinker can get back to tinkering and there's 12 new levels to unlock that will add a three level tavern with your master bedroom at the third level. Tortoises are slow builders and it will take a few more updates to fully decorate the hideout (levels 37-48 will come in the next update).

Apparently it was possible to catch so many fish that the server couldn't take it anymore. Now there's a 256 item cap per level and if you reach that then the existing food items will decay on a first in first out basis. Other items are not affected but if you decide to hoard all items from a dungeon next to town stairs then all food items you drop will decay instantly.

Related to the previous issue, random dungeon generation always creates dungeons with 3 levels now. It used to be 4 to 6 levels and apparently that could lead to a situation where there is too much data that could lead to disconnects.

Glacial level generation was also changed and those can now appear only as the third level in each dungeon after the player is level 10+. This means that there should never be stairs down from glacial levels and you don't have to reset a dungeon before clearing the first two levels.

(It's still possible that the dungeon is cleared on the first or second level before finding the stairs down if there's a hidden door. On these occasions you can reset the dungeon before it's fully explored or find the hidden door and continue deeper with the option to reset it at any point.)

Soulhunter's bag with scrap pouch transmutes blueprints and schematics into gold coins when all of them have been already learned. This is a small QoL thing when everything is unlocked but try to be careful if you still have a task where you have to return a schematic.

Known cards turn to dust when you pick them up using a single click if the resulting dust amount would not exceed the dust cap. This is another small QoL thing that will take us closer to a point where computers will do everything.

A few players have unfortunately self identified the charms that were meant to be identified by the Artisans' Guild (as a way to teach that you can identify charms there for free) thus ruining their heritage on that run. It is no longer possible to self identify those charms before those heritages are unlocked.
May 27, 2023
Rogue's Tale - nibbe
Here's the full list of changes:

- Added a new quest that requires some friends.
- Added a new player requested curio vendor item.
- Added a shortcut to stash items in the bag when looting.
- Added micro managing of individual friends to focus action.
- Added some fixes to the Chinese localization. Thanks Cloud Wu.
- Added some heritages for micro managing friends.
- Terrain altering no longer work during encounters or quests.
- Blessed scroll effects should now work correctly.
- Tasks should now register when buying or crafting using drag and drop.
- Poisons can bow be applied to weapons if they are known or identified.
- Lucky Number Seven now automatically loots gold coins under your feet.
- Silent Move now mentions that it must be used for double damage.
- F1 key can now be used to show the editor buttons in Linux.
- Default refresh rate is now 60 instead of 30.
- Updated Unity to the latest LTS version.

There was a small hot fix after the the previous update that fixed a bug that caused the game to crash when clearing a dungeon. As it is with this game when you report a game breaking bug you will end being hunted by other players. This time the quest boss happens to require some friends and it needs to be taken care of in order to unlock further additions to your hideout (the additions will come in the next update).

There's a new curio item that can be used to draw arrows on the floor. The idea was funny enough for me to spend a few hours to implement it so now it is in the game. You will have to complete the quest mentioned above for it drop for the first time and to be available at the curio vendor.

It's now possible for the PC master race to loot and stash items in the bag by pressing Ctrl + Enter or Ctrl + Click (keyboard and mouse), or L1 + X (controller). Touchscreen users like to fondle their devices so they don't get a similar option. The UI does not show these shortcuts because eating ice cream felt better than drawing pixels.

It's now possible to order individual friends with focus action. This is done by pressing the focus key followed by selecting a friend and finally selecting a target. It is no longer possible to order all your friends to stay put but it is now possible to tell a single friend to stay put by pressing the focus key, selecting a friend and then selecting it again (this is something you may need to use in the new quest to prevent your friends from wandering around).

Lucky Number Seven now also loots gold coins under your feet. This is to help with looting all those coins that appear out of nowhere. Note that it still destroys the corpse if it loots anything from one so if you happen to need specific corpses, you have to be careful with it. The item description does not mention this behavior because there was still some ice cream left.

Alter terrain, wand of crushing and wand of excavation no longer work during encounters or quests. They were essentially built-in cheats to block the simple AI and instead of trying to make the AI not so simple, and possibly spend tens of hours on it, the easy and cheap three lines of code approach was chosen.

There was a bug that turned blessed scrolls into regular ones before applying the blessed effect and that made it impossible to complete certain achievements. This is what I would call a game breaking bug and you know what that means in the next update.

Tasks didn't register when you dragged an item from the store to your inventory. There's a small difference in how the code is handled with each different kind of input (key, click, dnd, controller etc.) and of course I forgot to test drag and drop.

Poisons are now applied to weapons if the potion is identified or player knows what the potion contains. It used to be that the player had to know what it contains even if it was already identified.

Unfortunately there is still an input bug where a key can get stuck. I'm not sure how to fix it as it relies on the underlying input system to tell the game that a key has been released and if the event never comes then there is no easy way to know that the key has been released.

Player can stop being stuck by pressing and releasing the same key that is stuck, e.g. right key if character is trying to move right.

It is possible to reduce the chance of key getting stuck by increasing refresh rate and that's why the default refresh rate is now 60 instead of 30. This only affects fresh installs so if you have played at 30 fps you may want to visit the settings screen and flip it to 60 for smoother play.
Mar 26, 2023
Rogue's Tale - nibbe
Here's the full list of changes:

- Blessed scrolls can be used twice now.
- Fixed a bug that made it impossible to set hotkeys with a controller.
- Fixed a bug with wands that made them too valuable.
- Wand of scripting can now improve the quality of the copied scroll.
- Certain wands can no longer have higher than 0 mastery.
- Certain scrolls can no longer have higher than 0 mastery.
- Added honey as a food item (and mead recipe for infinite flask).
- Added bookworm, leaves and glowfly as food items (and potion recipes for infinite flask).
- Added 8 new mushroom food items (and potion recipes for infinite flask).
- Added 4 infinite flask ability potion recipes for certain fish items.
- Changed infinite flask tomato recipe from energy to troll blood.
- Changed infinite flask onion recipe from blindness to awareness.
- Changed infinite flask blood cap recipe from confusion to leeching.
- Mushroom patches now spawn all kinds of mushrooms, not just blood caps.
- Treemen now have all kinds of mushrooms, not just death caps.
- All uncooked mushrooms are now allowed for One Strange Trip heritage.
- Death cap now functions just like any other mushroom (safer to eat).
- Most mushrooms now ignore poison resistance when eaten.
- Added content for Hideout DLC.

Blessed potions, tomes and wands have had an effect giving them two uses instead of one but scrolls didn't have one because of a brain fart or something. Well, now they do and when you find a blessed scroll of awesomeness, you will get to enjoy the blessed awesomeness and normal awesomeness after that.

There was a controller bug that hid all the spell and talent icons when they were supposed to be shown instead when triggers were used. It was still possible to use them but it was very difficult when you couldn't see which spell or talent was chosen and what hotkeys had already been set.

Wands had a bug that made their base value up to twice too high and another bug that made their price scale wrong depending on the remaining charges. Most wands lost about 40% of their value at full charges and up to 80% of their value at 1 charge.

Wand of scripting now uses the mastery of the wand or the mastery of the scroll that is being copied, whichever is higher. This means that it is now possible to improve the quality of the scroll by using a higher quality wand.

Wand of crushing, excavation, shifting, disarming and rituals can no longer have higher than 0 mastery meaning that they are always novice wands and their value is only dependent on the number of charges.

Scroll of aggravation, amnesia, animation, blessing, detection, dislocation, dispel, enchanting, identify, knowledge, summoning, teleport, cultivation, gimmiedat, soothing and time warp can no longer have higher than 0 mastery even if they are blessed (their value were skewed because of this).

Oh right, if you didn't know already, infinite flask can also be used to create potions and other beverages from food items in addition to copying potions. This can be done by selecting a food item instead of a potion when filling an empty potion.

One Strange Trip heritage used to only work with blood caps but now that there's a bunch of new mushrooms, any one of them can be eaten as long as they are not fried.

Death caps used to have a special effect that caused the player to unequip both rings to remove immunity and then apply all potent poisons at once to make sure the player was properly deaded (third leg could still have immunity and save you but I never came up with a name for that loophole challenge and it never got implemented).

With the addition of different mushrooms, death caps were also toned down and now they apply only deadly poison and even that is not always potent. They are still the deadliest of them all with a good chance of containing potent poison.

With the exception of blood caps, sap caps and death caps, all mushrooms ignore poison immunity and in order to prevent their effects you have to be immune to the specific effect, e.g. blindness. One Strange Trip has never been stranger.

There will be a new addition to the game called Hideout DLC on April 10th. It gives the player a hideout and a bunch of new things to unlock. These are the new features at launch:

- A simple quest to unlock the hideout.
- The Grind (24 hideout progress levels to unlock at launch).
- Guest rooms become available available early in the grind (*).
- Basic trainers become available after some more grinding.
- Crafting benches become available after even more grinding.
- Mercenary NPC hiring becomes available at the end of the grind.
- Equipment management for human NPCs can be unlocked.

(*) Human NPCs can be stored in the guest rooms so that they don't have to take one for the team or if you just want to use them as armour stands in the hideout.
Dec 16, 2022
Rogue's Tale - nibbe
Here's the full list of changes:

- Frost aura makes you immune to hypothermia.
- Divine shield prevents hypothermia level from accumulating.
- Melee two-handed weapons count as having each enchant twice (Ouchieeee).
- Fixed a bug where the gift that prevents Shinies snag only partially worked.
- Fixed a tool tip bug when dual wielding and having 2 spell damage enchants.
- Fixed a bug that gave cave crabs fists instead of serrated claws (1 -> D6 + Bleed).
- Fixed an issue that allowed Mike to be killed.

It doesn't make much sense if something that radiates frost takes damage from it so frost aura now makes you completely immune to glacial levels.

Divine shield can now be used to prevent hypothermia levels from accumulating. If you chug in that anti-freeze before you're taking damage then nothing will happen while the shield lasts.

Two-handed melee weapons had a disadvantage that made them lose up to three enchants compared to dual wielding but now they count each enchant as two enchants. Status effect enchants such as shocking etc. are not exactly twice as powerful but very close to it (they take place on 4+ or 50% instead of rolling twice against 5+, which would be about 55%).

One might argue that two-handed melee weapons were already super duper powerful but in the world of min-maxers that is not enough. They did lose 3 enchants and if for example you wanted to get max damage as a caster or max number of status effects as a melee you had to dual wield before. Similarly they did not work for health stackers so here we are.

Archers didn't get any benefit as this change only applies to two-handed melee weapons so they're now the second class citizens that have to get by with three less enchants. No fun for you... at least for now.
...

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