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Roguebook Card Design Contest

[h2]Enter here: contest.roguebook.net[/h2]

Feeling creative? The Roguebook challenges you to a design contest! Show off your design skills by submitting your original set of 4 cards, 1 for Sharra, Sorocco, Seifer and Aurora. The best designs will be voted for by the community and presented to the jury composed of Abrakam Entertainment and Richard Garfield who will select a grand winner.

The winning card set will be adapted and integrated in Roguebook and its designer will receive a collector Black Lotus!

So, what are the most fun card designs you can come up with?

[h2]A COLLECTOR BLACK LOTUS TO WIN![/h2]

The winning card set will be adapted and integrated in Roguebook and its designer will receive a collector Unlimited Black Lotus, certified and graded MINT by MTG Grade.

This rare collectible item is famously the most expensive Magic: The Gathering card, with this specific version going for well over $20.000!


Patch notes: V1.49

Hey everyone.

Our patch this week focuses on addressing a wide array of bugs, as well as a few balance changes. These balance changes are still relatively small in scope in comparison to what we have planned. Reducing some of the more frustrating RNG is on our radar, as well as more adjustments to Seifer. You can expect more changes from us in this area.

FEATURES/QOL
  • The progression file is now zipped and backed up if the current save file becomes corrupted
  • Time of Legends alternate starting treasures are now Legendary.
  • Some translations have been adapted.


BALANCING

Balance changes focus on three main areas:
  • Reducing the variance in certain battles
  • Giving Sharra a few more multi hit cards and some additional strength
  • Toning down some of the more ridiculous combos in the game.


Difficulty:

Generally, the game is close to where we want the difficulty to be, but possibly too easy at higher epilogues. That said, there are also certain fights that can occasionally have patterns that feel too hard and unfair. An example is the Fugu battle being exceedingly dangerous if they both increase their power on the first turn, guaranteeing they both attack the turns afterwards, or players happening to get a hand with only cards on their front character vs Rapalla and having to eat 20+ damage to play the turn at all.

Since we have the data and we like to share, here is a set of graphs showing the average damage taken per fight, split into categories:

Normal:



Elite:



Boss:



Note that these charts don't take into account things like Healing taken, so the numbers are skewed higher than the true result of the battle. Anyway, it's still a decent snapshot across the board and shows how the fights compare to one another.

Heroes:

Sharra in particular has been lagging behind the other heroes. It is intended that she is more fragile than the others, but she was not sufficiently explosive in her damage to make up for it. Some small changes were made to buff some of her common and rare cards and to give her more multi hits to get synergies rolling. We will continue monitoring the situation to see if she still needs more help afterwards.

Roguebook has always been intended as a ‘breakable’ game where people can dream up and play out insane combos. However, when your combo is socketing one gem into flex to deal infinite damage for 1 mana things have gone too far. This breaks the game in a way that snuffs out other elements of gameplay and is overly consistent, since the gem and card are ‘always drawn at the same time.’ The bleed archetype, while not quite as bonkers was, too consistently out of control. Breaking the game is encouraged, but we want it to be less common and more varied in how it comes about.

Other than that, there are some scattered changes made to improve how certain cards and treasures play as a separate issue from their power level. An example is Seifer’s Cloak now working while you are at exactly half life, so that if a player reads it incorrectly it always breakpoints in the players favour.

With all this said, balance is still a work in progress! In the future we are still looking at making sure Sharra is as powerful as she deserves, and if Seifer does too much of everything without clear weaknesses. We also continue to monitor how much variance there is in the world map and in certain battles, along with the overall difficulty level of the game and how it changes with different epilogues.

Balance changes:

  • Fugu behaviour has been tweaked so they are less syncronised, leading to less brutal turns. Their scaling has also been reduced.
  • Rapala is now less punishing when you cannot swap.
  • Added a count down to Rebel Slinger sleep turns, and increased it by 1 in certain battles.
  • Stop defender of the homeland powering up for the first few turns.
  • Duel now hits twice for 5 instead of once for 12
  • Shadow strike now hits twice for 2 damage instead of once for 6
  • Red Diamond is now properly no longer considered an attack. This removes the Red Diamond + Flex/Shock and Awe infinite, for example.
  • Blade Twist now has dissolve
  • Blood crystal: Inflict bleed equal to half damage dealt, was equal to full damage dealt
  • Mirror Moonstone rarity increased to Epic from Rare
  • Cap-10's defense is now scaling properly in the Legendary Bosses Epilogue.
  • The chance of Apex Predator spawning in a given run was incorrectly set too high.
  • Drain Strength now exhausts on both sides instead of only when not enraged
  • Shock and Awe now has charge
  • Grim Syphon now dissolves if played with rage mode
  • Fodder is now aggressive and has 3 spirit instead of 4
  • Seifer's Cloak now gives you the power buff while at half life, instead of below half life. (Edit, this means at half life AND below, instead of just below)


FIXES
  • Using the Shaman quickly after playing a card no longer results in the ability being wasted
  • Majinata will no longer turn invisible when a possessed enemy is killed with a stackable card.
  • Dynamic numbers on gem texts should now display correctly.
  • Dynamic numbers in certain status tooltips now display correctly.
  • The game no longer crashes if a save file of the run doesn't exist.
  • Resetting the tutorials has been temporarily disabled.
  • Using "Drain Strength" + "Rainbow Gem" will no longer make the game explode.
  • Pressing spacebar in certain weird moments will no longer crash the game.
  • Shard of Hunting now no longer gets incorrect damage boosts when socketed on cards like Witstrike.
  • Summoning Crystal can now only be socketed on allies.
  • Tiki Totem now properly only gives power to its equipped hero
  • Eye of the Apex and Savage Fang no longer crash the game when socketed on neutral cards.
  • Using Chosen One on a Flame Stoker will no longer break its spirit
  • Tadpals should now always properly cost 0 instead of being 1 cheaper.
  • Toadsuit now properly tagged as a Block card for gem insertion.
  • Fixed a crash when attacking in some rare circumstances.
  • You now no longer need to kill Rakoan Shieldmates in the Warmachine fight.
  • Sharra's starting area lights moved to correct position.
  • Magic Carpet positioning adjusted.
  • Inks no longer silently disappear when looting multiple inks quickly.
  • Fix a bug where Jagged :ewel would do nothing if you killed the primary target of the attack.
  • "Follow the Boss" now spends rage if you play it in rage mode while having no allies.
  • "follow the boss" can now be played even if you have no aggressive allies
  • "Simulacrum of Obedience" now now occur in all chapters.
  • Fixed a crash on Turkish Windows.
  • Slightly improved combat predictions by reducing the number of times where a "?" is displayed.
  • You can no longer retroactively select talents and break the whole darn thing.
  • Treasure bar max width adjusted so that it does not conflict with gold or settings.
  • Rank 3 of Deep Pockets now gives the correct amount of gold.
  • Amai Candelabra will no longer be in the treasure pool for the Thousand Eyes Epilogue.
  • Fixed a crash when activating certain events in certain technical circumstances.
  • Speech bubble improvements.
  • Fixed incorrect tooltips on Golden Faeries
  • Tooltip improvements involving consumables and brushes
  • Lantern Faerie tooltips fixed
  • The Language of Overworld tooltips now changes immediately when changing language in options
  • Golden Faeries now always lock the brushes and inks if the current epilogue doesn't prevent it
  • Scaled Naddim down in the shop scene to a more proper size.
  • Fixed a bug causing card cost reductions to be canceled if a card was already at 0 cost (typical example is the interaction between Ogre Cookie and melee/ranged/combo where the second cost reduction was not properly applied after Cookie's reduction ended)
  • Fixed Dynamic Number for Aurora's Splash card
  • Fixed random crashes when trying to load Epilogues

Mac Version Now Available



It's here! There is now a Mac version available for Roguebook on Steam.

Sorry for the wait.

Here are the system requirements:



As always, let us know of any issues - and thank you for your patience.

Hotfix: June 25th, 2021

  • Fixed several crashes that would happen when cards were played very quickly


We're applying this small patch today as this bug was causing a lot of problems for players.

Just to be clear, we have a lot more bug fixes on the way, but this one was deemed critical enough to push on its own.

Thank you for the continued bug reports.

One other big issue that is on our radar is Steam Cloud issues. If you run into problems with the Steam Cloud messing with your save file, please send a message to [email protected] with the order of operations that happened that lead to your problem.

Example report:

  • Patched to version 1.4
  • Started game in offline mode
  • Had problems


Have a great weekend, and thanks for playing our game.

Patch 1.4: Balancing and Bug Fixes

Hey everyone.

Welcome to the first major post-release patch notes for Roguebook. This update is being applied to Steam today, and is meant to address a number of issues we have been tracking since release. Thank you for all the reports that have helped us develop these fixes.

This patch will also introduce some small balance changes to the game, which are discussed further down.

FEATURE & IMPROVEMENTS


  • The general performance of the game has been improved and optimized.
  • You can now use the “WASD” keys to move the camera around
  • Increased the camera scroll speed
  • Added wide screen resolutions support in settings
  • Aurora is now always visible in Chapter 3 if you have beaten the game once.
  • Reworked the visual for Aurora unlock event background
  • The new run button is renamed to “New Run +” after completing the first run
  • Added various new and improved animations and visual effects
  • Added various new and improved sound effects and voice-overs
  • Added an additional tutorial to explain that the darker paper tiles are obstacles you can't cross.
  • Various text improvements/updates


BALANCING


With our first post-release balance patch, we had a few important goals. We are a bit limited in what we can achieve here to mere number tweaks, but will be able to change more in future patches.

Firstly, we wanted to reduce the power of enemies that were outliers in how dangerous they were, or could lead to unfun play patterns. One big offender here is the Avatar of Mists. In the short term, we have lowered its numbers and nerfed the major Dissolve debuff to occur later in the fight for a lesser effect. In the long term, we are looking at a larger rework for this boss. Expect some more interesting changes in the future when we're able to apply some deeper adjustments.

Heroes in general:



Here you can see our launch data on the average winrates across each hero pair. Keep in mind, this is a global average and doesn't account for player skill or any other variable. It shows us a few things, among which is that Seifer is by-and-large the most successful run companion, and Sharra and Aurora are the least successful pairing. The following adjustments are made with this in mind, but are not expected to make each bar perfectly even. We'll be able to observe the effects of today's changes and make evaluations from there.

Sharra and Seifer:

We feel that our starting hero is lagging slightly behind with her ability to deal enough damage, despite her starting treasure being wholly focused on enabling that. In future patches we are looking to make a few more of her cards multi-hit attacks, but for now we've applied a couple smaller changes.

Seifer, on the other hand, has been a bit too efficient at doing everything. He's has had a few of his numbers brought down slightly.

Gems and Crazy Combos:

Certain cards or gems that were going a bit too crazy too easily have been toned down a bit. Roguebook is very much a game about breaking things in half with insane combos or clever set ups, but the magic can be broken when it is too easy to do this using the same tools each time.

With all of that in mind, here are today's balance adjustments:

Enemies


[h3]Chapter 1[/h3]
  • Tiki fight: Tikis now have turns where they do not attack. The Tiki Elite now does less damage


[h3]Chapter 2[/h3]

  • Rakoan Berserker: His triple attack has been removed to make him less punishing against heavy card plays.
  • Rapala: Song of confusion reduced to 2 turns down from 3
  • BOSS: Cap-10: Status effect uptime reduced, so it is rarer to end up with both heroes vulnerable or have a permanent aura of weakness.


[h3]Chapter 3[/h3]
  • Bomb Bot: Is now less binary on if you can kill the bomb bot or not
  • Avatar of Mists: Damage has been lowered in general so they are easier to block. The debuff that directly dissolves the players deck now appears later in the fight to allow the player more opportunities draw key cards. Legendary avatar of mists now triggers off 8 cards played instead of 6 cards played.


Heroes


[h3]Sharra[/h3]

Buffs
  • Horse Master spirit increased from 3 to 5.
  • Thousand cuts damage per hit increased from 5 to 6
Nerfs

  • Rally rarity increased to Epic from Rare


[h3]Sorocco[/h3]

Buffs

  • Whirlwind block per enemy increased from 3 to 4.
  • Mystic Egg reduced to 2 cost from 3.


Nerfs

  • Mortars cost increased to 2 from 1.


[h3]Seifer[/h3]

Nerfs

  • Sulfuric Barrier reduced to 7 block and 7 rage from 8 block and 8 rage.
  • Flame Blast damage reduced to 14 damage from 15
  • Brimstone Needle moved to Common from Rare. Damage adjusted to 22-30 from 25-35.
  • Krog's Dinner Rarity increased to Rare from Common.
  • Dragonfire base damage reduced to 5 from 8.


[h2]Gems[/h2]

  • Resonant Moonstone: Removed from the game pending rework
  • Acorn of plenty: removed from the game pending rework
  • Mirrored Moonstone: Moved from Rare to Epic


We will be reintroducing replacement gems in a future patch.

[h2]Other[/h2]

  • Sky Towers now spawn close to player during the “Thyrian Expedition” narrative.
  • Gem drop rate in the "Three Wishes" narrative is now the same as gem stones drop rates for that chapter. (Was previously only Common)
  • Other drop rates for narratives now should meet the above standard (from common to the drop rates of the chapter)
  • Chalice from the Palace: Chances for higher rarity cards increased. Can now choose to skip the draft.


BUG FIXES


The bug fixes in this patch are many. The below is an attempt to list every one.

  • Fixed the infinite loading on start up glitch. If you already have this glitch you will need to delete your progression file to remove the bug. C:|Users||AppData|LocalLow|Abrakam Entertainment SA|Roguebook|Saves|Steam_). Unfortunately, this will delete your progression. We apologize for this. However, we are able recover one for you. For help in this, please email [email protected] or contact Atmaz#0923 on Discord.
  • Cards should no longer randomly be extremely large.
  • Fixed map events sometimes not being triggered when stepping on them
  • Strongman timing fixed so that it gives faeria after your card has resolved (came up with hammer time)
  • Phantom Strike now works properly from within the deck.
  • Fixed shop prices for a few cards that were incorrect.
  • Exotic Pet no longer triggers off of itself when entering play.
  • Blade Barrier now works with Red Diamond.
  • Riposte now checks if the hit came from an attack, rather than just if the heroes took damage.
  • Fixed "Permanent Malaise" hitting the wrong target if there was a swap or retreat.
  • Removed the keyword "Unique" from Luduan.
  • Removed the invisible Combo keyword from the card Reload.
  • Fixed "Insatiable" talent when reloading the game.
  • Boss Reward cards now properly display the spirit of allies.
  • Fixed an issue where it seemed as if players were losing pages at the end of a run. (You should never lose pages)
  • Bottom bar buttons are now disabled to avoid crashes during loading.
  • Tiki Cultist is now correctly labeled as a summon.
  • Hammer Time no longer gets cost discounts from melee or ranged.
  • Fixed a bug where parts of Apex Predator or Palanquin could survive when others died.
  • When a hero is on fire, the status no longer persists on 0 life.
  • You can no longer slot Red Diamond on flex.
  • Fixed Triton Trainer numbers when stacked/
  • "Repulse" no longer Charges when it gains 0 block.
  • Thyrian shield and Red Pendulum no longer buff blocks for 0
  • Changed gem tags so that the 'exhaust on an ally' crash is fixed.
  • Fixed rarity wrapping in tooltips.
  • Fixed lower case b in block french localization.
  • The first draft for the "Chalice from the palace" can no longer give cards for the wrong hero.
  • Fixed a lockup when returning to main menu after having beaten a boss.
  • Screenshot toggle made more consistent
  • Menu button disabled during map reveal animation on a new run to avoid locking up the game.
  • Brush button disabled when going to main menu to avoid locking up the game.
  • Fix treasure outlines when Sharra throws a dagger.
  • Magic Inkcap fixed.
  • Fixed a crash when removing an item from the game.
  • Improved Seifer transition to Rage in certain instances.
  • Seifer no longer can have rage FX in the Shop and Gate. It was scaring Naddim.
  • Various fixes to Exotic Pet regarding charge and retreat cards.
  • Corrected Seifer's Wrath mini card art.
  • Effects when a creature is destroyed no longer disappear prematurely when certain creatures die.
  • Bombot FX fixed.
  • Cap-10’s block was not scaling on legendary bosses epilogue and is now fixed.
  • Fixed the incorrect Rage card being displayed when added to hand while Seifer is at full rage.
  • Fix Seifer allies life value and life in dynamic texts when Seifer is at full rage (mostly for Krog's Dinner).
  • Fixed visuals for pile text in draft panel.
  • New translations added for vault of wisdom.
  • Add reverb on Chapter 3 battles.
  • Blood Crystal now accounts for block.
  • Malus card can no longer be chosen for socket narrative.
  • Implemented Dark Tiles tutorial.
  • Edible now says how much power Krog will get from eating his dinners under power multiplier effects
  • Fixed a shadow gem crash with allies.
  • Queen Magda narrative cannot appear if you have a Magda treasure,
  • Fixed Apex Predator spawning.
  • Enabled "eyes following mouse" on main menu,
  • Berserk's brew now does damage like it says it does rather than attacking. This means that it no longer combos with Flex or Shock and Awe.
  • Aura of Confusion now correctly hits the hero that initiated if they play a retreat card from the front.
  • The displayed power for heroes stays the base value after a power multiplier is applied.
  • Fixed some instances where cards in hand were being hidden behind others.
  • Eye of the Apex now correctly applies Dissolve
  • Gabrian Compass no longer appears with Lantern Faeries.
  • Fixed some weird movements and positioning of cards when playing stackable cards.
  • Fixed stacked cards being cancelled when played too fast.
  • Fix Jagged Jewel infinite with Meteor Shard.
  • Fixed some problems in black loading screen before the battle.
  • Only the first stackable card can be selected now.
  • Fixed the card not appearing in hand when using Shaman's ability.