Today marks one year since the release of Rogue Legacy 2 in Early Access, and we’re heralding this milestone with another update to the roadmap. We originally planned to make the next update smaller and come out sooner, but our ambitions got the better of us and we are once again preparing big things. With a focus on balance and accessibility, the Dragon’s Vow update is on-track to come out in mid-to-late September.
For a higher res image of this roadmap, please check out the link below!
COMBAT 2.0 – We’re super happy with where we were able to take classes in Rogue Legacy 2, but as always, we feel we can do even better. We are taking a big gamble with this patch and revamping every single class, weapon, and spell in the game by introducing Skill Criticals and Class Passives. These systems aim to add a layer of depth and increase the skill ceiling without raising the skill floor.
SKILL CRITICALS – To let players showcase their mastery, we’re taking combat to the next level by changing critical strikes from a randomly occurring chance to a skill-based check. Release your arrows at the perfect time as the Archer, strike enemies while dashing as the Valkyrie, or unload your last bullets as the Gunslinger to get that extra oomph. Every ability has a skill window, and if you play to your class’ strength you will mince your enemies in a heartbeat. More casual players can still dish out the damage, but the deeper you dig, the more you’ll be rewarded with Rogue Legacy 2’s new combat system. Along with weapons, we’ve revamped spells in the same manner to make them fit their niches better. There’s a lot of spells in the game that require a lot of time and tweaking. Hooray for Early Access!
CLASS PASSIVES – To push class uniqueness one step further, we’re introducing Class Passives. Now the Knight’s a knight, even if you take away their sword and shield (dang you Curio Shoppe). Build new synergies, find new exploits, and make your playstyle your very own.
HOUSE RULES – Since the original, Rogue Legacy has been about accessibility and approachability by mixing high-skill gameplay with constant RPG progression. Go hardcore and beat the game at your starting level, or take a more steady approach and build your character to become more powerful. But even that’s not enough to satisfy the vast array of different gamers out there. So we’re introducing House Rules to give players real control over how they want to enjoy the game. Don’t like contact damage? Turn it off! Think the platforming is too challenging? Enable flight and take to the skies! Find the game too easy? Crank up enemy health and damage! The choice is up to you.
AND A WHOLE LOT MORE! – There are more ways to get empathies, countless quality-of-life changes, and a ton of improvements suggested by the community. Seriously, you all rock. And of course, there’s the whole shebang of a new biome, new classes, new enemies, and just more everything. We are one year in and getting ever closer to the final release, but we’re not slowing down and we want to make sure we end strong. Stay tuned for more information about the official launch in the coming months.
We’re back with another bugfix patch for Rogue Legacy 2. We noticed people are still having trouble with the collision system at lower frame rates, so we’ve done yet another pass (fifth time’s a charm) on improving the logic. Wide-reaching changes like these are always risky, but we’ve done a bunch of testing and stability does seem much better. Other than that, not much to highlight as the previous update already addresses most of the priority issues. This release focuses more on tackling the minor annoyances that have cropped up.
- The Cellar Door Games Team
GAMEPLAY CHANGES
Implemented new collision logic. Should improve stability and jitter, particularly when playing the game at a framerate lower than 60.
Added a brief lockout period so you cannot attack immediately after spin-kicking. This is to prevent an exploit where spamming attack + spin-kick would let you attack repeatedly without any cooldown.
Changed reroll Relic logic so that you can now only reroll once per Relic room.
BUG FIXES
Fixed bug where the modded value of resources was not being tallied correctly in the death recap.
Fixed bug where freezing an enemy on the same frame they're about to do an attack would yield unexpected results (sometimes attacking, sometimes not).
Improved the placement of icons when player gets hit and a relic ability kicks in.
Fixed bug where certain enemies that spawned too close to walls would sometimes slide across the room the moment the player entered.
Fixed bug where the game was not correctly tracking how many times a relic was rerolled.
Fixed bug where hitting the increase/decrease buttons in a shop menu fast enough would make it eventually shrink into oblivion.
Fixed bug where switching classes in the Skill Tree with the Pacifist trait active would disable the ability to swing the sign.
Fixed bug where triggering the Soul Shop before all rewarded souls were picked up (either from beating a challenge or completing a dialogue thread with an NPC) would desync the souls you owned and the souls actually displayed in the player HUD.
Fixed bug where players could slip through the plank that leads to the boat on the Docks if they have Dwarfism and the game is running at a low frame rate.
Fixed bug where Skeleton archers could shoot through doors if they are right up against them.
Fixed bug where player would sometimes stand in the wrong position when talking to an NPC.
Burdens now properly display their hint information when they are locked.
Burden no longer updates its "New" icon if the burden is locked.
Locked burdens no longer hides the purchase box text.
Fixed bug where the pizza weapon would sometimes immediately break upon the next throw after entering a tunnel door.
Removed the SHIFT + ~ debug FPS counter from non-standalone retail builds.
Fixed bug where all enemy Mage variants were not triggering collider collision effects (like going dark when inside a hidden wall).
Fixed bug where critical hits on the player would freeze when the player died.
Fixed text alignment bug when the gold gain from traits was too high on a character in the lineage screen.
Fixed bug where player would get stuck in an eternal teleporting loop if they hit water on the same frame they landed on ground.
Fixed regression bug where the player souls amount would appear whenever the player entered a new room.
Fixed bug where the soul cost would still be displayed for a Soul Shop item that was already max level.
Fixed (yet another) bug where player could sometimes fall through water or clouds.
Fixed bug where sometimes if you activate a zombie for the first time in a room, a giant polygon appears for a brief second.
Fixed a number of graphical bugs with some stages.
Fixed a number of in-game spelling mistakes.
Fixed bug where the Gear card would appear invisible if you had too many runes equipped.
Fixed bug where Antikytheria wasn't stacking.
Fixed bug where Antikytheria wasn't applying its Intelligence gains immediately when killing an enemy.
Fixed bug where Commanders were no longer dropping ore.
Fixed bug where entering a Healing room with a Lotus Relic would use up one of its charges.
Fixed bug where Painting enemies would sometimes have their angry face visible when entering a room, before they were aggroed.
Fixed bug where the smaller skeletons spawned from the Skeleton Prime bosses could get commander buffs.
Fixed bug where you could start a run with Charon's Trial as an Antique.
Fixed bug where if you selected another window during launch (before the CDG splash screen), the game window would still think it had focus, allowing you to use the mouse/keyboard/gamepad to interact with the game in the background.
Fixed bug where getting hit when you had a fully charged Coeus Shield and a Lotus Stem would cause both of them to lose a charge. (Now Coeus Shield blocks the full hit.)
Fixed bug where the NG+ / Burdens HUD would appear in the middle of the screen on 4:3 aspect ratios.
Fixed bug where Paladin Maiden would throw the wrong type of spear.
Fixed bug where the Living Safe would display incorrectly-rounded conversion rates.
Fixed bug where Vitality mastery was only acting as an HP multiplier, instead of multiplying Vitality itself.
Fixed bug where Aqua Braces were displaying their aim indicator even when they were spawned in fairy rooms.
Fixed bug where opening any chest with Diogenes Bargain would cause flies to come out of it, even if it contained ore/aether/blueprints/etc.
Fixed bug where NG+ level was not being reset when entering Scars, causing enemies and hazards to deal way more damage than they should.
Fixed bug where the enemy health HUD was appearing on top of the Player card in the pause menu.
Eating pizza now properly gives your Cooking talent 2 charges instead of 1.
The Curse commander buff activation range now scales with the camera's zoom level, so enemies on-screen but farther away can still send curses at you.
Fixed bug where attacking faceless dummies would cause pizza to appear in their hand.
The Pizza Mundi Update came out a tad undercooked, so we’ve given it a little more time in the oven. As such, the latest patch addresses a few major bugs including soul amounts hitting negative numbers, lost upgrades in the Skill Tree (for skills relating to the Soul Shop), and player Mastery not properly leveling up in the Soul Shop. Since Pizza Mundi was not a regular-sized update, we’re keeping our fingers crossed the worst of it is over. But if you run into more issues, please let us know. An overwhelming number of these early fixes came from reports by the community, so we genuinely could not do it without your continued feedback and support.
- The Cellar Door Games Team
BUG FIXES
Fixed issue where Preserver of Life was loading players into the incorrect Scar challenge.
Fixed bug where some attacks were dealing bonus damage when they shouldn’t be while player is dashing.
Bouncy Spike damage lowered.
The game no longer minimizes when it loses focus while playing in Fullscreen Borderless mode.
Fixed bug where Limitless Potential Soul Shop item was not working.
Added a larger random interval time for NPCs eating pizza to reduce scenarios where the NPCs are all eating pizza at the same time.
Fixed potential crash bug with freezing flamers then exiting and re-entering a room.
Fixed bug where freezing a flying hammer while it was slamming would not stop the shockwave.
Fixed bug where the costs of the first tier of gear would be displayed as N/A if you could not afford it.
Fixed bug where purchasing the last available upgrade to an item in the Soul Shop would not play the purchase animation.
Souls spent is now mathematically calculated instead of stored as a variable to ensure the number of souls is always correct.
Fixed bug where souls rewarded for speaking to NPCs was not being saved correctly.
Fixed bug where Lamech was firing two projectiles inside each other for every one of the magma rocks when landing from the axe spin attack.
Fixed bug where Lamech would sometimes fire a seemingly random number of magma rock projectiles from the axe spin attack.
Fixed bug where you could spam the directional arrows when swapping to a subclass fast enough to make the weapon turn permanently white.
Fixed bug where the background for the resources displayed in the player HUD would not update to match the length of the string.
Fixed text positioning bug when the amount for transferring ore to aether (or vice versa) was too high.
Fixed bug where ore, aether, and soul amounts were not properly updating in the player HUD after a purchase in their respective shops.
Fixed bug where exiting the Drifthouse would make the Manor in the background disappear.
Fixed bug where Pizza fabled weapon was destroying resonant projectiles.
Fixed bug where the Pizza Girl would have a speech bubble above her head in the world if she had dialogue available at the Docks.
Fixed bug where calling the Camera Shake effect when the CinemachineBrain was disabled would cause an exception.
Fixed bug where some animations in the Skill Tree would constantly re-animate whenever you entered the Docks.
Fixed bug where merged special rooms were not having their special map icon updated correctly (mainly a fix for the Tower Boss icon not being marked as complete after defeating Irad).
Fixed bug where player could still fall through clouds and water if they collided with them in rapid succession.
Added logic to try and reposition the player to more solid ground when hitting a cloud or water, to prevent scenarios where the player just keeps dropping into the hazard forever.
Rewrote the Boss room logic for Byaaarith, to fix various scenarios where the game would flag the boss as beaten too early (you'd be rewarded the chest while enemies were still in the room) or too late (beating all enemies would not spawn the chest and soft-lock the player).
Temporarily disabled all traits that apply full-screen effects when viewing the Golden Door cutscene that triggers when beating an Estuary.
Fixed a bunch of spelling mistakes.
Fixed bug where a certain room in the study was not tracking the Chest icon state correctly.
Fixed bug where Resonant bouncy spikes could be dashed through.
Fixed bug where the traits info text could get misaligned if the string was long enough when first entering the Docks.
Fixed bug where killing an enemy and exiting the screen fast enough would result in coins appearing in the next room.
Fixed bug where Skill Tree icons for skills locked by the Soul Shop would not update until you left the Docks and came back.
Fixed bug where entering a Scar would revert your Skill Tree upgrades to their non-Soul Shop-enhanced maximum values.
Fixed Drowned and Scholar third-tier bonus text.
Fixed bug where the Living Safe would report incorrect numbers for your next Charon gold bonus goal if you had upgraded the maximum donation amount in the Soul Shop.
Fixed bug where meat and mana would magnetize to you even if they didn't hit water.
Fixed bug where eating meat/pizza as the Chef with max soup charges would use an incorrect calculation for how much to heal you, causing Pizza to heal the same amount of HP as meat.
Fixed bug where projectiles were sometimes turning too slowly.
Fixed bug where every profile on the Profile Select screen would display the currently active profile's soul count.
Fixed bug where Catalyst was applying damage boosts to all Commanders.
Fixed bug where players who entered Scars as a Pacifist would not receive an actual weapon to use for the Scar.
Fixed bug where Commanders were appearing in arenas and heirlooms.
Fixed bug where you could die multiple times in a Scar, resulting in a funky warp and black screen.
Fixed bug where certain relic effects were not being applied when loading a save file.
Fixed bug where the Challenge Complete screen was always displaying "00" for the milliseconds of the par time.
It’s a surprise pizza party! Only a month has passed since our last update and we’re pulling a new content patch hot out of the oven. It was always our plan to release an interim update that really gave purpose to fans that continued to play Rogue Legacy 2 into New Game Plus and beyond. And what better way to serve this than on a delicious pizza pie? Rogue Legacy 2 is already oozing with content, but we’re always looking for new ways to add fresh ideas and toppings. And we’re super hungry to show you what we’re dishing out in this latest patch.
**IMPORTANT** The Pizza Mundi update isn’t a full content release with a new biome and new classes. Instead, it is an interim patch that spotlights a few features that we simply couldn’t wait to release, some major balance changes, and a whole lotta pizza. That said, in lieu of all this tinkering all Gear and Runes have been unequipped. Make sure to redo your loadout before tackling the dangers of the Citadel!
**MORE IMPORTANT** The ability to level up Gear and Runes has now been locked behind an upgrade in the new Soul Shop. But don’t worry, nothing has been lost! Previously purchased higher tiers of equipment will automatically become available the moment these upgrades are bought at the Soul Shop. While we know it feels bad to lose something you originally had, the loss is very temporary. Even better, all equipment can now go to higher tiers than before! This was our original vision for how the Soul Shop was going to work.
**ALSO IMPORTANT BUT NOT AS IMPORTANT** When releasing the Drifting Worlds Update a bug cropped up that prevented RL2 from launching for players using certain multi-monitor setups. We have isolated the issue to be within Unity, the third-party engine used for Rogue Legacy 2. This means we cannot address it ourselves, however a fix is in the works. We can’t provide a timeline for when the issue will be fixed, but while we wait we are rolling back the engine to a previous stable version.
PATCH HIGHLIGHTS
It’s Pizza Time! – It’s a true pizza party with the Pizza Mundi update. Not only are we finally adding a sign to the pizza shop where you find the stranded pizza delivery person, but everyone on the Docks eats pizza too! There’s also unique pizza health drops that are more potent than your average chicken drumstick. And finally, fables speak of an ancient weapon, laden with pepperoni and oozing with cheese, that only the luckiest adventurers will find...
The Soul Shop – The purpose of the mysterious glowing orbs collected from fallen Estuaries is finally being revealed! The Soul Shop is opening in the Drifthouse, helmed by two adorable chthonic siblings. Unlock extremely powerful upgrades that affect all playthroughs in a profile, such as permanently improving your manor, locking preferred character classes, and more. Don’t forget that these unique powerups require Soul, a rare currency that can only be gathered in a handful of ways. Fun Fact: The Soul Shop is actually what this update was supposed to centre around but pizza’s funnier.
Relationships v2 – A lot of time was spent writing and implementing the new relationships that the player can have with the folks at the Docks, so we were saddened to hear how little impact they had when released in the Drifting Worlds. Feedback suggested our way of dispensing these tidbits of story were too irregular, making it difficult to follow what was going on. So we’ve gone back and completely rehauled the logic. Now only a few stories ever run at one time, we’ve sped up how often they appear, and players are rewarded when reaching the end of a story thread. We’re hoping this improves story coherence and provides incentives for players to seek out these narratives.
Axis Mundi Returns – While we are very proud of the world diversity shown in Rogue Legacy 2, the truth is not all biomes are equal and some are enjoyed more than others. This point is most pronounced with the Axis Mundi. We want all biomes to be regions players are excited to explore over and over, however the Axis Mundi is an area with very high challenge and very little reward. To help address this we are increasing the room count by almost 20% with a focus on combat. Adventurers exploring the region will also get a special “Scavenger Bonus”, which will raise the player’s overall gold gain. And as the cherry on top, all loot that hits the water will magnetize to the player. All-in-all, we’re trying to reduce frustration and make the biome less intimidating.
Major Balance Changes: While the pizza was baking in the oven we took a long, hard look at the game’s difficulty curve and went through a major balance pass to improve accessibility for newer players. Long story short, the game is easier in the beginning to allow new players to get their bearings, but eventually does reach its originally intended difficulty.
DIFFICULTY REBALANCE
Difficulty Easing System added. Enemies will have less health and deal reduced damage during the early parts of the game. This system is only active during the first playthrough, and is disabled in higher NGs.
Community: Pizza Girl Teleporter prices all normalized to 1750 gold.
New clues have been added for the Bridge, Far Shore, and Study Heirlooms. We’re using these windows of opportunity to better explain how the puzzles in the game work, and to reduce the number of people that get stuck on mandatory path puzzles.
Community: Lamech, Naamah, and Skeleton Boss HP reduced slightly.
ECONOMY REBALANCE
The following changes have been made to skills:
Health/Attack/Magic/Focus/Dex UP III: Max level raised from 25 to 30.
Weapon Crit Damage Up: Max level raised from 25 to 30.
Magic Crit Damage Up: Max level raised from 25 to 30.
Armor Up I: Max level raised from 5 to 15 and price lowered.
Armor Up II: Max level raised from 10 to 25 and price lowered.
Armor Up III: Max level raised from 15 to 35 and price lowered.
Health/Attack/Magic/Focus/Dex/Equip Weight/Rune Weight II and III: Price for all these skills moderately reduced.
Scaling speed of Ore drops from Commanders increased.
Logic for how Gear is rewarded now uses a variant of the Rune Drop system. Drops won’t be so clumped together, and upgraded blueprints have a higher chance of spawning sooner.
Ore prices lowered and cost has more variance between pieces of Gear in the same set, giving players more opportunity to pick and choose what they want to upgrade. Overall, Ore costs are down ~25%.
Aether prices up. Their low price was actually a bug, so we fixed it and tweaked the numbers slightly (prices are higher than before but lower than originally intended).
Rune drop rates rebalanced. They’ll drop slightly slower to keep them from all dropping in NG+0 and +1.
NG+ Boss Chests will now scale appropriately into future NG+’s.
If you battle a Prime Boss, an additional scaling modifier will be applied as well.
CLASS REBALANCE
Community: Dexterity and Focus buffed. The critical hit chance for each point in these stats has been raised.
Every point in Dexterity and Focus will now slightly increase critical damage as well.
Lancer Tweak (Community): Lancers can now change their facing direction while charging.
Lancer Buff (Community): An explosion now occurs at the end of a Lancer’s charged attack (AoE strikes yay!)
Lancer Buff: Lancer Mastery changed from 1 Flat Armor Bonus to % Armor Gain. This will help amplify the buff added to armor in the Skill Tree.
Boxer Buff: Combo duration raised from 1.75 secs to 2.0 secs. While this change wasn’t really needed, it does allow players to be more creative with how they keep the combo going.
Community: Tweaked the Axe weapon so that if you are in the tell animation of the air spin attack when you land, the attack will immediately switch to a standard ground attack.
RELIC REBALANCE
Community: Lotus Petal max mana increased from 25 to 50.
Community: Grave Bell death dodge chance increased from 20% to 25%. Max stacks required reduced from 4 to 3.
War Drum now raises damage on every unique relic rather than total relics owned. Damage increased from 5% to 7.5%. This change was to dissuade players from making high-stack but low diversity garbage builds.
Community: Hector’s Helm low health bonus trigger raised from 25% to 50%.
Community: Achille’s Shield high health bonus trigger lowered from 100% to 50%.
2 New relic categories have been added. Cursed Relics, and Purified Relics. This will help clean up relic prices.
Pandora’s Bargain is now Pandora’s Trial.
Pandora Trial’s Resolve cost from -15 to 0. Pandora’s box is now a Cursed Relic
Pandora’s Reward is now a Purified relic.
Cosmic Insight Redesign. Mana gain from taking damage raised from 50 -> 100. Mana gained can now Overcharge (exceeds your maximum mana pool).
Character Select now displays Antique resolve cost with a Resolve icon instead of italicized text.
The Grave Bell will now play a bell sound when activated.
SCAR CHALLENGE ADDITIONS/CHANGES
You will now start with a default character with max stats for every Scar challenge. Now you can tackle challenges whenever you want and not have to worry about being under-leveled.
Preserver of Life challenge has been added.
Heavy Weapon challenge has been added.
Simple Start challenge has been added.
Sisyphus challenge has been updated to better explain how Scar challenges work.
Scar challenges have been given a difficulty indicator.
Added Reward info and Par Time info (platform challenges only) to Scar Challenge descriptions.
Geras now drops souls when you return from a Scar with a new trophy, instead of getting the souls silently added to your total.
GAMEPLAY ADDITIONS/CHANGES
The Soul Shop opens along with a myriad of new ways to improve your hero.
A new boss has been added to the game. Enable the Burden of the Beast in the Threads of Fate to challenge it!
Boss Memories now appear in sequence and are a new colour to help differentiate them from other memories.
3 New Relics have been added to the game. Lotus Stem (Epic Relic), Charon’s Trial (Cursed Relic), and Charon’s Reward (Purified Relic).
4 new Runes have been added to the game: Stone, Red, Sharpened, and Focal.
1 new Fabled Weapon has been added to the game.
New lore has been added.
The Burden of Flame now increases the turn speed of enemy projectiles in addition to their movement speed.
Pizza sign added to the pizza shop entrance.
Added 9 new rooms to the Axis Mundi.
Scavenger Bonus added to the Axis Mundi that rewards players with bonus gold while traversing the biome.
Entering a biome now displays its risk level to indicate to players the preferred route when playing Rogue Legacy 2.
Item drops now magnetize to the player when falling off the map or hitting water and clouds (except for health drops if you’re vegan). This should drastically reduce the frustration when navigating biomes such as the Axis Mundi and the Sun Tower.
Added a new Pizza slice item drop that randomly appears and gives player more health than a regular drumstick.
New pizza-eating animations have been added to a variety of NPCs that inhabit the Docks.
Community: Completing NPC arcs will now give you a reward!
NPC Dialogue Priority System changed. Stories will now be more streamlined, focusing on certain NPC’s over others until their story is finished.
Lineage now shows how much mastery bonus a class rewards you with (assuming you are at least level 1 mastery).
Community: Beating an NG+ boss now gives bonus resources.
Pacifists now have chains over their inactive abilities in the Player HUD.
Speech bubble for the dummy at the top of the docks is now visible off-screen if she has something to say.
Aerodynamic hitbox size increased.
Community: Added a skip feature to the death recap screen. Press once to fast forward, press again to instantly skip to the end of the animation.
Community: Empathies for Platforming Scars (like Narrow Praxis) will now start the timer at a negative number instead of slowing down the game.
Increased size of the "Death Defied" banner and moved it to the top-center of the screen, rather than underneath the player.
All music and game audio is now muted when in the Death Defy screen.
The Death Defy screen now automatically closes itself instead of requiring a button press.
Added new rewind and victory sound effects for the Death Defy screen.
Community: Trick walls can now be opened with the Pacifist's weapon.
Added icons to the categories in the Library menu.
Updated the titling for journal entries in the Library.
Updated the description of stats in the Threads of Fate shop so that it follows the formula of all the other shops.
All resources are now always displayed at the Docks.
Added a bunch of new SFX.
BUG FIXES
Community: Fixed bug where Burden of Blood was causing Irad to desync his HP values with the other eyes.
Community: Fixed regression bug where certain traits (like Diva) were not displaying correctly.
Fixed bug where viewing patch notes on the main menu would darken the entire screen.
Fixed bug where money bags would sometimes glitch their animations when landing.
Fixed bug where walking backwards on sloped terrain while attacking would cause jitter.
Community: Fixed bug where objects would sometimes not drop when standing on breakable platforms in the Kerguelen Plains.
Community: Fixed bug where lance attack effects and resonant kick effects were not scaling with player size.
Fixed bug where upgrading an item in a shop would keep the button highlighted, even if you could no longer afford the next upgrade.
Fixed bug where Resolve Used in the Challenge Complete screen would sometimes appear as a float (79.9999) instead of a whole number.
Fixed bug where the Scar timer would sometimes not appear in the correct position on the screen.
Community: Fixed bug where it was possible to run back and forth to trap certain enemies in their turning animation, effectively freezing their AI logic.
Fixed bug where runes that were discovered but not purchased yet were incorrectly influencing the spawn rate of other runes.
Fixed bug where False Enoch would sometimes dash to the right when facing left, and vice versa.
Fixed bug where Antikytheria and Coeus' Shell would reset their charges even if the player did not take damage from a hit.
Fixed bug where Antikytheria would increment the kill counter when defeating bosses or minibosses, instead of just normal enemies.
Fixed bug where ropes for hanging targets would sometimes appear in front of the target if you got close to them.
Fixed bug where text could exceed the horizontal size of the lineage screen description box.
Fixed bug where the Blacksmith and Enchantress description boxes would sometimes incorrectly round values downward (1.9999 -> 1).
Community: Fixed bug where the mimic chest's status bar was in the middle of the sprite, making it hard to see.
Community: Fixed bug where hitting an idle mimic would sometimes not perform any knockback, causing them to leap directly into their attack.
Community: Fixed bug where the filled amount of the player's healthbar would not match the actual health value (particularly for characters with Osteogenesis Imperfecta who died and were revived with Hyperion's Ring).
Community: Fixed bug where the Retaliation Rune return damage would not be exaggerated for characters with the Histrionic trait.
Community: Fixed bug where the Enchantress UI would sometimes display percents as 0.xx instead of xx% when unequipping items.
Community: Fixed bug where hidden walls would not be lit correctly if you cast Lightning Storm or Tesla Spike inside of them.
Fixed bug where the lance explosion effect would sometimes trigger at the wrong time or in the wrong direction.
Fixed bug where relic icons would sometimes be the wrong size after a reroll.
Community: Fixed bug where hitting any of Irad's eyes would increment the Glowing Ember hit counter once for every active eyeball.
Community: Fixed bug where you could exceed the Glowing Ember max stacks by repeatedly hitting an invincible enemy.
Fixed bug where Irad's bottom eye was not fully immune to status effects while closed.
Fixed bug where attacking an invincible enemy would cause the enemy health HUD to disappear or flicker.
Fixed bug where the Diogenes Bargain XP bonus was not scaling its bonus correctly for higher enemy tiers.
Fixed bug where Heavy Stone Bargain was displaying an incorrect damage bonus amount in its description.
Fixed bug where the Aerodynamic trait attack did not play audio if you had unlocked the Echo Boots.
Fixed bug where the player could die after completing a Scar challenge, but before the Challenge Complete screen.
Community: Fixed bug where the explosion of the fireball was not destroying curse projectiles.
Community: Fixed bug where Ballistic arrows would go through doors and thin walls if you were standing next to them.
Fixed bug where a lance projectile would spawn whenever the lancer dashed through a breakable object.
Fixed bug where the lance projectile would not match player scale if the player was dashing.
Community: Fixed bug where Diva trait would not trigger correctly if an enemy in the room had a commander effect that prevented them from taking damage.
Fixed bug where the spoon would disappear if you casted the Cook's talent and you had the spoon fabled weapon.
Community: Fixed bug where in certain scenarios Commander traits would change on enemies when re-entering a room.
Community: Fixed bug where Portrait enemies would have their portraits change when re-entering a room.
Fixed crash bug when killing an enemy that applied invulnerability.
Fixed bug where navigating threads in the Threads of Fate with a mouse would sometimes select the incorrect entry.
Community: Zombies can no longer have commander status effects applied to them (it just caused too many problems).
Community: Fixed bug where restarting a challenge with the Disattuned trait active would permanently set the player's hitbox to size 0 (preventing them from taking damage).
Fixed bug where the Gold Gain Unity Set was not updating on the player's HUD until the player entered the castle.
Community: Fixed bug where one of Irad's eyes would sometimes not die.
Fixed bug where scrolling the mouse wheel while hovering over the left page of the pause menu Gear screen would also cause the right page to scroll, but not vice versa.
Community: Fixed bug where dying to water in a challenge would trigger the player to teleport back to land and re-enable input, allowing them to pause the game during the teleport-out sequence and crash the game when choosing to restart or exit the challenge.
Community: Fixed bug where running far enough away from a Mimic Chest to trigger its culling logic while it was in its death sequence would result it in staying visible as an inactive chest when you went back to it.
Community: Fixed flickering terrain in the Stygian Study journal room.
Community: Fixed being able to see under the water in the Echo Boots Heirloom when using free look.
Fixed bug where color trails were being applied twice to Orbiter hazards.
Fixed bug where Status Effect that applied invulnerability to enemies was not applying to summoned enemies.
Fixed bug where NPCs would sometimes play the wrong effects and sounds.
Fixed bug where Geras was not playing the correct animation when talking to him.
Fixed bug where Elpis was not playing the correct animation when talking and not entering her idle state when closing the Threads of Fate.
Community: Fixed bug where Tower exteriors would sometimes generate ledges that led to nowhere, causing you to fall out of bounds into the Tower wall terrain.
Community: Fixed bug where you could fall into a cloud and get permanently stuck in a loop of taking damage and teleporting your current position.
The last patch was in a pretty good state, however a few more issues came up so we’re taking the opportunity to address them. This isn’t the biggest patch we’ve ever released, but it does have some nice quality-of-life fixes and minor balance tweaks. Please note, we are aware some people are experiencing launch issues with the game as well as with monitor switching. The bug has been isolated as a problem launching the game in exclusive fullscreen with the engine we’re using, so playing in fullscreen borderless will avoid this bug entirely.
For players unable to run the game, please use these launch options before running it again:
We’re trying our best to get it resolved, and we appreciate the patience.
- The Cellar Door Games Team
GAME TWEAKS
Hephaestus' Hammer:
Damage slightly decreased.
Now gains 2 mana per hit.
Attack range reduced slightly.
Enkindled Gauntlets:
Explosion Radius reduced (this is a buff).
Burden of Blood correction: Burden of Blood was supposed to restore 250% of damage dealt to player back to the enemy as HP per burden. Instead it was implemented as 250% being the max HP restore after equipping all burdens. We are fixing this slowly by increasing the HP return per stack to 150% for this update, and will bring it to its fully intended 250% HP return in the patch after.
The following traits have been changed:
Community: Gigantism now gives 25% gold gain from Health Care.
Community: Ectomorph now gives 25% gold gain from Health Care.
Moving trinkets and other equipment to Gold chests drastically reduced odds of getting Ore. We are reverting this change so that Gold chests no longer drop equipment (they now only drop Ore and Empathies). Additionally, trinkets now appear in Silver chests.
Some players, especially those who chose to skip dialogue, were getting stuck in the first part of the game when they had to find the Echo Boots. The following changes were made to address this:
A new tutorial sequence was added to help guide player to the first Echo Heirloom, and to better showcase what type of game Rogue Legacy 2 is.
A new tutorial popup was added to tower to explain Void Orb Dash Resetting.
BUG FIXES
Community: Fixed a number of room issues including:
Poor merging at the top of the tower (where you could jump up into a cloud).
Enemy spawn points in a fairy room that were too close to walls.
Certain scenario where two rooms could merge, resulting in an enclosed area that would corrupt the background scenery.
Tower Boss Entrance room would create invisible platforms that blocked you from entering or exiting the room below.
Community: Enemies no longer take damage if the player is at 0 health, to address conflicts when the player and a boss die at the same time.
Community: Status effects now apply to each of Irad's eyes separately, to fix issue of status effects applying triple the amount to him.
Bosses are now immune to status effects during their mode-shift.
Fixed bug where the Enemy Evolution burden was applying to more enemies than intended when entering a room.
Community: Fixed bug where the Mage could get two of the same ability from the Curio Shoppe.
Community: Fixed bug where death recap would sometimes display the incorrect amount of resources collected in a run.
Community: Fixed bug where the backup save file window would cause a soft crash of the game if there were files in the backup folder that did not match the expected naming convention.
Community: Fixed bug where Fate's Die was not displaying or calculating the number of kills correctly.
Status Effect damage numbers will now trigger higher damage numbers with Hypochondriac trait.
Community: Fixed bug where decos on a prop would not fall if the prop falls.
Community: Fixed bug where a number of relics were triggering their abilities on status effects.
Fixed bug where the Cartographer trait was resetting the visibility state of rooms you had visited.
Selecting a teleporter to a different biome with the Cartographer trait no longer shows an invisible room.
Increased the zoom speed of map when using mouse track wheel.
Community: Attempted fix of Murmur turning during its death sequence.
Community: Fixed bug where connect-to-slope logic was using velocity to determine slope raycast position, instead of facing direction. Fixes bug where Boxer jitters when hitting something while standing on a slope.
Community: Lady Quinn's gravity is now disabled to prevent her from randomly falling. We were unable to provide a proper fix since we could not repro the falling bug.
Community: Fixed bug where Hypercoagulation trait was still applying when the player got hit even though they were invincible.
Community: Fixed bug where entering the Boss Entrance to the Sun Tower would display the wrong background if entered from a save file.
Community: Fixed bug where player would enter the world with the darkness tint effect applied depending on the seed.
Fixed bug where the delay that prevented enemies from attacking or dealing damage sometimes did not trigger.
Fixed bug where hitting a spawned boss hard enough to trigger their second mode within a short period of time would prevent their logic from activating.
Added new enemy sound effects.
Added audio for the Drift House and its residents.
Fixed bug where the Blacksmith would sometimes not show the "upgrade available" icon for categories with available upgrades.
Community:Fixed bug where if you already purified one Pandora's Bargain relic, any subsequent Pandora's Bargains you picked up would only require you to kill one enemy before giving you the reward.
Fixed exception bug caused by critting yourself with the Enkindled Gauntlets.
Fixed bug where attacking an enemy projectile with Wind Wall would cause that projectile to play the wind wall death sfx multiple times. (Most noticeable with slug slime.)
Community:Fixed bug where the Blessing of Life would say it deals a massively negative amount of damage if you have an unpurified Pandora's Bargain relic.
Community:Fixed bug where entering a relic room would reset Coeus Shell.
Community:Fixed bug where Blessing of Life would sometimes display incorrect damage amounts for Coeus Shell and Grave Bell.
Less than a week in, and we’re quite happy with the state the Drifting Worlds is in. Since the last hotpatch things have stabilized immensely, so we’re now focusing on balance and fixing lower priority bugs in preparation for the weekend. The Boxer has come out of the gate swinging, but the Dragon Lancer hasn’t had as much oomph, so we’ve made a number of changes to make them more impactful. We’ve also taken a third (!) look at boss HP, and have tweaked them a bit lower after the last fix. Lastly, all bug fixes for this patch and the previous one were from reports by our community, so thanks again for helping us get this game into tip-top shape in record time!
You can read the patch notes below or check them out on our website:
Boss HP Update #2: In the last update HP was increased 100% to compensate for a bug in the Drifting Worlds launch. That was a bit overzealous, so to compensate for this compensation, overall boss HP has been lowered by around 8% (compared to levels seen in Arcane Hallows, so more like a 12% decrease since last patch).
Commander Buff Nerf: Shielded enemies now take 4 hits instead of 5 to start taking damage.
Commander Buff Nerf: Shielded enemies now take 3.5 seconds to recharge instead of 3.25.
Commander Buff Nerf: Enemies that fire curse projectiles now fire every 3.5 seconds instead of every 3.
Commander Buff Nerf: Enemies now perform a distance check before firing curse projectiles.
Entering a Thread (NG+) now results in all your money going to Charon (and Living Safe if you have it unlocked).
Assassin Buff: Now reduces cooldowns by 2 seconds on third hit instead of 1.
Assassin Nerf: Cloak ability cooldown increased from 5 seconds to 10.
Lancer Update:
Slightly larger Dash attack hitbox height, and fixed bug where the length of the hitbox didn’t quite match attack visuals.
Dash charge time reduced from 0.8 seconds to 0.55.
Attack Tell time sped up significantly.
No more horizontal pushback when performing the regular attack in the air, no more pushback at all when performed on ground.
Vertical mobility while dashing increased.
Dash attack distance decreased.
Dash attack cooldown increased from 0.75 seconds to 1.25.
Dash attack damage decreased from 300% STR and INT scaling to 225%.
Static Shield cooldown decreased from 7 seconds to 6. Duration decreased from 3.1 seconds to 1.6.
Dragon Lancer's Static Wall now only triggers cooldown on-hit when the ability has finished its cast duration.
Updated a variety of rooms in the Tower to make them less frustrating.
Odds of Curio Shoppes and Relic rooms appearing reduced slightly, Healing and Arena room odds up.
Increased NPC chatter. Now NPCs will have something new to say every time you enter the Docks, instead of every other time.
The following Relics have been removed from the Challenges:
Fate’s Die.
Coeus Shell.
Hermes Boots.
Weird Mushroom.
Freon’s Reward.
BUG FIXES
Fixed bug where loading the Tower from a save file (or from Architect) would result in all exterior Tower rooms being recognized as interior ones.
Cleaned up more incorrect assets in a variety of rooms.
Fixed bug where Gold Gain from equipment Unity was increased by 100% instead of 30%.
The Docks no longer saves player data, which should address scenario where people could potentially lose gold if the game ever crashes there.
Fixed crash bug in Scars where props weren't being initialized correctly on repeated runs through the same challenge.
Cleaned up some platform placements in the Tower, including a softlock if the player was gigantic.
Updated equipment save data to fix any mismatches between FoundState and Upgrade blueprints found.
Fixed bug where chests could drop multiple of the same blueprint.
Fixed bug where chests could drop multiple of the same rune.
Fixed bug where void dashing between rooms in the Sisyphus challenge would create a long purple streak across the screen.
Increased the resolution size of the icons that appear on Heirloom Statues.
Fixed regression bug where previous change to how ability cooldown on-hit worked meant certain abilities would no longer go on cooldown at all, such as the Assassin’s cloak.
Fixed a number of scenarios where the blueprint and upgrade levels of runes were not being set correctly.
Fixed bug where pressing ENTER on any rune entry that was not found yet in the Enchantress shop would result in a crash.
Fixed incomplete implementation of the newly added NG+ scaling costs to unlock teleporters.
Fixing bug where Sisyphus challenge would be displayed as 1/0.
Fixed bug where the sky did not fully cover the background of very, very tall Tower exterior rooms.
Emotional Dysregulation trait now properly triggers on spells only.
Second attempt at disabling Commander effects from being applied to targets (sorry for missing this the first time).
Fixed bug where game would soft-lock if the player died on the same frame they entered a leyline teleporter.
Fixed bug where entering NG+ while the castle was locked would retain the gold reduction costs.
Entering a Nightmare’s detection radius while spinning with Hephaestus' Hammer now aggros the Nightmare.
Fixed bug where entering a new biome was not resetting the player's abilities, resulting in a glitchiness when spinning into a new biome with Hephaestus' Hammer.
Fixed bug where killing the last enemy in an arena with the knockout punch could result in a soft-lock.
Fixed bug where Tower boss room level was not being appropriately set, resulting in lower level of boss than intended.
Added more SFX to the game.
Fixed bug where Mastery for Knights was sometimes not properly appearing at Sage Totem.
Fixed bug where MAX text was appearing on equipment that had not yet been discovered.
Fixed bug where certain equipment Unity bonus percents were displaying as "0.XX" instead of "XX%".
Fixed bug where Lachesis' Measure was applying healing on every crit hit instead of only fatal crit hits.
Fixed bug where Quenching Runes were not increasing the maximum damage blocked by armor.
Fixed bug where Tower enemies were appearing in Axis Mundi arena rooms.
Fixed bug where temporary max health mods (tree of life, Gnawed Bone, etc.) were not being reset when entering/exiting challenges.
Fixed bug where the Healing Tree would sometimes display the wrong Max HP gain / damage amounts.
Attempted fix for bug where very wide aspect ratios would display the NG+ text in the middle of the screen.
Reduced chromatic aberration and distortion in the heirloom visual effect to make it easier to look at.
Reduced volume of the void door break sound effect.
Fixed bug where the Knight class would be locked if you entered and exited a challenge, causing the Mastery UI to show "????" instead of "Knight".
The bigger the patch the more likely things are going to go awry, and with the Drifting Worlds this was no exception. There are some really big changes in this patch, including fixing boss health (their current HP is less than 50% what it was in the last patch), and re-locking all teleporters when entering new Threads. And though we’ve managed to nail down most of the biggest offenders, there are still a few straggling bugs that we will address for a future patch. All-in-all, we were able to get an update out so quickly thanks to the lightning fast feedback from the RL2 community. Thanks so much for your help and support!
You can read the patch notes below or check them out on our website:
Certain trait effects no longer apply to some enemies (For ex. Disattuned no longer applies to Mimics).
Max stacks of the Boxer’s Combo status effect reduced from 100 to 20.
Increased HP of Irad Estuary.
Lancer Buff: Shorter knockback from melee strikes.
Lancer Buff: Dash strike now reduces cooldown of moves by 2 seconds
Gunslinger Tweak: Gunshots now reduce CD once every 4 hits.
Hephaestus' Hammer no longer has a CD but instead slows the user while they spin.
Hephaestus' Hammer now grants CD on hit.
Added game option to skip the tutorial.
Major change/bug fix: All bosses HP have been restored back to normal. They were having their HP cut in half with the latest update (due to HP code refactor).
Remade Tower boss fight to provide more challenge. New level layout and moveset has been changed.
Gnawed Bone and Hyperion's ring removed from pool of allowable relics in Challenges.
Changing Threads (NG+) now resets the purchased state of all teleporters.
The cost to unlock teleporters now rises with each higher Thread.
Reverted Hermes Boots relic so you are once again immune to ALL static spikes, not just static ground spikes.
BUG FIXES
Fixed bug where certain enemies were given Commander buffs when they should not have.
Fixed bug where Lancer and Boxer were not appearing at the Sage Totem.
Fixed bug where rerolling a twin relic would cause the new individual relic to keep spinning all by its lonesome.
Fixed bug where Tower was spawning a room where you could drop through to the abyss.
Fixed crash bug when entering the Sisyphus Scar.
Fixed bug where the post processing stack was not correctly releasing temporary render targets, which caused various problems, including bloating the Player.log file with tons of warning messages.
Fixed retaliation damage return equation.
Fixed HUD bug where certain values of mana would cause the MP text to stack vertically.
Fixed bug where Catalyst relic applied 20% damage instead of 120%.
Fixed bug where relic info box would appear in front of some of the pause menus.
Fixed bug where cancelling out of an aimed ability would disable the player's ability to drop through platforms.
Fixed bug where beating a boss was not saving a certain value correctly, resulting in players being unable to open the Drift House.
Geras Granting Gold fixed.
Fixed wrong music playing in eyeball boss fight
Fixed the Elemental Curse enemy logic, and the expert versions not moving
Updated Study Transition to dissuade players from entering the biome too early.
Fixed Return Damage Equipment set.
Fixed bug where the look of weapons and helmets were not changing when equipping Gilded, Obsidian, or Leviathan gear.
Fixed bug where the icons for Gilded, Obsidian, and Leviathan gear was missing from Blacksmith shop.
Fixed bug where Burden of Adaptation and Burden of Mobility were missing icons in the Threads of Fate menu.
Triggering Fatal Blow relic now properly displays the icon.
Fixed bug where AxeSpinner was not reducing Spear spin talent cooldown on hit.
Fixed bug where you could still navigate the options buttons in the Main Menu while the introduction cutscene was playing.
Fixed bug where relics that gave player a free hit would get around the Future Successor's Bargain and soft-lock the game. The only relics that can now get around Future Successor's Bargain are the ones that cheat death.
Fixed bug where enemy summon list was not being tracked properly, resulting the Arenas sometimes not ending properly or treasure chests not appearing after defeating an Estuary.
Fixed bug where Hyperion's Ring would not trigger in Scar Challenges.
Fixed bug where True Enoch would occasionally not turn when hitting a wall during his rush attack.
Fixed bug where discovering a Scar memory would result in the Scar Discovered text to constantly appear whenever you read dialogue.
Fixed bug where some enemies defeated in Arenas would appear as question marks during death recap.
Fixed bug where Pacifist ability icon was not appearing in player HUD.
Expanded the hitbox to the Aerodynamic downstrike. This fixes bug where player could not proceed through the tutorial if they that trait.
Fixed bug where Tower chest icons were not appearing in the correct place.
Fixed bug where exiting the Skill Tree at just the right moment would stop many effects from playing.
Fixed bug where exiting out of the Skill Tree fast enough would glitch out the Manor visuals.
Tower Boss is now set to the appropriate level (was ~15 levels under even before the 50% HP cut).
Bug fix in Tower boss where a certain move would prevent the boss from attacking for a few seconds.
Skeleton Boss audio fix.
Tower in Journal Room fixed. Players can no longer continually read new journal entries in the same room.
Fixed bad LOC IDs on certain memories.
Various text updates.
Getting Pacifier Trait now properly shows its description in the player card.
Fixed bug where exiting to main menu while in the tutorial screen for NG+ would result in losing some recent changes to Skill Tree.
Fixed bug where exiting a challenge while a boss was dying would result in the boss appearing in the Drift House.
Fixed bug where the Sun Tower would sometimes build in such a way that the Boss room was not accessible.
Added a bunch of new enemy sound effects.
Added sound effects for the Totem and Living Safe.
Fixed bug where the Colorblind trait was disabled when in an arena or heirloom.
Fixed bug where MAX would appear on top of upgrade buttons.
Fixed bug where the first Fairy Chest you opened in a run would always give you 10 Aether per drop instead of the correct amount.
Fixed bug where the Upgrade button would appear even if your gear was at max level.
Fixed bug where you could get duplicate equipment/rune drops from chests.
Fixed bug where you could exceed the max empathy limit for some challenges.
The release of the Drifting Worlds marks our third content release patch, and the halfway point on our road to completing Rogue Legacy 2. It’s hard to believe it has already been 9 months since the game entered Early Access, and we’ve added an immense amount of content and features. Since launching we’ve released 4 new biomes, 7 new classes, numerous major systems, and a consistent stream of new enemies, spells, traits, skills, relics, and runes. RL2 is absolutely brimming with content, and we believe it is time to raise the price from $19.99 USD to $24.99 USD. A price-rise was always on our roadmap, and our development trajectory has not changed since we launched in Early Access.
Before all this though, we want to celebrate the release of the Drifting Worlds and the passing of our halfway-mark milestone, so starting on May 18 at 10 AM PDT and ending on May 24 at 10 AM PDT, RL2 will be discounted at 20% off its current price (not the raised price). The hike in price will only occur after the sale is over, so this gives gamers an opportunity to get Rogue Legacy 2 at its lowest price ever. This is the lowest price it’ll be for quite a while! If you’re on the fence, now is a great time to dive in and check out everything new and exciting in the Rogue Legacy universe.
We are now over the hump with our third major content patch, and are well on our way to including most of what we wanted with Rogue Legacy 2. We still have a few surprises in-store for future updates, but the Drifting Worlds marks a milestone in our development roadmap! From new features that extend replayability, to massive optimization work, we’ve got a ton of things in-store for this update. Chief among them is the opening of the Drift House, a curious dwelling that holds the mysteries of both space and time. There’s also a host of new content including classes, traits, skills, and a brand new biome to explore, the Sun Tower.
**IMPORTANT** You know the drill. Folks with current save files will discover that all of their skills have been reset, and all Runes and Gear have been unequipped. No Blueprints or Runes have been lost, and the majority of your money spent on skills have been REFUNDED. These steps are a consequence of economy balancing that we perform with every content patch. Don’t forget to SPEND YOUR GOLD before entering the castle! Charon will take every nickel and dime if you let him!
GAME UPDATES
Slay the Spire – The Drifting Worlds Update introduces the Sun Tower, a deadly region that will test the dexterity of even the most seasoned players. You must hone all your skills to scale its perilous heights and discover what fuels the sinister world of Rogue Legacy 2. One false step could send a hapless hero plummeting to the depths below. The Sun Tower is far and away our most challenging biome yet, so be sure you are well-equipped before tackling this spire.
Like Oil And Water – For this update we are experimenting with two radically different classes, the Lancer and the Boxer. The Lancer is an unorthodox champion that attacks slowly whilst retaining hyper-mobility. Charge up your Dragon Lance and take to the skies. The thrust is powerful, but you can’t be too reckless, as a mis-aimed launch may send you bouncing into a bed of spikes. On the other hand, the Boxer prefers to get up-close and personal. Pull off a rapid flurry of jabs to make enemies see stars, then launch them into each other with the explosive Knockout punch.
Relationships – Just as important as the ever-changing Kingdom is the oasis you build on the Docks throughout your adventure. We wanted to make the world a little more alive, so now many of your companions have a story to tell. Life goes on while you’re away, so make sure to take a moment to relax and catch up with the going-ons of these colourful character.
Fabled Weapons – We are moving the Curio Shoppe out of experimental and expanding it with Fabled Weapons, extremely powerful items with dangerous drawbacks. Wield the Fury’s Hammer, and drive through your foes as a spinning tornado. Or harness the power of the Enkindled Gauntlets to launch fireballs with reckless abandon, and set the world (including yourself) aflame. Keep your eyes peeled, as these weapons are only available for lucky players that come across them during their adventures.
Mastery Rehaul – Our original implementation of the Mastery system compared the player’s Manor level to the enemy’s level to determine how much XP you were awarded when defeating them. This meant it was better to NEVER purchase skills in your Manor if your goal was to gain Class experience points. We’ve done away with this and adopted a more familiar approach where the deeper you go, the more XP you gain. In general, XP grinding is going down as long as you keep venturing deeper into the Kingdom.
Economy Tweaks – Gold accumulation is good, but everything else was sort of broken. We’ve redone Ore and Aether to scale better with NG+ and beyond. Rune drops have also been adjusted to follow a more linear pattern, with each Rune collected slowly raising the level requirement of all other Runes. This new formula will allow duplicates to appear sooner, and create a more diverse spread of Rune drops for the player. It’s also future proof, which is a plus!
Another Soul Saved – We are approaching the actual purpose for those mysterious Souls that are awarded after defeating each Estuary. In preparation for this we are fixing some longstanding issues with the resource, namely folks sometimes not receiving them. Because it is such a valuable commodity (or at least will be), we’ve added a system that constantly checks your profile to ensure you are awarded with the Souls you’ve earned, no matter what happens.
Commanders – For this patch we are spicing up enemy combat by introducing Commanders. Commanders are special villains that are given a random buff which drastically affects the encounter. This adds more diversity to the battle and encourages players to stay alert, even against foes they’ve beaten dozens of times before. These bad boys have been in the design doc since Day 1, so we’re excited to finally bring them out.
The One With Byaarrith – We’ve received a number of reports from players claiming that a portrait on the Golden Door was not revealed after defeating the boss in the Axis Mundi. While this was an intentional part of the lore, we fully understand the confusion, so we have decided to officially add him to the gang. What role he plays in the story though is still up to players to discover...
THE DRIFTHOUSE
Sitting derelict at the Docks since the Early Access launch of Rogue Legacy 2, the Drift House is finally opening its boarded doors. It is currently the home of Charon’s Chthonic siblings, who each bring their own twist to the Rogue Legacy universe.
Scars of Erebus – Tended by Geras the Caretaker, Erebus is a region 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 handicaps that give you an edge.
The Threads of Fate – One of our major goals for Rogue Legacy 2 was to ensure the post-game content was as diverse as the initial playthrough. To fulfill that vision we’re introducing Elpis, the Bearer of Hope, an enigmatic figure that can transport you back and forth between Threads. Each Thread represents a New Game Plus level, and traversing them comes at a cost. Not only do enemies get harder, but 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 altered room mechanics, to encountering new and empowered bosses, it’s up to you to decide how the game gets harder. But greater risk also brings greater rewards. Increased level caps, better loot drops, and additional lore awaits you with each higher Thread.
The Threads of Fate and the Scars of Erebus represent only the beginning of what to expect in the Drift House. There’s a lot of space within those rustic walls, and we have plans to bring a ton more with each new content release.
OPTIMIZATION TAKE TWO
Even though a lot of time was spent on optimization during our last content patch, we found that performance didn’t really improve for some people. This was a sign that we had to make some deep-level changes. And dig deep we did. We’ve spent more time optimizing the Drifting Worlds than every previous patch combined, and revamped much of the back-end. The camera system has been completely redone, and our post-process stack was replaced with a much friendlier version. Our profiling has shown an improvement on GPU usage by several times, and while much was achieved, the job is still not finished. Our next task is to do the same on the CPU-side, but that will have to wait for our next content patch. Our quest for better performance is never-ending, and we hope players will appreciate the steps taken so far.
ADDITIONAL GAMEPLAY CHANGES
Ranger Update: Base Strength increased. This should make them more competitive with the Gunslinger.
Assassin Update: Third strike generates more mana, and only the third strike reduces cooldowns. This let us make the cooldown for the Assassin occur on 6 hits rather than 21, and allows their talent to work better across classes.
Freeze Spell (Community): 75% larger, deals more damage, but now has a cooldown.
Wind Wall Spell (Community): Deals more damage, higher knockback, travels further, and now has a cooldown.
Community: Spin kick attack lasts a bit longer.
Made changes to the following enemies:
Sword Knight Enemies (Community): More aggressive, deal less damage.
Flying Hammers: Smaller, and weaker, but no change to their AI yet. That will be a future patch.
Flying Shields (Community): Now have an aim indicator. Increased the turn speed when it is performing a spin attack.
Skeleton Mages: New move given to the variants.
Gong Heads: Now immune to knockback and freeze. Goodbye cheese!
Ice Mages: Added a new spread attack and fixed a broken AI loop.
Wisps: Fixed bug where they would dash in place.
Blob fish: Can now jump onto ledges.
Lamech: A delay was added to when the sword flame gout projectile can deal damage.
Enemy AI: Enemies now look further for the player (less static enemies when the camera pulls out).
Added or changed the following traits:
Pacifist (Community): HP raised from 30% to 40%. Gold bonus lowered from 175% to 150%. Can now swing their sign, and an additional change has been added.
Panic Attack (Community): Darkness now fades in rather than pops.
New Trait: Spelunker.
New Trait: Pacifier.
New Trait: Hypercoagulation.
New Trait: Compulsive Hoarder.
Added or changed the following relics:
Redesigned Relic: Coeus Shell now rewards a free hit after defeating X enemies.
Redesigned Relic (Community): Diogenes Bargain now converts gold bonus into XP bonus.
Fixed Relic: Heavy Stone Bargain now reduces gunslinger’s range as well.
Fixed Relic: Vanguard’s Banner now gives you the appropriate damage increase.
New Relic: Incandescent Telescope.
New Relic: Zealot’s Ring.
New Relic: Hector’s Helm.
New Relic: Achilles Shield.
New Relic: Grave Bell.
New Relic: Boxing Bell.
New Relic: Weird Mushroom.
New Relic: Empty Vessel.
Community: Changed logic so that if a player collects a relic and reaches max stacks, if another relic room spawned that relic, it changes it to a special replacement relic instead.
Community: Odds of getting Traits (vs Antiques) increased.
Echo’s Heirloom includes a new tutorial sequence that explains resonant enemies.
Hidden journal in tutorial is now a memory.
Cleaned starting player numbers. Everything now starts at 15.
We’ve added in custom weight distribution to special rooms. Now Healing and Arena rooms will be rarer, and Curio and Relic rooms will be more common.
Can now jump cancel a void dash (only the extended part).
200 Relationship events have been added.
8 new Skill slots have been added.
3 new Gear sets have been added.
5 Challenges of Geras have been added.
11 Burdens have been added.
6 Commander buffs have been added.
4 Fabled Weapons have been added.
New Status Effect: Combo.
New Armor Equation: No more armor shred from basic enemies, minimum block lowered. *Certain Commanders and Burdens can still apply armor shred.
Quenching Runes now raises minimum damage blocked AND restores shredded armor.
Stygian Study Entrance revamped to better guide the players towards the bridge.
You can now stand on the canopy to Curio Shoppes.
Added game setting to disable reload when pressing the USE button.
Reworded a bunch of game and graphics settings.
Community: Doors on the map that connect to other biomes are now tinted red.
Community: The skill that gives the player HP and MP when entering a Boss room now only triggers once for each Boss per run.
Changed the colours of the shield block effect so it is clearer when a perfect shield block occurs.
Replaced post-processing stack with an optimized, custom implementation.
Added a wide variety of new and missing sound effects.
Optimized enemy physics.
BUG FIXES
Community: Fixed collision bug where player could slip through slopes if they were moving in the same direction as the slope at a low enough FPS (a VERY special thanks to StacKTGaming on our Discord server for extensive testing and isolating the cause).
Community: Fixed a lore entry which referenced things before they should have been known.
Ground-to-air collision checking has been improved. Spear knights no longer dash off ledges (unless they're knocked into the air before dashing).
Community: All rooms with legacy items fixed.
Community: So many text fixes, so many typos!
Community: Namaah is now Naamah. Bloodstone is now Red Aether.
Community: Fixed “Adoption Center” randomly appearing in place of “Career Center” in Skill Tree.
Community: Fixed bug where changing equipment would lose the Distattuned effect.
Fixed bug where PS4 touchpad glyph was not displaying correctly.
Fixed bug where aiming at 0, 90. 180, and 270 degrees would sometimes have effects rotated in the wrong direction due to float precision point errors.
Community: Fixed crash bug when exiting a Fairy room by returning to Main Menu or by dying, and then entering another Fairy room afterward.
Community: Fixed bug where if an ability switched to a different state on the same frame it entered the first state, the player would get stuck in that state (most noticeable with Gunslinger getting stuck).
Fixed bug where deco locations were being mispositioned.
Fixed numerous scenarios where disabled hitboxes would cause problems when attempting to re-enable them.
Fixed bug where Nightmares would appear behind some terrain.
Community: Fixed bug where players could fall through Magic platforms if they performed a platform drop maneuver fast enough.
Fixed bug where enemies would sometimes fall through one-ways when spawning in Fairy rooms.
Community: Reverted a change to how damage negated by armor is displayed.
Fixed bug where decos on a prop were not correctly matching their owner prop's rotation.
Fixed minor bug where speech bubble arrow was appearing behind speech bubble.
Fixed bug where player would hover while on the ground when firing an aimable ability.
Teleporters are now properly sorted in the Teleporter menu.
Fixed bug where Axis Mundi Boss Entrance was being recognized as a bonus room instead of a boss entrance on map.
Fixed bug where flight knockback acceleration was glitching out if you hit certain enemies during certain attacks.
Added Resolve cost to Gear card.
Community: Fixed bug where you could jump off crumbling platforms or fall through them before they detected player collision.
Community: Pausing the game now auto-disables mouse confining to the screen.
Fixed bug where player would end up on wrong side of Pizza Girl when talking to her at the Docks.
Refactored how damage is calculated for both player and enemies so that damage mods are added together then applied, rather than multiplicatively applying to the damage one-by-one.
Dummies no longer trigger vampirism.
Fixed bug where player aim indicator was not the correct length when aiming completely up or down.
Fixed bug where Lamech's beam ability changed colour whenever the player dashed.
Player can no longer drop through platforms while aiming an ability.
Community: Fixed bug where IBS would continually replace a swapped talent from the Curio Shoppe.
Fixed bug where hours played in the profile window was not being displayed correctly.
Community: Teleporter menu can now properly fit all current teleporters.
Fixed bug where switching to Mage from the Skill Tree could give you the same spell and talent.
Tweaked Status Bar to better handle display of status effects on large characters.
Community: When unable to afford something at the Blacksmith or Enchantress, the buy button is now faded out.
Fixed bug where Flying portraits would sometimes suddenly stop moving.
Fixed bug where "Now Entering" would appear during the Golden Door Portrait cutscene.
Fixed bug where jumping within leeway but not actually touching the ground would not reset air dashes.
Fixed bug where entering a room where enemies are within hidden walls would run a darken animation as opposed to starting them darkened.
Community: Fixed bug where player could soft-lock the game if they picked up a relic or curio shoppe ability the moment they left its trigger bounds.
Community: Fixed bug where culling an enemy that was in mid-attack would not reset their animation when they re-appeared, resulting in them being stuck in weird animations.
Fixed bug where you could purchase a skill in the Skill Tree with the right mouse button.
Fixed bug where after closing the Skill Tree popup in the Skill Tree, the selection indicator would highlight a skill the mouse cursor was over (if it was over one) instead of the last skill the player had selected.
Community: Fixed bug where dying on the same frame you entered a new room would result in a soft crash.
Fixed bug where Pacifist was not using the correct walking animation.
Community: Fixed death window resource display spacing issues.
Objective Complete HUD now disappears when the game is paused to avoid visual conflicts with the pause menu.
Community: Fixed bug where reloading a save file as a Chef made collecting health drops not reduce cooldown as expected.
Fixed bug where disabled prop lights on the lowest quality setting were being turned back on whenever the prop was unculled.
Attempted bug fix where Mimics would slide across the ground while dying.
Fixed Sage Totem not animating correctly when being spoken to.
Fixed bug where you could reset controller defaults with keyboard, and reset keyboard defaults with controller.
Added attack flip check logic to hittable projectiles.
Fixed crash bug in one of the rooms in the Axis Mundi.
Community: Fixed bug where if game does not have focus while teleporting to the Forest Boss entrance and the door opening cutscene kicks in, the game will pause, resulting in allowing the player to move afterward after unpausing.
Fixed bug where you could get twin relics even if you could only obtain one more of that relic before it reached max stacks.
Fixed bug where damage mods on enemies were only triggering when you ran into them, and was not being applied to their projectiles.
Fixed bug where Flying Shield would do a glitchy turn animation after exiting spin attack.
Community: Fixed bug where system would not consider all items picked up if health was on the ground even if you were vegan.
Community: Fixed bug where max health apple in healing room was not displaying any additional damage mods that would apply (like Vampire).
Community: Special platforms are no longer considered respawnable ground, so you will no longer teleport back to them when hitting water or clouds.
Community: Fixed bug where player could use global teleporters in mid-air.
Community: Fixed bug where Flame Barrier spell size would fluctuate depending on the size of the player the last time it was cast.
Fixed bug where rotated effects would not take scale into account when rotating the position offset.
Bosses no longer drop items when defeated. All awards are given from the chest.
Community: Fixed bug where any non-direct attacks that killed an enemy would not trigger Pandora's Bargain.
Fixed bug where player would sometimes do a brief run animation after opening a chest with a special item inside.
Fixed bug where Flying Axes would stop moving if they got close enough to your character's midpoint.
Community: Player card now displays more accurate stats.
Fixed graphical bug on right side of screen while approaching the Murmur boss.
Community: Fixed bug where relic cost was calculated incorrectly for multiples of the same relic.
Fixed bug where changing biomes would cause tabletop decorations to reappear even if their owner prop was destroyed.
Fixed bug where destroying a prop would not destroy the decorations on top of it.
Fixed bug where Gongheads headshake audio could loop even after their animation stopped.
Community: Fixed bug where items would sometimes spawn inside walls (for real this time!).
Fixed bug where heirs could sometimes have traits that conflicted with each other.
Fixed bug where the ambient audio in the character selection screen would stop playing if you re-rolled heirs.
Fixed bug where Lamech's jump attack could cancel the player's animation.
Fixed bug where Lamech would sometimes slide along the ground after landing from his jump attack.
Fixed bug where Skeleton Archers would sometimes shoot their arrows backwards.
Fixed bug where several enemy projectiles would turn blue when the player dashed.
Community: Fixed bug where exiting a room immediately after leaving a teleporter orb would cause the player to become invincible and prevent them from entering any more teleporters.
Fixed bug where True Enoch would not play the boss death impact slowdown/strike effect.
Fixed bug where Gongheads, Murmur, and True Enoch did not have freeze immunity.
Fixed bug where True Enoch potion projectiles could not be reflected.
Community: Fixed bug where void spike balls could be dashed through even if you did not have Void Dash unlocked.
Fixed bug where Murmur's status effect icon was displayed off-screen.
Fixed bug where Mimic Chest coin projectiles would have their particle effects appear in incorrect places.
Fixed bug where the player could gain mana from enemy status effect damage ticks.
Fixed bug where farting on the death screen would not play any sound effects.
Fixed bug where boss doors weren't playing destruction sound effects.
Fixed bug where the skeleton bosses weren't playing explosion sound effects on death.
Fixed bug where Naamah's intro cutscene would play the same sound three times.
Removed dash attack buffs from the airborne Axe attack.
Community: The Enchantress/Blacksmith UI now displays "MAX" instead of "Buy" if the rune/gear is full.
Fixed bug where dash attacking an object that ricochets the player back resulted in glitchy physics.
Fixed bug where unlocking a plaque at the Docks via the skill tree would result in a crash if you tried reading that plaque immediately afterward.
Fixed animation bugs with Blob Fish.
Fixed bug where player and enemies would crash if they were killed by two separate sources on the same update.
Fixed bug where auto-pausing when losing focus could kick in during the cutscene where the gate opens in Axis Mundi, allowing the player to move when the game was unpaused.
Fixed bug where Pizza Girl could no longer be interacted with after speaking to her the first time you meet her.
Ivy Canopy no longer shows a countdown timer while the platform is active. The cooldown display only shows the timer when the ability CD is actually counting down.
Antiques displayed in the player card now show resolve costs.
Fixed bug where dying would not update the Relic HUD and it would appear in the Lineage Selection scene.
Fixed bug where triggering certain effects (like beating a boss) would disable mouse input in the pause menu.
Fixed bug where unpausing the game would result in all characters hovering for a single frame, which would cause unexpected physics depending on the platform the character was standing on.
Fixed bug where the scribble SFX would sometimes take a while to kick in when reading multiple dialogues in succession.
Health mods now apply to player starting grace HP. Should fix a number of weird math scenarios where HP mods didn't seem to add up right.
We're keeping this announcement short and sweet. The third content patch for Rogue Legacy 2, the Drifting Worlds, will be launching on May 18, 2021.
For a quick cliff notes on what to expect, this content release includes two new classes, a new biome, the opening of the Drifthouse, big optimization fixes, and a massive expansion to the world lore. There's also a ton of smaller things like new skills and relics to discover, powerful fabled weapons, and unique enemy encounters. You can visit the roadmap for a more detailed look at some of the things coming up.
This is our biggest update yet, with an aim to truly extend replayability, and we hope you'll be here when it launches in less than a week's time!