Join us as we celebrate the v1.0 launch of Rogue Legacy 2 with a host of different featured Streamers and YouTubers! Throughout the week we will be broadcasting gameplay videos from a wide variety of different Internet personalities, such as CohhCarnage, Wanderbots, and Retromation.
With less than 24 hours before the official launch of v1.0 of Rogue Legacy 2, we hope fans both old and new alike are as excited as we are. We know a lot of players have been patiently waiting for the game's exit from Early Access, and to say it's finally coming is a huge milestone. We can't wait for everyone to get their hands on the next chapter of Rogue Legacy's story.
We'll be pushing the button to make it all go live at 10am PDT/ 1pm EDT on April 28, 2022, so be sure to join us for this momentous occasion!
We are SUPER excited to announce that Rogue Legacy 2 is finally breaking out of Early Access, and the full version will be available to enjoy on April 28, 2022.
That's less than a month away! We can't put into words all the emotions we're feeling now that we've gotten this far, and we know it's just the beginning. We want to thank every fan, both old and new, that gave the game a chance in Early Access. Thank you for sticking with us throughout this long journey. It's been an incredible experience, and one that we will truly cherish. But best of all, we now have a game that would not be where it is today without your support.
Thank you for keeping the Legacy alive!
Be sure to check out our new fully-animated trailer celebrating this momentous occasion!
We’re back with another quick update on our road to releasing v1.0 of Rogue Legacy 2. Even though it’s been nearly three months since the last roadmap update, the previous post was shortly followed by the Winter Gifts Event, then a company-wide break for the holidays. That means we’ve only had a month to work on wrapping up the game, but even in this short time we’ve made great progress! From fleshing out the end sequence, to moving full steam ahead with translation work, we’re still on-track for a Q2 2022 release.
We’re actually keeping our fingers crossed that this will be the final interim update, with our next post announcing the official release date!
ENDING SEQUENCE – Even when writing the initial Road to Release update, we didn’t fully know how much was going to be crammed into the ending. Turns out it’s a whoooole lot. In fact, it’s become so long that it’s virtually a full content update worth of work. But don’t worry, we don’t mean long as in a 30-minute cutscene. The ending is anything but passive, as we want players to be fully engaged from their first steps on Charon’s boat, to the final scroll of the game’s credits. The ending sequence currently can be played from start to finish, we’re just running through it a second time and polishing each section as we go. We are confident Rogue Legacy 2 will offer gamers a rewarding end to their epic journey.
FINAL BOSS – Our last roadmap entry listed approximately 9 steps (we’re forgot audio so it’s actually 10 steps) to create a single boss in Rogue Legacy 2. Huge strides have been made on the final boss, as we’re currently sitting on step 8. The final adversary is feeling good, but we want to push it to greatness, so we’re balancing the moveset and improving the visuals to make it truly memorable. We’re probably higher than the stated 60% on the roadmap, but we want to stay conservative.
STORY – The final story has been completed, and is going through several revisions to ensure it answers all the questions posed throughout the adventure. Some side-stories have also changed to better suit how we wanted to conclude the tale.
LOCALIZATION BACKEND – No real changes here as language integration has gone smoothly. Almost too smoothly. But we won’t overthink it and just take it as it is: a minor blessing in what’s been a long and arduous development process.
LOC TESTING TOOLS – We recently added a host of tools to make testing languages easier in Rogue Legacy 2. This is absolutely vital for RL2, as it has so much content that it’s possible to not come across some scenarios even after playing for hundreds of hours. We’ve put a lot of work into this, and it is now easier to test RL2 than any of our previous (and inarguably smaller) games.
TRANSLATIONS – As mentioned earlier, translation work is moving full steam ahead with RL2 being translated into 10 different languages. The current list is French, German, Russian, Italian, Spanish (Spain), Brazilian Portuguese, Turkish, Korean, and Chinese Simplified and Traditional. While this is the complete list for version 1.0, we’ll always consider additional languages for the future.
ADDITIONAL CONTENT – Some major content additions have been completed, such as the final Skill Tree and the Biome-altering Burdens. It’s tough to talk about this without going into detail though, so let’s just say we’re still chipping away.
OPTIMIZATION – Quite a bit of work has been done on the optimization side of the game. The reason why the number is sitting at a paltry 35% is because optimization always comes in two parts: identifying the bottlenecks and implementing a solution. After months of minor improvements here and there, we’ve managed to pinpoint some major blockers that we believe will give meaningful performance back once fixed. The bottlenecks have been identified, and all that’s left is to execute. Progress on optimization is really exciting to us, because performance is one of the things we always felt we could do better.
WHAT’S NEXT? – We know what you’re thinking: still no release date? Game development is more an art than a science, which makes it very difficult to gauge what’s going to happen even a few weeks out. Even in this short month we’ve run into our fair share of hiccups, so we want to be extra sure that everything is ready before we make a peep about launch day. The good news is a lot of progress is being made, and for us each day is more exciting than the last. Even if you’ve done everything there is to do in the Dragon’s Vow, there’s still a ton to look forward to in v1.0.
We hope everyone had a joyous and restful holiday season! The last two weeks our team took a much-needed break, but now we’re back and ready to give it our all for the New Year. We are kicking things off with a patch to address a number of issues found with the Winter Gifts event. The worst offenders were fixed with a hotpatch shortly after the update launched, so these are mostly non-critical bugs.
- The Cellar Door Games Team
MISC CHANGES/ADDITIONS
The Set Primary Display graphics setting now requires a restart in order for it to apply changes. Our previous implementation could change the monitor during run-time, but was a hacked attempt at getting around an engine limitation, and unfortunately presented a host of different issues. To improve stability and compatibility, we are converting to a new approach that requires a game reset any time the display monitor is changed.
Heir name files are now located in C:\Users\<your name>\AppData\LocalLow\Cellar Door Games\Rogue Legacy 2\CustomData\<platform version>\, and they are generated automatically the first time the game runs. This should address a Windows permission error that was causing corrupted text for some players. If the name files cannot be accessed for whatever reason, the game will fall back to using a built-in list of names. If you've customized your heir names in previous versions of the game, you will need to write them again in the new files.
The Pacifist weapon now triggers Sentries when attacking.
All projectiles can now go through Void Doors.
Immortal Kotetsu can now go through doors (but will still stop against Void Doors).
Handheld Ballista (Buff): Attack Exit control lockout reduced by ~20%.
BUG FIXES
99% of the bugs listed were brought up by the community, so we won’t bother tagging them as such.
Fixed Toggle Mouse Attack Flip not working whenever the character moved.
Fixed Slugs falling erratically when spawned in.
Slugs no longer spawn poison trails if they are in the air.
Fixed bug where a certain room in Axis Mundi had a bunch of props on top of one another that would mess collisions up.
Fixed bug where Burdens could be displayed as higher than their max level if the max level was reduced later on.
Fixed bug where entering Mundi with flight then touching water would result in your player teleporting back to a weird spot (and could soft-lock the game).
Using the Chef's healing Talent with Hero Complex now displays 0 HP being gained.
Fixed bug where the disclaimer text for adjusting the Dead Zone would appear in the wrong position when first entering the game settings.
Fixed bug where the Ivy Platform's Sporeburst would remain on Hephaestus' Hammer even after you got off the platform.
Fixed bug where jumping onto the Ivy Platform while spinning with Hephaestus' Hammer would not trigger Sporeburst.
Fixed Sporeburst not applying to Spoons while standing on an Ivy Canopy.
Fixed text alignment issue for certain sized strings when displaying Relic information in a Relic room.
Fixed bug where the Red Sand Hourglass was sometimes not triggering the bonus damage with Enkindled Gauntlets.
Fixed bug where Insight bonus damage was only applying to Scar Challenge bosses if you had them unlocked. These bonuses are now always active in Scar Challenges.
Fixed bug where Axe Knights were not dealing contact damage to the player while they performed their spin attacks.
Fixed bug where the dust effect when a skeleton boss jumped or landed did not appear in the correct place.
Fixed bug where Prismatic Spectrum was being attached to your player, resulting in the effect not damaging enemies if you dashed away from them.
Fixed bug where the Marble Statue Relic was displaying the wrong amount of magic damage it scaled off of.
Fixed bug where the Marble Statue Relic was not scaling properly when multiple of them were equipped.
Aite's Sword no longer breaks if you take damage at the Docks.
Fixed Aite's Sword Relic cost lowering after it shatters.
Fixed issue with Soul Tether triggering the Mage's Mana leech when it dealt damage.
Fixed bug where the Critical damage calculated for Soul Tether was not taking its stacks into account.
Soul Tether's effect now triggers even if the player's attack kills the enemy before tether could appear.
Fixed bug where Voltaic Circlet would not trigger if you hit an enemy and dealt no damage.
Fixed bug where Byaarith or Halpharr would only drop one cannonball if you interrupted their dance soon enough.
Teleporting out of an arena now disables all persistent abilities. This fixes bug where teleporting out of a Irad Prime sequence while the Flame Barrier was active would keep it running and draining your Mana with no way to disable it.
Fixed bug where the smoke cloud that came from the Pistol's empty chamber was applying Status Effects.
The Pizza Girl now has the Synesthesia effect applied when she jumps onto Charon’s boat if the trait is active.
Fixed bug where pausing the game while the player HUD was transparent would make the HUD fully opaque when you unpaused the game.
Transitioning between Irad Prime phases now makes the player invincible.
Combat Arenas now take the Burden of Evolution into account.
Dialogue with the Pizza Girl is now properly titled as Maria the Pizza Girl after speaking to her once.
Changed Rocketboxes so that rather than only disabling their platforms when hitting them with the Knockout ability, the platform is now disabled whenever they are knocked away by any ability.
Fixed bug where Vertigo was not flipping the player's Y direction when flying, making it too difficult to move with flight.
Fixed bug where casting Immortal Kotetsu into a wall while pressing against that wall would teleport the player slightly backwards.
Fixed bug where the Soul amount was not being displayed in the PlayerHUD when first entering the Docks.
Fixed issue where Tutorial text boxes were unreadable while Vertigo was active because they stayed upside down.
Fixed bug where the Enemy Lifesteal Burden could cause the logic to switch arenas during the Irad Prime battle to fail to trigger.
Fixed bug where the Fairy Trigger pole would sometimes not extend to the ground.
Fixed bug where the Mimic Chest boss would continue to spew coins even when frozen.
Second attempt at fixing enemy status bars from rotating.
Fixed bug where newly instantiated projectiles would always spawn with their collisions enabled, even when they were supposed to start disabled (like Pressure Plate Hazard projectiles).
Increased the item drop pools to reduce chances of jittering whenever a large number of resources fly out of an enemy or chest.
Fixed bug where the Attack Flip Check helper logic on player attacks only occurred every other attack.
Fixed bug where Flying Painting enemies would sometimes have their status effects visible while they were asleep.
Fixed bug where players could click through confirm menus before they fully appeared, resulting in the game unlocking your controls during sequences where they should remain locked (like riding Charon's boat).
Fixed bug where confirm menus were still registering mouse position (and consequently highlighting buttons) even when playing with a gamepad.
Fixed bug where the collider that determined whether to fade out the Player HUD was not taking into account the player’s extending HP bar.
Gaining max mana via Dreamcatcher now displays a text popup telling you that your max mana increased.
Fixed bug where an invisible barrier was being placed between Axis Mundi and the Kergulean Plateau.
Fixed bug where entering the game with an unsupported resolution could result in a black screen.
Fixed bug where the Quest tab of the Pause menu would become invisible in certain cases if you completed an insight.
Fixed bug where enemy Status Effect icons were appearing too high above most enemies.
Fixed bug where enemies with the Massive buff were not displaying their status bar at the correct size.
Fixed bug where you could not cancel Icarus Wings' flight if you had not unlocked double jump, or if you were too close to a ceiling.
Fixed bug where Sword Knights were not doing their chest bump animation if you touched them while they were idle.
Fixed bug where bouncy spikes would sometimes change direction mid-flight.
Fixed rare crash bug caused by a faulty Pishon Dry Lake biome build.
Fixed bug where the "+X Max HP" text popup was appearing on top of the Armor icon in the HUD, rather than to the right of it.
Fixed bug where the gold/Ore/Aether player HUD entries were not resizing correctly in some cases, causing the text to exceed the bounds of the background.
Fixed bug where using non-native resolutions in Exclusive Fullscreen mode on one monitor, then attempting to change monitors would sometimes result in the game remaining on the original monitor.
Fixed bug where changing primary monitors in Windowed mode would flip the window's width and height, causing it to become distorted.
Fixed bug where changing primary monitors in Windowed mode would sometimes cause the window to appear in incorrect places. It now centers the window on the monitor.
Added explanation Weight Classes and Encumbrance limits.
Axe Knight projectiles are now properly considered large and unbreakable.
Enkindled Gauntlets no longer apply double CD on hit.
Fixed bug where the game’s Config file was constantly setting the gamepad’s deadzone to 0.25.
Fixed bug where, if the player ever happens to exit the Kerguelen Plateau boss entrance while its cutscene is playing, the game would soft-lock.
A festive feeling is in the air and the season for giving is upon us! Celebrate with us as we spread the joy with the Winter Gifts Update, another event-based patch for Rogue Legacy 2. This release is loaded with goodies for the holidays, with new Scars, Burdens, Lore, and a ton of new Relics to savour. The world is also changing to become a bit more merry. Don’t forget though, this joyous occasion won’t last forever. The festivities only last until January 7, as we welcome the New Year and bid adieu to the old, and you’ll have to wait another year to experience it all again.
**IMPORTANT** Just a reminder to players experiencing time-based events in RL2 for the first time, the Winter Gifts Update is not a full content release. This means it does not include any major additions like biomes and classes, and instead focuses more on smaller changes and game balancing. Once the event ends on January 7, all progress-related content will remain accessible, so don’t struggle with FOMO if you can’t participate. We are just having some fun and building on the idea that the Rogue Legacy world is always changing.
Thanks again to our Discord members that played a beta build prior to launch to ensure as many bugs were addressed as possible. The CDG team will be taking some time off after the event goes live, and it would not be a very merry Christmas if we had to spend the holiday fixing bugs. So we really appreciate it, thank you very much!
PATCH HIGHLIGHTS
Deck the Halls!: Even with their lives thrown into chaos, the people in the world of Rogue Legacy 2 take the time to celebrate. The Docks are now full of festive cheer, with gifts strewn about and holiday lights adorning the shops. The monsters are also taking part in the season, wearing joyful costumes and offering milk and cookies in a vain attempt to get themselves off the naughty list.
It’s Raining Relics: It looks like there’s a hole in Santa’s gift bag and a bunch of Relics slipped out! True to the name of “Winter Gifts”, we’re introducing 14 brand new Relics (along with some redesigns) to this update that add a ton of diversity to a player’s run.
A Monster Awaits: Not all is cheerful and bright in the world of RL2. Unearth the motivations of the top commanding Estuary, Irad, with the latest Prime Burden. Not only is the lore behind Irad so immense that it spans the entirety of the game, but we’ve made this our most unique confrontation yet!
A Retro Challenge: We’re also introducing a new Scar Challenge that will be sure to drum up nostalgia from fans of the original RL. But don’t lower your guard just because things seem familiar, as this Challenge is formidable and will test more than your memory.
Economy Clean Up: As we approach v1.0, we’ve been able to get a much better view of how the economy has been shaping up, and we’ll be using this patch as an opportunity to do one final major revision to it. This adjustment touches everything, from gold/Ore/Aether drop rates, to Burden costs, and even drop rates of Gear.
DRIFT HOUSE UPDATES
A new Prime Boss Burden has been added.
A new Scar Challenge has been added.
BURDEN UPDATES
Our original design philosophy for Burdens was to give players a wide variety of ways they could make their playthroughs more interesting in NG+. Along with choosing different Burdens, players could also stack the same Burden several times if they wanted a real challenge. The spot where a single Burden remained hard but fair was setting it to around 3 to 4 levels, and anything beyond that was masochistic. We were hoping this would encourage players to diversify. What we found though is that players would still max out the level of a single Burden, thinking this level was the hardest curated difficulty. That was not the case, and players were not having a good time. So we’ve tweaked a bunch of Burdens to fix this. Now players that stick with familiarity and raise single Burdens to high levels should still have a fair, if not extremely difficult, experience.
Damage Burden reduced from 15% to 10% per level (max level reduced from 75% to 50%).
Health Burden reduced from 15% to 10% per level (max level reduced from 75% to 50%).
Enemy Lifesteal Burden reduced from 125% to 120% per level (max level reduced from 625% to 600%).
Enemy Aggression Burden reduced from 15% to 10% per level (max level reduced from 75% to 50%).
Enemy Projectile Speed Burden reduced from 10% to 7% per level (max level reduced from 50% to 35%).
Hazard Damage Burden raised from 25% to 30% per level (max level reduced from 125% to 150%).
Enemy Movespeed Burden reduced from +0.75 to +0.7 per level (max level reduced from 3.75 to 3.5).
Larger Biome Burden max level reduced from 50% to 30%. *Lowering this below 10% per level meant rounding issues could result in no change in biome size, but +50% makes traversal too brutal.
RELIC UPDATE
A massive update to Relics has arrived! There are some buffs, some nerfs, some remakes, and a WHOLE LOTTA new ones to discover! We want to give a special shout-out to our Discord member, Rhadamante, for his in-depth feedback for this update. He built a calculator to examine the Critical Chance/Damage for Relics in the game and showed us that, mathematically, they were slightly underpowered (popularity-wise though they were fine!) So we’ve gone and lowered their rarity to make them a better purchase.
Community RELIC BUFF - Clotho's Spindle: Rarity lowered from Rare to Common (Resolve cost down from 35 to 25).
Community RELIC BUFF - Atropos' Scissors: Rarity lowered from Rare to Common (Resolve cost down from 35 to 25).
Community RELIC BUFF - Obelisk: Rarity lowered from Rare to Common (Resolve cost down from 35 to 25).
Community RELIC NERF - Dreamcatcher: Multiple stacks of this Relic now only increase the max cap, not how much Mana you get per enemy kill.
RELIC REDESIGN - Icarus Wings: Changed to Icarus’ Wings Bargain. Now grants FLIGHT, but you take bonus damage.
RELIC REDESIGN - Incandescent Telescope: Changed to Incandescent Telescope’s Bargain. You deal bonus damage to enemies that are far away, but less to enemies nearby.
RELIC REDESIGN - Vanguard’s Banner: Damage Increased from 100% to 125% INT. Dash wave now spawns at the START of your Dash. Wave now destroys regular sized projectiles. Stacking this Relic now doubles the length of the wave. Rarity changed from Common to Epic.
NEW RELIC: Raven's Ring.
NEW RELIC: Heron's Ring.
NEW RELIC: Soul Tether.
NEW RELIC: Ivy Roots.
NEW RELIC: Corrupting Reagent.
NEW RELIC: Lamech's Whetstone.
NEW RELIC: Caltrops.
NEW RELIC: Voltaic Circlet.
NEW RELIC: Marble Statue.
NEW RELIC: Demeter's Trial/Reward.
NEW RELIC: Arcane Necklace.
NEW RELIC: Red Sand Hourglass.
NEW RELIC: Aite's Sword/Broken Sword.
NEW RELIC: Weighted Anklet.
ECONOMY UPDATE
The game has gone through a lot of changes, and as more content gets added the economy becomes a little more unstable. We’ve taken a look at the resources again to address the dearth of new Runes and Gear people can find, and how they scale with the amount of Ore and Aether collected. *Some of these changes came in with the Hallow’s Eve Update but will still be listed here (because that’s when this revamp was supposed to be completed).
Disabled the Ore and Aether bonus drop values. This was turned on during the Arcane Hallows Update as a temporary bonus to help people catch up (when these resources were too rare). It was supposed to stay on for only 3 weeks… and now it’s almost been a whole year. Whoops! :X
Purchasing new Gear and Runes now cost their corresponding resource (Ore/Aether) on top of gold, even at their starting level. This will help explain to players what these resources do right away, rather than only when they obtain the +1 blueprints. This has become necessary due to the changes throughout Early Access that made the +1 drops for equipment constantly get pushed later into the game. Some players did not discover what Ore and Aether did until NG+1!
Buyer’s Start: New players will now have 1500 Ore and Aether at the start of profile creation.
Red Portal Chests (we call them Gold Chests) will now ALWAYS drop an Empathy (if available) and Ore.
Re-tuned Ore and Aether costs for Blueprints and Runes. As you reach +4 and up, their costs will begin to rise.
Gear and Relic drop rates adjusted. Previously, if a player went straight to a +9 Gear drop unlock, the system would begin to fall apart. We changed the backend to ensure a better flow of items if this does happen. Generally, obtaining new Gear should be more evenly spread throughout the game.
The Silver Chest requirement for all Gear pieces (excluding Trinkets) has been removed. Previously, every Gear set was composed of 2 Bronze Chest + 3 Silver Chest requirements.
Silver Chests will ALWAYS drop Gear if they can (*already added in Hallow’s Eve).
SKILL TREE UPDATE
Repurposed Mining Shaft: Gold Gain bonus lowered from 20% to 15% per level. This ability was severely over-tuned and broke the game scaling. We’re considering nerfing this Skill even more, but will keep it as-is for now to see how it pans out.
Reorganized the bottom portion of the Skill Tree to get the Shy Geologist out of hiding. A lot of people missed the joke (or those who caught it weren’t sure), so we’re removing it.
Changed Min level caps to certain Skills for better pacing.
GEAR UPDATE
Kin Unity Lvl. 1 and Unity Lvl. 2 Bonus changed. The original lifesteal one was temporary (and ultimately overpowered). These new changes are much closer to what we wanted the Kin set to offer.
ENEMY UPDATE
Blightborn Furcas: Given a new move and modified aggression values to make for a more interesting encounter.
Blightborn Astarte: Given a new move and a new base projectile attack to make this encounter a little more interesting (and easier).
Axe Knight: These dudes were too easy. A new chasing spin attack and a new throwing axe attack has been added to make them more deadly.
Community: Axe Knight name changed to Axe Forgers, Axe Solders, and Axe Welders.
Added audio for the Shock Edge / Thunder Poniard dagger attack.
Bosses are now frozen for only a fraction of the time regular enemies are.
ABILITY UPDATE
ABILITY BUFF – Handheld Ballista: Mana regen per shot raised from 20 to 25.
ABILITY NERF – Pizza: Damage reduced slightly.
ABILITY NERF – Sporeburst Spell: Mana cost raised from 50 to 75.
Updated the Electric Lute's audio.
Player flight is now restricted to the same movement constraints as non-flight (e.g. abilities that lock your movement while jumping in the air now lock your movement while flying).
RED PORTAL UPDATE
Adding more diversity to Red Portal Challenges. We plan to add even more later on, but this is a good start.
2 new arena types: Big Battle and Mob Boss.
4 new base arena room layouts added.
BIOME UPDATES
The Solstice Festival begins!
Tier 2 Flying Skeletons removed from Pishon Dry Lake.
Tier 2 Flying Fireballs added to Pishon Dry Lake.
The "Requires Aether's Wings" and "Requires Echo's Heirloom" tutorial textboxes no longer appear if you already have the respective Heirloom.
Changed the visual design of Axis Mundi tunnel rooms to better match the rest of the biome's aesthetic.
New Bell art has been added to the Sun Tower.
New art has been added for the mannequin.
MISC GAMEPLAY ADDITIONS/CHANGES
Community - New Aim Fidelity Setting: If you have trouble with steady hands, you can reduce aiming sensitivity by modifying the minimum angles the joystick will snap to.
Community – Mouse Position Attack Flip Setting: Gamers on mouse and keyboard can now turn on attack flipping, so that the player will flip and face the direction the mouse is in when attacking.
New Time Slow When Aiming House Rule: Trouble with the dexterity required by the Archer and other classes like them? You can now slow down time while aiming to help line up your shots.
The Drift House is now completely absent from the Docks if the criteria to unlock it is unfulfilled.
Added some icons to Glossary.
Touching water or a cloud hazard will now reset your Dashes and Air Jumps so you can recover more easily.
New music now plays as you reach the end of Enoch Prime’s memories.
Quitting out of the Threads of Fate while there are active changes to the Burdens now displays a warning message.
Added Equipment set Unity to Gear card.
Added a new ability queuing system. Casting an ability (including attacks) while the player is at the tail-end of their current ability will queue the next one.
Changing the volume setting sliders via the keyboard, gamepad, or clicking on the UI arrows will now change the volume in increments of 5 units instead of 1.
Being awarded a gold trophy in a Challenge now displays text stating that all Empathies are now unlocked.
Added new icon to map, Unique Room, that represent mandatory unique rooms (like the Tower of Lights) that are separate from Bonus Rooms, because Bonus Rooms are considered beatable.
Converting between Ore and Aether in the Soul Shop no longer resets your conversion amount to 0.
Converting between Ore and Aether in the Soul Shop now displays a descriptive loss/gain text popup above the player's head.
Water in heirlooms no longer deals damage.
Targets now have 1 HP, regardless of their level.
Targets can now be destroyed with the Pacifist weapon.
Entering a Boss door now resets all ability ammo and cooldowns.
Implemented a higher fidelity for gamepad deadzone logic to allow for more extreme movement of the joystick before input is detected. To compensate, anyone that had their deadzone set to 0 will automatically have it set to 0.25, as 0 is now too sensitive for most (if not all) gamepads.
BUG FIXES
99% of the bugs listed were brought up by the community, so we won’t bother tagging them as such.
"Philosopher" Journal entry in the Study's library should now spawn properly under the right circumstances.
Fixed bug where one of Geras' dialogue sequences in Sisyphus was blank if you spoke to him as a female character.
Attempted fix of rare bug where an exception could occur if the player clicked through very, very short dialogue text.
Fixed bug where throwing a Spoon against a wall at low FPS would alter its trajectory.
Fixed bug where throwing a Spoon against a wall would immediately destroy it at low FPS by adding a single frame delay to its terrain collision when it spawns.
Fixed bug where applying multiple stacks of Poison in a single attack results in it immediately causing Skill Crit damage.
Coeus' Shell now prevents enemies from shredding Armor when active.
Fixed bug where Axe Knights could perform their Axe jump spin attack while in the air.
Fixed bug where interrupting an Axe Knight's spin attack would keep the spin projectile active.
Fixed bug where a Class ability would sometimes be displayed as on cooldown (even though it wasn't) when entering the Docks after choosing a new heir.
Fixed bug where some effects on certain Elementalists were not attached to the enemy, resulting in them not moving with the enemy when it is knocked away.
Fixed a bunch of minor graphical issues with rooms.
Fixed bug where Void Bouncy Spikes would lose their trail renderer or it would update at weird times when they went offscreen.
Flying Shields now destroy breakable platforms in the Cave when performing a spin attack.
Fixed bug where exiting a room in the Study while a proximity hazard was refreshing its cooldowns would make its animations get stuck when re-entering the room.
Fixed bug where special icons would not appear correctly in Mundi or the Sun Tower if you had the Spelunker trait.
Fixed bug where bonus rooms in Axis Mundi or the Sun Tower would always be marked as unbeaten on the map, regardless of whether you completed them or not.
Fixed exception bug when exiting a Fairy challenge that summoned invuln enemies to an adjacent room that also had invuln enemies.
Fixed issue where dashing onto a platform would not register the player as grounded until the dash was complete. This addresses scenarios where player could dash onto a Crumble platform and jump before the platform recognized the player as grounded.
Fixed regression bug where player could jump off Crumble or Magic platforms without triggering their logic due to jump leeway.
Status Effects are now hidden from enemy Paintings and Mimic Chests until they are activated.
Fixed bug where the clickable portion of entries in the Threads of Fate was not set correctly, making them difficult to select.
Fixed bug where the player could not disable the Flame Barrier Spell while they were stunned.
Fixed bug where the Flying Shield would continue to spawn new projectiles if the player hit it with the Knockout ability while it was performing its ram attack.
Fixed bug where if the player had leveled up the Skill that reduces damage while Dashing, and they Dashed into a Healing Room, the damage display for getting Max Health would incorrectly take the Dash damage reduction into account.
Fixed bug where switching to the Mage via the Skill Tree would not mark the Spells you obtained from switching classes as "Seen" on your profile.
Fixed Rocket Box effect not following the Rocket Box if you knocked it away.
Fixed issue with Skeleton Mages shooting through thin walls if pressed against them.
The Map now displays the name of the Docks while in the hub.
Fixed issue where ArmorMinBlock was still increasing by 5% instead of 4% per Rune.
Rocket Boxes that are knocked away cannot be stood on to address continued issues with them launching the player through walls if the player was standing on them.
Fixed bug where Contrarian Mages would have their Talent displayed as unseen in the Ability description of the Lineage screen.
Fixed bug where any overcharged Mana on the player would not be saved when reloading a file.
Fixed bug where collecting crystal drops and diamond drops was not playing the collect effect.
Fixed bug where the Mine Cart prop in the Cave was spawning on top of other props in certain scenarios.
Fixed bug where the Mysterious Figure could fall through platforms in certain places.
Fixed bug where exiting a room while an enemy was being summoned would result in that enemy immediately aggroing to the player if they appeared in the next room (most noticeable with Mimics and Paintings).
Knuts now match the rotation of the ceiling they spawn off of.
If, for whatever reason, a Zombie is no longer touching the ground while they are hidden, they will now instantly pop out.
Fixed bug where triggering a persistent Status Effect at the Docks would have the effects play even while the player was in a different screen (at the Skill Tree or for a brief period while on Charon's boat).
Fixed exploit where if the player triggered a Death Defy and closed the game without exiting the room, they would get their HP and Death Defy back.
Updated the Gear menu to better handle text entries that go on three lines.
Updated the PlayerCard menu to better handle text entries that go on three lines.
Fixed bug where the Immortal Kotetsu's slice effect would hook to the player's position when the player teleported into a cloud or water.
Rewrote the last safe position logic to hopefully better handle where to position the player when they land in water or in a cloud.
Fixed bug where entering a room and hitting a cloud or water without touching land would result in the player going back to the previous room, and having their input locked.
The Resolve icon is now displayed when showing Relics in the Player Card menu, the Gear menu, and when choosing a Relic in the world.
Fixed bug where Burden stats were not showing decimal numbers.
Fixed issue where the Player Card was showing yellow text, making it hard to read.
Fixed bug where the Cartographer Trait was causing the House Rules and NG+ display text to disappear as well.
The PlayerCard stats now display numbers to 1 decimal place of accuracy to address rounding issues.
Fixed bug where the player weapon was not dimming properly in the Profile Select screen when deleting a profile.
Fixed bug where entering a room large enough to trigger a transition animation would cause the Synethesia effect to disappear from the player.
Fixed bug where the Pizza weapon was only interacting with props when returning to the player.
Dying now saves the state of the room the player is in to address issues with rooms not being considered seen if you die in them.
Successful Aerodynamic downstrikes now puts the player's Y position at the point of contact, to reduce odds of player getting hit while downstriking at very low FPS.
Fixed bug where if the game was started with a character with Dwarfism, the player's status bar would remain permanently larger for all other characters (and vice versa for characters with Gigantism).
Fixed bug where Enoch's void circle attack was locking his flip animation until his next attack was performed, resulting in him occasionally attacking backwards.
Picking up Health drops with Hero Complex no longer pops up text showing HP being recovered.
Fixed bug where switching an ability via the Curio Shoppe while another ability was on cooldown would reset the cooldown display.
Fixed bug where the Flamer enemy would slide on the ground if you knocked them back before an attack.
Fixed bug where SFX were triggering when the player HUD collided with chains and other props.
Attempted fix of resource HUD sometimes getting its visibility stuck.
Fixed bug where Enoch's rapid fire attack would keep playing its SFX if he was defeated or switched modes during the attack.
Fixed bug where some Soul Shop entries were still displaying costs even after you purchased them to Max.
Fixed bug where it was sometimes difficult to select Pause menu options items with the mouse.
Fixed bug where rain splashes in Axis Mundi were anchored to the camera so that if the camera moved they would no longer be playing in the correct position.
You can no longer destroy Crass Bough's (and its variants) arrow projectile simply by attacking it.
Fixed bug where the Relic purify effect would be mis-positioned on the Relic HUD if the camera was not at zoom level 1.
Fixed bug where defying death while the player HUD was transparent would mark it as non-transparent after the death defied animation ended.
The Void Dash extension period is now cancelled the moment the button that triggered the dash is released. This fixes issues with players unintentionally extending their dash by quickly releasing and pressing the button down again, or by pressing the alternate dash button.
Fixed bug where attacking with the Axe the moment you land on the ground results in an extremely quick ground attack.
Fixed bug where Traits and Relics that increased magic damage were not applying those mods to Status Effects that scaled with Magic.
Clamped the size of the snow effect when running through snow mounds so that they didn't grow unreasonably large while running through them with Gigantism.
Fixed bug where NPCs could still be hidden behind the player UI.
Fixed bug where Unity set bonuses were sometimes not displaying correctly on the player HUD.
Fixed bug where the Unity Level Down text was not being wrapped, and appeared behind the Blacksmith UI.
Fixed bug where Glossary text would sometimes appear behind the Glossary scroll bar.
Fixed bug where the Ancestral Soul Relic icon would still appear on the Death screen.
Fixed bug where certain attacks on the Axe Knight would not stop when they were frozen.
Fixed bug where spin attacking as the Barbarian and dashing on sloped ground would result in the player performing a landing attack while continuing to dash. The landing attack now only triggers once the dash is complete.
Special KO kills now only trigger on biome bosses.
Fixed bug where one of Enoch's warning projectiles would not disappear if the attack was cancelled.
Fixed bug where player could hit enemies with the charged Lance but deal no damage if they were close enough.
Aligned the Burden column header in the Threads of Fate.
Optimized the letterbox / pillarbox system used for non-16:9 aspect ratios.
Mimics now properly aggro immediately if you touch them.
Fixed potential bug where if multiple enemies of a certain type were in a room together, they could make each other's projectiles suddenly disappear.
Fixed bug where Skeleton rib projectiles would cause a Skill Crit popup to appear if they hit the player on their return trip.
Fixed bug where exiting a tunnel would cause the player to briefly play their falling animation and landing dust particle effects.
Fixed bug where the Max Mana Unity set bonus was a mod, not an add.
Fixed bug where Mimics protected by Shield Banner would only play their invincibility effect if you touched them.
Fixed bug where the Shield Banner invincibility effect would stop playing after 99 seconds (most noticeable in large areas like Axis Mundi).
Fixed bug where the Fairy Rules HUD was not anchored to the bottom right of the screen, causing it to float in the middle of the screen on ultrawide aspect ratios.
Fixed bug where certain foreground props were sometimes drawing behind the player.
Fixed bug where Lamech's staff blast attack sound effect was not playing correctly.
Fixed bug where Murmur had no hit sound effects.
Fixed bug where Namaah was not playing one of her wave attack sound effects.
Fixed bug where Namaah's looping sound effects could keep playing forever if she was killed at certain points in her attack cycle.
Fixed bug where enemies would not display Commander Buffs if they were in a room with hidden Fairy Chests.
Fixed bug where enemies would not take hazard damage if the player had the Pacifist trait.
Fixed bug where the +1 Soup and +X HP text popups would overlap when picking up a Health drop with the Stew ability.
Fixed bug where the Mana text in the HUD would wrap around vertically if you had a lot of Mana.
Fixed bug where chests in certain rooms were never appearing on the map screen.
Fixed bug where chest icons would appear in certain rooms on the map with the Spelunker trait, but upon entering the room, the chest icons would disappear.
Fixed bug where Relics that reset counters if you take damage were not applying those effects if you took damage, and then defied death.
Fixed text overrun in Challenge menu.
Fixed bug where Amaterasu's Sun was applying an extra 3 secs of burn rather than 2.
Fixed bug where damage retaliation on enemies was triggering Mana Regen.
Fixed bug where switching from Boxing Gloves to a different weapon while you had the Boxing Bell Relic resulted in you permanently retaining the ability to gain stacks from the Boxing Gloves (even if the Boxing Bell was removed).
Fixed bug where reflecting projectiles with the Frying Pan would sometimes not trigger the Charged Status Effect.
Fixed bug where using the mouse to change some slider-based options settings was not working properly.
Attempted fix for rare instance of the status bar appearing rotated.
Fixed bug where the Mage would start with a Charged status effect upon entering the castle if they had less than max Mana.
Casting the Valkyrie's Reflect talent on the same frame as getting hit by a reflectable projectile now registers as a successful reflect rather than taking damage.
Fixed bug where applying Status Effects to Mimics and Enemy Paintings would not display the Status Effect on them until it dealt damage.
Our next holiday event for Rogue Legacy 2 is just around the corner with the Winter Gifts Update. The event starts on December 20th and runs for just under three weeks until January 7, 2022.
Get your stocking ready, as we have a ton of new surprises in store. We're bringing in a new Prime boss, a new Scar Challenge, and a bevy of new Relics to diversify your run. And of course, what's the Winter season without some celebration? Expect the world to look brighter and more joyful, as friends and foe alike try their best to bring that holiday cheer. We've also updated the roadmap slightly to reflect our current progress on development.
Just a reminder, the Winter Gifts is an interim content patch that contains both permanent and temporary updates. All of the new content will still be available after the event ends, but the Solstice Festival celebration only happens once a year.
Our apologies for the delay in updating the roadmap. We are just so stoked to be nearing completion of Rogue Legacy 2 that we lost track of time. With the Hallows’ Eve Event behind us, we will now be updating the roadmap to reflect our progress on wrapping up production, or as we call it, the Road to Release. This means our next major content patch will be version 1.0, and while we’re excited to be entering this stage of development, there’s still a lot of work ahead of us. Completing the ending sequence, adding the final touches to the story, bringing in new languages, and including more content are all on the horizon.
With a focus on finishing the game, this doesn’t mean there’s nothing to look forward to though! We have another interim event planned which we’ll have more info on in the coming weeks, but for now, here’s what we have been working on for 1.0.
ENDING SEQUENCE – If you’ve enjoyed our previous games, you know that we take last impressions seriously, so we’ve got a few surprises in store for players in Rogue Legacy 2. The ending is big and involved and will take a lot of elbow grease to complete, however it’s all been planned out and work is already underway.
FINAL BOSS – From initial design to concept art, to modelling, texturing, and rigging, to animations, to coding, and finally to balance and polish, the steps to creating a single boss in Rogue Legacy 2 can be exhausting. This is even more so with the last boss since we really want to make that final fight special. We’re about midway through the modelling, texturing, and rigging parts of development, which happen all at once.
STORY – The lore behind Rogue Legacy 2 is truly massive, being nearly three times larger than anything we’ve written before. Fans playing through Early Access have experienced most of the rich history behind the game, but there are a few storylines waiting to be resolved. Of course, the conclusion has yet to be revealed, but that part will be penned in conjunction with the ending sequence. We also have some Prime memories to write that fully explore the backstory of the Estuaries, the mystery behind J and Z, and the true purpose of your lineage.
LOCALIZATION BACKEND – Supporting new languages is a huge undertaking, requiring early planning and a lot of diligent work to make sure everything is in place when translations become available. Fortunately the work on this system has already been completed, but we’re sure we’ll encounter a few hiccups once we actually integrate new languages.
TRANSLATIONS – Because the backend for localization was only finished recently, we’ve just begun the next step, which is translating the game’s text. We also intend to localize the game into more languages than we have in the past. It’s a lot of work, but translations usually happen in parallel, so once we get past the paperwork of finding translators and setting up LQA, it will be full steam ahead.
ACHIEVEMENTS – With so many things to do in RL2, it was a real challenge for us to come up with unique and meaningful achievements rather than overwhelm players with as many as we could think of, so we spent a lot of time on the design. Fortunately work on the achievement system started early, and it is already nearly complete. A few more ideas may crop up in the future, so we haven’t closed the lid on it just yet.
ADDITIONAL CONTENT – There’s still a ton we’re looking to add to the world, including new Challenges, Classes, Burdens, Relics, Abilities, and more. We’re also finally finishing up the Skill Tree, and adding the remaining features we have planned. There are so many small things on our To-Do list for this part that it’s tough to give an accurate estimate of the progress, but we’re slowly chipping away at it.
OPTIMIZATION – We’ve done several rounds of optimizations throughout Early Access, however, as the game grew in size, so too did the resources needed to run it. Worry not though, as we have many plans for improvement and we are nowhere near satisfied with the state of things. Currently, optimization is taking a backseat to completing the ending sequence, but once that’s done we will look to address the major bottlenecks affecting performance.
BUG FIXES – At this point, fixing bugs is less a job and more a way of life with Rogue Legacy 2. The number of bugs we’ve tackled since the launch in Early Access is truly mind-boggling, but that has only strengthened our appreciation to a community that has helped us every step of the way. In truth, we already have another patch worth of bugs fixed, but most of them are chiefly cosmetic as v0.7.1 proved to be more stable than expected. So we’re holding off on releasing them until the next update. We’re incredibly happy with the state the game is already in, and with a couple of months more work, we are confident RL2 will be the most solid game we’ve ever released.
RELEASE WHEN? – Our lips have been intentionally tight regarding an official release date for Rogue Legacy 2. In the past we’ve made the mistake of making promises we couldn’t keep, or coming out when we weren’t ready (like RL2’s EA launch), and after it was all over we always asked ourselves the same question: Why did we do that? Why endure years of sweat and hard work only to spoil it at the end? After entering Early Access and giving Rogue Legacy 2 the time to grow, we’ve come to truly appreciate the ability to focus on passion and quality. As excited as we are to launch v1.0, we have no intentions of rushing to the finish line. We’re eyeballing a tentative release in Q2 2022, but only when the game gets our stamp of approval will we announce a firm launch date, along with the supported platforms.
Despite it being an interim update, we had a hard time stabilizing the Haunted Hallows’ Eve, and released several hotfixes to address the problems. Our apologies for the rocky ride, but we hope fans still enjoyed the event and are looking forward to our next one. In the meantime, we are pushing a patch that will clarify what was changed in the numerous hotfixes released last week, and includes a number of new bug fixes. Due to these struggles, we haven’t had a chance to correct all the issues we wanted to, so expect another minor patch to drop in the coming days.
- The Cellar Door Games Team
**IMPORTANT** Hotfix v0.7.0c released on Monday required a reset of any randomly-generated Worlds, however it appears that fix was not thorough enough. When you update to v0.7.1, it will require another reset of the World if you are currently in one. We are very sorry for the bother, but this patch aims to rectify a world generation bug that has existed since the game’s launch in Early Access more than a year ago.
GAMEPLAY CHANGES/ADDITIONS
Gunslinger (Buff): Cooldown per Makeshift Dynamite raised from 5 seconds to 8 seconds. Now restores ALL charges of dynamite, rather than one at a time (timer still starts the moment you use 1 dynamite).
Gunslinger (Buff): Skill Crit. bullets raised from last 5 to last 8.
Rock Star (Nerf): Damage from 315% to 285% scaling.
Added an additional tutorial hint for Echo's Heirloom.
Improved the hint for accessing one of the new Scars.
Dreamcatcher Relic no longer spawns in Scar Challenges.
Burden of Armor reduction reduced from 2% per level to 1%.
Emotional Dysregularity now applies to all abilities that cost Mana rather than just Spells.
Changed the logic so that if the player gets hit on the same frame as they Spin Kick something, they will be awarded any on-hit bonuses.
Added some spacing to Glossary entries to improve readability.
Potions spawned from Exploding Casket Syndrome now deal hazard damage instead of enemy damage.
BUG FIXES
99% of the bugs listed were brought up by the community, so we won’t bother tagging them as such.
Fixed candy applying INT scaling multiple times.
Fixed bug where reloading a save with no ammo would fail to trigger the countdown, resulting in sometimes permanently being unable to recharge your ammo for a specific hero.
Fixed Resolve loss sometimes not displaying the correct number due to rounding.
Fixed bug where Magic Wand was not applying Charged for Spells that incrementally cost Mana over time, like FlameBarrier.
Fixed bug where replaying the Two Lovers Scar would cause Enoch to not recast his Void balls when mode-shifting.
Fixed regression bug where enemies would sometimes get knocked back in the wrong direction when hit by a projectile.
Fixed bug where tick damage status effects would sometimes not trigger the last tick of damage.
Fixed bug where Spoon would bounce weirdly when hitting snow crystals.
Fixed regression bug where Synethesia was no longer being properly positioned on projectiles.
Fixed bug where Starting Gold Cap was not being displayed in the Skill Tree when upgrading the Offshore Bank Gold Cap.
Fixed regression bug where player was sticking to slopes when dashing.
Fixed regression bug where changing from a class with the Magic Wand to a new class with less Mana (easy to do via Scar Challenges) was triggering the Charged bonus to the new class.
The Magic Wand’s aim indicator now disappears on death.
Charon’s Scythe particle effects now disappears on death.
Fixed bug where Gonghead's knockback defense was dropping when it did its Dash Attack.
Fixed bug where all shops were displaying rounded down values for percent numbers that had decimals (e.g. 2.5% was rounded down to 2%). This only affected the display, and not the actual stat the player was given.
Fixed text wrapping issue with Skill Tree entries.
Fixed bug where Flying Hammer's targeted attack would grow in size after they were frozen.
Fixed longstanding bug where Arena rooms could desync the world generation, resulting in a room mismatch that would prevent the world from loading when teleporting to different biomes.
Fixed crash bug when swapping out of Charon’s Scythe via Curio Shoppe.
Fixed Haunted Hallows’ Eve event ending too early.
Fixed bug where Rage Tincture's damage boost would stay active on Hephaestus' Hammer even after the player's invincibility wore off.
The SFX that plays after getting a Charged status effect now only plays the first time it is applied, rather than every time it refreshes.
Attempted to improve the bounce logic to the spoon to reduce the odds of it bouncing back into its target, resulting in a double-hit. This will probably not be addressed 100% since the ricochet is physics-based.
Puritan now only triggers on Zombies when they dig out of the ground.
Fixed bug where the Paranoid and Exploding Casket Syndrome traits were not spawning potions and sometimes soft-locked the game.
Fixed bug where Paranoid potion projectiles dealt no damage.
Fixed bug where "Ability Ready!" would appear on every hit for certain abilities.
Fixed bug where the Stew Talent would not go on cooldown until you quit and re-entered the game.
Fixed bug where the new triple Orbiter hazards were instantly killing the player.
Fixed bug where the Scythe's first projectile would always Skill Crit, no matter the enemy's health.
Fixed crash bug caused by quitting to Main Menu while standing on a magic platform.
Fixed regression bug where Mimic Chests could double jump or start attacks while in mid-air.
Fixed bug where Advanced/Expert Mimic Chests were not dash attacking at the player when becoming aggroed.
Fixed bug where Curio Shoppes would sometimes reroll Fabled Weapons you'd already seen.
Fixed bug where equipping any Burden would result in a completely different world build, even with the same seed. This made debugging seeds impossible.
Fixed bug where Hallows’ Eve spiderweb decorations were playing chain sound effects.
Fixed bug where Axe Knight spin projectiles were not being destroyed when the enemy was culled, so they would live on forever on top of the enemy.
Fixed bug where you could not cancel Flame Barrier if you had less than the Mana required to start it.
Fixed bug where Targets were dropping explosive potions if you had Exploding Casket Syndrome.
Fixed bug where Fates' Die was triggering via retaliation damage and not resetting the kill counter.
Fixed rare crash bug caused by closing the game directly from the Docks.
Fixed longstanding crash bug caused by entering the Docks with the Synesthesia trait after dying in a room with an Orbiter or Windmill hazard in the previous run with a character that also had Synesthesia.
Fixed regression bug where exiting a Fairy Room before activating it, then returning to the room, activating it, and opening the Fairy Chest would not mark the Fairy Rules as completed.
(Third) Attempted fix for crash bug caused by closing the app while an enemy had the invincibility status effect active.
Attempted fix for rare crash bug related to entering a Scar challenge.
Fixed bug where charge-attacking with the Lancer caused glitchy white lines to appear.
Fixed bug where Mimic Chest poison coin particle effects would appear in incorrect positions.
Fixed bug where weapons were clipping through the background of the Scar Complete screen.
Fixed bad merge room leading to a solid wall (again).
Fixed bad title text for the Study's secret room.
Fixed inverted teleporter placement.
Fixed bugged room where enemies would no longer spawn.
The dead have risen and monsters have taken over the world! Well, that’s the norm in Rogue Legacy 2, but now they’re celebrating Halloween! Creeping behind the Dragon’s Vow is the Haunted Hallows’ Eve, a frightening interim update to celebrate the upcoming holiday. It is RL2’s first (but not last) event-based patch that includes new Scar Challenges, Weapons, and Burdens, while also featuring time-limited changes to the world. This transformation will only last for a week, and once it’s over you’ll have to wait until next year for the festivities to start anew.
**IMPORTANT** Much like the Pizza Mundi update, the Haunted Hallows’ Eve is not a full content release with new biomes and classes, and instead includes smaller changes and game balancing. Because of the time-based nature of the Hallows’ Eve, once the event ends on Nov. 4, the game will revert back to the Dragon’s Vow, with all of the major content additions remaining permanent. Don’t worry if you can’t participate this year, as no progress-related content will become unavailable. We are just having some fun and building on the idea that the Rogue Legacy world is always changing.
PATCH HIGHLIGHTS
The Monster Ball Arrives! – There’s something strange in your neighbourhood, as the world around you doesn’t seem quite right. The Docks have been adorned with ornaments from a curious tradition. But that’s not all, as monsters throughout the Kingdom are also haunted by this unknown influence. The Monster’s Ball is an annual event which will last from Oct 28th – Nov 4th. Don’t worry if you miss it, there will still be other opportunities to experience the event!
Chilling New Weapons – Eclectic horrors abound as 2.5 new Fabled weapons enter the fray: Charon’s Scythe, the Electric Lute, and the remade Spoooooon. Each weapon forces you to play in unconventional and creative ways. Embrace the weird, and dominate your foes.
Greater Scar Challenges – New terrifying Scars have appeared in the world. Only open to those who have ventured deep into NG+, these Scars will challenge the player on every level, and truly push your improvisations skills to the limit. Just remember to use every tool in your arsenal.
A Clearer World - We’ve added a new lexicon to the glossary that now explains some vital systems in the game in case you missed their tutorials. Information on things like Armor, the new Critical Strike, Encumbrance, and Resolve are now easily accessible from the Pause menu. On top of that, we’ve finally done a complete editing pass on all of the game’s text. It’s a lot of words (40,000 and counting) so a few issues probably linger, but we hope the overall readability of the game has been improved.
Bizarre Biome Burdens – Feeling comfy navigating the world of Rogue Legacy? Well prepare yourself as dangerous new Burdens bring dread to that which was once familiar. These unique biome Burdens cost two points, and will bring new surprises to areas that players have traversed many times before.
CLASS UPDATES
Ronin (Change): Whenever we introduce a new class, we generally like to push them out a little strong to encourage players to test them out. That, coupled with the Ronin being a purely Strength class, meant it came out way too strong. To compensate, the Ronin has been nerfed slightly, but we’ve also improved Intelligence builds to make them more dynamic. Now they’re even more fun. Oops!
Immortal Kotetsu hitbox increased.
Immortal Kotetsu INT damage scaling increased from 200% to 225%.
Immortal Kotetsu now RESETS if it kills an enemy (accidentally pushed this bit live last patch).
Katana damage reduced from 225% Strength to 200% Strength.
Bard (Exploit Fixes): These changes sound heavy, but it really only affects how fast players could burn bosses down. You should be able to progress through biomes in just as quick a manner as before, or maybe even quicker since the changes encourage Spin Kicking notes instead of dropping them and waiting around.
Max Lute Note projectiles reduced from 4 to 3.
Lute Note repeat hit-rate reduced slightly.
Crescendo damage reduced from 200% INT to 175% INT.
Duelist (Buff): Roll INT scaling increased from 50% to 80%. Because of the fast hit rate, this is around 160% INT damage.
Chef (Buff): Frying Pan Charged Status Effect duration increased from 2s -> 3s.
Mage (Buff): Blasting Wand Charged Status Effect duration increased from 2s -> 3s.
Valkyrie (Buff): Mana regen from Deflect Talent raised from 10 to 15 Mana per projectile destroyed. This accidentally went live earlier as well but we forgot to list it. This is a massive buff to Valkyries, and the bonuses are amplified by their Class Passives. If you aggressively seek to counter projectiles, your Spell DPS can hit insane levels!
Assassin (Buff/QoL – Community): De-cloaking now gives you a very small window of immunity, so you can win out in trades.
All Classes (Buff): New hairstyles. This is the biggest buff of all.
FABLED WEAPON UPDATES
Added new Fabled Weapon: Charon’s Scythe.
Added new Fabled Weapon: Electric Lute.
New Spoon Redesign: The Spoon now bounces once after hitting an enemy, the wall, or the ground. After bouncing, the Spoon will trigger a Skill Crit. on whatever it hits, and gains additional INT scaling. Sporeburst has been removed from the attack.
Explosive Fists Tweak: Attack speed reduced slightly. Max range reduced.
DRIFT HOUSE UPDATES
2 New upgrades have been added to the Soul Shop.
Community: Embroidered Investments cost has been lowered (higher Armor drops). If you've invested heavily in this, expect a substantial refund!
2 New Burdens have been added to the Threads of Fate.
2 new Scars and their associated puzzles have been added to the Scars of Erebus.
ECONOMY UPDATES
Community: Silver chests will now always drop loot if they can. Now you’ll always be rewarded with gear if you come across a Silver chest, and if you DON’T get loot, then you know you need to go deeper into the game.
Silver chest spawn rates reduced slightly.
ENEMY UPDATES
New enemy Sparkologers added to the game.
Tier 2 and 3 Cursors (previously called Curser’s) have been given a new attack.
Shredder Commander Critical Strike bonus reduced from +50% to +15%.
Enemy HP and damage scaling in deeper NGs reduced.
Tubal Changes:
Bosses that spawn mob enemies are always tough because their difficulty fluctuates wildly depending on how powerful the player is. Overleveled? The mobs are an afterthought and the boss is super easy. Underleveled? Even the summoned enemies can become a nightmare. We've done some logic tweaks to make Tubal balance out better in these scenarios.
Minions now have a 2 hit shield (this was accidentally pushed in patch v0.6.2).
Tubal base HP increased.
Tubal will now only summon new enemies after X seconds have passed AND he has lost a certain amount of HP since the last time he summoned. This should make it so that lower level players won't have to eternally fight waves of mobs, with no opportunity to deal damage to the boss because he keeps summoning.
Players with Elusive will now take damage from Tubal while he's jumping or performing his hammer swing attack.
The falling swords will no longer block projectiles. Sorry about that!
BIOME UPDATES
The first few rooms of the Castle will no longer be chosen from the easy room pool if you have any Burdens equipped.
Camera zoom out amount increased for large rooms.
Custom camera zoom out increased for the Axis Mundi.
Camera zoom out increased for every Estuary fight (Lamech, Irad, and Prime Skeletons unaffected).
Tier 2 Wolves removed from Pishon Dry Lake.
Flamelocks in Axis Mundi have been replaced with Sparkologers.
RUNE UPDATES
The classic Quenching Runes are coming back with a slight redesign. They’ll now be filling a much needed role in Armor restoration, and introduce an additional slot for people making VITALITY builds. This means we’re renaming the current Quenching Runes and adding a NEW Quenching Runes. Confusing? You bet!
Quenching Runes has been renamed to Reinforced Runes. Anyone who has purchased Quenching Runes will be given these Runes instead.
New Quenching Rune: Mana potions now restores X% of max Health and Armor (Min 1 Armor per rune).
SPELL, STATUS EFFECT, AND TRAIT UPDATES
Searing Shot (Community): INT scaling raised from 150% to 175%.
Thunder Spell: Can now cast while Dashing.
Freeze Status Effect (Experimental): You can now Freeze bosses. This means the Armor Break debuff has been removed.
Two new Traits have been added.
RELIC & BLESSING UPDATES
With the addition of Master Tier Relics, we think balance-wise most Relics are in a solid spot; all except one. War Drums were stupidly broken, and were almost always picked without question. Raising the rarity will make it have actual consequence to your build (which most Relics should do). This will also fix the issue of people finding Twin War Drums early, and feeling obligated to do full clears to max their potential out.
War Drum: Now Epic rarity. Damage per Relic lowered from 7% to 6%.
Blessing of Strength: Bonus damage lowered from 8% to 6%.
Blessing of Wisdom: Bonus damage lowered from 8% to 6%.
Killing Targets no longer counts toward the enemy death counters for cursed Relics.
Killing an Estuary now immediately purifies any cursed Relics.
Choosing a Relic now displays a popup that shows how much Resolve was lost and how much Max HP was lost.
MISC GAMEPLAY ADDITIONS/CHANGES
Touching water or a cloud hazard will now reset your Dashes and Air Jumps so you can recover more easily.
All grounded enemies can now attack while in the air. This fixes scenarios where you could infinitely juggle enemies and they would never attack.
Final challenge in Echo's heirloom tweaked to make solution simpler.
Glossary added with tips on how some of the more advanced game mechanics work.
An editing pass has been done on the language document. We’re not claiming it’s perfect now, but it is an important first step in prepping the game to support additional languages.
BUG FIXES
99% of the bugs listed were brought up by the community, so we won’t bother tagging them as such.
Fixed null reference when killing a summoned Mimic.
Increasing player one-way platform disable duration to fix regression bug where player would not fall through one-way platforms at really low FPS.
Fixed bug where text colour would sometimes change when flipping between Pause menus.
Fixed bug where the explosion from the Mage's Wand would not destroy Curse projectiles.
Fixed regression bug where Dash-cancelling out of the Bow's attack shortly after firing an arrow would permanently cause the collision effect’s impact point to appear somewhere else.
Fixed bug where Memory Journal entries would be given the wrong entry number in the journal description window.
Rearranged the Journal categories in the Library to match the standard progression path of the game (Agartha > Mundi > Kerguelen > Stygian > Sun Tower > Pishon).
Fixed bug where player would get multiple stacks of a Status Effect when hitting grouped enemies like Irad.
Fixed bug where Lancer was getting two stacks of on-hit effects when hitting with a charged attack.
Refactored the previous fix that addressed scenario where doors would sometimes hit backwards when shot with a Bow, so that it now apply to all attacks.
Fixed bug where casting Immortal Kotetsu onto low enough ground would trigger slope collision and snap the player to the floor.
Fixed issue where pressing Down while swapping weapons in the Lineage scene would cause it to rapidly change back and forth.
Fixed bug where getting the 100 Kin Unity bonus was displaying a Relic in the Lineage and Death scene.
Fixed bug where dead enemies would still steal life from the player if the Lifesteal Burden was equipped and the player took damage from a projectile fired by the dead enemy.
Fixed issue where "Max Mana" would pop up every time you killed an enemy at max MP and you had the Dreamcatcher Relic.
Fixed bug where the Max Vitality Unity set bonus was not working.
Changed player HP and MP float calculations to ceil instead of round, to fix scenarios where the amount of HP/MP displayed/gained/changed would sometimes differ by a unit or two.
Fixed bug where dashing in the air then landing on a slope and then immediately jumping off would sometimes not reset your dashes.
Fixed bug where player would still move around if they were holding down the FreeLook key on the keyboard and had Flight active.
Fixed bug where the player would not be registered as touching the ground if they dashed over it while in a room far away from the world's (0, 0) point.
Fixed bug where the Sporeburst applied via the Weird Mushrooms Relic was applying weapon effects.
Fixed bug where player could lose max HP if they took damage at the Docks with Hypercoagulation.
Fixed bug where the Diva and Puritan Traits were not working correctly in the Tower Boss room.
Fixed bug where snow mound hazards were sometimes not spawning.
Fixed bug where touching certain enemies or projectiles would play special hit sounds even if the player was invincible.
Fixed bug where the Blacksmith required 2 upgrade blueprints to trigger special dialogue instead of just 1.
Fixed bug where chests would play their sparkle ambient audio if you opened them, then left the room and returned.
Fixed bug where chests would play their contact audio even if you were very far away from them.
Fixed bug where Fairy chests would play audio even if they were invisible.
Fixed bug where background body props in Citadel Agartha would change randomly every time you entered a room.
Fixed bug where background body props would not spawn on certain slopes.
Fixed bug where curtain tassel textures were extremely low-res on the lowest quality settings.
Fixed bug where quitting to the Main Menu during an Heirloom warp effect would cause the screen to become permanently warped.
Fixed bug where using the Skeleton Key in a failed Fairy room that you had previously exited would fail to open the chest.
Fixed bug where the HUD did not fade out when on top of unopened chests.
Fixed a bunch of random prop issues in various rooms.