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Rogues Don't Cry News

Weekly Update 0.732

Hi everyone,

This week is a regular update with a lot of misc stuff.

[h3]GAMEPLAY[/h3]

  • Spiders now shoot webs that paralyze
  • Nerfed cost of upgrading many town buildings
  • Cost to refresh markets +10%
  • New sound for town gates
  • Flame towers don't damage your town gate anymore
  • New sound effect for shieldwall skill
  • Line amulet now gives the penetrate ability
  • Heroes now have a random starting trait (working now)
  • Hard to hit ability reworked
  • Late game spawns now a little earlier
  • Vision and logistic are now for the Bowman
  • Arena power now climbs slower
  • Summon illusions and tame abilities now have a small bonus from the level of the user


[h3]BUGS & FIXES[/h3]

  • Improved spawnzone visibility
  • Fixed tooltip for summoning skill
  • Fixed targeting issues in town defense battles
  • Fixed units would get stuck in walls
  • Localized all achievements
  • Various UI fixes
  • Fixed bug with achievement kill a leader
  • Fixed problem with speed move with group
  • Fixed exploit with switching weapons
  • Some items now don't appear in inventories as they should
  • Various bugs with player log
  • Fixed guard's name and description

Weekly Update 0.730

Hi everyone,

This week is a regular update with a lot of misc stuff.

[h3]GAMEPLAY[/h3]

  • New hero ability, penetrate. Next attack will go through multiple enemies.
  • New potion, packhunter, a skill that increases damage if units of the same type are nearby
  • Improved mounts reach bonus
  • Brutes now have more ammo
  • Flame faces now have bigger fire radius
  • 2 handed swords now have cleave ability
  • Tweaked late game enemies and treasure spawns
  • New unit, statue. Armored and deadly
  • New ability: Cleave. Transfer damage to nearby enemies.
  • New ability: mandible. Has a chance to pin down enemies.
  • Spiders no longer have paralyzing venom, but do more poison instead
  • Panthers now have vision instead of ambush+ revised stats
  • Giant beast mounts now have a fire breath attack
  • Revised xp reqs, the untainable previous caps are now even more unttainable
  • Late game roaming spawns are more powerful


[h3]BUGS & FIXES[/h3]

  • FIX: Some timed events would not trigger again
  • GFX: New model for panthers +rebalanced stats
  • GFX: Improved mantis model
  • FIX: Various localization issues
  • FIX: optimized some battle functions, now battles are faster
  • FIX: rare bug where temporary summons would remain after battle
  • FIX: various sound issues
  • UI: Improved various tooltips
  • FIX: ability cleave was improved and works better
  • GFX: improved acid bomb model



Update 0.728: Achievements

Hi everyone,

This week I added a ton of new achievements. Plus everything below.

  • GAMEPLAY: boosted animal xp bonus skill
  • GAMEPLAY: added new potions for weapon skills
  • GAMEPLAY: added new potion drops for monsters
  • GAMEPLAY: aggression curse is now even more dangerous
  • GAMEPLAY: travelspeed curse is now -75%
  • GAMEPLAY: rebalanced 2 handed war axes
  • GAMEPLAY: removed trained archers from duels
  • GAMEPLAY: battle waves increased minimum power to 60
  • GAMEPLAY: revised composite and war bows
  • GAMEPLAY: improved the herbalist skill, now stronger
  • GAMEPLAY: dust storm speed increased to 16-18
  • GAMEPLAY: roaming monsters are now melee only
  • GAMEPLAY: improved stats of small shield
  • FIX: bug where monster generators would go past their limits
  • UI: improved arena ui
  • FIX: animal regen skill was giving xp to user
  • UI: improved intimidate and tame description
  • UI: dungeons now indicates when they're cleared
  • UI: added more info for town constructions
  • UI: fixed localization glitches in option menu
  • UI: fixed player log issues
  • UI: improved town UI info for markets
  • UI: fixed some issues with selling items

Update 0.725: Town Defense

Hi everyone,

This month I decided to add town defense in the game. I was telling myself not to do it so close to launch, but hey I just couldn't resist.

Prior to this update, if a wandering mob was chasing you, you could hide in a town and it would leave you alone.

But now, mobs can attack you while you're in a town that you own, and you will start a battle inside of said town. It will have walls, and if you have the corresponding blueprint, you can upgrade the walls to have a gate that blocks enemies. The gate can be opened or closed with a cooldown.

The gate can be upgraded with all sorts of stuff like poison attacks or giant spears, if you find the items which are rare. You can also upgrade it permanently with potions that gives it special abilities.

Also, walls reduce ranged damage when your units are inside them, according to the level of the walls.

In addition, I added the ability to build towers!

Arrow tower: Long range, decent amount of ammo.
Explosive tower: does splash damage, good for groups of enemies.
Flame tower: same, but more focused and powerful.

There are limited spots for towers, but they have unlimited levels. You will need the corresponding blueprints to build/upgrade them.

Finally, you can also build a moat: for now you fill it with mines that do damages to enemies.

Launch date will be announced soon, probably next month, so stay tuned.

The rest:

  • Fixed bug with taunt skill not working properly
  • Fixed bug with kill leader unit rewards
  • Fixed a million bugs with perks + improved UI
  • Tweaked mount travel speed
  • Fixed tooltip for permanent blesses
  • Ancient idols now don't trigger if you don't need them
  • Rebalanced anti projectile armor and armor of faith
  • Lancers no longer uses shields
  • Fixed various glitches with player's log
  • Charge now increases push ability
  • There is now a popup warning you that wages are not being paid
  • Swiftness now applies to mounted units
  • Gold earn bless is now tier 2
  • Added cute animation when you trigger a blessing
  • Fixed bug where you could get a jelly in a random event (jellies are very bad)
  • Fixed glitch with equipping items to backpacks that would not refresh inventory
  • This log is now available in game from the main menu
  • Fixed issues with leaderboard localization
  • Fixed bug with units being forced into battle for no reason
  • Angry/insane units now have their battle panel grayed out to indicate they can't use it
  • Automated exporting builds with all the correct settings with one click
  • Added an email button in the mail menu, use it for feedback
  • Fixed bug where battlefield learning would not display gained xp at end of battle

Roadmap to 1.0

Hi everyone,

Hereby is the roadmap to the full launch of Rogues Don't Cry.




This is a plan, not a promise, everything is subject to change.

The game should be in Early Access for about a year, so the 1.0 version should be out around q4 2025, after that a new roadmap for the post 1.0 updates will be published.

There are 3 main goals of Early Access:

1-polish, balance, improvements

The core mechanics of the game are already implemented, but things need to be tweaked to reach a high level of polish and balance. This requires feedback because there are over a 100 units, skills and items, all interacting with each other.

Also, I hope the community can help me improve the localization.

2- Add the new content

The new heroes and other content/secrets will be added gradually to adjust how it all fits in with the rest of the game, and this will give some time to the community to absorb and discover the new content.

3- Tweak the difficulty

It's hard to set the right difficulty when all the pieces are not totally in place yet, so expect some adjustments during EA. The game will be generally hard, with an accessible beginning but a tough late game and final boss.

If you want to discuss the plan, or if you have questions, you can join the Discord at : https://discord.gg/B9qtzAFKW3 (English only for now)