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0.2.5 Beta Delay

Hi!

In last weeks blog post about the 0.2.5 update I mentioned that you can expect the first beta update at the end of the week.

I ran into some code that needed some major refactoring and thus didn't make as much progress this week as I thought I would. Accounting for more instances of this happening, it will take me a few more weeks! (I am aiming for 1 week, but give me 2 and expect 3.)

Cheers and thanks for all the positive feedback on the blog post,
RubyDev

What's next?

Hello fellow Tiny Rogues!

It's been a while since we've caught up with each other.

As a reminder, you can follow me on X or join the Discord to be always up to date on Tiny Rogues news.

I literally just want to take a minute to tell you a little bit about the upcoming 0.2.5 update.
It will be called the "Cleanup Update" and will focus harshly on reducing superfluous complexity and improving presentation of existing complexity.
I have been posting some example previews on X but here you can see them again:



[h2]Improved Status Effect Descriptions[/h2]
Before:

After:



[h2]Embedded Consumable Descriptions[/h2]
Before:

After:



[h2]Simplifying Descriptions and Mechanics[/h2]
Before:

After:

All the trigger effects will be changed and thus also phrased in a way to easier understand them at a glance.
I am also getting rid of a lot of superfluous keywords in this patch such as "Primary Attack", "Secondary Attack", "Body", "Non-Triggered", ...



[h2]I know I've just reworked Lucky Hits last patch but,...[/h2]
... in an attempt to give Lucky- and Cursed Hits more of a distinct and easy to understand purpose, I have decided to rework them again.





[h2]New Stat Phrasings[/h2]
E.g.:
  • Instead of saying "100% increased damage" the game will now say "+100% damage", which is a lot shorter and easier to read.
  • Instead of "100% more damage" the game will now say "x2.00 damage", signalizing the nature of a true multiplier to your stats.
    (I know this won't be an intuitive thing to understand but I hope an ingame guide or tooltip can explain the difference in more detail to those who care about figuring out the exact math of their damage calculations.)




[h2]Cinder[/h2]
Apart from cleaning up, I am also looking into reworking some Cinder modifiers and adding additional new ones. (Cinder 20 Hype!?) I recently have done a livestream discussing all Cinder modifiers with the community and brainstorming potential changes and new ones. I plan to do more discussion streams in the future! (Twitch)

I've also recently completed a fresh full playthrough and I feel a lot more in touch with changes the game will need. Part of the cleanup will also be streamlining and improving underused or too complex effects. I especially think a lot of weapons have odd, useless or superfluous effects. I want the game to retain a certain level of depth but I also want you (the player) to jump through less hoops to make certain mechanics or builds work.

Again, I did some playtesting streams and plan to do more in the future. If you want you can follow me on Twitch!



[h2]Buuuuuuuut...[/h2]
The update will offer no new levels or bosses. (Such as the abyss, uber bosses, ...)
None the less I am super hyped for it. It is a much needed update and will improve the game by a lot!
I am sure you will enjoy it too!



[h2]When will it come?[/h2]
Since the stressful 0.2.0 update I am kind of allergic to deadlines but I hope to release this update in 2 to 3 weeks from now.



[h2]Can we help testing?[/h2]
Beta updates will also resume, with the first one most likely dropping near the end of next week.



That's about it for now.

Cheers,
RubyDev

PS: I also have another BIG new feature in the works this patch. Stay tuned for a developer livestream in which we'll check out the first iteration of it together.



0.2.4 Hotfix 1

  • The "Seamlessly toggle between mouse and gamepad" option now is OFF by default. (This was responsible for showing the mouse cursor for everybody.)
  • Cursed Shrine reward text had a large width which could lead to an overlap of the reward texts. Added a line break to fix this.

0.2.4 Patch Notes

You might have to restart Steam completely to get the patch immediately.

Hello fellow Tiny Rogues!

It's me, RubyDev! I am back in full force! Over the last few weeks I cooked up this tiny but nifty update for you all. Expect a few more ones like these before I vanish to prepare the big fish that we all call Tiny Rogues: Into The Abyss. While I won't announce anything concrete at this point, the rough plan is to get Into The Abyss ready for release at the end of summer 2024.

Watch out for a soon upcoming post about what the future of Tiny Rogues entails.

0.2.4 Patch Highlights


New Shrines
Shrines now grant a permanent stat bonus!


New Doppelganger Ability
Doppelganger is now super flexible and can change their passive ability in every spawn room.


Spellbook Changes
All spellbook weapons now spawn totems (little turrets) which will do the targeting for you.
[previewyoutube][/previewyoutube]

Cursed Rewards
Cursed rewards are now always upgraded by a tier to entice you into risking the curse. Also, Red Dice now cleanse the door from curse. Neat!


Legendary Equipment
A few legendary equipment items felt very bland and thus new unique effects were added to them.


Patch Notes


[h3]New Features[/h3]
  • NEW Added 3 achievements (and reworked one old achievement "Where is my Mind?")
  • Shrines have been reworked. They allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices.
  • Blood Altars have been reworked. For sacrificing 1 heart or soul heart, they allow you to get an equipment item. You get to pick the base type the item will be.
  • NEW Cursed Shrines return from their slumber. For +1 Curse they allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices.


[h3]New Options and QoL Features[/h3]
  • Evade refresh cooldown is now displayed in the bottom right corner.
  • Added new option that allows more seamlessly toggling between mouse gameplay and gamepad gameplay. It removes the notification, it reduces the timespan it takes to switch and it makes the mouse cursor permanently visible. I only know very few people who play the game switching back and forth between mouse and gamepad, but for those of you who do, I hope this improves your experience.
  • You can now cancel out of Obsidian Dice and Trait Tomes.
  • You can now eat many consumables directly from the floor.




[h3]Major General Changes[/h3]
  • World 1 Floor 1 (Pit) and World 1 Floor 6 (Reef) have new original music tracks made by the beloved and talented MiguelAngell960. I also added new options to the audio settings in which you can go back to the classic tracks if you prefer those.
  • When a reward (door) is cursed, it now always upgrades the tier of the reward.
  • Red Dice now remove curse from cursed rewards (doors).
  • Cursed Hits and Lucky Hits aren't mutually exclusive anymore and can now happen both at the same time.
  • Cursed Hits: Now roll damage twice and take the lower roll, instead of requiring succeeding critical hit rolls twice for critical hit outcome.
  • Lucky Hits: Now roll damage twice and take the higher roll, instead of rolling twice for a successful critical hit outcome.
  • Minimum damage roll stats can now exceed 100%. If it exceeds 100%, that value becomes the new top end damage and the normal top end damage becomes the new low end damage. E.g.: At 130% minimum damage roll, your damage now rolls between "top end" and "top end extrapolated to 130%".
  • Fear debuff now grants 100% minimum damage taken roll, previously 50%.
  • Horror debuff now grants 200% minimum damage taken roll, previously 75%.
  • NEW sound ailment: Echo. Similar to effects like Judgement, Doom and Frostbite, upon reaching 2 stacks, this ailment consumes the stacks to deal damage. The damage of Echo also counts as repeat damage.


[h3]Minor General Changes[/h3]
  • Base aura size increased by 0.5 units. (Now 6 units, previously 5.5 units, before first nerf 6.5 units.)
  • The tooltip which describes what impact gloves have on your unarmed attacks now only shows up when you are unarmed.
  • The diminishing returns of Power have been slightly lessened.
  • Effects that recover stamina now indicate that with a sound effect and a little text popup.
  • The event room that grants Excalibur now requires to succeed a minigame, instead of an alignment check.


[h3]Class Changes[/h3]
  • Doppelganger: Got a completely new ability. In each spawn room they can now pick a form to transform to. At the moment you can unlock up to 16 forms of the basic roster of classes. More might follow in the future. Doppelganger's base stats also have been buffed, now starting with 2 hearts like all the other classes and now also starting with 2 dexterity, 2 strength and 2 intelligence instead of 1, 1 and 1.
  • Monk: Now only consumes Ki-Charges if you hit an enemy with a primary attack shortly after dashing. Previously consumed them on dash. Now also recovers all your stamina points when consuming your Ki-Charges.
  • Deprived: Has a new ability: "Gain 10% increased stats from strength, dexterity and intelligence per curse on you.". Previously made it so cursed rewards (doors) upgrade whenever possible, but that feature has been faded into the main game.
  • Hero: Now gains +1 luck at level 2, 4 and 6. Previously gained +1 luck per good alignment point you had.
    RUBYDEV NOTE: I came to the conclusion it is weird that the first class a new player plays throws the alignment mechanic at them. Especially because alignment really only gets relevant in maybe 10 hours from that point. New hero is a bit weaker but also more straight forward. But don't worry I have a plan for the future to give back some power to the Hero.
  • Warrior: Ability has been reverted to what it was before the 0.2.0 update. It now grants 10% increased attack speed per heart container you have. Previously it granted 10% more attack speed per weapon upgrade level.
    RUBYDEV NOTE: When 0.2.0 came out, players didn't have a lot of ways to invest into heart containers, so the old ability was kind of useless. The 0.2.1 patch reintroduced a lot of ways to get hearts though. I reverted the ability because I think we all liked it better. It definitely makes warrior a lot stronger in the early game.
  • Soldier: The ability now works with all 2-handed weapons, instead of all melee weapons.
  • Bard: The old ability has been scrapped completely. New ability is that bard now scales repeat damage twice with the intelligence and dexterity scaling of their weapon. This synergizes with the new sound ailment Echo, which counts as repeat damage. Again: Bard will get back some of the fun and flexibility of the old ability in a future patch.


[h3]Equipment Changes[/h3]
  • NEW accessory: Lilith's Legacy
  • White Robe: Now doubles the effect of shrine blessings. Previously made shrine effects permanent.
  • Chance Ring: Attunement requirement increased from 4 to 5.
  • Elven Boots: Attunement increased from 2 to 3. Now grant 20% increased movement speed while not having taken damage for at least 5 rooms. Previously granted 20% increased movement speed while having a shrine effect.
  • Elven Gloves: Attunement increased from 2 to 3. Now grant 20% increased attack speed while not having taken damage for at least 5 rooms. Previously granted 20% increased attack speed while having a shrine effect.
  • Elven Set Bonus: Now makes Evades refresh after completing 1 combat encounter without taking damage or evading instead of 5. Previously made a guaranteed shrine appear on the start of each floor.
  • Hero Cape: Now grants 10% increased damage per point of luck you have, up to 30%.
  • Turtle Armor: Now +10 equip load heavier.
  • Hand of Blood: Has new effect: Now makes %-modifiers to attack speed also affect bleed tick rate.
  • Hand of Poison: (formerly Acid) Has new effect: Now makes %-modifiers to attack speed also affect poison tick rate.
  • Hidden Blades: DMG reduced by 15% and projectile speed reduced (and thus range) reduced slightly.
  • Cobalt Shield: Now 10 equip load lighter and rare, previously epic.
  • Dragonscale Shield: Effect fixed, didn't work before. Now grants melee damage, previously melee boss damage.
  • Flame Shield: Threshold for "nearby" increased, from 5 units to 10 units. Also 10 equip load lighter.
  • Gladiator Shield: Now only 1 block, but added -1 to global tally threshold. Also 10 equip load lighter.
  • Spiked Shield: DMG bonus reduced from 75 to 125 to 50 to 115.
  • Balrog Heart: Now only grants 3 hearts but now also grants 20% increased burn damage per heart container.
  • Demon Shell: Now +10 equip load heavier. Now only grants 2 armor but now also grants 5 to 50 dark damage per armor you have.
  • Illusionary Cloak: Added a new effect which makes it so Evades count towards total amount of Soul Hearts for the purpose of effects that scale with amount of Soul Hearts.
  • Mithril Coat: Now only grants 1 armor, but now has additional effect which refreshes your Death Defies every room.




[h3]Weapon Changes[/h3]
  • Weapon damage scaling has been widened a bit. (Check screenshots below for a before and after.) All weapons with an E scaling as their highest scaling have been compensated with 5% to 10% more base weapon damage. All weapons with an A scaling as their highest scaling have had their base damage reduced by roughly 10%. All weapons with a S scaling as their highest scaling have had their base damage reduced by roughly 25%. It's now a bit more important to scale weapons correctly and weapon scaling tiers matter a bit more.
  • Additionally there is a new scaling soft cap. At 10 + Level * 5 points of investment in one attribute, every point beyond that will only increase damage by half of what it did before the threshold.
  • Spellbooks: All Spellbook weapons now summon totems instead of attacking themselves. Similar to how the Volcanic Codex worked already. Base damage, scaling and attack speed values have been adjusted for this change.
    • Arcane Torrent Tome: Now summons totems.
    • Banshee Tome: Now summons totems.
    • Bombardment Tome: Now summons totems.
    • Consecration Tome: Now summons totems.
    • Ex Mortis: Now summons totems.
    • Fiend Commander Codex: Now summons totems.
    • Firebomb Codex: Now summons totems.
    • Icicle Tome: Now summons totems.
    • Knife Summon Tome: (previously Blade Summon Tome) Now summons totems.
    • Shadow Grasp Tome: Now summons totems.
    • Spider Summon Tome: Now summons totems.
    • Volcanic Codex: Improved attack range.
  • All attacks from weapons that deal sound damage, primarily from instrument weapons, have been nerfed by roughly 40% damage. This might seem a lot but this compensates for the new Echo ailment damage.
  • Elven Bow: Now gains 10% more attack speed per Evade you have. Previously gained 50% more attack speed while having a shrine effect. Doesn't drain mana anymore.
  • Increased the maximum range of all bible and flail spinners by roughly 1 unit. This is usually more than 10% range increase.
  • Unholy Bible: Base damage has been reduced but now spins 3 bibles, up from 2.
  • Matrix Bible: Base damage of spinner has been increased by 15%.
  • Eldritch Bible: Base damage of spinner and tentacle attack has been increased by 15%.
  • Doomerang: Base damage has been increased by 25% and attack speed has been increased from 2 APS to 2.5 APS.
  • Death Sickles: Base damage increased by 10%. Now gain 2.5% critical hit chance per soul you have, up from 1%.
  • Nyan Cannon: Base damage increased by 15%.
  • Candy Scroll: Sugar Rush buff now only stacks up to 5 stacks. Now, instead of granting full stacks on picking up a mana star, gains 1 stack of sugar rush on attack. Base damage increased by 5%.
  • Crimson Staff: Base damage reduced by 20%.
  • Gold Chakrams: Base damage reduced by 10%.
  • SMGs: Base damage increased by 10%.
  • Railgun: Base damage of both primary and secondary attack reduced by 10%.
  • Fractal Glaive: Base damage from main projectile reduced by 30%. The beam width and duration has also been reduced to make it a bit easier on the eyes. (Check bug fixes for a hidden buff to this weapon.)
  • Twin Daggers: New effect: This weapon has double critical hit chance. Previously made lucky hits roll +1 additional time for critical hits.
  • Hunting Knife: Now gains +100% critical hit chance when triggering a mark. Doesn't inflict bleed anymore.
  • Imp Dagger: Critical hit damage per evil increased to 100%, up from 75%.
  • Mail Breaker: Now inflicts all stacks of Armor Break at once.
  • Ninja Dagger: Critical hit damage from dexterity doubled, from 2.5% per to 5% per.
  • Soul Thief Dagger: Now gains +10% critical hit damage per Soul, up from 5%.
  • Twin Karambits: Now grant Swiftness on critical hit, instead of on kill.
  • Cross Glaive: Base damage reduced by 30%.
  • Ivy Scroll: Base damage reduced by 30%.
  • Piranha Gun: Base damage reduced by 15%.
  • Boneforce: Base damage reduced by 15%.
  • Seraphim: Base damage reduced by 10%.
  • Phantasm: Base damage reduced by 10%.
  • Saxophone: New effect: This weapon has double lucky hit chance. Previously guaranteed lucky hits against targets affected by an emotion debuff. (And the effect didn't even work...)


OLD: (% damage bonus per point)

NEW: (% damage bonus per point)

[h3]Trait Changes[/h3]
  • Pocket Magic: Now specifies that it doesn't work with weapons that summon totems.
  • Polarity Shift: (Cyborg Specific Trait) Now works works more similar to the Paw Gloves. Instead of reversing what is a lucky hit to a cursed hit and vice versa, it now makes it so that lucky hits are also cursed hits and vice versa.
  • Tempest Kick: Now happens on the tally of 10 primary melee attacks. Now recovers 1 stamina point instead of triggering your on dash effects.
  • Swagger: Now only triggers you on dash effects on the tally of 10 primary attacks. The guaranteed critical hit is still on the tally of 5 primary attacks.
  • Alacrity: Reworded the description slightly.
  • Hunter's Patience: Hunter's Mark now applies 20 stacks, up from 10.
  • Dominance: Now only grants 2% increased effect of buffs and aura radius per intelligence, down from 2.5%.


[h3]Enemy Changes[/h3]
  • Gorgon enemies now are fully grey.
  • Commander Walrus: Shoots a lot less projectiles in phase 1 and 2. Increased health and armor by 10%.
  • Vermin King: Trash bag mortars explode into less projectiles and the flames released from exploding farts have had their range reduced. Increased health and armor by 10%.


[h3]Cinder Changes[/h3]
  • Cascading Pain: Now makes curse 50% more likely to take effect. Previously increased chance for cursed rewards to appear.


[h3]Meta Perk Changes[/h3]
  • Left To Fate: Now makes curse 20% less likely to downgrade room rewards, previously 25%.
  • Personal Agency: Now makes curse 30% less likely to seal room rewards, previously 50%.


[h3]Fixes[/h3]
  • Fixed that King's Crown and Inspiring Presence trait would not work with each other.
  • Fixed that totems could target invincible, invulnerable and invisible enemies.
  • Fixed that the tooltip showing tipsiness stacks when buying booze in the tavern wasn't correctly updated.
  • Fixed that the "Reset Gamepad Bindings" button in the option menu didn't work.
  • Fixed that the meta perk "Drinking On The Dot" could prevent the other meta perk "Farewell Drink" from spawning the tavern in floor 10.
  • Fixed that tipsiness said "loose" instead of "lose".
  • Fixed that Gloom was bugged. It added +0.25 damage taken from cursed hits, instead of increasing damage taken from cursed hits by 25% per stack. This explains why it felt so lackluster and for that reason it also has been changed to instead grant 10% more damage taken from cursed hits per stack now.
  • Added some missing tooltips to the Star Lantern offhand.
  • Fixed that Inferno Potion had the wrong buff icon.
  • Fixed that effects like the one from Fractal Glaive would not scale correctly with modifiers to tick rate of periodical effects.
  • Fixed that the Fractal Glaive kept shooting for a short duration after having returned to the player.
  • Fixed that the reward description of Blood Altars and Blood Chests would show the incorrect heart icon.
  • Fixed that the Bat Wings helmet was giving +0.1 repeat damage, instead of correctly 100% increased repeat damage.


That's all folks!

Originally posted by RubyDev

And because people frequently reach out to me to ask how they can support me and the game even further, here's my friendly reminder that leaving a positive review is the best way to support any game on Steam.
Don't be shy, you don't have to be a lyrical genius! Steam reviews are really just like and dislike buttons but for games.
- RubyDev

0.2.3 Patch Notes

0.2.3 Patch Notes


Hello fellow Tiny Rogues!
Because it has been about 2 weeks since the last patch I decided to call this patch 0.2.3 even if it is relatively small compared to 0.2.1 and 0.2.2. It doesn't really qualify as a hotfix anymore, does it?

[h2]General Changes and New Stuff[/h2]
  • New option: Reset all options.
  • New option: Reset keyboard bindings.
  • New option: Reset gamepad bindings.
  • You now gain +0.25 base mana regenerated per second per maximum mana above 2.
  • Equipment items from shops and chests (and everywhere else) now spawn already attuned, so you can equip and use the item right away.
  • Character Panel (while still fundamentally buggy in it's implementation) now gives more details on your damage breakdown, stats from mana and damage bonus from mana.
  • Continued the quest to improve descriptions of effects. This time some missing keywords for some effects were added.
  • You can and must now also sacrifice soul hearts.
  • You can't go game over form sacrificing hearts anymore. You can only sacrifice hearts if you have a spare heart or soul heart.
  • Suppression is now a shield icon and is the top-most defensive resource, even above block and evade.


[h2]Class Changes[/h2]
  • Soldier: Ability now works with all melee weapons, previously just 2-handed melee weapons.


[h2]Weapon Changes[/h2]
  • Arcane Shuriken: Now drains 0.1 mana, previously 0.25 mana.
  • Muramasa: Now drains 0.1 mana, previously 0.2 mana.


[h2]Equipment Changes[/h2]
  • Jousting Armor: Now grants 100% increased effect of booze, previously 50%.


[h2]Companion Changes[/h2]
  • Companions that go and hunt targets don't have a leash range limit anymore. (Funnily enough, this might also improve performance. We'll see.)


[h2]Enemy Changes[/h2]
  • Maggot enemies don't have armor anymore.
  • Maggot enemies now hatch automatically after some time.
  • Reduced the health bonus infested enemies get by a lot.
  • Increased health and armor scaling of Soul Automaton Hunters a bit.
  • Missile attacks of Soul Automaton Hunters got the same visibility and audio cue treatment as the missiles of Missile Enchanted in last update.


[h2]Meta Perk Changes[/h2]
  • Spoiled for Choice and Thief in the Shadows now both check if you have taken damage instead of checking if you have been hit. This makes it so you can make use of Suppression, Evade and Block to successfully trigger these effects.
  • Lazy Stroll (EZ Mode) has been nerfed, it now reduces health and armor of enemies on floor 1 by 20% and on floor 2 by 10%, previously it reduced health and armor of enemies on floor 1 by 30%, on floor 2 by 20% and floor 3 by 10%.
  • Both the positive and negative effects of The Glass is Half Full and The Glass is Half Empty have been halved.


[h2]Minor Changes[/h2]
  • Reduced the volume of the "Cellar Locking", "Egg Squelching" and "Armor Break" sounds.
  • You can now spawn Rainbow items with the cheat console.
  • Slightly increased the chance for locked rewards to appear while having the ability to pick locks.


[h2]Fixes[/h2]
  • Fixed that having any amount of % mana refund prevented you from going into mana burnout.
  • Fixed that the HUD showed you having 100 bombs if you got rid of an "infinite bombs" effect somehow.
  • Fixed that Druid and Ninja companion descriptions didn't state the companion name above the description.
  • Fixed that going beyond a scaling of 10 (S Max) returned the default value of +0% damage. Now scaling is correctly clamped between None and S Max.
  • Fixed that the descriptions of status effects like Doom and Judgement assumed that increases and reductions to damage over time affected the damage they dealt.
  • Fixed a major bug with booze effects just reducing the current stacks but not actually reducing the stats gained from booze.
  • Fixed that many weapon enchantment effects were also displayed on weapons you didn't have equipped.
  • Fixed that Tyler's Robe would spawn the rewards 2 units above you, sometimes spawning them even outside of the room.
  • Fixed that Old Hunter Cap wasn't working.
  • Fixed that Hero Sword Evolutions weren't affected by +1 to level charms like the Thunderbird Charm.
  • Fixed a problem with teleporting enemies teleporting outside of the arena and or throwing an error message being "stuck".
  • Fixed that a majority of defensive enchantments that weren't supposed to appear on bosses at all were able to appear on bosses. E.g.: Guardian, Healing, Health Regeneration, ...
  • Fixed a bug where the restart button would not correctly reset some equipment effects. E.g.: Tabi Boots.
  • Fixed a bug where companion projectiles could hit the player and instantly kill you.
  • Fixed that alignment shops were able to spawn with "spiked doors".
  • Fixed that Rabbit Ring only guaranteed 1 lucky hit, instead of 5.
  • Fixed that on start the game only displayed 6 inventory slots in the side bar, even when the Cinder modifier wasn't on.
  • Fixed more instances of effect descriptions talking about "mana star buff effects" instead of using the name "Mana Flux".
  • Fixed that Hero Gauntlets specified the weapon tag making them not increase all body damage. E.g.: Tempest Kick was not affected.
  • Fixed a massive bug with "increased stats granted by ..." sometimes being accounted for and calculated twice.
  • Fixed a bug (technically) where you could never die from sacrificing hearts.
  • Fixed that companions always started at 0% opacity when first entering a run.
  • Fixed that Wooden Cross description stated to only protect once, which wasn't true.
  • Fixed that the Mushroom Cap didn't work with the Poison Aura.
  • Fixed that the Rosary Talisman stated that it doesn't affect cursed hits. (It does.)
  • Fixed that Armor Break could be applied to enemies that don't have armor.
  • Fixed that Automatons could repair themselves during cutscenes.
  • Fixed some awkward line breaks in companion related descriptions.
  • Fixed that the Siege Quiver only worked with bows, not crossbows.
  • Fixed a lot of wrong- and/or missing side-tooltips on many items, weapons and companions.
  • Fixed a performance issue with how the game handled checking if any set bonuses are active.
  • Fixed a performance issue with how the game kept track of dynamic stats.
  • Fixed a performance issue with how the game handled setting opacities for auras, companions and orbitals.
  • Fixed a small performance issue with the game constantly updating the trait selection UI even when the trait selection was hidden.
  • Fixed some additional minor performance issues with companions.


Thanks for playing Tiny Rogues
If you like the game, if you are enjoying the direction it is taking and want to support even further, make sure to leave a positive review. It honestly helps a ton!

Cheers,
RubyDev