Rogue Legacy 2 - Cellar Door Games
We are releasing our first complete patch to the Far Shores Update. Many thanks to everyone who reported issues. Thanks to your help we’ve managed to address what we believe are a majority of the priority bugs in record time! This patch fixes the dreaded black screens that can occur when entering rooms in Axis Mundi, and having heirlooms not activate correctly.

As always, please feel free to report any issues you experience through our various channels (website, email, Discord, Twitter, or in-game).

- The Cellar Door Dev Team

BUG FIXES & BALANCE TWEAKS
  • Added some missing boss music.
  • Community: Fixed bug where exiting a room would mess up the culling state of some props, resulting in them not working as intended (this was the cause of the inaccessible heirlooms).
  • Community: Attempted fix of rare MaterialBlock null reference error.
  • Fixed a bunch of scenarios where Enchantress was tracking costs using Equipment Ore instead of Red Aether.
  • Community: Fixed bug where sometimes entering Axis Mundi would result in a crash.
  • Community: Re-enabled autosync transforms as they were causing unreliable bounds calculations (and caused the softlock when exiting the northern Study).
  • Added more screen resolutions in the graphics settings.
  • Fixed a bunch of spelling mistakes.
  • Buffed Offshore Banking Saving amount from 3% to 4%.
  • Community: Fixed being stuck underwater in a certain Heirloom.
  • Remade one of the heirlooms to fix issue with inconsistent passage.
  • Community: Fixed bug where cooking would trigger sentries.
  • Community: Fixed bug where player could kill themselves at the Docks.
  • Fixed bug where Focus stats were not being displayed correctly at the Blacksmith.
  • Community: Fixed bug where surviving Future Successor’s Bargain would lock all player movement.
  • Community: Fixed bug where unlocking the Forest Boss door always needed you to fulfill the requirements (instead of only needed it once).
  • Community: Tweaked some rooms to fix issue with people falling into water and dying.
  • Community: Fixed issue where entering certain biomes would halt music entirely.
  • Community: Fixed bug where collecting a coin immediately after picking up red aether or iron would cause the aether/iron's HUD counter to jump to the number of coins collected.
  • Fixed bug where Bonus/Mandatory room placement could result in a stunted biome with no way out.
  • Community: Fixed bug where Flame Barrier spell would not open doors.
  • Community: Fixed bug where entering Castle was not resetting ammo or clearing ability cooldowns.
  • Community: Fixed bug where entering a room that was using a different biome type, compared to the biome it was actually in, would result in a crash (the black door crash).
  • Community: Fixed bug where Lifesteal was not behaving as intended.
  • Fixed bug where Soulsteal was not behaving as intended.
  • Community: Fixed a number of buggy rooms.
  • Community: Fixed bug where Associative Agnosia effect didn't apply to heirloom enemies until they were hit.
  • Community: Fixed bug where you could still interact with non-interactable objects (like certain dummies).
  • Community: Camera tweaks made for Axis Mundi.
  • Community: Fixed a number of text issues (this will be an on-going thing).
Rogue Legacy 2 - FunKy_BudHa

It’s finally here! After months of work, we are incredibly excited to release our very first content update to Rogue Legacy 2. And trust us, it’s a doozy... We heard you loud and clear about the lack of substance when the game first released in Early Access, so we scrapped our best laid plans and decided to go all-out. For this content patch we will be nearly doubling the amount of content by releasing not one, but two entire biomes. Along with new regions to explore, this means new enemies to defeat, new heirlooms to discover, and new bosses to conquer. This doesn’t even include all the standard things we intended to add, like classes, skills, traits, and so on. And what about the slew of new gameplay systems or improved accessibility support, like widescreen handling? Fear not, we will cover everything in the Far Shores Update, but there is much to talk about so be sure to get comfortable.

**IMPORTANT**
Due to the immense number of additions and changes in the Far Shores Update, when launching your save file for the first time your skill tree, equipment purchased, and runes purchased will all be reset. To compensate, the majority of the total gold spent on those purchases will be refunded, to allow you to respec your heroes. This helps maintain game balance as prices, skill levels, and game difficulty have all changed. All collected runes and equipment will remain found. While we try very hard to minimize the amount of progress lost whenever drastic changes are made, this will likely be standard policy with each large content update.

As well, gamepad configurations have been reset once more to allow support for the new camera controls.

GAME UPDATES
  • The Campaign Expands - When creating Rogue Legacy 2, we wanted to fully realize the vision of a more Metroidvania-esque experience. This means finding new powers, unlocking new paths, and constantly expanding the player’s abilities as they traverse the kingdom. We are really emphasizing this by releasing two new biomes with this content patch, Axis Mundi and the Kerguelen Plains. The decayed remnants of a bustling township are all that remain of Axis Mundi. It is a unique region that will truly challenge your side-scrolling prowess. Meanwhile, the Kerguelen Plains are frigid and unyielding, yet you must uncover every corner of its expanse in order to solve its mysteries. To really flesh out the biomes, we are adding a ton of new rooms to the generation pool alongside many new enemies and bosses. There is also a few new heirlooms to uncover, to permanently increase your repertoire of abilities.

  • Talents 2.0 and Core Class Update - We always wanted mana to be solely used for spell-slinging, and with this update we now have the infrastructure to support it. Now every class has their own unique talent which “recharges” based on their class playstyle. Barbarian’s Shout regenerates when taking damage, Rangers recharge their Ivy Platforms when they hit foes, and Knights can block for free, forever. We also took this time to update the classes to make them synergize more with their talents, which includes major reworks on the Mage, to minor tweaks done to the Ranger.

  • Mastery XP - In Rogue Legacy 2, we’re asking for the players to learn a lot more. Our goal is for every class to be unique enough to stand on their own. This steepens the learning curve to an already difficult game. To encourage people to keep trying new things, we’ve added the mastery system from our previous game - Full Metal Furies – into Rogue Legacy 2. Now each class can earn Mastery XP, which will unlock permanent stat bonuses, benefiting all classes. Doing a solo class run is still viable, but branching out will bring its own rewards.

  • Unity System - Remember that unity stat on your gear? Now it does something! Wear enough pieces of the same set, and unlock special bonuses for your character. UPGRADE your gear, and increase your Unity Synergy, unlocking even more special bonuses for your character. UPGRADE your gear even MORE, and eventually wearing just 1 or 2 pieces of equipment will provide enough Unity, allowing you to mix and match bonuses as you enter the end-game.

  • Antiques - We’ve added a ton of relics into the game, and some can drastically change how you play a run. Rather than wait for the slim chance you’ll find a relic, we’ve decided to replace the Treasure Hunter trait with a new Antique system. This significantly increases the chances of a character STARTING with a relic, changing how the game plays right from the get-go. Some classes may even start with 2!

  • New Hero Classes – With the Far Shores Update we are introducing three new classes: the Valkyrie, the Duelist, and the Chef. The Valkyrie wields one of the longest range melee weapons in the game, the Fauchard. Along with its length, it can attack in multiple directions making it extremely versatile. And when in a tight spot, Valkyries can destroy projectiles in a small area around them. The Duelist is fast and agile, and can perform air-to-ground combos while dodging out of danger. It is one of the quickest and highest damage-dealing classes in the game, but it is offset by a low health bar. And finally, the Chef is the first “healing” class introduced to Rogue Legacy. Reflect incoming projectiles with your massive frying pan, and turn your enemies into toast. Cook a meal at any time to heal a portion of your health, but be careful because you are vulnerable while doing so.

  • Unique Character Encounters – Some new and familiar faces will be joining your town alongside the Blacksmith and Enchantress. Lady Quinn, the dummy residing next to your manor, is now an unlockable NPC that can be conversed with. From her years of being a target dummy, she now possesses a wealth of knowledge that can help you master your characters. And then there’s Maria, the Pizza Delivery person. What she does remains a mystery. Is it related to delivering? Maybe. Does it involve pizzas? Maybe not.

  • Magic System Rebalance – We’ve rehauled ALL the spells, to encourage players to really incorporate them with their basic attacks. Long story short, all spells have been rebalanced, mana regeneration has been boosted, spell costs are down, and mana capacity is down. We’ve also redesigned the Magma Mass, Shockwave, and Magic 8 Ball, and introduced two new spells – White Star and Fungal Spread.

  • Trait Rebalance – Although the gold bonus to traits has gone far to help take them beyond their gimmicky origins from Rogue Legacy 1, that’s not enough to call it a day. We still want to make them feel good, so we’ve taken a hard look at the ones we think don’t bring enough to the table, even with a gold bonus. We’ve done a complete pass on traits and have removed some, redesigned others, and added brand new ones. In general, everything’s been buffed.

  • Relic Rarity – The addition of relics has been very well-received, and after getting to see how people interact with them, we really wanted to push the envelope. Unlike other roguelikes, Rogue Legacy is about short runs, so getting a large number of relics that do small changes doesn’t really fit. For RL2, every relic needs to be impactful, and the natural synergy needs to occur quickly. With that in mind, we’ve ‘tiered’ relics to make how they harmonize readily apparent, and we’ve implemented a Rarity System that divides all relics into UNCOMMON, RARE, EPIC and OATH categories.

  • Encumbrance – Gear is great. In fact, it’s so great that it was pretty much broken in original Rogue Legacy. With the addition of Unity and equipment-leveling in RL2, now it’s even brokener! Enter the Encumbrance system. Too heavy? You regenerate less mana. Nice and light? Bonus mana! This helps solve a number of balance problems and adds more depth to character personalization. If you’d like to hear our reasons, we talk about it in more detail here: {LINK REMOVED}

  • More Stuff Overall – There are so many opportunities to add more to the world of Rogue Legacy 2, and we’re taking advantage of each and every one. We’ve already outlined a number of the new spells, runes, equipment, and so on. But here’s the official run-down: 2 new spells, (and 4 redesigned ones), 5 new traits, 5 new runes, 15 new manor skills, 10 new relics (and 1 redesigned), and two new equipment sets. And with each new content patch, this number is going to keep growing!

  • Native Support for Aspect Ratios – We decided to natively support the handling of screen aspect ratios outside of 16:9. This doesn’t just mean widescreen support, but also all aspect ratios in-between, from 21:9 to 5:4. We’re giving users the full suite of options, so you can either maintain the standard 16:9 aspect ratio and have pillar boxes or letter boxes surrounding the gaming area, or you can unlock the ratio entirely to get as natural a display of the game as possible. For users playing on widescreen, this means an immense amount of additional viewing space. Please note that multi-aspect ratio support is a beta feature, meaning we’ve gone through to ensure the game is properly playable, but there will be scenarios where things won’t look quite right. You might see some empty space above or below or to the sides, particularly with UI elements. That’s the nature of a game not originally designed for those aspects. Also, expect bugs.

OPTIMIZATION

We have made a lot of significant changes in an attempt to increase performance, particularly when playing at the lower quality levels. With that said, our focus for the Far Shores Update was on content, so there is still a lot of work to do in regards to optimization. For our second content release we will be going back to a more human-reasonable schedule, and with that we hope to put more resources into improving game performance. Regardless, we hope the current steps we’ve taken will make it a smoother experience overall.

BUG FIXES, BALANCE TWEAKS, & MINOR ADDITIONS
  • Community: Added “Look” mechanic that allows you to shift the camera to view the dangers around you. Use the Right stick for gamepad, or hold Left-Control for the keyboard.
  • Added Spore Burst status effect.
  • Added Mana Burn status effect.
  • Removed the following traits: Optical Migraine, Near-Sighted, Othorexia, Mesomorph, and Light Sensitivity.
  • Redesigned/balanced the following traits: Pacifist, Panic Attack, Diva, Combative, Bookish, Glaucoma, Tunnel Vision.
  • Added the following traits: Nature, Hero Complex, Algesia, Vampire, Tetrochromat.
  • Added the following relics: Ivy Seed, Gnawed Bone, Freon’s Reward, Rage Tincture, War Drum, Amaterasu’s Sun, Body Buffet, Catalyst, The Heavy Stone Bargain, Lily of the Valley.
  • Redesigned/balanced the following relics: Ambrosia.
  • Added the following runes: Dash rune, ????? rune, Quenching rune, Soulsteal rune, Trick rune.
  • Redesigned/balanced the following runes: Lifesteal rune, Retaliation rune.
  • Archer platform now applies Spore Burst while standing on it.
  • Community: Fixed bug where players were getting higher level equipment than they should have (Special thanks to Fennor on the Discord forums for isolating the problem).
  • Fixed bug where initial costs for equipment were not being calculated correctly.
  • Community: Removed Maximized Window display option as it is a Mac-only setting.
  • Community: Fixed issue where sentries would attack you the moment you aimed an aim-able ability, instead of when the projectile was actually fired.
  • Fixed bug where non-damaging abilities would trigger sentries or fail fairy rooms that did not allow you to attack.
  • Community: Fixed bug where cancelling an ability while it was in its Exit animation state would exit out of the newly cast ability (resulting in the player doing nothing).
  • Updated abilities that should have DealsNoDamage flag.
  • Community: Fixed bug where dashing while simultaneously opening chests, talking to people, running relics, etc. could freeze your character and softlock the game.
  • Community: Fixed bug where dying due to the Gold Curse while you could revive (either by chance or through another relic) would softlock the game.
  • Community: Fixed bug where dying due to Gold Curse could glitch player input for subsequent runs.
  • Gold Curse relic can now be negated by relics/traits that negate damage.
  • Community: Bosses now respawn when entering a boss room, to fix issue where killing the boss and quitting before you returned would result in there being no boss in the room when re-entering.
  • Community: Fixed bug where moving in the downward direction of a slope while you were falling would result in you going through the slope.
  • Fixed bug where an arrow would sometimes appear during the death sequence if you were an archer.
  • Fixed bug where the cooldown for flame barrier was not triggering at the correct time.
  • Community: Fixed bug where certain full screen trait effects were not being displayed correctly in the Kerguelen Plains.
  • Community: Fixed bug where hitting water right after teleporting to a new room in an heirloom would glitch out and prevent you from entering next room.
  • Fixed bug where the Puritan trait would sometimes place the effect on the wrong position on the enemy.
  • Greatly reduced the file size of user reports. Hopefully this lowers the number of user reports that fail to get sent.
  • Sped up the time it takes to open Submit-o-Tron 2000.
  • Fixed bug where, under certain circumstances, you could not access the Upgrade button on the Blacksmith or Enchantress.
  • Fixed bug where spawned projectiles (either after collision or after death) would not break invisible walls.
  • Community: Numerous Room fixes.
  • Community: Numerous text fixes.
  • Community: Buffed attack speed of Ranger, reduced pushback, and reduced gravity flight.
  • Camera now pulls back in larger rooms
  • Advanced and Expert Variant enemies rebalanced to lower their late game scaling
  • Expert enemies now drop Bloodstone or Ore.
  • Fixed multiple direction lock edge cases where the player would cast spells in the wrong direction.
  • Community: Updated hitboxes for Black Roots to allow players to hit them from below.
  • Community: Black roots grow instantly, grow slower, and have a larger window of grace (before becoming deadly), Black roots also now flash red when “active”.
  • Mana regenerates on the Docks.
  • Fixed bug where chest icons were not displaying correctly in biomes other than the Castle.
  • Fixed bug where map was not displaying correctly in biomes other than the Castle.
  • Fixed bug where Enchantress shop was displaying Equipment Ore owned instead of Bloodstone.
  • Boss chests now magnetize the items that come out from them.
  • Player now properly turns left or right during their animation depending on the flip of the heirloom statue.
  • Objective Complete display now handles multiple objectives complete at once better.
  • Offshore bank can now be spoken to, and displays stats.
  • Fixed bug where projectiles designed to only hit certain other projectiles were also triggering collisions with bounce-able platforms.
  • Fixed a number of display issues to the stats in the Player Card.
  • Fixed bug where the turn parameter on enemies was not being triggered correctly, resulting in no enemies executing their turn animations.
  • Community: Fixed bug where Insight menu was not properly displaying input icons.
  • Community: Fixed bug where Decos would be childed to a parent with a hitboxcontroller not initialized yet, resulting in the deco becoming a part of the parent's hitboxcontroller data. This was the cause of coins appearing in the ceiling.
  • Boss chests now spit out their rewards further.
  • Fixed bug where certain projectiles (namely ones that spawned out of the destruction of a previous one) would not destroy cracked walls.
  • Enemies no longer collide with players during their initial logic lockout delay.
  • Community: Fixed bug where Barbarian could swing axe and fall through platforms at the same time, resulting in a pseudo-spin animation.
  • A bunch of bug fixes that were probably not recorded properly...
Rogue Legacy 2 - Cellar Door Games
We've been pretty quiet while we hack away at the first content patch for Rogue Legacy 2. We appreciate the incredible patience our fans have shown, but we want to make things more transparent, so we've decided to create a roadmap. The roadmap represents a broad idea of what content to expect for each patch, and is separate from technical changes such as bug fixes, optimization, and non-game-related features like widescreen support (which will be making it in for this patch). This roadmap is subject to change, but we will update it any time it does, so be sure to check back every so often! You can check it out at https://www.roguelegacy2.com/roadmap.

There's also some good and bad news relating to this upcoming content patch. The bad news is that we will be delaying the release by one week to give us a bit more time to get everything we want in. The good news is that we will be nearly doubling the amount of content originally planned by releasing two biomes instead of one. The new release date for the Far Shores Update is October 27, 2020.
We're working really hard to ensure there is a ton of stuff to do for our first content release, and we hope you look forward to it!

- The Cellar Door Dev Team
Rogue Legacy 2 - Cellar Door Games
Some regressions came up, so we’re pushing a quick hotfix.

- The Cellar Door Dev Team

BUG FIXES & BALANCE TWEAKS
  • Fixed some spelling mistakes in the patch notes to v0.1.2.
  • Fixed issue with volume settings not being saved/loaded correctly. Volume levels have also now been clamped so that this never happens again. Our deep apologies to innocent eardrums everywhere.
  • Fixed bug with Epic launcher that required players to constantly provide privileges before the game would launch.
  • Fixed bug where Epic launcher would ask for permission from Biscuit(?) when attempting to launch.
  • Fixed bug with Healing room not displaying the correct costs for increasing player vitality.
  • Fixed bug with flying chair in Bridge transition room. DUCK!
  • Fixed bug where text pop-ups when getting hit would not be displayed in the correct place when player has Vertigo.
  • Fixed bug where death-defy would not place the player in the correct position upon death if the player has vertigo.
Rogue Legacy 2 - Cellar Door Games
The accessibility patch is here, to help people ease into the game. More button bindings, deadzone support, laptop support, and more! Also a few more optimizations for people with low spec computers having FPS issues, and people with (super) high spec computers having stuttering. This is just cleanup before we dig deep into lower level optimization.

**IMPORTANT**
We had to reset button configs again in order to support some of the accessibility features people have requested. Sorry about that again!

GAME UPDATES

  • Remapping Update - Modifier keys like CTRL, ALT, and SHIFT are now re-bindable. This was due to a bug where they system was checking for combination inputs (like SHIFT+X). Left Shift is now the default spinkick button. (We accidentally double bound it before)
  • Deadzone Support - For people with loose controllers, a new deadzone feature should help lower the sensitivity on your sticks.
  • COMMUNITY REQUEST: Quick Drops - It was disabled for a patch, and now it makes its triumphant return! We fixed out all the kinks to the Quick Drop, so for those who enjoy only pressing down to drop… Well, enjoy!
  • COMMUNITY REQUEST: Keyboard Aiming (Laptop/No Mouse Support) - Better support for people on the go. You can now enable 8 direction aiming via movement keys on the keyboard for those who don’t have access to a mouse.
  • COMMUNITY (FIX): Backup Saves Failure & Corruption & Optimization - Fixed a bug where backup saves were not behaving as intended. We’ve also implemented better handling for saving and loading from the main menu. Also fixed a bug where save files with no backup data would cause a crash.
  • COMMUNITY (FIX): Save/Load Failure Crash - Fixed a bug where failing to load a save file would cause a crash.
  • Multi-Monitor Support - Your mouse will now stay inside the game if you have multiple monitors.

Optimization Part 1

Some early improvements to performance. Only surface level fixes. With the release of the latest patch off our To-Do list, we will begin work on lower level optimizations.

CHARACTER BUFFS

Mage tweak is still in development, we require a bit more time, and we might be able to eke it in if we need to release another hot patch or something.

MINOR UPDATES

  • Improved how the display mode is set when launching the game.
  • Vertigo flip input reverted. Down is down again (even though it’s up?)
  • Damage dealt by healing room now clamped to 1. So if you have 1 hp you’ll no longer survive.
  • COMMUNITY REQUEST: Magnesis no longer pulls potions and meat.
  • More physics added to props to fix floating issues.

BUG FIXES & BALANCE TWEAKS

  • Fixed player arrows being marked as enemy projectiles.
  • Fixed a display rounding error.
  • Fixed bug with Tunnel vision not reaching the edges of the screen if camera pulled out.
  • Fixed bug where people were exceeding the Universal Health Care limit
  • Fixed a bug where certain traits (like Hollow Bones) would get disabled after entering an heirloom.
  • Fixed a bug where touching two snowmounds would give you perma slow.
  • Fixed Associative Agnosia blacking the character when entering heirloms or hidden walls.
  • Room knockout prevention no longer applies for bottom doors.
  • Fixed bug where disattuned was not making the player black.
  • Fixed bug where starting a new save profile would inherit your previous seed.
  • Fixed bug where some Fairy chests would start openable even though objectives were not met :X
  • Fixed bug where some Fairy Rooms could be reset to an unfailed state by exiting and entering.
Rogue Legacy 2 - Cellar Door Games
We’re slipping in a minor hotfix for some issues we felt needed to be addressed immediately. We also took the time to add in a few QoL changes as well.

- The Cellar Door Dev Team

BUG FIXES & BALANCE TWEAKS
  • Fixed name and description text for Flame Barrier Spell.
  • Tweaked the Castle Boss entrance to make it easier to trigger the torches.
  • Fixed some graphical issues in some rooms.
  • Fixed a bug where impossible worlds were being generated (very infrequent).
  • Fixed bug where constantly triggering a relic or healing room would give you the reward multiple times.
  • Fixed another softlock room.
Rogue Legacy 2 - Cellar Door Games
One day in and we’re bringing our first big patch!

Thank you to everyone for the feedback! We’re taking Early Access very seriously, and we really wanted to get the biggest feature requests and bugs in ASAP. Critical lock bugs were addressed first, then we hit the biggest community requests, and then we hit balance stuff.

Also, we’ve added a new spell!

- The Cellar Door Dev Team

**IMPORTANT** To add in D-Pad support, and allow for more button bindings, all button configs had to be reset to default. Sorry about this!

GAME UPDATES
  • NEW SPELL -Flame Barrier: The most used spell from RL1 is back! We were able to fix a few bugs with it yesterday, and we’re confident to push it live! Like all spells, we’ve added a few more nuances to it for those interested in min-maxing.
  • COMMUNITY REQUEST - D-Pad Support: You can now play with your D-Pad and aim with Right Stick.
  • COMMUNITY REQUEST - Classic RL1 Dashing: In the Settings you can now set Dash Direction to be like classic RL1. LT/Q to dash left, and E/RT to dash right.
  • Disabled Traits: Optical Migraine, Near-sightedness, and Panic Attack have been disabled as they were giving some people headaches. Side bonus, it now lets other more interesting traits appear more frequently, so we might keep them out forever.
  • Vampirism Rune Redesign: We implemented a new Vamp system, that was starting to break in a lot of situations. Coupled with the Enchantress UI bug, and it felt awful. We’ve changed it so you get 2hp per kill now.
  • COMMUNITY (FIX) - Unsupported Controllers Bugfix: Technically not a feature, but it was affecting a lot of people. It was a complicated problem, but we think we’ve fixed it. Almost all controllers should be supported now!
  • COMMUNITY (FIX) - Impossible rooms: Fixed a bunch of soft lock rooms. Biome generation is a lot more complicated, so thank you for finding these for us!
  • COMMUNITY (FIX) - Dwarfism lock: Fixed issue where going through rooms with dwarfism would sometimes make you go through the walls when transitioning rooms.
  • COMMUNITY (FIX) - Heirloom loading: Fixed issue where entering an heirloom would not correctly load the room.
  • COMMUNITY REQUEST - Spell Damage Buffs!: Spells in RL2 are made to be a little more utility driven. Given the right situations, and they can really shine. This adds a huge learning curve to magic, which means most people are underperforming with it. We’re buffing the damage on almost ALL SPELLS to compensate.

CHARACTER BUFFS

A lot of these classes are pretty well balanced at the high levels, but many players are coming in with dozens of hours on the knight. That veteran experience makes all the other classes feel much weaker. We’ve added a bunch of QoL tweaks to make them better without breaking the game (hopefully).

Barbarian Buff: Lock out duration for air attacks, and ground attacks decreased. Air attacks exits out slightly faster than the ground attack.

Archer Buff: Lock out duration for arrow attacks decreased. You can now do some crazy aerial acrobatics!

**Mage has been buffed from the new FlameBarrier spell, and the global spell damage buffs. We still have a few more tweaks we want that will take more work to implement.

MINOR UPDATES

  • Optimizations done for Memory Heirloom. Should be smoother for most.
  • A whollle lotta typos fixed. Thanks everyone! I suck at writing.

BUG FIXES & BALANCE TWEAKS

  • Fixed Chronic Fatigue Syndrome applying to weapons. Sorry!
  • Fixed a bug in the Bridge to Forest Transition room which would spawn player off map.
  • Fixed Cartographer Trait exploit, where you could center on player.
  • Fixed Knight shield block exploit where you could abuse animation breaks.
  • Fixed Enchantress Shop showing wrong values for runes.
  • (Possible Fix) Players would sometimes get hyper gravity after dying with a low gravity character. We’ve added some failsafes.
  • Fixed Archer not aiming properly when they had vertigo.
  • Fixed Spear Knight expert not attacking.
  • Fixed Ice Elementals not using the proper attack (they are temp)
  • Fixed bug with Aimer snapping back to the left if you were aiming down+left and let go.
  • Fixed a crash bug with reading a journal in a fairy room after you had failed it.
  • Fixed bug where dashing and opening chests would soft lock you.
  • Fixed Ivy Platforms counting as “teleportable ground” when hitting water.
  • Fixed traits like Glaucoma not properly following the player when camera is zoomed out.
  • Removed keyboard arrow keys as illegal characters in the key bindings.
  • Buffed the magnet distance for the Magnesis rune.
Rogue Legacy 2 - Cellar Door Games
After putting in hundreds of hours of testing, the developers have decided to put their skills to the test! Come for the excitement - stay for the epic embarrassment.
Rogue Legacy 2 - Cellar Door Games
We are super stoked to announce that Rogue Legacy 2 is now available on Steam Early Access!

To celebrate we're launching with a 10% discount, PLUS an additional 10% discount for any Steam owners that have the original Rogue Legacy!

Despite only announcing the game's existence a short four months ago, it's hard to believe that we're actually at this point. It's not the finish line (more like the half-way mark), but even getting this far is a momentous occasion for us. We can't wait to show you what we've done to bring Rogue Legacy 2 to the latest era, and we're even more excited to see what ideas fans come up with along the way.
Rogue Legacy 2 - Cellar Door Games
It has been a tough decision, but we've decided to delay the launch of Rogue Legacy 2 by three and a half weeks to August 18, 2020. We've run into a few setbacks and we aren't quite ready to show it yet. We're close though (which is why the delay is so short), we just need a bit more time to get it in a state that we're truly proud to display. We know a lot of fans will be disappointed by the delay, and for that we apologize.

Even in Early Access we don't want to compromise the quality of the game, and we hope it shows when we finally make it to launch.
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