Rogue Legacy 2 - Cellar Door Games
Now that there’s been more time to digest the Arcane Hallows, we’ve had the opportunity to prepare our first thorough patch. Things like crashes during loading, equipped runes being lost, and the Stygian Study boss not spawning have been fixed (fingers crossed). We’re sure a few more bugs will reveal themselves as time goes on, but this patch hopefully covers most of the ones encountered so far. We’ve already started work on the next content release, and we will continue to keep our eyes peeled to stop more of these creepy crawlies from cropping up.

- The Cellar Door Dev Team


GAME TWEAKS

  • Searing Shot impact damage raised from 50% to 125%. Spell also now goes through walls, is larger, and its mana cost has been raised from 25 to 50.
  • Fireball Spell explosion size increased slightly.
  • Status effect Burn damage dropped from 60% Int to 50% Int.
  • Mage Mana Burn raised from 2 mana per tick to 3 mana per tick.
  • Updated Study Heirloom’s final arena.
  • Changed turret hazards so they shoot through one-way platforms.
  • Picking up meat with max stacks of the cooking talent now applies the cooking talent heal automatically.
  • Heavy Stone Bargain relic now extends the reload of the pistol instead of adding cooldown to the attack (which wasn't working properly).
  • Disabled Coeus Shell until we can think of a better implementation.

BUG FIXES

  • Fixed bug where Fungal Spread spell was not appearing in the spell list.
  • Fixed bug where Lightning Storm spell was not appearing in the spell list.
  • Fixed bad hint text for Poisonous Insights.
  • Removed duplicate post-processing volumes from Challenge Arenas that was negatively affecting performance on some machines.
  • Fixed reference in text that uses “Rune Slots” instead of “Rune Weight”.
  • Fixed bug where some relic icons had black backgrounds on them.
  • Fixed bug where Suave status effect duration was not properly dropping in the status bar.
  • Fixed bug where players could get further in the Sun Tower than they were supposed to.
  • Added more debugging information for hard-to-reproduce crashes.
  • Fixed bug where casting Prismatic Spectrum and getting hit at the same time would keep the game in the slowed state.
  • Fixed bug where teleporting to the Sun Tower would occasionally crash the game.
  • Fixed bug where closing the game (whether manually or due to a crash) after choosing an heir would bring you back into the previous castle with all your gold and the new heir.
  • Fixed bug where castle transition room was not being destroyed upon teleporting to the castle, resulting in the biome being built differently (which screwed up the save state of some rooms and caused random crashes teleporting to Castle).
  • Second attempt at fixing the skill tree that mysteriously disappears at random times.
  • Fixed bug where ending a run with a character with Synesthesia would crash the game after the lineage screen.
  • Fixed bug where Expert Spike Balls would still spawn in certain cases.
  • Fixed bug where standing on spikes and then falling in water / touching a cloud would teleport you back on top of the spikes.
  • Fixed bug where entering a completed Heirloom entrance room would cause Trait effects to glitch out or disappear.
  • Fixed exploit where spamming Talent + Attack with the Roll talent would allow you to attack continuously.
  • Fixed bug where Study boss chest would sometimes not spawn in.
  • Fixed some rooms where the exit was too close to a hidden wall, resulting in players being permanently invisible if they exited fast enough.
  • Fixed the study rooms with bad hulls.
  • Fixed bug where shrink collider was not working as intended, resulting in hidden wall colliders being larger than they should.
  • Fixed bug where hitting trap doors and regular doors would sometimes not animate them correctly (particularly with the Clumsy trait).
  • Fixed bug where enemies that were turning would flip for a single frame before animating.
  • Fixed bug where reloading the pistol would sometimes glitch out, resulting in an instant reload.
  • Fixed bug where exiting to main menu while an ability was active would result in a soft crash when you went back into the game and cast a new ability.
  • Fixed bug where Flame Barrier Spell would crash if you ever switched scenes while it was active.
  • Fixed bug where runes were being unequipped when returning to menu in mid-run.
  • Fixed bug where full screen trait effects were disappearing when reloading a file.
  • Fixed bug where jumping onto a snow mound while any other movement modifications were applied would screw up all movement.
  • Fixed bug where beating an arena challenge and dying at the same time would cause the game to crash.
  • Rewrote the black tint effect system on characters so that it now stacks properly. Multiple tint effects (like casting cloak while in a hidden wall) will no longer conflict with one another.
  • Fixed bug where falling would sometimes not register correct ground collisions if character was hitting a side wall.
  • Fixed bug where objects with small enough colliders could occasionally slip through sloped walls.
  • Locking a world now resets the state of the lily relic rooms.
  • Fixed bug where a number of enemies would not go black behind hidden walls.
  • Fixed bug where cancelling the casting of the Ailment Curse spell in the middle of the slowdown resulted in slowdown not ending (similar but different to another perma-slowdown bug with the same spell).
  • The cooking talent benefits are now tied to the ability, not the hero class, so you can now retain all its benefits if switching to it from the Curio Shoppe.
  • Added audio for Architect and Pizza Girl.
  • Fixed bug where pressing down while free-looking would cause the player to drop through one-way platforms.
  • Fixed soft crash caused by returning to the main menu while standing in deep snow.
  • Fixed bug where dying would remove all Synesthesia color effects from the screen.
  • Fixed bug where Hero Complex trait did not have an icon.
  • Interact icons no longer appear if your controls are disabled.
  • Fixed bug where Suave status effect was not properly calculating your magic stats.
  • Updated PlayerCard to properly display base stats unaffected by traits/relics.
  • Fixed Skill Tree not properly displaying the correct stats for many skills that used percent multipliers.
  • Updated Pool Ball spell icon.
  • Fixed Archeology Camp skill not working.
  • Clamped Resolve so that players could no longer get negative Resolve.
  • Player abilities are now disabled when entering tunnels.
  • Fixed bug where the Player death portrait was not appearing correctly when retiring in the Forest biome.
  • Sniper enemy now raycasts to change indicator length if it hits a wall.
  • Added Architect gold loss display to the Player HUD.
  • Fixed bug where interact pop ups would sometimes appear rotated.
  • Fixed bug where quitting to menu while at the Docks would reset the lock state of the world if it was set to a temporary lock.
  • Skill tree no longer fades out icons if no animation exists when that skill is unlocked.
  • Fixed bug where quitting to menu at the Docks resulted in the game saving the Docks as the latest stage. This meant Charon would bring you back to the Docks if you subsequently locked the World and took his boat.
  • Fixed bug where reload ability sfx would keep playing if you quit to menu while it was active.
  • Fixed bug where some spawned enemies would appear on the ground, through one-way platforms.
  • Fixed bug where volume levels would sometimes be one unit off.
  • Fixed bug where the sky wouldn't appear in the window behind the heir selection area if you had a very long lineage.
  • Fixed bug where hitting spikeballs with the mage's mana leech attack would cause them to loop the mana leech sfx forever.
  • Fixed bug where the mana leech sound effect would loop forever if you left the room where you started the leech before the status effect was finished.
  • Optimized the texture of water to reduce VRAM usage.
  • Fixed bug where red lines would sometimes appear when exiting tunnels
Rogue Legacy 2 - Cellar Door Games
With so much going on in the new content release, we expected there to be an influx of bugs. Well, we weren’t disappointed! Fortunately we were prepared, so even though this is considered a hotfix (the Arcane Hallows only went live a few hours ago), we’ve managed to knock down a large number of the issues. There are still a few more to address, but the biggest offenders should be resolved. Thanks to everyone in the community that provided lightning fast feedback.

- The Cellar Door Dev Team

BUG FIXES AND GAME TWEAKS

  • Updated Totem to display mastery levels for new classes.
  • Fixed bug where "No Charge" text would appear when reloading with 0 ammo using the interact button.
  • Fixed bug where pressing the Interact button to reload while shooting would result in an instant-reload the next time the reload button is pressed.
  • Fixed crash bug when exiting a biome that had a portrait enemy in it.
  • People starting this new patch will now have their runes and equipment unequipped (to avoid weight overlimit issues).
  • Failing to load a castle run now brings players back to the lineage selection instead of docks.
  • Fixed bug where a Relic's seen state was not being updated when obtaining a relic from a special room.
  • Fixed bug where Charon's Gold stat bonus was applying to certain stats it wasn't supposed to, resulting in higher numbers (due to the bonus being an int and the stat being a <1 float).
  • Fixed bug where players could retire at the Docks.
  • Fixed bug where some relic icons having black backgrounds on them.
  • Fixed bug where players could get further in the tower than they were supposed to.
  • Relic Room Journal now displays Enoch’s portrait.
  • Journal in the Archives now displays a generic face, and not Namaah's.
  • Numerous Bad Loc_ID links.
  • Architect now has proper failure text.
  • Fixed bug with numerous data links in relics.
  • Lachesis' Measure now heals for the proper 7.5%.
  • Fixed Bad text displays for some journals.
  • Fixed exploit of people able to climb the tower.
  • Fixed (hopefully) the Tower sometimes not linking to the Bridge.
  • Fixed Charon Gold bonus displaying a popup (it shouldn't).
  • Fixed Gunslinger exploit of dashing not cancelling the reload.
  • Fixed bug where swapped abilities would persist across runs if you chose a new character with the same class.
  • Hermes' Boots will no longer protect you from spikes on the ceiling.
  • Fixed crash caused by changing quality settings in certain rooms of the Forest.
  • Fixed bug where disabling down+jump kick would disable the normal LB spinkick too.
  • Fixed bug where down-striking with the Aerodynamic trait didn't work.
  • Fixed crash caused by pause-on-unfocus logic in certain scenes.
  • Added additional debug logging to help track down some crash bugs.
Rogue Legacy 2 - Cellar Door Games


It took a while, but we feel another big one coming. In fact, the update is so big that we can no longer reasonably fit all that has changed into this announcement. Instead, moving forward we will be linking to our official website, where you can view the changes in a much nicer looking, easier to read format. Check out our huge patch notes at:

https://roguelegacy2.com/patchnotes/v030

With the Arcane Hallows, our second major content update, we have officially surpassed Rogue Legacy 1 in terms of raw content (excluding NG+). In nearly all aspects we have either met or exceeded what was found in the original, and there’s at least two more content patches planned! We have more biomes, more bosses and more everything still in the pipeline, and we hope you stick around to see what’s in store for the future.

- The Cellar Door Games Team
Rogue Legacy 2 - Cellar Door Games
Hi everyone,

We’re still hard at work on the next update and with each passing day it gets bigger and better. We have great ambitions for Rogue Legacy 2 and we always do everything we can to reach those goals. That said, life is unpredictable and it can sometimes stall those efforts. We are a very small team, and at the start of the New Year our team got a little smaller. We tried to reach the deadline, but knew it was a long-shot to make up that gap on such short notice.

So we are pushing back the Arcane Hallows release date to Feb. 18th, 2021.

It’s not a super long delay, but we wanted to keep the community in the loop. The next biome is virtually complete, as are the upcoming classes, spells, traits, mini-bosses, challenge arenas, runes, relics, equipment, and so on. We even have features like the Architect and the new Resolve system 100% ready and waiting to go. And this patch will be the first big push for community features that really resonated with us, including QoL changes, class tweaks, and brand new spells!

This is a massive patch, and after its release Rogue Legacy 2 will officially have more content than the original. We’re pretty excited :)

The remaining item that needs completion is the boss for the biome. A lot of work goes into making each boss from design to animation to coding to final balance, and due to their complexity no shortcuts can be taken. Once this is complete, you can be sure we’ll wrap things up and have them out the door as soon as we can. We appreciate your patience on this delay, and want to thank you for sticking with us so far.

- The CDG Team

P.S. Check out a few screenshots of the upcoming patch.





Rogue Legacy 2 - Cellar Door Games
Happy holidays everyone!

We've been hard at work on Update 3 - The Arcane Hallows - but will be delaying it slightly to give our team a much needed break this holiday season.

We're super happy with the direction this update is going as it includes a lot of stuff for the players (new biome, new classes, etc), but also a lot of updates that'll help us with future changes as well :)

Here's to an amazing 2021!


For a higher res image of this roadmap, please checkout the link below!

https://roguelegacy2.com/roadmap





THE ARCHITECT - A staple from the original Rogue Legacy universe is making his triumphant return! The brilliant Architect is back to bring sense back (ironically) to a senseless world where everything changes. He will lock the world state down, and ensure the generated world you just played can be traversed once more. This allows you to explore the depths with a sense of familiarity, however, locking the world has its cost. Each subsequent lockdown of the world reduces your gold gain, to the point where no money can be made at all.

CHALLENGE ARENAS - Test your mettle by entering Stygian Tears and laying waste to the foes on the other side. Each level of a tear gets increasingly more difficult, but those who prevail will be awarded with precious ore! But be careful, every so often, these tears may house dangerous mini-bosses.

RELIC REDESIGN - Our goal for Relics was always to be “game-changing” but not necessary, which is why we implemented the “trade-off” system. More power for less health. A side-effect of this is risk-adverse players aren’t touching relics at all. We think we can do better so we’ve been working on implementing a new “Resolve” system. You start with 125 Resolve, and as long as you stay above 100, no side effects occur, but every relic you take will lower your resolve. This allows us to give more leeway for players to test relics out, upgrade their resolve, and play with these systems in new and interesting ways.
**This is still highly experimental, and may be cut.

THE GOLDEN DOOR - The Golden Door at the start of your journey now highlights the obstacles you must overcome. We are slowly adding more story elements to the game to better tie together the world. What does this exactly mean? You will have to see for yourself…

SPELL VERSATILITY UPDATE - This isn’t listed, but this change was in direct response to our community feedback! We’ve gone and re-hauled some of our spells to allow for more versatility on the player’s behalf. Spells should fill the gap that weapons cannot. As such, we’ve re-hauled some of our older spells to implement aiming mechanics to give players more choice in how they want to tackle encounters.

CLASS UPDATES - We’re rehauling a lot of the existing classes to get them all a bit more in-line with one another power-wise. In general, Barbarians are being pushed to become more tanky and less DPS-crazy. Knights are being buffed in terms of reliability. Rangers are getting QoL updates/buffs. Valkyries and Cooks are getting slight nerfs, and the Duelist is getting an updated attack. :)

AND MORE - There’s a ton of changes in the game that we haven’t covered yet. Some are small, some are big but they’re all driven towards making the game a bigger, better, and more unique experience for you. We hope to see you there when the update lands.
Rogue Legacy 2 - Cellar Door Games
This minor patch focuses on a few priority bugs that cropped up after the release of Patch v0.2.2., such as unintended duplicate relics in relic rooms, along with minor changes to a certain difficult section in one of the heirlooms. We’re also including the notes for some fixes we ninja’d in immediately after the launch of the previous patch, but didn’t make mention of because of how they trickled in.

- The Cellar Door Dev Team


BUG FIXES & BALANCE TWEAKS
  • Community: Tweaked a particularly difficult section of one of the heirlooms that required bouncing off a sentry projectile that would either veer off or get destroyed before you had the opportunity.
  • Community: Finally addressed the issue where the game could occasionally crash when transitioning from the Lineage screen to the Hub Town.
  • Community: Fixed bug where Forest boss projectiles would sometimes be the incorrect size.
  • Fixed bug where the Chef’s healing ability would be marked as 5 instead of 1 whenever it was on cooldown.
  • Community: Fixed bug where the alternate downstrike attack (Aerodynamic) no longer worked due to the changes that allowed you to simultaneously dash.
  • Community: Fixed bug where world would sometimes generate biomes with missing mandatory rooms.
  • Fixed some visual bugs in a bunch of random rooms.
  • Community: Fixed issue where backup files were not properly being generated if the month was changed.
Rogue Legacy 2 - Cellar Door Games
It’s time to sweep up all the dust that settled after the launch of the Far Shores Update! Because we spent so much time creating content for the release, we didn’t give enough love and care to the balancing. Some challenges were a bit too frustrating, and a few bugs slipped through that made things too difficult. This patch focuses on smoothing out the experience by tweaking the numbers, fixing the bugs, and adding a bunch of Quality-of-Life features.

- The Cellar Door Dev Team



PATCH HIGHLIGHTS

Player Dash and Fixed Versatility: The player now has the ability to perform their spinning kick while dashing. This means players no longer have to time their dash duration and perform their spin kick afterward in order to pass some of the more challenge sequences in Heirlooms. We’ve also fixed a few issues that hindered player mobility. Certain abilities, such as cooking or aiming your bow, could be not cancelled with a spin kick. As well, players could not perform new abilities while in the exit stage of their current ability. This severely nerfed the Duelist in particular, however both issues have been fixed, bringing back all of the originally intended versatility.

Player HUD Clarity: For clarity, a new icon has been added to the top-right corner of the player HUD, explaining what cooldown type an ability currently has. This should help identify what needs to be done to reduce the cooldown timer (for ex. hitting enemies, picking up meat, or taking damage). As well, the text pop-up display system should now properly handle multiple pop-ups at once. The text display no longer bunches up, and killing multiple enemies at once now accumulates the values into a single pop-up.

Revamped Rooms: We’ve gone through *hundreds of rooms and tweaked them to make them easier to traverse. This aims at lowering the frustration people were experiencing just by going from one end of the world to the other. We’ve also made certain heirloom sequences easier to pull off, which, coupled with the new spin kick dashing, should make for a more reasonable challenge. There was also a bug that made Heirlooms spawn enemies well above their intended level. So sorry for that.

*There are almost 800 unique rooms in RL2, and we’ve only gone over around 200 of them. This will be an ongoing process.

Tall Spike Revamp: We’ve also redesigned how tall spike hazards behave to be a lot more forgiving. Long story short, you no longer take damage if you are not touching the pointy end. This means you can press against or stand on the sides of spikes. Anything relating to collision can be tricky, so while we believe we’ve fixed all the outstanding issues, there could always be stragglers. Let us know in our comm channels if you run into any!

Relic Tweaks (TEMPORARY): Relics are being buffed temporarily while we work on Relics 2.0. Currently people either use them every time or they don’t at all, so we’re trying to make them more enticing without them becoming must-have items for all runs. For now, all relic costs are getting reduced.

Common Relics -> 15% max health reduction to 10%
Rare Relics -> 25% max health reduction to 17%
Epic Relics -> 35% max health reduction to 25%


ADDITIONAL BALANCE CHANGES
  • Community: Added new placards and journals to make the path progression clearer for players who sometimes did not know where to go next.
  • Minor tweaks to insights to make clues easier to follow.
  • Lily relics are now replaced with regular relics if you’ve already unlocked the boss door in the Kerguelen Plains.
  • Changed one of the hidden heirlooms to not be so hidden.
  • Fixed bug where Valkyrie’s starting stats were incorrect (was much stronger than intended).
  • Duelist HP increased.
  • Timebomb spell cost raised to 75 mana.
  • Community: Added Disable Hit Slowdown option in the Game Settings, which turns off all slowdown effects that trigger from getting hit or ricocheting projectiles.

BUG FIXES
  • Community: Fixed a few scenarios of floating props.
  • Community: Continued work on fixing incorrect spelling.
  • Fixed bug where Zombies would be standing there instead of hiding underground when entering a room.
  • Community: Fixed bug where corpses in the Castle would keep switching their draw order.
  • Community: Fixed bug where corpses in the Castle would occasionally spawn upside-down.
  • Community: Fixed bug where player could leech mana infinitely from non-killable enemies like bouncing spikes.
  • Community: Fixed bug where Barbarian would be stuck in a spinning attack pose all the way to the Lineage screen if he was defeated while spin attacking.
  • Hooked up a bunch of new audio.
  • Community: Fixed bug where player could actually gain health when blocking.
  • Community: Fixed bug where status bar would appear far above enemies.
  • The Heavy Stone Bargain relic now only increases weapon damage, instead of all damage.
  • Community: Fixed bug where rolling immediately out of a teleporter would keep your character invincible indefinitely.
  • Community: Fixed the Nature trait not displaying the correct description. Also added some extra functionality based on the character’s nature.
  • Glaucoma, Tetrochromat, Tunnel Vision, and Retro Enthusiast trait has been disabled.
  • Fixed bug where Lamech’s Magma spell could not be countered.
  • Armor now regenerates at the docks.
  • Community: Fixed bug where entering Castle would not regenerate the spent ‘ammunition’ for player abilities.
  • Fixed bug where only the first projectile from the Magma Mass spell could break hidden walls.
  • Community: Fixed bug where profile slots in the profile selection screen were invisible when running the game on a 4k display.
  • Community: Fixed bug where certain enemies would remain stuck in their far logic state if you constantly attacked them before their logic properly kicked in (was possible to perform against some bosses).
  • Community: Fixed bug where Ice Elemental attacks were cancelling player attacks.
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
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