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).

It became clear with the last update the game dragged to much stability issues. This is why before merging into the main build I am releasing 1 more build for the beta branch.

You might have notice the game sometimes crashes and the more iconic issue is reloading the game into the ocean of the world map in the Dawn of Shadows campaign.

This issue seemed have worsened with each build but hopefully this is now fixed and if not, I implemented a countermeasure just in case. So without further ado here is the change log for this beta build.

New Features

  • Restore from previous backup tool: This is mainly a just in case tool that I hope you wont need to use. The tool enables you to restore a game to a previous state (a previous level you where exploring). This is done when loading a game using the wrench icon. Important to know is this operation can not be undone so don't use it unless you are sure your game is broken.


  • Games now can be saved in a compressed mode which is enabled by default (you can change this in settings). It is recommended you run with this mode as saving uses a fraction of the space it used to and will sync much faster in steam.

Bug Fixes


  • You should no longer go swimming in the world map.
  • The game should be in general more stable.
  • Some typos where fixed.
  • Achievement should now properly update from the main title too.

General game improvements

  • Game disk size reduced around 30%.
  • Memory usage reduced around 70%.
  • Map transition speed improved by around 10% to 60% depending on your hardware.
  • Game performance improved considerably.

Other

  • Nature regeneration duration improved greatly for lower levels of the spell.

Note: I post this into the beta because I changed a lot of code from the game and I might have missed something while testing. If all goes well I merge this beta into main during the week

I hope this really improves the game for those of you with issues. Again I am sorry for it, but please let me know.

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

  • Added final dungeon and +20 levels to the Dawn of Shadows (main) campaign.
  • Added the final boss encounter to the Dawn of Shadows (main) campaign.
  • Added multiple endings to the Dawn of Shadows (main) campaign. Endings depend on choice and shadow coverage of Ethistos.
  • Updated the game's font to be mono spaced.
  • Improved the grass and ruins theme tile set.
  • The Green blob enemy is now... more unique.
  • The Blue blob enemy is also... more unique.
  • Added potions of unfreeze and quelch fire. "Warning: only use when intended ;)"
  • Critical hits now have a specific special effect to them.

Balance Changes

  • Because of their high hp pool bosses got their hp regeneration reduced to 1/3.
  • Hunters now start with the "create ammo I" skill.

Bug Fixes

  • Fixed several typos.
  • Fixed a bug where some holes would crash the game by making the character fall off the screen on the next level.
  • Added some improvement to memory allocation within each rendering frame in hopes to help with the memory issue some are having.

Other
  • Level up screen now shows the amount of current stats you have for easy comparison.
  • Level up gold focus option now shows the exact amount you will be getting (which is rolled when you level up.

Ruins Tile Set preview:


Note: Changes to the map where made and I am not 100% sure on backwards compatibility regarding the new locations and main quest progress.

I hope you enjoy this update to the beta build!

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

Cheers and happy crawling!
GW

PS: in a couple of days I will be merging all the beta into the default build for your enjoyment!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
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

  • Added a late game "town".
  • Added the shadow gate.
  • Added several new levels for the main story arc.
  • Added a new boss.
  • Added option to skip leaderboards when dying.
  • Dying is more fun now as you can see your character shatter and its soul fly away. ;)
  • Added several new random encounters on the worldmap.
  • Added a new friendly mid game "town" to the world map with specific merchants.
  • Updated skins of enemies that made little sense to be attacking you ;).

Balance Changes

  • Buffed up human druid starting weapon.
  • In addition to the progressive level dependent XP awarded by enemies, added a baseline xp amount making kills at lower levels feel more relevant. Adjusted the progressive portion of the xp granted accordingly.

Bug Fixes

  • Fixed issue where using auto explore near enemies would not use up any energy.
  • Fixed bug where a shield in the offset item slot would count towards armor coverage.

Other
  • Adjusted lightning of the the different map types.

Shadow Dungeon Tile Set preview:


Note: Several changes to the map where made and I am not 100% sure on backwards compatibility regarding the new locations and main quest progress.

I hope you enjoy this update to the beta build! I am sorry for the delays again but I was sick for a little more than a week :(

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

Cheers and happy crawling!
GW

PS: Next update on the beta build is probably the latest before merging it into the default. This includes the "last boss" of the campaign ;)
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
Hi everybody!

I am happy to announce gorgeous looking trading cards are now included in Rogue Empire!

Of course with this additions we also got badges and emojis!!! These all where specially crafted for this purpose! Give them a chance!

What was added:

  • 15 Trading Cards with beautiful art!
  • 3 Steam Background images!
  • 10 Emojis - Emotes!
  • 6 Roguelike symbol badges!

Badge lvl 1 Sneak Peek



Making honor to the rogue like symbol the badges level up in materials same as in game items!

Emote combo Sneak Peek



Drake and Otwok emote beautifully combined together!

Small Funny Story

@ badges where almost not added in this form because it was representing a character, which seems not to be allowed.

Luckily after explaining steam approved! :D

Cheers!

PS: I have been recovering from a nasty flu but will now start to continue work on the current beta!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire
Hi guys!

I am finally adding trading cards to the game! And with trading cards come Emoticons so I thought this is a good opportunity to get you involved in its creation!

What do I need? Easy just an idea of an emoticon, no need of a graphical asset. For example: Otwok catching on fire. Emoticons are required to be small by steam (18 x 18) so be sure to not make it too complicated. I ll decide to add them taking this last point on consideration.

I will probably have the ideas submitted to the artist by Wednesday of this week so that's the time limit for the submissions.

The emoticons will also be added to the game's discord!

I hope some of you participate :D

Cheers
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

  • Added +10 new enemies
  • Finished the Elven Shadow Tower with its boss encounter.
  • Added the spell Dimensional Shatter: Does a lot of damage to summons. The hit points reduced from the victim then feedback to the summoner damaging him!
  • Added the spell Raise Vine Wall: Raises vines in a 3 x 3 radius to block the target location.
  • Added the spell Bark Skin: Gives the target skin a trunk like hardiness, granting additional armor rating!
  • Added the spell Flame Bolt: Single target fire spell that costs less than the fireball.
  • Added the elven shadow tower boss.
  • Added shadow pylons to the game.
  • 1 new stacking option to the challenge dungeon. This is: Average Amount of pylons
  • Added a new tile set skin for the dungeon.
  • Added a new (incomplete) location to the main campaign.
  • Added 6 new story cards for the main campaign with its unique beautiful illustrations.

Balance Changes

  • You can no longer get robbed by resting.
  • Dodge chance now depends on the attacker's perception and fate. In general dodged has been reduced on higher levels to avoid constant dodging. Also make perception more valuable in general.
  • Low level champions now won't have new abilities only stat increases.
  • Higher level champions will have more hp.
  • Low tier enemies eventually can level up spells if encountered in high level dungeons.
  • On higher level dungeons low tier enemies will drop less powerful items. On the other hand high tier enemies will drop more powerful items.
  • Item prices where re balanced.
  • Restocking from the same merchant appearance increases in cost with every restock.
  • Chests have higher chances to be unlocked in low tier dungeons. The opposite is true for higher tier dungeons.
  • Player summons now get destroyed when exiting a level.
  • The amount maximum summons a summoner can maintain in a level now depends on the square root of the summoner's level. This can be change with an ability for the mage.
  • Ring of speed modifiers where reduced. This change only affects new rings found.

Bug Fixes

  • Fixed issue where AI would cast wind shield on barrels. LoL.
  • Fixed issue where champions where getting too much additional damage.
  • Worked on some small improvements on memory management to try to help/fix the memory issue some encounter.

Other




    I hope you enjoy this update to the beta build!

    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

    • Added +6 new enemies
    • Added a new ability to the hunters deck: Dirty Shot (UI art not done yet)
    • Archer enemy type AI was improved: Enemy will try to figure out where is the best place to shoot at you as well as try to get at least 1 shoot at you before you can engage in melee. Range characters should not notice much difference, except the enemy will try to get in firing range instead of running away if out ranged.
    • Added a new type of stacked challenge to the challenge dungeon: Speedier enemies.
    • Added Vine Walls that impede your movement till destroyed. If in corridors this can cut off an escape or give you some time to engage an enemy coming at you.
    • Dungeons now also have some iron bar walls characters can see through. These walls let through ranged and spells attacks!
    • Resting in the open will have a high chance (fate dependent) to produce a bad event like an ambush. Going into a room with the door closed will reduce this chance greatly. Furthermore locking a room where you plan to rest will almost guarantee a good nights sleep. This is done to encourage the use of locking and not feel rest like the universal way to heal.

    Balance Changes

    • Reduced disarm duration from 4 to 3 turns.
    • Enemies do not aggro at each other over friendly AOE fire anymore.
    • Reduced fast champion archetype speed and damage as these where able to one shot unprepared travelers to easily.
    • Range attacks now can fire through other entities towards the target. How ever doing so comes with a penalty to the to hit rating modifier in the case of ranged weapons.
    • Made challenge dungeon slightly bigger and with more enemies to compensate for the previous patch level slowing at start.
    • By popular demand, you will now see a status effect icon when somewhere on the current the magician merchant shows up!

    Bug Fixes

    • Just being out of sight is not enough to start resting.
    • Fixed graphical pathing issue with some projectiles.
    • Fixed bug where sometime enrage would not trigger for enemies.
    • Fixed achievement issue that prevented them to show on steam.
    • Fixed sound issue with frost traps.
    • Spawning to a new dungeon level should now properly avoid a place where the character would be surrounded.
    • Improved memory management. This should help out with some random crashes.

    Other
    • Most off view abilities should be executed instantly now.
    • Resting is disallowed on world map now.
    • Frame rate default is now 30 fps.

    Some notes: I am playing with an character through the whole campaign while doing adding content. While doing so I am trying to add some new features such as the fences and the new resting mechanics to make the game more engaging.


    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

    • Improved auto explore. Locked doors you can pass by should be now ignored.
    • Hitting the level change binding when tabbing through exits now goes to the corresponding exit.

    Balance Changes

    • Changed xp formula to make leveling more spread out. Changed dungeons in the campaigns accordingly. This will affect ongoing games.
    • Some type of champions (high dmg ones and high speed ones) will only appear later in the game.
    • Rats in crates and barrels no longer have a first strike on you.
    • Rooms where a character enters a dungeon by regular means (e.g. stairs, two way portals) shall generate much less enemies.
    • Armor penalties for casters and stealth users are now based on the equipped weight. UI was updated to show your current equipped weight.
    • Some enemies have had their mana pool increased.

    Bug Fixes

    • Fixed auto explore when sometimes it would freeze having all reachable areas explored.
    • Volley of Knifes now correctly targets crates and barrels when they are the only target available.
    • Fixed freeze issue when hitting enter to using potions from the inventory.
    • Armor effects for spell casters and characters with stealth are now shown immediately when loading a game.
    • Fixed issue where flare shot was making a stealthed character unstealthed indefinitely in the area of the flare shot.
    • Fixed bug where the mage's brew potion ability would always generate the same potion.
    • Eghoss campaign final boss now won't teleport right after a focus blow.

    Other
    • Armor effects for characters with stealth is shown always regardless of if the character is currently in stealth.
    • The game should be running in borderless window mode now.

    Some notes: The changes to the xp formula and player progression took quite some time but I feel fairly satisfied. The game feels somewhat different and the leveling process is more uniform. Low level dungeons are a little bit more challenging. Because of the time this took there is no new boss yet. But it should make for a better balance and character progression in the later part of the campaign yet to come.


    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

    • Improved auto explore. Locked doors you can pass by should be now ignored.
    • Hitting the level change binding when tabbing through exits now goes to the corresponding exit.

    Balance Changes

    • Changed xp formula to make leveling more spread out. Changed dungeons in the campaigns accordingly. This will affect ongoing games.
    • Some type of champions (high dmg ones and high speed ones) will only appear later in the game.
    • Rats in crates and barrels no longer have a first strike on you.
    • Rooms where a character enters a dungeon by regular means (e.g. stairs, two way portals) shall generate much less enemies.
    • Armor penalties for casters and stealth users are now based on the equipped weight. UI was updated to show your current equipped weight.
    • Some enemies have had their mana pool increased.

    Bug Fixes

    • Fixed auto explore when sometimes it would freeze having all reachable areas explored.
    • Volley of Knifes now correctly targets crates and barrels when they are the only target available.
    • Fixed freeze issue when hitting enter to using potions from the inventory.
    • Armor effects for spell casters and characters with stealth are now shown immediately when loading a game.
    • Fixed issue where flare shot was making a stealthed character unstealthed indefinitely in the area of the flare shot.
    • Fixed bug where the mage's brew potion ability would always generate the same potion.
    • Eghoss campaign final boss now won't teleport right after a focus blow.

    Other
    • Armor effects for characters with stealth is shown always regardless of if the character is currently in stealth.
    • The game should be running in borderless window mode now.

    Some notes: The changes to the xp formula and player progression took quite some time but I feel fairly satisfied. The game feels somewhat different and the leveling process is more uniform. Low level dungeons are a little bit more challenging. Because of the time this took there is no new boss yet. But it should make for a better balance and character progression in the later part of the campaign yet to come.


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

    Cheers and happy crawling!
    GW
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