Rogue Legacy 2 - Cellar Door Games
Hey fans,

We did a 'Rogue Legacy 2 Developers React to 38 Minute Speedrun' on IGN, and it was a lot of fun!

A huge thank you to PatientTadpole for letting us broadcast one of his runs! And thanks for choosing such a cool one, and not one that just spams the shield abuse! Of course, the game's not done yet and there's plenty more content coming down the pipeline.

Check it out below!

https://www.youtube.com/watch?v=lJAhDhk9t-E


Rogue Legacy 2 - Cellar Door Games
Hey folks!

We’re back with another interim update for our third major content patch, the Drifting Worlds. The patch is currently slated for release sometime in the middle of May, 2021.

With the launch of the last content patch, the Arcane Hallows, game development had hit a pivotal point regarding bug fixes. Rogue Legacy 2 is now more stable than ever, and while there are still a few things to address, we now have time to tackle larger-scale tasks, such as a backend revamp and work on post-game content. There's some big stuff coming, and we're very excited to show it off!

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

Rogue Legacy 2 Roadmap



THE TIMELINE – Although development on Rogue Legacy 2 is not complete, we will be introducing Timelines. Each Timeline represents a New Game Plus level, and traversing them comes at a cost. In order to enter a Timeline, players must change the rules of the world through a new system called ‘Burdens’. Burdens allow you to customize your NG+ experience by letting you choose how the challenge is raised, from increasing enemy damage, to encountering new and empowered bosses.

THE COLOSSEUM - The Colosseum is full of festering nightmares that the player must subdue. Engage in specially curated challenges to truly test your skills, and earn unique trophies when triumphant. These encounters are difficult, but scouring the kingdom may reward you with special bonuses which will give you that extra edge.

RELATIONSHIPS - With this update we wanted to make the world a little more alive, so now all your companions on the Docks have a story to tell. Life goes on while you’re away, so take a moment or two to relax and catch up with the colourful characters you’ve met on your journey.

FABLED WEAPONS – We were initially concerned with the Curio Shoppe because it was untested and it wasn’t clear if all the abilities would play well together. Turns out that was part of the charm, so we’re moving the Curio Shoppe out of experimental and expanding it with Fabled Weapons. They can be modifications of familiar abilities or completely new, and bring about a style of play more extreme than your standard fare. Keep your eyes peeled, as Fabled Weapons are only available during a run.

COMMANDERS – Commanders have arrived and they will be adding a new wrinkle to many of the rooms in Rogue Legacy 2. These elite enemies come with randomized buffs which will help make each encounter more unique. Fight against a flying dagger blessed with bonus strength and size, or battle an UNBELIEVABLY FAST wolf. These buffs will make even the most grizzled veteran blink twice against an opponent.

OPTIMIZATION - We’ve spent more time optimizing the DRIFTING WORLDS than every previous patch combined. The camera system was remade, the post-process stack replaced, and a ton of general optimizations were added. This task is so large we’re still not done, and though our quest for better performance is never-ending, we hope players will appreciate the steps taken so far.

EVEN MORE TO COME – With the addition of post-game content, we’re really hoping this extends replayability and gives extra value to players itching for more. On top of that, there are new classes, biomes, and overall goodness that will be revealed when the content patch drops. See you in May!
Rogue Legacy 2 - Cellar Door Games
With the Arcane Hallows update, we took a stab at game balance in order to make the early game more approachable and have it curve cleaner into the late game. We’re happy with the changes we’ve made, but think we made the experience a touch too easy. We’ve fixed a ton of bugs, updated class balancing, and made system tweaks that massively change the way you play.

Does this update make the game too hard or too easy? We’d love to hear your thoughts on our Discord channel.

- The Cellar Door Dev Team

CLASS UPDATES

We’re very happy with this update because none of the classes feel too weak (but some are still too strong). Our goal for every class is to make sure every part of their kit is vital to their playstyle. If one ability is too dominant, it threatens to make their playstyle binary, which is something we want to actively avoid (i.e. the Knight Shield spam).

Mage

Mages have had a major bug all this time, and fixing it will make them a lot stronger. This, along with the buffs to magic, will make them REALLY strong. They may be nerfed in a future patch.

  • Fixed the Mage's custom spell pool. Unlike all other classes, the Mage's spell pool is broken into two categories, Offensive and Utility. This ensures Mages always have an even spread of abilities, to ensure they have an even spread of abilities. There was a bug so Mages were only taking from the Offense list, cutting their spell pool in half.
  • Mages Utility Spell Pool: Flame Shield, Magic 8 Ball, Wind wall, Shockwave, Freeze strike, Prismatic, and Thunderstorm.
  • Mages Offense Spell Pool: Fireball, Lightning Spike, Blaze Bellow, Searing Shot, Gravity Beam, Time Bomb, Fungal Spread.
  • Knockback increased on the Mages wand, and the firebolt (before explosion)

Ranger

The Ranger is in a great state. But we still feel like we can give them a few QoL changes to make them feel just a bit better.

  • Ivy Canopy now creates a tiny side wall to help with fringe angles.
  • Attack Exit window reduced (slightly).

Valkyrie

Valkyrie's been top-tier for a long time. We don't want to reduce their health or damage more, so we're going to increase the skill floor a bit.

  • Spin Radius reduced (slightly).
  • Spin Counter Window reduced (slightly).
  • Spin "Spam Grace Window Reduced" (only affects button mashers).

Barbarian

The recent change to Barbarians reduced their damage, but the increase to their vitality just made them stronger. This, along with their new aerial maneuvers, really keeps them at the top. We’ve removed the health bonus from the last patch and we’ll see where it goes from there.

  • Bonus health scaling reduced from 130% to 120% (Original launch values).

Knight

The Knight is our intro class. We want them to be the jack-of-all-trades, but right now they’re just the winningest-of-all-everythings. The new Shield Dashing Tech plus the change to the talent made them extremely good for veterans, but not super great for beginners (who don’t spam the shield). These following changes will hopefully help new players get more out of blocking, and prevent pros from abusing it.

  • Knight Block now has a 10s CD.
  • Knight Perfect Block window increased.
  • Knight Perfect Block damage, explosion radius, and knockback all increased SIGNIFICANTLY.

Gunslinger

Turned out Suave launched with a bug. Now that it’s fixed, Suave is working properly and is VERY strong. While the Gunslinger has Suave, their DPS (damage per second) is nearly doubled. We’ve reduced their damage scaling to compensate for this. This also has the side benefit of making Suave really powerful for other fast hitting classes (especially Assassin and Barbarian).

  • Suave bug FIX: It now ADDS 30% of your MAGIC as damage BEFORE weapon modifiers are applied.
  • Empty shooting no longer keeps you airborne forever (you’ll slowly fall).
  • Pistol damage down. (But compensated by Suave status effect).

Assassin

Good, but deals a touch too much damage.

  • Cloak reduced from 3.5s to 3s.
  • Damage down slightly.

Duelist

Good, but often overlooked for other classes so we want to be careful with nerfs lest people think it premature.

  • Roll CD raised from 1.5s to 2s.

MAGIC UPDATE

Now that we’ve settled in a good rhythm for how mana regen works, we’ve taken a look at the damage output spells have been doing, and think they could use a nice buff across the board. These buffs benefit the Mage the most, obviously.

  • Fixed bugs where the last tic of certain spells wouldn’t trigger depending on the magic of framerates.
  • Searing Shot impact damage from 125% INT to 150% (510% dmg after burn applied)
  • Fireball explosion damage from 125% INT to 150% (510% dmg after burn applied)
  • Windwall damage increased from 40% INT to 60%
  • Blaze Bellow TIC damage raised from 125% INT to 135%
  • Shockwave INT damage raised from 200% to 225% and knockback increased by 25%
  • Sporeburst Status Effect damage raised from 150% INT to 200%
  • Freeze Strike Size increased, and damage raised from 50% to 75%
  • Lightning Storm damage raised from 250% INT to 275%
  • Tesla Spike damage raised from 40% INT per tic to 50% per tic (max 500% dmg)

BOSS UPDATES

Early bosses are easier. Later bosses, harder.

Estuary Lamech

  • Base Health reduced

Void Beast Halpharr and Byarrith
  • Arena layout change. Bounce platforms have been added to the center, and a second row has been added to let people get super high. We originally wanted players to kick up off the skeletons but we think it’s asking too much from the players this early on in the game.
  • Skeletons Bone throw attacks now go higher to accommodate for people hanging too high in the air.
  • The Big bone attack is now smaller.
  • Fixed big bone end pieces not having a hitbox.
  • Community: Fixed Skeleton Bosses small bones not being counterable (stomp, and throw).

Estuary Namaah

We were safe with her on initial launch because we were afraid people wouldn't be comfortable with the platforming. Now that we see how people are faring, we're bumping her AI up a bit.

  • Move speed increased.
  • Aggression Increased.
  • Dashing attack speed increased.

Estuary Enoch

  • New SFX and Music have been added to the Boss. It’s gooood stuff.
  • Health and damage increased slightly.
  • Void Shield can no longer be destroyed by Knight Block or other abilities that destroy projectiles.
  • Fixed explosion not triggering during mode shift.

Minibosses

  • Blightborn Furcas has a new attack animation!

ARMOR CHANGES

We pushed the new armor algorithm knowing it was powerful. It turned out to be too powerful. We’ve re-enabled “chipping” so that blazing through low level areas will still have a small amount of consequence. Stacking-quenching runes will eliminate this almost entirely though.

  • Taking damage now reduces armor by 1. Chipped armor can now be restored via quenching runes.
  • Quenching runes are now 30 weight (down from 50).

TRAIT UPDATES

  • Dwarfism gold bonus down a tier 50% to 25%. (As more range classes were created, being a Dwarf went from being good on a few classes, to being good on a lot of classes).
  • Monochromacy gold raised from 20% to 25%.
  • C.I.P raised from 20% to 25%.
  • Alexithymia raised from 20% to 25%.
  • Masochism mana regen on hit down from 100% to 50%. Masochism now grants a 25% gold bonus.
  • Blessings now display their proper buffs (10% and 5% vs 5% and 2.5%). This was just a display error, so nothing else has really changed.

ECONOMY UPDATES

  • Trinkets now only drop from gold chests.
  • Gold chests will now always drop gear if the gear is a low enough level, before reverting to ore.
  • Community: Chests now drop a little more gold at the start to help with their early game rewards scaling.
  • Charon Gold Bonus Milestones raised. It was so low that it was better to give Charon money rather than buy stats in order to hit the first few milestones.

MISC UPDATES

  • Knockback on Sentries and all variants reduced so Barbarians can push them back
  • Crossbow enemy damage up, and size down.
  • Dexterity rebalanced. You will scale faster in the beginning, but slow down sooner near the end.
  • All characters start with 5% bonus crit chance, and your starting Dexterity and Focus were brought back down to 0.

BUG FIXES

  • Community: More room fixes.
  • Community: More typo fixes
  • Community: Removed “In development” weapon accidentally added to the Curio Shoppe.
  • Community: Fixed pistol and bow projectiles not scaling with player size.
  • Community: Fixed the crossbow enemies not being named.
  • Community: Fixed bad text links in skill tree.
  • Community: Crossbow enemy names not displaying fixed.
  • Added sound effects for Mimic Chests.
  • Wolves initial delay now properly working.
  • Blessings now display their proper buffs (10%/5% vs 5%/2.5%). This was just a display error, so nothing else has really changed.
  • Fixed bug where Namaah's wave attack sound effects could loop forever.
  • Fixed bug where the game would be capped to 60fps on a high refresh rate monitor even if vsync was disabled.
  • Fixed bug where Resolve was being calculated incorrectly if you had purchased or upgraded Archeology Camp in your castle.
  • Made various changes to "gold/meat/mana stuck in a wall" logic to try to prevent items from glitching into the floor.
  • Fixed bug where Enchantress UI wasn't resetting to the top when re-opened with a different input device.
  • Community: Fixed bug where Diva and Puritan traits could reveal the locations of enemies not yet activated in Fairy Rooms.
  • Fixed bug where Mimic Chests would sometimes face the wrong way when entering a room if you had activated them previously.
  • Fixed bug where Slugs would not randomize direction when you entered a room.
  • Fixed bug where the final room of an Arena would play the wrong music.
  • Fixed bug where slugs and wisps would sometimes be invisible when you entered a room.
  • Community: Fixed bug where snow mounds would spawn on the ceiling and sides of walls.
  • Community: Fixed bug where the Gnawed Bone relic wasn't stacking correctly.
  • Community: Fixed bug where downstriking did not apply the Serrated Handle's Bargain damage bonus.
  • Community: Fixed bug where enemies would still appear in full color when summoned from Arena portals if you had the Associative Agnosia trait.
  • Community: Fixed bug where the Diva trait would cause a black bar to appear in the water of Axis Mundi.
  • Fixed bug where Doomvases would sometimes light the room up when activated.
  • Fixed regression bug with Disattuned trait causing an exception due to changes to how the black fill effect worked.
  • Community: Fixed bug where a test weapon was appearing in the Curio Shoppe.
  • Community: Fixed bug where you could jump over the roof of one of the Study Miniboss entrances.
  • Community: Fixed some room layouts that could softlock players.
  • Community: Fixed bug where Chronic Fatigue Syndrome was not applying to the reload ability.
  • Community: Fixed bug where you could jump over the door trigger to the boss door in the Axis Mundi.
  • Fixed regression bug where changes to address layering of the black tint effect resulted in the effect sometimes not appearing whatsoever.
  • Fixed bug where the screen would shake every time a miniboss in the Stygian Study was beaten.
  • Fixed bug where deactivated sniper enemies in fairy rooms would have their aim indicators visible.
  • Community: Updated player card to now fully display your base stats and current changes to those stats.
  • Community: Fixed bug where the info displayed for twin relics was not correct.
  • Fixed bug where certain enemies would have the wrong hitboxes enabled upon entering a room.
  • Community: Fixed bug where overriding an enemy's activation logic when summoning them would retain that setting even when not being summoned, which caused enemies like Mimics and Doomvas to immediately attack upon entering a room.
  • Fixed bug where the Suave status effect was only applying to bonus magic damage, not actual magic damage.
  • Community: Fixed bug where, in very rare scenarios, an ability would not properly reset its animation parameters when stopped, resulting in occasionally sticking the player in an attack (occurred when Duelist performed the attack-roll-attack combo).
  • Fixed bug where Resolve was not applying to the base HP grace amount, meaning 0% resolve still left the player at 50 hp instead of the intended 1 hp. This also means grabbing a vitality apple with 1 hp will kill the player.
  • Fixed bug where dying to the health tree would result in some weird UI.
  • Player can no longer interact with interactables while stunned.
  • Fixed bug where player could still take damage when running into a frozen enemy.
  • Handled scenario where raycast point would exist above the player, which resulted in player sometimes being pushed through terrain from above.
  • Fixed minor issue with side collider checks.
  • Rewrote below collider inside-point logic to mimic the logic for side colliders because it was a lot cleaner and far more efficient.
  • Vampire trait now only applies on weapon attacks.
  • Changed Quenching runes to stack additively instead of as a mod percent.
  • Fixed bug where only one projectile from Spore Spell was triggering collisions with secret walls.
  • Community: Fixed bug where volume settings were not applying to the CDG Splash screen.
  • Changed status effect logic so that effects that apply every tick no longer have that tick rate reset every time the status effect is reapplied.
  • Fixed bug where Gnawed Bone was not displaying correctly in Relic HUD.
  • Added more debug tracking for mismatched room indices.
  • Community: Fixed bug where remapping input would not update the game text until you restarted.
  • Added a confirm menu when resetting controls to default.
  • Fixed bug where attempting to remap 'Move Right' to the right mouse button would not work.
  • Community: Fixed bug where options menus were registering the right mouse button as a mouse click.
  • Community: A bunch of skills have been rewritten to be betterer worded.
  • Fixed bug where fairy room trigger levers would be positioned in the wrong place when spawned in a mirrored fairy room.
  • Fixed some issues with some fairy challenge rooms not behaving as intended.
  • Fixed bug where teleporting to the bridge room in the Study would play the Castle music.
  • Fixed bug where slugs would not turn around when they reached a door at the edge of a room.
  • Void Wall added to tower to prevent exploit entry.
  • Changed Naamah’s Memory room.
  • Mouse input no longer overrides keyboard input when using shops.
  • Fixed bug where rapidly moving the mouse up and down on the buttons in a shop would make the shop scroll.
  • Fixed bug where increasing vitality in the healing room would deal no damage if the player was currently invincible.
  • Fixed bug where reloading any other way than with a talent would trigger sentries.
  • Fixed exception thrown when switching monitors that had different supported resolutions.
  • Fixed bug where exception would be thrown if you switched to a different monitor and then played again when that monitor was no longer connected.
  • Fixed bug where going too far in the lineage scene and zooming back would glitch out portrait viewing.
  • Added speed logic to portrait viewing in lineage scene. The longer you hold the button, the faster you will scroll through the portraits.
  • Added speech bubble to Docks intro plaque.
  • Fixed summoned bosses not appearing in death recap.
  • Added audio for Gongheads.
  • Added audio for Murmur.
  • Added audio for Portrait cutscenes.
  • Fixed an uncomfortably long silence between Lamech phase 1 and phase 2 music.
  • Fixed broken Lamech staff attack audio.
  • Fixed bug where Clouds wouldn't play the "zap" sound when you teleport away from them.
  • Fixed bug where the Charon Gold Bonus could exceed the MAX level.
  • Fixed bug where Arena music would wait a few seconds before starting.
  • Fixed bug where beating a boss would sometimes not resume the biome music after the portrait cutscene.
  • Changed the Study miniboss rooms so they stop the music when you beat the boss.
  • Fixed bug where you could take damage while using a global teleporter.
  • Fixed bug where enemies and props would abruptly disappear when moving between biomes.
  • Fixed bug where decos (books, candles, etc.) would sometimes take a few frames to appear.
  • Fixed bug where resolution and primary display settings sometimes weren't being saved when switching monitors.
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.
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