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Rogue: Genesia News

Patch 1.0.2c

[h2]QoL[/h2]
  • Added a first pausing tutorial, that ask you which tutorial mode would you prefer :
    - Simple notification that a new tutorial is available in encyclopedia
    - Message at the bottom of your screen like it was until now
    - Tutorial prompt would pause the game until you press the "continue" button
    This can be changed in option at any time.
  • Tutorial that haven't been unlocked yet aren't displayed in the tutorial section of encyclopedia
  • Improved Equipment Crafting tutorial text to be less confusing about slots numbers
  • Added tool-tip to back-up loading buttons
  • In Modifier crafting, the modifier are now ordered by rarity, in addition, Modifier that you own the material for are first in the list


[h2]Changes[/h2]
  • Void elemental no longer cast laser attack from more than 15m away
  • Blood transmutation now greatly reduced Final Health
    The reason behind it is that Health transmutation has too much beneficial point without having significant drawback, especially as it is a very strong way to scale damage.
    This change should bring a much greater drawback to this, without reducing the damage it add to the player
    The curve start linearly at low value, and become more and more logarithmic at higher value
    Higher level card make the reduction much softer
    This only affect health from base max health multiplied by max health multiplier, so any other source of final health is not affected by blood transmutation
    (Exact formula is HP^(1/(1+log(HP)/log(9+Level)/(9+Level)))

  • Defense transmutation now reduce Final Defense
    Final Defense loss is now at 98%
    This lead to defense transmutation giving as much power as before, but also reduce defense in a more aggressive way


[h2]Fixes[/h2]
  • Game disabling Damage number by default
  • A-rank Vampire Queen in survivors mode causing error spam and lag after her death
  • Talent description sometime overlapping talent XP text
  • Rifting thunder description value being 10 time higher than the real value
  • Purifying fire description not saying it is a Scorched Plateau esclusive card
  • Lava titan hand no longer count as a boss kill for Blood-Handed

Update 1.0.2

[h2]QoL[/h2]
  • Added Ordering by Level requriement in inventory
  • Reselecting the same ordering mod inverse it.
  • Added a tracker to plushies pledge
  • Added In game patchnote, those can be accessed in the top right
  • Modified how filtering is applied in inventory to make it much easier to use
  • Added different type of ordering to the Inventory
  • Added an option to ignore Unique item from Auto-recycling
  • Added the possibility to directly recycle an item in the reward screen
  • Equipment are now the first in the reward screen list
  • Added a new option that contain the cursor inside the game windows
  • Improved Fuuma shuriken visual


[h2]Balance changes[/h2]
  • Reduced Void elemental damage scaling (from +75K per stage to +35K)
  • Slightly increase A-rank, B-rank and C-rank difficulty
    There has been a major feedback about mid/late run difficulty being too simple, especially starting on C-rank, this aim to make the game slighly more challenging
    Overall slightly increase most enemies health, especially in later zone
    Vampire Queen and Void Primordial are unchanged In A rank (as I believe they are already difficulty enough)


[h2]Changes[/h2]
  • You Cannot swap equipment during a run in Hero mode
  • Increased Fuuma shuriken size
  • Unstable core no longer apply charge on anachronistic Dash Charge consumed
  • The equipment are saved in the save file.
    This change only affect profile in Hero mode, Normal/casual mode are unaffected by it.


[h2]Fixes[/h2]
  • Antique Moon causing error in French localization
  • Bonus drop-chance to modifier you haven't learned, wasn't applied
  • Knight pendant not properly removing it affect between games
  • Rooted and Rooted cubed not being properly applied (still used the previous formula)
  • Thunderstaff not properly applying crit nor having the crit tag
  • Jaald Amulet not dealing crit damages
  • Brawl dealing damage during anachronistic even without Synchronous Brawl

1.0.1c

[h2]Changes[/h2]
  • Void Elemental's laser tickrate greatly reduced
    10/sec to 2/sec, basically dividing damage inflicted by 5
  • Increased Void Primordial hitbox to be touchable by summons
  • Biome Card are now unlocked when you unlock he related biome
  • Changed color or SSS Tier equipment, and added color varity from SSS to ZZZ tier equipment
  • Mushroom jelly damage are no longer lethal
    Reduced the time the damage are taken over to compensate, from 10sec to 6 sec
  • Player no longer take any damage in end of stage phases


[h2]Fixes[/h2]
  • Selection being trapped by text field
  • Some option missing translation keys
  • S-tier refund button actually refunding F-tier soulshop instead
  • Candelabra from manor having the wrong texture loaded
  • Soul Capacity effect being increased by 50% per level instead of 5% per level
  • Cold Touch description missing "Only appears in Boreal Pinewoods"

Rog Knight Plushies

[h2]Hello.[/h2]

Last week I have been contacted by Makeship to create a plushie themed on Rogue: Genesia.
While I initially was sceptical (I received a mountain of obvious spam in my mail about X or Y since the 1.0 release), after a bit of research, I've found out that they are legit, and that they even made some plushies for a very well-known boomer shooter that starts with ultra, and ends with kill.
[h3]They proposed to make a plushie for Rogue: Genesia.[/h3]

Their process is quite interesting and totally adapted to an indie/solo dev like me.
They first create a pledging campaign, where people can pledge $30 + tax/shipping (only $2 are deducted at this point) to buy a plush.
If 200 or more people pledge, then the campaign is a success (otherwise, every person who pledged gets reimbursed the $2 they initially had deducted).

Once the campaign is a success, there will be a 90 to 180-day phase with their design where I'll give multiple feedbacks to finalize the design.
After this, the plushies will be available for sale on their website for 21 days.

I quickly realized this could be a super cool way to have a cute plushie of Rog
(I ran a survey on the game Discord to know which character players would prefer as a plushie first, but Rog won by a landslide)



Following that, I couldn't stop myself from making a small concept art of what a plushie of Rog would look like, trying to base myself on their existing plushies.



[h2]The pledging campaign is available at this link if you are interested:[/h2]

https://www.makeship.com/petitions/rog-knight-plush

[Experimental] Patch 1.0.1c

A new beta branch has been added, called "Experimental" this will be used to post patch of the game about 12h to 24h before it reach stable branch to avoid additional game breaking patch.





in the close future, a In-game patch note system will be added to make patch note reading for user easier

Here is the patch note for last update

[h2]Changes[/h2]
  • Void Elemental's laser tick rate greatly reduced
    10/sec to 2/sec, basically dividing damage inflicted by 5
  • Increased Void Primordial hitbox to be touchable by summons
  • Biome Card are now unlocked when you unlock he related biome
  • Changed colour of SSS Tier equipment, and added colour variety from SSS to ZZZ tier equipment
  • Mushroom jelly damage are no longer lethal
    Reduced the time the damage are taken over to compensate, from 10sec to 6 sec
  • Player no longer take any damage in end of stage phases


[h2]Fixes[/h2]
  • Selection being trapped by text field
  • Some option missing translation keys
  • S-tier refund button actually refunding F-tier soul shop instead
  • Candelabra from manor having the wrong texture loaded
  • Soul Capacity effect being increased by 50% per level instead of 5% per level
  • Cold Touch description missing "Only appears in Boreal Pinewoods"