Rogue Legacy 2 - Cellar Door Games
It’s been nearly two weeks since the launch of the Swan Song Update, and we’re very happy with where things are for Rogue Legacy 2’s final content release. True Rogue is now more manageable (albeit still very hard), the new Fabled Weapons have been balanced to fit better with the game’s other abilities, and other random rough edges have been smoothed out. To wrap things up, we’re pushing one more minor patch that is focused purely on addressing the remaining bugs.

- The Cellar Door Games Team


BUG FIXES
  • Fixed bug where House Rules settings were not persisting between True Rogue runs.
  • Fixed regression bug where Associative Agnosia was not being removed on Lamp enemies if you had the Nerdy Glasses.
  • Fixed bug where Wisps would lose their darkness behind hidden walls if the player had Nerdy Glasses.
  • Fixed crash bug if you tried loading a custom language that was not formatted correctly.
  • Fixed bug where in some scenarios, the game would fail repeatedly to generate a world from a random seed, resulting in a never-ending loading screen.
  • Fixed bug where surfboard music would continue playing on the Main Menu screen if you exited the game while surfing.
  • Community: Fixed bug where surfboard music was kicking in too early. You now have to surf for 5.5s before the music kicks in.
  • Reduced the music grace period when surfing to prevent the song from resuming too frequently.
  • Fixed bug where the tinted background on the Profile Select screen did not fully fit the viewable area size.
  • Fixed bug where if you killed a Void Touched Commander while the buff was active, the Void Tell SFX would still play.
  • Fixed bug where the Lute explosion was not getting the damage mod icons applied to it when it dealt modded damage.
  • Fixed bug where Mjolnir would sometimes stick to doors.
  • Fixed bug where holding Immortal Kotetsu and then talking to Keres or Elpis would trigger the ability after the player finished speaking to them.
  • Fixed a few minor issues with some randomly-generated rooms.
  • Changed system language detection on initial startup to work more consistently.
Rogue Legacy 2 - Agent_Rete
It’s been a whirlwind of a week with the release of the Swan Song. With True Rogue mode being the quintessential pick-up-and-play experience for RL2, we just love all the feedback we've been receiving from fans that want to make it even better. Based on your suggestions, we’ve ramped up the difficulty much more evenly so that it’s a lot more manageable. True Rogue still has a bite, but its fangs aren’t quite as sharp from the get-go. We’ve also addressed all of the bugs introduced with this update, of which we can happily say were not very many.



Also, Twin Commander Estuaries are now a thing. :)

- The Cellar Door Games Team


SPECIAL GAME MODE CHANGES

True Rogue
The main goal of these changes is to make the beginning easier so that players can build some momentum for the mid-to-late game. Some folks were getting steamrolled too soon, so this will allow them to gain their footing early and increase their odds of success later. It will also add more variety as many players could not get far enough to see the true diversity this game mode had to offer.

  • (New) Healthier Variety. Changed biome spawn generation. You can no longer get the same starting biome 2x in a row.
  • (New) Removing Redundancy. Re-added Castle as a viable starting biome. We originally removed this so that players could immediately see what was different about True Rogue, but with the duplicate starting biome check we don't think it's necessary anymore.
  • (Community) Stabilizing Estuary Difficulty. First 2 bosses are always Commander Estuaries.
  • (Community) New Encounters. The third boss will always be a TWIN COMMANDER Estuary (two Commander Buffs). The Twin Commander replaces one of the Prime Estuaries.
  • (Community) Finishing Strong. The fourth boss will always be a Prime Estuary.
  • (Buff) More Forgiving. Players are given an additional Soul Steal Rune. This will increase lifesteal from enemy kills from 3 to 4, making the early game easier without really affecting the late game stuff.

ENEMY CHANGES

Commander Irad
We had to rehaul Estuary Irad in order for the Twin Commander Buffs to work.

  • (New) Can now have the MASSIVE Commander Buff (affects all 3 eyes).
  • (Community) Resonant Buff will no longer shoot projectiles on the floor. They will now always appear at the raised platform height.
  • Explosive and Void Touched now apply to the left and right eye only, and NOT the bottom one.

CLASS ADDITIONS/CHANGES

Dragon Puppet (Buff)
The learning curve for the puppet was steeper than we expected, so we're reducing its drawbacks.

  • (Community) Damage taken while equipped reduced from 35% to 20%.
  • Mana gain increased from 10 to 15.
Mjolnir (Buff)
Making it easier to stick to walls.

  • Range increased slightly.
Surfboard (Buff)
Some changes were made to help in hectic fights (like Irad) where surfing is too difficult and you need to rely on ye olde magicks.

  • Mana gain increased from 10 to 15.
Assassin (Buff)

  • (Community) Base Mana increased from 125 to 150.
Chef (Nerf)
The Chef was slated for this Mana reduction a long time ago, we just forgot to implement it. :X

  • Base Mana reduced from 200 to 150.

HOUSE RULE CHANGES

We want everyone to enjoy what Rogue Legacy 2 has to offer, but with the addition of the Special Modes and their difficulty spike, we inadvertently walled off some more casual players from experiencing this new content. So we've loosened some of the restrictions on House Rules to ensure that everyone can play how they want.

  • House Rule for reducing enemy HP can now be lowered from 50% to 25%.
  • House Rule for reducing enemy damage now be lowered from 50% to 25%.

BUG FIXES

  • The Lamp enemy’s (and their subsequent variants) glow sprite no longer blinks red when the enemy is hit.
  • Fixed bug where enemies that were culled while frozen would maintain their frozen visuals, but would attack and have their gravity disabled once they were unculled.
  • Fixed regression bug where Blacksmith was no longer automatically highlighting equipped armor when switching categories.
  • Fixed bug where Journal rooms would not be marked as complete when entering them while playing a special mode.
  • Fixed bug where Spike traps could deal damage when retracted upon first instantiation.
  • Improved Crossbow enemy projectile timeout effect.
  • Adjusted Thorn Shield crit glow and Hammer lightning effects.
  • Fixed longstanding bug where culling a broken prop would cause a harmless but annoying warning message about running a coroutine on a disabled object.
  • Fixed bug where Charon would play his intro dialogue in Thanatophobia/Thanatwophobia.
  • Fixed bug where boss Flamer projectiles were sometimes not spawning at the correct location.
  • Fixed bug where surfing on water did not reset your dashes.
  • Fixed various out-of-bounds bugs when transitioning between biomes, primarily for Dragon Puppet, Surfboard, Crow Storm, and Comet.
  • Fixed bug where if you threw Mjolnir, then used Lucent Beam or the Cooking Talent, a second (unusable) Mjolnir would appear in your hands.
  • Fixed bug where Dream Challenges were contributing to the number of Scars needed to unlock the Erebus Purified achievement.



And that's it! Thank you again for your wonderful feedback, and we hope you enjoy the game!

Rogue Legacy 2 - Agent_Rete


Happy one-year anniversary! Even though we planned to finish development after version 1.0, and then called it quits again with the release of v1.1, we just can’t help ourselves. We are peeking out just long enough to post ONE LAST major content patch for Rogue Legacy 2, and this time we mean it. While we love this game and we love the community that has grown around it, all good things must come to an end.

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IMPORTANT NOTE: Although this may be our last content update, we will continue to provide patches to fix bugs and improve stability when needed, and we are still working hard on getting RL2 in the hands of even more players. We hope to have more information about this in the very near future.

IMPORTANT NOTE 2: The Swan Song Update will only be available on PC/Mac/Linux platforms for the first few weeks to ensure stability. Once the kinks are out, we will follow-up with the release on the Nintendo Switch and the Xbox.

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We wanted to make the most of this last opportunity and packed in a heap of new content, with the major highlight being special game modes that will test even the most stalwart Rogue Legacy players. We’re also tying the bow on Fabled Weapons by introducing ones for the remaining Classes that did not have one associated with them. Throw in Dream Challenges, custom seeds and translations, and a bunch of balance and QoL fixes, and baby, you’ve got a stew going!

While it saddens us to announce this final chapter in Rogue Legacy 2’s chronicles, we are excited to see what’s next and we hope you are too. It’s been an incredible experience, and we are truly grateful to the fans who have been following and supporting us for the last couple of years. It’s because of you that our legacy has lasted this long. See you in our next game!

One final adieu,

- The Cellar Door Games Team




PATCH HIGHLIGHTS

  • 3 New Ways to Play – Fans of the original Rogue Legacy may be familiar with the game’s hardest achievement, Thanatophobia, which required the game be completed in 15 lives. Well, we’re bringing it back as an official Special Game Mode, alongside two other modes that truly spice up the experience. Thana-two-phobia takes the original challenge and dials it to 11, with Prime bosses and harder biomes, while True Rogue pits you against the gods of RNG. This mode randomizes your character, drops you in random biomes, and tests how far you can get on a single life.

  • Dream A Little Dream – Deep within the shadows of an oppressive Kingdom lies the faint light of hopes and dreams. This latest update will be introducing Dreams, unique experiences similar to Scar Challenges that allow you to play out the fantasies of some of the most iconic characters in the game. What those fantasies are you will have to discover on your own.
    *Unlike Challenges, Dreams do not count towards earning certain achievements.

  • Fables For All – We’re completing the cycle and adding three new Fabled Weapons in this final update. Bring both shock and awe to your foes with Mjolnir, strike fear into their hearts with a hand puppet, or just take on the righteous tides with your surfboard. With the addition of these remaining Fabled Weapons, all Classes in the game now have one tied to them in the Soul Shop.



  • Customization is the Spice of Life – To wrap things up, we are adding some minor customizations for both new and long-time fans of the PC/Mac/Linux version of the game. The first is the ability to add your own custom localizations. Please note that due to the nature of font generation, the feature is only available for languages in Latin or Cyrillic. We’re also adding custom seeds for speed runners, along with ways to validate them.

SPECIAL GAME MODES
We’ve added three new Special Game Modes for players who have done everything there is to do but are still hankering for more. They are designed to strain even the most veteran players, so it’s highly recommended that you beat the game at least once before attempting these challenges. Each mode has special conditions to earn a silver or gold trophy and tracks your best times, so there’s always reason to give them another shot.

True Rogue
  • For the first Special Game Mode we wanted to see what happened if Rogue Legacy played more like a traditional roguelike. Things go a bit crazy as True Rogue gives players a single attempt to conquer the Kingdom with a random Contrarian Class. Rather than the familiar world, you now start in a random biome, and with each boss beaten you teleport to a new random biome with the option to choose a new Contrarian Class. Not every biome has to be completed though, and they are now smaller while holding more Relic rooms and Curio Shoppes. This keeps the runs short and sweet, and are designed as a single-sitting affair (though you can quit and take a breather at any time). And finally, to keep resources relevant, all gold, Ore, and Aether collected earns you valuable Resolve instead.

Thanatophobia
  • We’re bringing back an oldie but a goody with Thanatophobia. Originally the hardest achievement in the first Rogue Legacy, in this official game mode you are given only 15 lives to complete the game. Once you’re out of lives your save file is deleted. To make things really spicy, you are allowed to play each Class only once, so if your favourite Class perishes, you’ll have to make due with whomever is left.
Thana-two-phobia
  • By our own admission Rogue Legacy 2 is a fair bit easier than RL1, so to keep some of the challenge the original offered we’re sequelizing Thanatophobia. For Thana-two-phobia the rules are the same, except enemy and boss Burdens are applied, meaning more challenging biomes and much more challenging boss fights. We’re not totally masochistic though, so to give players a fighting chance all Fabled Weapons are unlocked.

CLASS ADDITIONS/CHANGES

New Fabled Weapons
  • Royal Vikings. Call upon the power of Odin himself and crush your foes with the mighty ancient hammer, Mjolnir. Toss it at unsuspecting victims, fry them with relentless lightning, then call the hammer back and do it all over again.
  • Serpentine Shapeshifters. Don’t be fooled by the innocent looking hand puppet. Within it resides the spirit of a dragon, and with it the skies are your domain. Destroy your opponents by attacking from all directions, then hold a puppet show detailing your epic exploits afterward.

  • Sick Surfers. Surf’s up! Take out your gnarly surfboard, build up some speed, and smash the faces of your foes. Not only do these wave breakers pack a punch, but they can glide past some hazards with absolute ease.

Blasting Wand (Redesigned)
While we were big fans of the wand, the learning curve was too steep for one of the starting classes. The weapon’s been redesigned to make it a little easier to handle, and also play a bit more like an archetypal wand.

(Buff) Projectile range of the wand has been increased by about 33%.
(Buff) Projectile size has been increased by 50%.
(Buff) Projectile now explodes on the first enemy it hits. This will make it easier to push enemies back, giving the Mage space to sling spells.
(Buff) Charged Status Effect duration raised from 3 to 5 seconds.
(Nerf) Explosion damage down slightly.
(Removed) Explosion indicator removed to clean up UI.

Shield (Tweak)
• Relics that reset (or break) on hit now reset if the player blocks with the Shield unless the block is a perfect block.

Frying Pan (Buff)
Buffs to make characters who aren't a Chef deal more damage if they get the Frying Pan.

(Buff) Charged Status Effect duration raised from 3 to 5 seconds.
(Buff) Damage increased from 150% to 165%.
(Buff) Mana Regen increased from 15 Mana per hit to 20.

Stew (Buff)
Buffs to the Chef to help better match the new Health changes (explained later the patch notes).

(Buff) Healing increased from 200% to 225%.
(Buff) Mana Regen raised from 100 to 150.

Crow Storm (Redesign)
• Now grants Flight.
• Range reduced significantly.
• No longer applies knockback.
• Damage reduced from 110% to 85%.
• Now will always fire 2 crows minimum, technically doubling damage on single targets. This damage is unreliable due to its movement arc pattern, making it not as useful against basic enemies but still effective on bosses.
• Crow Storm now changes its rate of fire when the player has Heavy Stone Bargain, as opposed to triggering a cooldown (like the Pistol).

Bard - Lute (Mega Buff)
We have the technology!

• Notes now update dynamically based on the INT from Dance Stacks. This means you can keep Spin Kicking your Notes and gaining that sweet sweet damage bonus.

Spin Kick (Buff)
Community: Rewrote Critical Damage calculations for Spin Kicks so that they now behave the same way as every other damage source. This should overall result in Spin Kick Critical Strikes dealing more damage.
• Spin Kicking while dashing now triggers a Critical Strike.

BIOME CHANGES

Final Boss Relic Rooms
We’ve added three Relic rooms right before the final boss, to give your hero one more chance to turn the tides.

• Three Relic rooms appear before starting the fight with the final boss.

SCAR CHANGES

Dreams
Three new special challenges known as Dreams have been added to Erebus. Unlike regular Scar Challenges, Dreams aren’t tied to achievements, but they’ll still give you a nice burst of additional Soul Stones. All Dreams can be discovered in NG+1 and higher.

Boogie Nights: A new Dream has been hidden within the Kingdom.
Dragon Flight: A new Dream has been hidden within the Kingdom.
Training Daze: A new Dream has been hidden within the Kingdom.


RELIC CHANGES

Mammon’s Bounty
We only added this because we were able to implement skipping of the Relic animation.

• A sequence of animations now plays for all the random Relics obtained with Mammon's Bounty.

Lachesis’ Measure (Redesigned)
This Relic has been problematic for a while due to its scaling off of Max HP. There were multiple ways for players to exploit this, such as stacking Healing Trees or Gnawed bones. It has been redesigned to make it much more consistent, while also buffing INT builds.

• HP gained per Critical Kill is now based off INT (50% scaling) instead of Max HP.

Transmogrifier (Tweak)
• Max cap raised from 5 to 99.

Hermes’ Boots (Tweak)
• A new sparkle effect plays near the player’s feet if they have this Relic.

Arcane Necklace (Nerf)
While it was fun to let people cast infinite spells with a maxed out Arcane Necklace, it was only meant to be an ultra-late game exploit. With the influx of Relics available in True Rogue mode, this became the de-facto way to beat it, and we didn’t want players always chasing this one Relic.

• Max cap reduced from 4 to 3.

Incandescent Telescope (Tweak)
This used to be a Cursed Relic before we changed its functionality and we forgot to tweak all the proper settings. Whoops!

• Range is now checked from the player to the point of damage, rather than the midpoint of the enemy. Fixes issues where very large enemies (like the Skeleton Boss) would always trigger the Relic's damage bonus due to their size.
(Community) Can now appear as an Antique.

Star Sling (Redesigned)
Making this easier to play with by making it a little more automated.

• Now casts 2 Star Bolts per Relic.
• Can no longer be aimed. Instead fires in a pattern that changes as you collect more Star Slings.

Tattered Rope (Rebalance)
Hazard damage would multiply if you had other Relics (like Serrated Handles Bargain). It is now additive, so getting multiple damage stacking effects won't be as large a leap in life destruction.

(Community) Increased Hazard damage is now additive rather than multiplicative with other damage increasing Relics.
• Damage taken increased from 150% to 160%.

SOUL SHOP ADDITIONS
The list keeps on growing…

Gods of Thunder – A new sub-Class can now be unlocked in the Soul Shop.
Draconic Puppeteers – A new sub-Class can now be unlocked in the Soul Shop.
Surfer – A new sub-Class can now be unlocked in the Soul Shop.
Cosmic Overload (Raised Cap) – The cap for certain Soul Shop unlocks has been increased. This is just a little something to help the DEEP NG+ players ( > NG80+).

SPELL CHANGES
We’ve gone and rebalanced a ton of Spells to ensure that Focus and INT based builds don’t taper off during the end-game.

Windwall (Buff)
• Damage increased from 100% to 150%.
• Now Skill Crits after blocking a projectile.

Freeze Strike (Buff)
• Freeze Duration increased from 3 seconds to 5.
• Boss freeze reduction reduced from 85% to 60% (this coupled with the extended freeze makes it much longer).
• Damage increased from 150% to 200%.
• Range increased by ~15%.
• Now Skill Crits if the enemy is close enough.

Fungal Spread (Buff)
• Damage increased from 50% to 60% per spore.
• Hitbox increased to make it easier to hit far away units.
• Now Skill Crits if it hits enemies far away.

Spore Burst (Buff)
This is technically a Status Effect, but felt like it belonged here.

• Explosion now destroys Cursed projectiles and Ice Crystal hazards.

Shield of Thorns (Buff)
• Damage increased from 100% to 150%.
• Now Skill Crits after blocking a projectile.

Shockwave (Buff)
• Damage increased from 250% to 275%.
• Now Skill Crits targets close to the centre.

Blaze Bellows (Buff)
• Damage increased from 100% to 120%.
• Increased knockback.

Flame Barrier (Redesign - Buff)
Redesigned to make it more reliable and to allow for an easier Skill Crit.

• Flames increased from 6 to 8.
• Skill Crit trigger delay reduced from 5 seconds to 1.5 seconds.
• Increased knockback.
• Damage decreased from 60% INT scaling to 35% INT scaling. This is still a HUGE net damage increase due to the rates the flames hit and the Skill Crit changes.


HEALTH REGEN CHANGES
Pushing to make INT the primary form of Health Regen, while also making the early game slightly easier.

• Meat HP restoration increased from 200% of INT to 225%.
• Pizza now restores 225% of INT and 15% of max HP (from 200% INT and 20% of max HP).

Healing Tree
• Fixed a longstanding issue where Healing Trees stunk if you didn't have a high INT. Will now always be better than pizza.
• Now restores 500% of INT and 15% of Max HP if you consume the Nectar (up from 500% of INT and 0% of Max HP).


BIOME BURDEN CHANGES

Kerguelen Plateau Biome Burden Redesign
This was the least popular Burden, so we’ve wanted to improve it for a while.

• Burden of Kerguelen's Sorrow is now Burden of Kerguelen's Frost.
(Removed) Removed Frozen Nightmares.
(New) Added Cold Snaps.

Sun Tower Burden Tweak
• Nightmare Lancers come in larger packs.
• Nightmare Lancers are faster and can track the player better.

COMMANDER CHANGES
Two new Commander Buffs have been added to the game, and one has been redesigned.

Resonant (New)
• A new Commander Buff can now appear in the Kingdom after the player finds Echo’s Boots.

Void Touched (New)
• A new Commander Buff can now appear in the Kingdom after the player finds Pallas’ Void Bell.

Fury (Redesigned)
Originally designed to be strong against attacks that dealt low damage but triggered often. It didn’t work well, so now it just turns enemies into hyper aggressive glass cannons.

• No longer gains stacks of Fury.
• Enemies are now ALWAYS 50% faster and 60% more aggressive.
• Removed damage reduction bonuses.
Explosive (Tweak)
• Changed the Explosive Commander Buff progress bar to show their cooldown instead of when they're going to attack.

Commander Estuaries
Estuaries with Commander Buffs can now appear in True Rogue. They use a custom version of Commander Buffs to better match the encounter.

Massive (Estuary). Slightly smaller, less damage, and less HP bonus.
Blocker. Removed.
Shield Banner. Removed.
Cursed. Fires 2 projectiles instead of 1, but less frequently.
Explosive. Longer delay between explosions.
Shredder. Removed.
Flamer. Fires 3 projectiles instead of 2 with a wider spray, but less frequently.
Vengeful. Invincibility duration increased DRAMATICALLY.
Fury. Removed.
Resonant. More projectiles, longer delay. Projectiles do not move.
Void Touched. Larger projectile, longer delay.



TRAIT CHANGES

Fun-Guy/Fun-Gal
Community: Changed the behaviour so that eating a mushroom and taking damage now cycles you from large to normal to small and vice versa, regardless of whether you start with a Trait that makes you big or small.
Community: Trait now retains your character size even after exiting the game.

Perfectionist
• Now that Spin Kicking while dashing triggers a Critical Strike, regular Spin Kicks no longer deal damage to enemies if you have this Trait.

Superfluid (Keyboard Only)
Making controls match closer to controller.

Community: You now dash in the direction of your movement, not where the mouse is pointing. This limits your motion down to 8 directions, but should make it easier to perform in the heat of the moment.

True Rogue (New)
• Available only in True Rogue Mode.
• Ore and Aether is now converted into gold. After reaching certain gold milestones, you will be rewarded with bonus Resolve.
• Boss chests reward a bonus Transmogrifier Relic.

HAZARD CHANGES

Nightmares (Nerf)
Making them a little less difficult, which in turn also makes Naamah a touch easier.

• Wakeup delay increased from 9s to 10s.

Ice Crystals (Nerf)
A little more time to think.

• Regrowth delay increased from 2.75s to 3s.

Frozen Nightmares
• Removed from the game.


EQUIPMENT SET CHANGES
New sets for returning players.

White Wood (New)
• A new FOCUS oriented equipment set can now be found.

Black Root (New)
• A new DEXTERITY oriented equipment set can now be found.

Kin (QoL)
• Minor issue where Kin was giving you 1.5 Retaliation Runes instead of 2 (it was always rounding up though, so nothing has changed).

MODDING CHANGES

Custom Seeds (PC/Mac/Linux Only)
• You can now force the world to generate a specific seed by modifying the CustomSeeds.txt file found in the game’s CustomData/<Platform> folder (same directory as save files).
*Please note that the game must be run at least once after downloading the update for this text file to appear.
• The CustomSeeds.txt file can hold multiple seeds, and the game will run through each of them in order whenever the player dies in a run.
• Seed verification data has also been added to the player’s save file to validate whether someone has secretly modified their seed. This feature is chiefly for speedrunners to verify that a record was achieved legitimately.

Custom Languages (PC/Mac/Linux Only)
• Along with custom seeds, we’re giving players a way to add their own localization to Rogue Legacy 2. All that’s needed is to place a tab-delineated text file with the .tsv extension in the game’s CustomData/<Platform>/Translations folder (same directory as save files) and the file will appear as a language option in the game’s settings.
*Please note that the game must be run at least once after downloading the update for the Translations folder to appear.
• In order to create a language file, please download the zip file containing the different localization files the game uses here: Download Zip File
• Please note that this feature is experimental and is only supported by languages that use the Latin or Cyrillic character set.


MISC. CHANGES

Weapon Curio Shoppe
Now that we have the complete set of Fabled Weapons and basic Weapons, we're removing the odds modifier.

• Removed the 2x chance for Fabled Weapons to appear in the Curio Shoppe.

Cave Journal Entries (Missing)
• Added a Cave journal entry that we forgot to link up. Oops! If you’ve found all the Cave Journal entries already, this one will automatically be marked as discovered for you.

Other
• Added a memorial.
Community: The animation that plays when obtaining a special item such as a Relic, Blueprint, new Ability, or Empathy, can now be skipped.
• Improved performance of the player death tally sequence.
• Improved a number of cape animations.
Community: Main menu no longer constrains mouse cursor.
• Community: Zoom level of the map in the Pause menu is now preserved until a new map is loaded.
• Shrunk the size of the trigger box for Boss Chests.
• Added DualShock 4 and DualSense lightbar support. The gamepad will light up different colors depending on the character's Class and Traits.
• Added a small gamepad rumble when the Bow or Ballista enter their crit window.
• Entering a Journal room when all the journals are already read now immediately marks the room as complete rather than requiring the player to read the journal first.
• Failing a Challenge now restarts the Challenge rather than returning you to the Drift House.

Auto Save Disclaimer
Sometimes it’s difficult to know when you can take a break from a game without losing progress. This is especially poignant with roguelikes, where quitting can cause you to forfeit an entire run. We want to reassure uncertain players that it is safe to quit at any time in Rogue Legacy 2, and have replaced the old disclaimer with a new one to explain this.

(Removed) Best on Controller: A lot of effort was put into making RL2 play as smoothly as possible on a keyboard and mouse, so we thought it was time to sunset the old disclaimer that recommended using a controller.
(New) Tea Time: Replaced the old disclaimer with a new one explaining how auto-saving works.


Cutscene Skip++
In the previous update we let folks skip the end-game cutscene. Now they can skip the entire ending sequence in the Pause menu.

Community: The entire end-game sequence can be skipped in the Pause menu after defeating the final boss if you already possess Gilgamesh’s Anchor.


BUG FIXES
• Fixed bug where the player would not turn around when moving slowly enough in the opposite direction while flying.
• Fixed bug where holding Up while attacking with a joystick would sometimes cause the player to turn.
• Fixed bug where casting any ability that made the player invincible while Cloak of Eventide was active would disable their invincibility.
• Fixed bug where casting Crow Storm after defeating the final boss would cause crows to fly towards a specific spot in the ground.
• Fixed bug where casting Crow Storm after defeating Enoch would spoil the surprise.
• Fixed bug where the Mimic Chest’s running SFX would keep playing during its death animation.
• Fixed regression bug where player could occasionally slip through slopes when playing at low FPS.
• Fixed bug where you could exit the ending closet if you entered the door on the same frame that Maria started speaking.
• Fixed bug where modifier values on Relics would sometimes show more than 2 decimals.
• Fixed bug where Star Sling would always fire to the right when triggered via Lucent Beam if no direction was pressed, regardless of the direction you were facing.
• Fixed bug where the lighting on characters in the Lineage screen would no longer apply properly if you swapped their weapons.
• Fixed regression bug where the sparkle effect when switching weapons in the Lineage screen was not playing.
• Fixed various minor issues with some rooms.
• Fixed bug where the Feathered Cap Relic was triggering every time you activated the Block Talent, regardless of whether you actually blocked something.
• Fixed bug where dash-canceling some abilities right after they are executed would not apply Feathered Cap's Charged effect (like Immortal Kotetsu and Knockout Punch).
• Bosses now break out of the Freeze status effect when triggering their mode shifts, addressing an exploit where players with enough Mana (or certain Relics) could continually freeze the boss until it died, causing the mode shift to never execute.
• Fixed bug where entering a boss room and refreshing your Mana would give you more Mana than intended if you had the Limitless Trait.
• Fixed a number of text and localization issues.
• Fixed bug where enemies with full HP would sometimes take one extra hit before dying to hazards.
• Fixed issue where mouse cursor constraint logic would kick in only after the game was paused at least once.
• Fixed bug where the icon that appears when damage is dealt was not appearing correctly for Heron's Ring or Raven's Ring if the damage source was a Status Effect like Burn or Poison.
• Fixed potential bug with line reading in the Localization Manager.
• Fixed rare potential soft crash when throwing the Spoon.
• Fixed bug where if the player was knocked upward when casting the Mana Bomb while standing on the ground, they would remain in their idle standing animation state while in the air.
• Fixed rare bug where if you triggered a Fairy chest on the same frame it dissolved, you could no longer interact with objects like Chests, Teleporters, etc.
• Fixed bug where Pizza Girl's Synesthesia color trail would not follow her properly when jumping onto the boat at the Docks.
• Fixed bug where the player's Synesthesia color trail would be visible before they finished teleporting into the Tutorial level when starting a new Thread.
• Attempted fix of bug where player's Synesthesia color trail would sometimes start incorrectly positioned at the Docks.
• Added a spotlight to Healing rooms, Relic rooms, and the Curio Shoppe to address issue where the Diva darkness effect was hiding the text.
• Fixed bug where exiting a Scar while an enemy was being summoned would sometimes cause an enemy in the Castle to become invisible and no longer detect collisions.
• Fixed bug where killing a Doomvas with the Kotetsu Talent would cause the camera to follow the player at a distance.
• Fixed bug where if you retired with the Cloak of Eventide active, your character would have red eyes on the Death screen.
• Fixed bug where tutorial text boxes were not being sorted correctly, resulting in them appearing behind objects like Nightmare auras.
• Fixed bug where the Barbarian's ground Axe attack would get stuck if you activated House Rules Flight mid-animation.
• Fixed bug where Will'os were sometimes rendered with a transparent black rectangle.
• Fixed bug where docking/undocking on Switch while paused resulted in graphical corruption.
• Fixed bug where Slugs were creating too many slime projectiles, resulting in lag, especially on Switch.
• Fixed bug where entering certain transition zones while flying (like the stairs from the Docks to the Skill Tree) would cause your character to either ignore non-movement inputs or constantly face left.
• Fixed bug where the art for one-way platforms was sometimes not being applied correctly in Heirloom rooms.
• Fixed bug where not all Shotgun pellets were awarding Mana on hit.
• Fixed bug where collecting Future Successor's Bargain right before Cloak of Eventide triggered would make your player survive the curse.
• Fixed bug where the Manor was appearing on the wrong layer when visiting the abandoned Docks.
• Fixed bug where player could take damage in the final boss room after defeating the boss and the door appears.
• Fixed bug where Gravity Well was sometimes dealing 4 ticks of damage instead of 5.
• Fixed bug where expert Spear Maidens were so tall they threw their javelins over the player's head.
• Fixed bug where the dash silhouette effect was getting culled and not playing correctly if your character was just outside the room bounds.
• Fixed bug where Suave bonus damage was not applying to attacks that spawned additional projectiles like the Enkindled Gauntlets.
• Chef Class Burn passive now stacks with attacks that naturally cause Burn.
• Fixed localPosition = {NaN, NaN} soft crash on Status Effect icons when applying a Status Effect to an enemy on the same frame it is killed.
• Fixed soft crash bug where tunnels inside tunnels were still trying to generate destinations even if their spawn controllers were marked not to spawn them.
• Fixed bug where Relics that counted downward did not display the correct text colour in the Relic HUD.
• Fixed bug where the grace period for Breakable Spikes that prevented damage to the player when entering a room was not working correctly if the spikes were being instantiated for the first time.
• Fixed bug where rapidly hitting left then right when navigating some menu options would cause the indicator to move left twice instead.
• Critical strike backing art is now always positioned behind the number, regardless of how many bonus damage source icons appear.
• Fixed bug where the Cannon weapon would immediately swing again if you held the button and something interrupted the attack.
• Fixed bug where Puritan Trait was not being resolved with Nerdy Glasses.
• Fixed bug where if the Traitor created Dash Void walls too quickly, it would cause the warning animation and void wall spawn interval to get messed up.
• Fixed bug where the Traitor would sometimes get stuck in a jumping animation after tele-slicing.
• Fixed bug where the Traitor dash effects were not facing the correct direction when cast.
• Fixed bug where Dance stacks were not applying when kicking off of Zyorbs.
• Changed Dance stack damage mod to no longer apply upon projectile cast, but instead on enemy damage calculation, to fix a variety of edge-case scenarios where stacks would apply or not apply.
• Fixed bug where Fireball enemies would still drop fireball projectiles while frozen.
• Fixed bug where the roots in the Parade would sometimes flicker in.
• Fixed bug where the portrait animation during the Death screen could desync with the Lineage screen depending on the frame rate.
• Fixed bug where the Aerodynamic visual effect did not persist across room transitions.
• Fixed culling bug causing certain 1x3 and 3x2 rooms to flicker when entering.
• Fixed bug where the Snow Torch prop would sometimes float in mid-air.
• Fixed various bugs where enemies in the Parade were looping their animations incorrectly.
• Fixed bug where Defentry and Entry Preventry enemies were not animating in the Parade.
• Fixed bug where chest sparkles were not playing on the correct visual layer.
• Fixed bug where water/clouds in Scars would still teleport you even if you were dead.




Bye!
Rogue Legacy 2 - Agent_Rete



On April 28th Rogue Legacy 2 will officially hit its 1-year launch anniversary, and to celebrate we are releasing one final major update, completely free!

The Swan Song Update is our way of saying 'thank you' to everyone in the community for all the love and support you have shown us not just this past year, but throughout Early Access.


The Swan Song Update Primer
The full patch notes will arrive with the content patch in just a couple days, but we thought we'd give you an early glimpse of what's to come.


Special Modes

One of the biggest additions we've ever added to Rogue Legacy 2 is coming with the introduction of Special Modes - 3 brand new ways to play the game.

Some of it will be familiar to fans of the original, with Thanatophobia mode testing your mettle by only allowing 15 lives. But of course, this is Rogue Legacy 2, and that means bringing things up a notch.
We're taking the game and twisting it, flipping it around, and tossing in a ton of new features never seen before. In True Rogue mode, you have one life to complete the game. Each run has been designed to be completed in under an hour, but for most people, expect runs to last only a few minutes :D.



This mode is meant for veterans who've completed everything RL2 has to offer. Even if you think you've seen it all, True Rogue holds surprises around every corner.


Say hello to Commander Estuaries. A brand new encounter, exclusive to True Rogue mode.



The Final Set of Fabled Weapons
During Early Access, we never intended to create a Fabled Weapon for every Class. They were difficult to make, and we knew that if we aimed for such a lofty goal from the start, we would have scrapped the feature before it ever took off. Thankfully we fooled ourselves, and the release of this final set of Fabled Weapons completes the collection for all 15 heroes.








And So Much More
We don't want to spoil everything. Heck, with the patch notes coming in at a whopping 4200 words, we couldn't even spoil it all if we tried! We are doing our best to make sure everything we could have wanted is in Rogue Legacy 2, and nothing is left on the table.

Thank you once again for all of your support, and we hope to see you on April 28, when the Swan Song Update launches.


Good night and see you soon :)
Rogue Legacy 2 - Agent_Rete


Hope you've all had a wonderful 2022, and wishing you all an even better 2023.

Best wishes, and best days
- Cellar Door Games
Rogue Legacy 2 - Agent_Rete
Happy holidays everyone!

The Rogue Legacy 2 Winter Holiday event is now live, and everyone has come out to celebrate. Come join in the festivities, as friends and foes alike revel in boisterous merrymaking. The yuletide celebrations will last from December 20th to January 7th, and all you need to do is load up the game to participate, so be sure to check out this wintry event while it lasts.

Thank you all for your support as we officially launched Rogue Legacy 2 this year, and for making the experience an incredible one for us. Now's the time to sit back, relax, and enjoy a soothing hot mug of pizza to the face.

Rogue Legacy 2 - Agent_Rete
It's the Steam Awards season, and we're looking for awards!
Any awards!

We already lost our spot to a cat, and we can't lose it again!!! :gocat:


Anyways, these Steam Awards are just for fun, and if you wanted to vote for us, that'd be super fun (for us)! Thanks for reading this post.




Rogue Legacy 2 - Cellar Door Games
It’s been quite a ride with the release of the Fabled Heroes update alongside the Nintendo Switch version. And yet, despite how much we packed into it, it has undoubtedly been our smoothest update so far. That’s not to say the waves have been completely calm, as a few bugs were lurking beneath the waters. Fortunately we’ve not only fixed all the bugs reported in the last week, but the Mac and Linux versions are ready for prime time! We juuuust missed the launch window for these versions, but at least fans didn’t have to wait long.

And finally, we want to cap things off with a very big thank you to everyone that has supported us so far through the v1.0 launch to our latest major update!

IMPORTANT NOTE: We are aware some Steam Deck users are experiencing intermittent crashes. Regrettably we have not been able to isolate the cause, but we are hoping the native Linux build will help stabilize things. Please note that until the native Linux version is re-verified on the Steam Deck (fingers crossed because we’ve tested it), only the Proton version will be available to Steam Deck owners. To get around this for now, in the game’s properties on Steam, navigate to ‘Compatibility’, enable the ‘Force the use of a specific Steam Play Compatibility tool’ checkmark, and choose ‘Steam Linux Runtime’ from the drop down.

IMPORTANT NOTE #2: This patch will only be available on PC for the first few days to ensure stability. Once we’re certain everything is good, we will push the patch to the console platforms.


WEAPON CHANGES

Crow Storm (Buff + QoL + Bug Fix)
A small tweak to make the Crow Storm work better on enemies that constantly chase.
  • Crows now apply a small knockback to most enemies.
  • Crows now move faster and have a slightly higher turn rate.

PLATFORM CHANGES
  • Native versions of Rogue Legacy 2 are now available for Mac and Linux.

MISC CHANGES
  • Added some text to clarify that the bonuses from the Totem apply to all Classes.
  • Updated Credits.

BUG FIXES
  • Fixed bug where damage popups were appearing behind the Interact prompt when attacking Lady Quinn.
  • Fixed bug where resetting the Skill Tree via House Rules would lock the Knight Class and miscellaneous starting Equipment/Runes.
  • Fixed bug where Relic rooms would sometimes spawn Nerdy Glasses but then switch to a different Relic when you left and re-entered the room.
  • Fixed bug where the Cellar Door Games splash sound effect was much quieter than intended if the in-game volume settings were low.
  • Fixed bug where a black box would appear next to the player death portrait when playing on OpenGL/Metal.
  • Fixed bug where Charon's boat was clipping into the terrain in the Garden scene.
  • Fixed bug where the Relics given by Mammon's Bounty could exceed the intended max stacks.
  • Fixed bug where the +Max HP text popup would gradually move to the right side of the screen if you repeatedly increased your max health.
  • Fixed bug where text popups would not fade out correctly in the Chinese/Korean/Japanese language.
  • Fixed bug where certain statues would Z-fight in the Memory Heirloom room.
  • Fixed bug where the over-Burden gold bonus was not applying correctly after NG+25.
  • Fixed bug where the over-Burden gold bonus was not applying correctly if the Burden requirements had been changed in House Rules.
  • Fixed bug where entering a biome with a gold bonus (Pishon, Mundi, Tower) for the first time would sometimes not apply the gold bonus.
  • Fixed bug where Crow Storm did not target Blightborn Purson.
  • Fixed bug where the pumpkin/gift prop on top of the Drift House would sometimes become invincible.
  • Fixed bug where the character models would sometimes appear incorrectly sized in menu screens.
  • Fixed bug where local teleporters and secret doors were sometimes rendered incorrectly in the Kerguelen Plateau.
  • Increased the zoom speed on the death recap map screen when using a mouse wheel.
  • Fixed bug where dashing while firing Lucent Beam would re-enable gravity once the dash was completed.
  • Rewrote how Silk Slippers is applied to fix some edge cases where it was not triggering as intended (hitting enemies via Lute note explosion would not award a stack).
  • Fixed bug in Death Mark logic to address issues where player would get one less mark with each level of the Burden.
  • Fixed bug where dying to the Death Mark would sometimes not display the Black root death text.
  • Fixed bug where the Death Mark could go into negative values at the Docks.
  • Fixed bug where entering the Castle after losing some Death Marks in the Docks would not reset the Death Mark counter.
  • Fixed bug where getting the Transmogrificator Relic as a Pacifist was not properly switching out the player's weapon.
  • Fixed bug where the crit damage for Burn and Poison Status Effects were not taking Relic damage mods into account.
  • Fixed bug where Poison Status Effect crit damage was dealing too much.
  • Fixed bug where the Lute's explosion was not calculating its bonus damage correctly in certain scenarios.
  • Fixed bug where Shotgun would sometimes not automatically fire the second shot when playing the game at a really low fps.
  • Fixed bug where Shotgun would sometimes instantly reload when playing the game at a really low fps.
  • Fixed null ref bug that would sometimes occur when switching Challenges with the Shotgun.
  • Fixed bug where dying when the rumble SFX that plays from the flying hands in the Cave biome would cause the SFX to keep playing.
  • Fixed bug where Umbrella was triggering some old code if active in the air long enough, causing it to shoot projectiles.
  • Fixed bug where Triangulator was not bouncing off trick walls correctly.
  • Reduced chance of Triangulator bouncing off a door instead of breaking through it.
  • Fixed text bug where the Umbrella weapon would show a LOC ID in the Relic room.
  • Fixed bug where the air attack for the Umbrella was applying Spore Burst while standing on an Ivy Platform.
  • Fixed bug where the abandoned Docks had Halloween items in it if you entered with the Festive Trait active.
  • Fixed bug where you could sometimes hear the player's footsteps SFX loop continuously when using a local teleporter.
  • Fixed bug where changing the game's quality settings would override the vsync values until the game was relaunched.
  • Fixed some text overrun in Japanese language.
  • Fixed bug where a cloud in the Sun Tower is covering the exit pipe of a local teleporter, causing the player to teleport back to their original location after using it.
  • Fixed bug where players could still perform abilities in a small time window during a scene transition. This was a problem because some abilities would re-enable player gravity after the ability was completed (like the Umbrella attack), causing gravity to kick in too soon and resulting in the player falling through the ground during a transition.
  • Entering the Lineage scene while in the upper area now shows the sky of the upper area in the windows.
Rogue Legacy 2 - Cellar Door Games
But wait, there's more!

Are you a Rogue Legacy 2 super-fan? Do you love super high quality cute things? Along with new content and new consoles, we're officially launching the MakeShip plushie campaigns for both the stalwart Chef and the infinitely knowledgeable Lady Quinn!

Both plushies start at $27.99 USD, but you get a 10% if you pick up both. These limited-edition plushies only get made if enough people support them, so please spread the word and grab them while you can at the links below. They're really cute!



Chef Plushie: https://www.makeship.com/products/chef-plush-1
Dummy Plushie: https://www.makeship.com/products/dummy-plush
Rogue Legacy 2 - Agent_Rete
Surprise! In celebration of the release of Rogue Legacy 2 on the Nintendo Switch, we're rolling out a major content update that includes some absolutely MAMMOTH changes! Along with more Fabled Weapons, Relics, Traits, and Spells, comes a slew of new features and balance tweaks. New House Rules, Biome Burdens, QoL fixes, immense game optimization and more await! It's so large, there's no way we could fit it all in this announcement. If you're interested in seeing all the nitty gritty (plus additional commentary), we have a link to the FULL PATCH NOTES below.

https://roguelegacy2.com/patchnotes/v110

**SPECIAL THANKS **
Once again, a big shout out to the Discord Vanguard Team for their help, and also for keeping this update a secret! Thank you!

PATCH HIGHLIGHTS

  • Weapons, Spells, and Relics Galore – Tons of new Weapons and Spells are coming down the pipe for you to add to your repertoire. From big community requests like the Lich King’s Crow Staff, to more eclectic weapons like a haunted Umbrella, the latest update has a ton of neat new items to show off. We’re also making the experience even wilder with new Relics that really take the cake. We hope you’re as big a fan of these new additions as we are!



  • NG+ and Fixing the Flow – Tons of gameplay changes have been made based on community feedback. We’ve rehauled the Biome Burdens to give players more control in how they tweak the NG+ experience, while also adding a ton of new choices to really customize each adventure. If you haven’t stepped into NG+ before, now is a great time, and if you’re a vet, there’s a whole new set of challenges that await you.



  • A Braver, Newer World – We’ve gone over biome generation to make every area more rewarding and let players creep more power if they invest in full clears.



  • More Risk/More Reward – We’ve also made massive changes to red portals to make the decision-making more dynamic. Their difficulty has been bumped up, but their rewards have significantly increased as well. On top of the well-earned gold chest, clearing these bad boys will now net you a Health tree and a Relic room to boot.



  • Play Your Way – Even more options have been added to the House Rules, to allow for the most curated experience ever. We’re also including the oft-requested option to reset your Skill Tree if you ever feel your money was not well spent.



  • Engine Rehaul – Considering how important movement is to a player’s success in Rogue Legacy 2, better performance was always a major goal of ours. We’ve finally had the opportunity to strike this off the bucket list, and a single note in the Patch Highlights doesn’t do justice to how much work was actually put into improving the experience. No part of the game was left untouched, with many of the fundamental systems completely rebuilt. Of course, this meant potentially breaking much of what wasn’t broken before, and while we’ve done our best to ensure the experience remains unchanged (other than making things run a lot smoother), we suspect a few bugs may have slipped through.



  • Even More for the Masses – Now that RL2 has been released on the Nintendo Switch, we’re working on native versions for Mac and Linux (with the help of the incredlble Ethan 'flibitijibibo' Lee) that we hope to have ready soon. And as a sweet cherry on top, the game has been fully translated in Japanese!

Thank you for all the continued support, and we hope you enjoy everything we've included in the Fabled Heroes update!

- The Cellar Door Games Team


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