Rogue Empire: Dungeon Crawler RPG - Rogue Empire
As usual some bugs where introduced along with the new content.

This patch attempts to fix most of them:

Bug Fixes
  • Bug fixed: Going through holes (notably the challenge dungeon) enabled enemies far away to attack the character without any view of the character or weapon range consideration.
  • Extreme healthiness state is now reachable.
  • Randomly created dungeons near the characters starting location in the dawn of shadows campaign should have a lower starting level. Note: I could not reproduce this bug so this is just a mitigation till I properly find how it happens and fix it.
  • Randomly created dungeons should not be created on mountains or rivers anymore.
  • Inventory 2h weapons now properly replace 1h items equipped.
  • Replacing gear when a subgroup is selected now properly remains in that subgroup.
  • Magic Missiles now wont target barrels and crates anymore.
  • Kicking tutorial is now triggering off when kicking the door without the mouse.
  • Kruztum tunnels lvl 5 are now properly named.
  • Fixed several typos.

Balance
  • Armor Damage Mitigation from equipped items is now increased for low amounts of armor mitigation and decreased for high amounts. Philosophy behind this change is to give light armored classes more mitigation while at the same time reduce the compound effect of high hp of high armored classes a little.
  • Amount of summons growth with the spell level and level of entities summoned reduced for higher spell levels.
  • The assassin's Observe Victim ability effect was increased from 30% to 50%
  • The assassin's Volley Of Knifes ability damage modifiers went up by +20% for all its levels
  • The assassin's Back stab bonus damage was greatly increased for all its levels
  • Increased the number of attacks of the assassin's Rapid Cuts ability by 2

Cheers!
GW

PD: Tomorrow is the last day for voting on the next big feature!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
As usual some bugs where introduced along with the new content.

This patch attempts to fix most of them:

Bug Fixes
  • Bug fixed: Going through holes (notably the challenge dungeon) enabled enemies far away to attack the character without any view of the character or weapon range consideration.
  • Extreme healthiness state is now reachable.
  • Randomly created dungeons near the characters starting location in the dawn of shadows campaign should have a lower starting level. Note: I could not reproduce this bug so this is just a mitigation till I properly find how it happens and fix it.
  • Randomly created dungeons should not be created on mountains or rivers anymore.
  • Inventory 2h weapons now properly replace 1h items equipped.
  • Replacing gear when a subgroup is selected now properly remains in that subgroup.
  • Magic Missiles now wont target barrels and crates anymore.
  • Kicking tutorial is now triggering off when kicking the door without the mouse.
  • Kruztum tunnels lvl 5 are now properly named.
  • Fixed several typos.

Balance
  • Armor Damage Mitigation from equipped items is now increased for low amounts of armor mitigation and decreased for high amounts. Philosophy behind this change is to give light armored classes more mitigation while at the same time reduce the compound effect of high hp of high armored classes a little.
  • Amount of summons growth with the spell level and level of entities summoned reduced for higher spell levels.
  • The assassin's Observe Victim ability effect was increased from 30% to 50%
  • The assassin's Volley Of Knifes ability damage modifiers went up by +20% for all its levels
  • The assassin's Back stab bonus damage was greatly increased for all its levels
  • Increased the number of attacks of the assassin's Rapid Cuts ability by 2

Cheers!
GW

PD: Tomorrow is the last day for voting on the next big feature!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
EDIT: Voting closed with option number 1 winning 14 to 10!

------------------------------------------------------------------------------

Hi everyone, this week I will focus on fixing some bugs introduce in the latest release, adding some minor improvements and doing some PR and marketing that I have been neglecting a little bit. I ll also try to update the unity version I am building the game on to improve performance and be up to date with technology.

While I am at it, I would love for you guys to vote on what you want me to build on next:

  1. Continuation of the Dawn of shadows campaign: I would hope to finish it at least to the point where the game is beatable. This update would come with a lot of new enemy types.
  2. Unique artifacts and maybe item sets if possible. Art for this might come after its release (I would still try to make the artifacts standout using some engine effects).

Vote in this thread which feature you would like for me to implement first by putting a comment and "+<your choice>"

I know from the last voting session some suggested to make this through an external pool system, but I feel this is easier for you and at the same times guarantees 1 vote per user :P

The voting shall end at some point by the end of this week when I feel the current version is stable enough.

I hope you enjoy the game and help me make it more enjoyable! ːsteamhappyː

Cheers!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
EDIT: Voting closed with option number 1 winning 14 to 10!

------------------------------------------------------------------------------

Hi everyone, this week I will focus on fixing some bugs introduce in the latest release, adding some minor improvements and doing some PR and marketing that I have been neglecting a little bit. I ll also try to update the unity version I am building the game on to improve performance and be up to date with technology.

While I am at it, I would love for you guys to vote on what you want me to build on next:

  1. Continuation of the Dawn of shadows campaign: I would hope to finish it at least to the point where the game is beatable. This update would come with a lot of new enemy types.
  2. Unique artifacts and maybe item sets if possible. Art for this might come after its release (I would still try to make the artifacts standout using some engine effects).

Vote in this thread which feature you would like for me to implement first by putting a comment and "+<your choice>"

I know from the last voting session some suggested to make this through an external pool system, but I feel this is easier for you and at the same times guarantees 1 vote per user :P

The voting shall end at some point by the end of this week when I feel the current version is stable enough.

I hope you enjoy the game and help me make it more enjoyable! ːsteamhappyː

Cheers!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire


Ok guys, its time to merge the beta build to the main/default branch increasing the game version from 0.8.9 all the way up to 0.9.0 :D

IMPORTANT: Current saves should work, but I can not guarantee it.

So, without further ado here are all the changes introduced into 0.9.0 from 0.8.9 ( I might have missed some, if so I apologize). In bold are the more important features added. I am sure there will be bugs but as allways I will try to solve them as fast as posible!

New Features

  • A new campaign (Bonus experimental Feature): The Challenge Dungeon!
  • Champions are here!:
    • Most levels have 1 Champion noted by small skull icon. They will be crated when a new level is generated (meaning old levels you already explored won't have them).
    • Any champions have a greater HP pool, give more xp and (on average) relatively better and more loot (unless it is not a loot giving monster, e.g. a wolf champion wont give loot) in contrast to its lesser brethren.
    • In addition, champions can have 1 of several base builds with different effects: more speed, tanky, more stats, avg, more damage, increased mana pool.
    • Champions also have 1, 2 or 3 (depending on difficulty) additional spells drawn from a pool that varies on the enemy type, e.g. an archer has a specific pool of possible extra abilities and in a similar way a fire oriented caster will have specific possible extra abilities.
  • Added resistance gear.
  • Upgraded food system and balanced game accordingly. More info Here.
  • Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
  • Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
  • Dungeons have now 2 additional skins: stone and shadow forming.
  • Added swap actions capabilities to the action bar.
  • Separated resistance into sub categories and re balanced it.
  • Added randomize race and class buttons when starting a new game.
  • Shape shifted druids now have unique attack animations.
  • 'D'drop hot key has been added to the inventory.
  • Swap weapon key (default W) now also works on the inventory.
  • Added several new monsters.
  • Several enemies now have a disarm ability. Different weapon types have different chances of being disarmed when you have them (smaller weapons like daggers are harder to disarm for example).
  • Added wind shield spell (gives chance to make ranged physical attacks miss).
  • Added toggle to enable or disable battle texts on top of character.
  • Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
  • Added option to limit game's frame rate.

Bug Fixes

  • Fixed mushroom warrior issue what growing from the magician's summon.
  • Encounters should now properly always have a path to an exit.
  • Worked on improving memory management. Hopefully this improves crashes some people seem to have.
  • Merchants restock properly.
  • Dragging items of the action bar now wont drag the screen.
  • Action bar should now properly reflect stacking items pickups and drops.
  • Demoralizing shout now shows its energy cost.
  • Assassin: Volley of knives now prioritizes enemies over objects. If no enemies are nearby objects are hit.
  • Triggering an event on the world map now stops any movement of the character.
  • Damage and to hit values for weapons now added to description if enchanted for easier comparison.
  • Armor tool tip now shows its weight.
  • Achievement achieved in one computer should now show on another computer inside the game if steam cloud is enabled.
  • Soul essence should correctly sync with cloud saves. Automatic migration mill save your current soul essence into the new system. If you have essence and perks in different computers log on each and open the essence window after a successful steam cloud synchronization. Underlined text is important!
  • Better tier ammo should now properly have better stats.
  • Ammo should properly weight.
  • Fixed bug where saving a game in bear form would lower hp to maximum amount of humanoid form hp when loading the game.
  • I think I fixed all issues with the action bar.
  • Improved inventory performance.
  • Fixed beta build bug where levels would regenerate under certain conditions.
  • Fixed bug where enemies would not attack the character if on an open chest.
  • Improved in game log sizes, memory management and cpu use.
  • Dropping items in the inventory now auto selects the nearest item next to the one dropped.
  • Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
  • Wind shield status effect now is properly shown and enables the removal of the spell.
  • Improved door placement.

Balance Changes

  • Starting staff for mages now has a base range of 2.
  • Balance: Druid's bear aspect effects where reduced (bonus hp is now 35% and shrugged improvements are now every 10 levels instead of 8).
  • Balance: Druid's drake scale armor ability effects where reduced (shrugged improvements are now every 8 levels instead of 5).
  • Balance: Druid's spell learning handicap got reduced from 50% to 75% handicap.
  • Balance: Warrior's armor perfectionist leveling effects where reduced a little.
  • Balance: Warrior's anti magic training II card bonus was reduced from 100%
    to 80%.

  • Balance: Warrior's shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.
  • Balance: Warrior's shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.
  • Balance: Warrior's Whirlwind Attack I card rarity was reduced from rare to uncommon.
  • Balance: Warrior's Demoralizing Shout in all its tiers has its energy drain improved by 20%.
  • Balance: Drake's fire breath (npc) damage was reduced by 20%
  • Balance: Hard difficulty is now a little harder!
  • Balance: Trying to learn high level spells from low lvl high handicapped learning items should be more difficult!
  • Balance: Spell dodging is now more difficult with the spell's level.
  • Balance: Mage Lightning Mastery shock bonus reduced to 40% and damage increase added of 30% for lightning spells.
  • Balance: Mage Freeze Mastery now also increases freeze spells damage by 30%.
  • Balance: Increased Shadow Construct boss damage slightly.
  • Balance: Increased Sisters boss hp slightly.
  • Balance: Naga's racial critical rating increase reduced from 60% to 40% and cold vulnerability also reduced from 50% to 40%.
  • Balance: General physical critical rating formula adjusted to have a little more diminishing returns from critical rating.
  • Balance: General magical critical rating formula reduced chance to do critical hits.
  • Balance: Daggers have a +100% additive critical damage bonus. Short Swords have a +50% additive critical damage bonus.
  • Balance: ammo's weight reduced by 60%.
  • Balance: With the new resistance gear, none physical resistance rating growth by attributes was reduced by 75%.
  • Balance: Warrior's Focus blow miss chance has been increased slightly.
  • Balance: Enemies got theirs hit points increased by 20%-30% and their regeneration decreased by 50%
  • Balance: Item drop rate increased by ~15%.
  • Balance: Low tier enemies now upgrade their weapons (doing more damage) after certain amount of levels when they appear on later dungeons.
  • Balance: Assassin's stealth is now weight dependent instead of armor mitigation dependent. This is triggered after going over the 70% armor ratio. The idea is give the chance make a heavy armored assassin but with less consumables because of weight vs a less armored assassin with more consumables/situational tricks.
  • Crossbows and muskets have had their energy use reduced by 35%.
  • Some skills now are more strategically used by the AI. Also some other beneficial skills will be cast on friends too. I will extend this to more and more abilities as I have time.
  • Reduced food drops as they are to plentiful with the new healthiness system.
  • Energy used when learning a spell and not successful now is down from 5000 to 1000.
  • Troll's slowness was removed.
  • Troll's regeneration was reduced from +100% to +50%
  • Troll's gain a new starting passive where they have 30% more hp when compared to other races.


Other
  • The time to start a continual action by holding down the same key has been multiplied by 4 to avoid issues when hitting a single key once.
  • Added new logo to main title screen.
  • Permanent effect potions are now called elixirs.
  • Replaced world map energy spend message and integrated the approximate time spend exploring the tile to have a more user friendly way of understanding the concept.
  • Renamed keys to reflect what they open.
  • Movement should be a little smother.
  • Inventory and merchant windows default behaviors on click where changed to double
    click to avoid accidents.
  • Swapped the +to hit and + to damage in the item name to put it in the orders that games of the genre and d&d have.
  • Added better disarm and focus blow status effect icons.
  • Added new dungeon decorations.
  • The world map insectoid kingdom entrance has now specific art



As always feel free to pop up at discord and discuss with me about whatever you want!

Cheers and happy crawling!
GW
Rogue Empire: Dungeon Crawler RPG - Rogue Empire


Ok guys, its time to merge the beta build to the main/default branch increasing the game version from 0.8.9 all the way up to 0.9.0 :D

IMPORTANT: Current saves should work, but I can not guarantee it.

So, without further ado here are all the changes introduced into 0.9.0 from 0.8.9 ( I might have missed some, if so I apologize). In bold are the more important features added. I am sure there will be bugs but as allways I will try to solve them as fast as posible!

New Features

  • A new campaign (Bonus experimental Feature): The Challenge Dungeon!
  • Champions are here!:
    • Most levels have 1 Champion noted by small skull icon. They will be crated when a new level is generated (meaning old levels you already explored won't have them).
    • Any champions have a greater HP pool, give more xp and (on average) relatively better and more loot (unless it is not a loot giving monster, e.g. a wolf champion wont give loot) in contrast to its lesser brethren.
    • In addition, champions can have 1 of several base builds with different effects: more speed, tanky, more stats, avg, more damage, increased mana pool.
    • Champions also have 1, 2 or 3 (depending on difficulty) additional spells drawn from a pool that varies on the enemy type, e.g. an archer has a specific pool of possible extra abilities and in a similar way a fire oriented caster will have specific possible extra abilities.
  • Added resistance gear.
  • Upgraded food system and balanced game accordingly. More info Here.
  • Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
  • Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
  • Dungeons have now 2 additional skins: stone and shadow forming.
  • Added swap actions capabilities to the action bar.
  • Separated resistance into sub categories and re balanced it.
  • Added randomize race and class buttons when starting a new game.
  • Shape shifted druids now have unique attack animations.
  • 'D'drop hot key has been added to the inventory.
  • Swap weapon key (default W) now also works on the inventory.
  • Added several new monsters.
  • Several enemies now have a disarm ability. Different weapon types have different chances of being disarmed when you have them (smaller weapons like daggers are harder to disarm for example).
  • Added wind shield spell (gives chance to make ranged physical attacks miss).
  • Added toggle to enable or disable battle texts on top of character.
  • Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
  • Added option to limit game's frame rate.

Bug Fixes

  • Fixed mushroom warrior issue what growing from the magician's summon.
  • Encounters should now properly always have a path to an exit.
  • Worked on improving memory management. Hopefully this improves crashes some people seem to have.
  • Merchants restock properly.
  • Dragging items of the action bar now wont drag the screen.
  • Action bar should now properly reflect stacking items pickups and drops.
  • Demoralizing shout now shows its energy cost.
  • Assassin: Volley of knives now prioritizes enemies over objects. If no enemies are nearby objects are hit.
  • Triggering an event on the world map now stops any movement of the character.
  • Damage and to hit values for weapons now added to description if enchanted for easier comparison.
  • Armor tool tip now shows its weight.
  • Achievement achieved in one computer should now show on another computer inside the game if steam cloud is enabled.
  • Soul essence should correctly sync with cloud saves. Automatic migration mill save your current soul essence into the new system. If you have essence and perks in different computers log on each and open the essence window after a successful steam cloud synchronization. Underlined text is important!
  • Better tier ammo should now properly have better stats.
  • Ammo should properly weight.
  • Fixed bug where saving a game in bear form would lower hp to maximum amount of humanoid form hp when loading the game.
  • I think I fixed all issues with the action bar.
  • Improved inventory performance.
  • Fixed beta build bug where levels would regenerate under certain conditions.
  • Fixed bug where enemies would not attack the character if on an open chest.
  • Improved in game log sizes, memory management and cpu use.
  • Dropping items in the inventory now auto selects the nearest item next to the one dropped.
  • Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
  • Wind shield status effect now is properly shown and enables the removal of the spell.
  • Improved door placement.

Balance Changes

  • Starting staff for mages now has a base range of 2.
  • Balance: Druid's bear aspect effects where reduced (bonus hp is now 35% and shrugged improvements are now every 10 levels instead of 8).
  • Balance: Druid's drake scale armor ability effects where reduced (shrugged improvements are now every 8 levels instead of 5).
  • Balance: Druid's spell learning handicap got reduced from 50% to 75% handicap.
  • Balance: Warrior's armor perfectionist leveling effects where reduced a little.
  • Balance: Warrior's anti magic training II card bonus was reduced from 100%
    to 80%.

  • Balance: Warrior's shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.
  • Balance: Warrior's shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.
  • Balance: Warrior's Whirlwind Attack I card rarity was reduced from rare to uncommon.
  • Balance: Warrior's Demoralizing Shout in all its tiers has its energy drain improved by 20%.
  • Balance: Drake's fire breath (npc) damage was reduced by 20%
  • Balance: Hard difficulty is now a little harder!
  • Balance: Trying to learn high level spells from low lvl high handicapped learning items should be more difficult!
  • Balance: Spell dodging is now more difficult with the spell's level.
  • Balance: Mage Lightning Mastery shock bonus reduced to 40% and damage increase added of 30% for lightning spells.
  • Balance: Mage Freeze Mastery now also increases freeze spells damage by 30%.
  • Balance: Increased Shadow Construct boss damage slightly.
  • Balance: Increased Sisters boss hp slightly.
  • Balance: Naga's racial critical rating increase reduced from 60% to 40% and cold vulnerability also reduced from 50% to 40%.
  • Balance: General physical critical rating formula adjusted to have a little more diminishing returns from critical rating.
  • Balance: General magical critical rating formula reduced chance to do critical hits.
  • Balance: Daggers have a +100% additive critical damage bonus. Short Swords have a +50% additive critical damage bonus.
  • Balance: ammo's weight reduced by 60%.
  • Balance: With the new resistance gear, none physical resistance rating growth by attributes was reduced by 75%.
  • Balance: Warrior's Focus blow miss chance has been increased slightly.
  • Balance: Enemies got theirs hit points increased by 20%-30% and their regeneration decreased by 50%
  • Balance: Item drop rate increased by ~15%.
  • Balance: Low tier enemies now upgrade their weapons (doing more damage) after certain amount of levels when they appear on later dungeons.
  • Balance: Assassin's stealth is now weight dependent instead of armor mitigation dependent. This is triggered after going over the 70% armor ratio. The idea is give the chance make a heavy armored assassin but with less consumables because of weight vs a less armored assassin with more consumables/situational tricks.
  • Crossbows and muskets have had their energy use reduced by 35%.
  • Some skills now are more strategically used by the AI. Also some other beneficial skills will be cast on friends too. I will extend this to more and more abilities as I have time.
  • Reduced food drops as they are to plentiful with the new healthiness system.
  • Energy used when learning a spell and not successful now is down from 5000 to 1000.
  • Troll's slowness was removed.
  • Troll's regeneration was reduced from +100% to +50%
  • Troll's gain a new starting passive where they have 30% more hp when compared to other races.


Other
  • The time to start a continual action by holding down the same key has been multiplied by 4 to avoid issues when hitting a single key once.
  • Added new logo to main title screen.
  • Permanent effect potions are now called elixirs.
  • Replaced world map energy spend message and integrated the approximate time spend exploring the tile to have a more user friendly way of understanding the concept.
  • Renamed keys to reflect what they open.
  • Movement should be a little smother.
  • Inventory and merchant windows default behaviors on click where changed to double
    click to avoid accidents.
  • Swapped the +to hit and + to damage in the item name to put it in the orders that games of the genre and d&d have.
  • Added better disarm and focus blow status effect icons.
  • Added new dungeon decorations.
  • The world map insectoid kingdom entrance has now specific art



As always feel free to pop up at discord and discuss with me about whatever you want!

Cheers and happy crawling!
GW
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
IMPORTANT: How to try the beta branch?

Steps to try out the beta branch of the game:

  • In your game library right click on "Rogue Empire -> Properties"
  • In properties select the "Betas" tab
  • On the drop down select the version: beta - Beta testing for next release

This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

New features:
  • Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
  • Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
  • Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
  • Dungeons have now 2 additional skins: stone and shadow forming.

Bug Fixes:
  • Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
  • Wind shield status effect now is properly shown and enables the removal of the spell.


Balance changes:
  • Energy used when learning a spell and not successful now is down from 5000 to 1000.

Other changes:
  • Added better disarm and focus blow status effect icons.
  • Added new dungeon decorations.
  • The world map insectoid kingdom entrance has now specific art

This should be the last beta patch before merging this into the main/default build and upping the game version. I hope to merge it on Thursday night. In between I hope to finish a surprise I have been working on while fixing any bugs reported from this beta build.

Happy dungeon crawling! ːsteammockingː
GW
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
IMPORTANT: How to try the beta branch?

Steps to try out the beta branch of the game:

  • In your game library right click on "Rogue Empire -> Properties"
  • In properties select the "Betas" tab
  • On the drop down select the version: beta - Beta testing for next release

This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

New features:
  • Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
  • Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
  • Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
  • Dungeons have now 2 additional skins: stone and shadow forming.

Bug Fixes:
  • Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
  • Wind shield status effect now is properly shown and enables the removal of the spell.


Balance changes:
  • Energy used when learning a spell and not successful now is down from 5000 to 1000.

Other changes:
  • Added better disarm and focus blow status effect icons.
  • Added new dungeon decorations.
  • The world map insectoid kingdom entrance has now specific art

This should be the last beta patch before merging this into the main/default build and upping the game version. I hope to merge it on Thursday night. In between I hope to finish a surprise I have been working on while fixing any bugs reported from this beta build.

Happy dungeon crawling! ːsteammockingː
GW
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
As you might or might not know, the coming merge of the beta build into the default build will bring among other things champions and random generated dungeons.

I think this is a good opportunity to involve you guys into the naming process.

So to give some flavor random dungeons and champions will have their own names. These would be generated on creation with the following rules:

Dungeons:

Names would need to fit the "<dungeon name> lvl <x>" format and make sense with the game's theme. Your imputed <dungeon name>s would need to be not to long (less than 20 chars preferably).
It is worth noticing dungeons could be horizontal layed, e.g. woods or fields.

Examples:

  • "Strange cave" lvl 4
  • "Abandoned dungeon" lvl 6
  • "Small Hideout" lvl 1
  • "Strange woods" lvl 3
  • "Forgotten fields" lvl 2

Champions:

Names would need to fit the "<name> the [adjective]" format and make sense with the game's theme. The adjectives will be generated by the game depending on the base type of champion (tanker, fighter, fast, etc). Your inputs would need to be not to long (less than 15 chars each preferably).

Examples:

  • "Kronts" the undying
  • "Hestek" the fast
  • "Mysti" the powerfull

This system is a first iteration towards both generated naming systems and might be improved in the future.

Cheers!
GW
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
As you might or might not know, the coming merge of the beta build into the default build will bring among other things champions and random generated dungeons.

I think this is a good opportunity to involve you guys into the naming process.

So to give some flavor random dungeons and champions will have their own names. These would be generated on creation with the following rules:

Dungeons:

Names would need to fit the "<dungeon name> lvl <x>" format and make sense with the game's theme. Your imputed <dungeon name>s would need to be not to long (less than 20 chars preferably).
It is worth noticing dungeons could be horizontal layed, e.g. woods or fields.

Examples:

  • "Strange cave" lvl 4
  • "Abandoned dungeon" lvl 6
  • "Small Hideout" lvl 1
  • "Strange woods" lvl 3
  • "Forgotten fields" lvl 2

Champions:

Names would need to fit the "<name> the [adjective]" format and make sense with the game's theme. The adjectives will be generated by the game depending on the base type of champion (tanker, fighter, fast, etc). Your inputs would need to be not to long (less than 15 chars each preferably).

Examples:

  • "Kronts" the undying
  • "Hestek" the fast
  • "Mysti" the powerfull

This system is a first iteration towards both generated naming systems and might be improved in the future.

Cheers!
GW
...