Its been nearly two weeks since the launch of the Swan Song Update, and were very happy with where things are for Rogue Legacy 2s final content release. True Rogue is now more manageable (albeit still very hard), the new Fabled Weapons have been balanced to fit better with the games other abilities, and other random rough edges have been smoothed out. To wrap things up, were pushing one more minor patch that is focused purely on addressing the remaining bugs. - The Cellar Door Games Team
BUG FIXES
- Fixed bug where House Rules settings were not persisting between True Rogue runs.
- Fixed regression bug where Associative Agnosia was not being removed on Lamp enemies if you had the Nerdy Glasses.
- Fixed bug where Wisps would lose their darkness behind hidden walls if the player had Nerdy Glasses.
- Fixed crash bug if you tried loading a custom language that was not formatted correctly.
- Fixed bug where in some scenarios, the game would fail repeatedly to generate a world from a random seed, resulting in a never-ending loading screen.
- Fixed bug where surfboard music would continue playing on the Main Menu screen if you exited the game while surfing.
- Community: Fixed bug where surfboard music was kicking in too early. You now have to surf for 5.5s before the music kicks in.
- Reduced the music grace period when surfing to prevent the song from resuming too frequently.
- Fixed bug where the tinted background on the Profile Select screen did not fully fit the viewable area size.
- Fixed bug where if you killed a Void Touched Commander while the buff was active, the Void Tell SFX would still play.
- Fixed bug where the Lute explosion was not getting the damage mod icons applied to it when it dealt modded damage.
- Fixed bug where Mjolnir would sometimes stick to doors.
- Fixed bug where holding Immortal Kotetsu and then talking to Keres or Elpis would trigger the ability after the player finished speaking to them.
- Fixed a few minor issues with some randomly-generated rooms.
- Changed system language detection on initial startup to work more consistently.
[ 2023-05-09 21:42:25 CET ] [ Original post ]
Its been a whirlwind of a week with the release of the Swan Song. With True Rogue mode being the quintessential pick-up-and-play experience for RL2, we just love all the feedback we've been receiving from fans that want to make it even better. Based on your suggestions, weve ramped up the difficulty much more evenly so that its a lot more manageable. True Rogue still has a bite, but its fangs arent quite as sharp from the get-go. Weve also addressed all of the bugs introduced with this update, of which we can happily say were not very many.
Also, Twin Commander Estuaries are now a thing. :)
- The Cellar Door Games Team
SPECIAL GAME MODE CHANGES
True Rogue The main goal of these changes is to make the beginning easier so that players can build some momentum for the mid-to-late game. Some folks were getting steamrolled too soon, so this will allow them to gain their footing early and increase their odds of success later. It will also add more variety as many players could not get far enough to see the true diversity this game mode had to offer.
- (New) Healthier Variety. Changed biome spawn generation. You can no longer get the same starting biome 2x in a row.
- (New) Removing Redundancy. Re-added Castle as a viable starting biome. We originally removed this so that players could immediately see what was different about True Rogue, but with the duplicate starting biome check we don't think it's necessary anymore.
- (Community) Stabilizing Estuary Difficulty. First 2 bosses are always Commander Estuaries.
- (Community) New Encounters. The third boss will always be a TWIN COMMANDER Estuary (two Commander Buffs). The Twin Commander replaces one of the Prime Estuaries.
- (Community) Finishing Strong. The fourth boss will always be a Prime Estuary.
- (Buff) More Forgiving. Players are given an additional Soul Steal Rune. This will increase lifesteal from enemy kills from 3 to 4, making the early game easier without really affecting the late game stuff.
ENEMY CHANGES
Commander Irad We had to rehaul Estuary Irad in order for the Twin Commander Buffs to work.
- (New) Can now have the MASSIVE Commander Buff (affects all 3 eyes).
- (Community) Resonant Buff will no longer shoot projectiles on the floor. They will now always appear at the raised platform height.
- Explosive and Void Touched now apply to the left and right eye only, and NOT the bottom one.
CLASS ADDITIONS/CHANGES
Dragon Puppet (Buff) The learning curve for the puppet was steeper than we expected, so we're reducing its drawbacks.
- (Community) Damage taken while equipped reduced from 35% to 20%.
- Mana gain increased from 10 to 15.
- Range increased slightly.
- Mana gain increased from 10 to 15.
- (Community) Base Mana increased from 125 to 150.
- Base Mana reduced from 200 to 150.
HOUSE RULE CHANGES
We want everyone to enjoy what Rogue Legacy 2 has to offer, but with the addition of the Special Modes and their difficulty spike, we inadvertently walled off some more casual players from experiencing this new content. So we've loosened some of the restrictions on House Rules to ensure that everyone can play how they want.
- House Rule for reducing enemy HP can now be lowered from 50% to 25%.
- House Rule for reducing enemy damage now be lowered from 50% to 25%.
BUG FIXES
- The Lamp enemys (and their subsequent variants) glow sprite no longer blinks red when the enemy is hit.
- Fixed bug where enemies that were culled while frozen would maintain their frozen visuals, but would attack and have their gravity disabled once they were unculled.
- Fixed regression bug where Blacksmith was no longer automatically highlighting equipped armor when switching categories.
- Fixed bug where Journal rooms would not be marked as complete when entering them while playing a special mode.
- Fixed bug where Spike traps could deal damage when retracted upon first instantiation.
- Improved Crossbow enemy projectile timeout effect.
- Adjusted Thorn Shield crit glow and Hammer lightning effects.
- Fixed longstanding bug where culling a broken prop would cause a harmless but annoying warning message about running a coroutine on a disabled object.
- Fixed bug where Charon would play his intro dialogue in Thanatophobia/Thanatwophobia.
- Fixed bug where boss Flamer projectiles were sometimes not spawning at the correct location.
- Fixed bug where surfing on water did not reset your dashes.
- Fixed various out-of-bounds bugs when transitioning between biomes, primarily for Dragon Puppet, Surfboard, Crow Storm, and Comet.
- Fixed bug where if you threw Mjolnir, then used Lucent Beam or the Cooking Talent, a second (unusable) Mjolnir would appear in your hands.
- Fixed bug where Dream Challenges were contributing to the number of Scars needed to unlock the Erebus Purified achievement.
[ 2023-05-02 23:12:51 CET ] [ Original post ]
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Happy one-year anniversary! Even though we planned to finish development after version 1.0, and then called it quits again with the release of v1.1, we just cant help ourselves. We are peeking out just long enough to post ONE LAST major content patch for Rogue Legacy 2, and this time we mean it. While we love this game and we love the community that has grown around it, all good things must come to an end.
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IMPORTANT NOTE: Although this may be our last content update, we will continue to provide patches to fix bugs and improve stability when needed, and we are still working hard on getting RL2 in the hands of even more players. We hope to have more information about this in the very near future.
IMPORTANT NOTE 2: The Swan Song Update will only be available on PC/Mac/Linux platforms for the first few weeks to ensure stability. Once the kinks are out, we will follow-up with the release on the Nintendo Switch and the Xbox.
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We wanted to make the most of this last opportunity and packed in a heap of new content, with the major highlight being special game modes that will test even the most stalwart Rogue Legacy players. Were also tying the bow on Fabled Weapons by introducing ones for the remaining Classes that did not have one associated with them. Throw in Dream Challenges, custom seeds and translations, and a bunch of balance and QoL fixes, and baby, youve got a stew going!
While it saddens us to announce this final chapter in Rogue Legacy 2s chronicles, we are excited to see whats next and we hope you are too. Its been an incredible experience, and we are truly grateful to the fans who have been following and supporting us for the last couple of years. Its because of you that our legacy has lasted this long. See you in our next game!
One final adieu,
- The Cellar Door Games Team
PATCH HIGHLIGHTS
- 3 New Ways to Play Fans of the original Rogue Legacy may be familiar with the games hardest achievement, Thanatophobia, which required the game be completed in 15 lives. Well, were bringing it back as an official Special Game Mode, alongside two other modes that truly spice up the experience. Thana-two-phobia takes the original challenge and dials it to 11, with Prime bosses and harder biomes, while True Rogue pits you against the gods of RNG. This mode randomizes your character, drops you in random biomes, and tests how far you can get on a single life.
- Dream A Little Dream Deep within the shadows of an oppressive Kingdom lies the faint light of hopes and dreams. This latest update will be introducing Dreams, unique experiences similar to Scar Challenges that allow you to play out the fantasies of some of the most iconic characters in the game. What those fantasies are you will have to discover on your own. *Unlike Challenges, Dreams do not count towards earning certain achievements.
- Fables For All Were completing the cycle and adding three new Fabled Weapons in this final update. Bring both shock and awe to your foes with Mjolnir, strike fear into their hearts with a hand puppet, or just take on the righteous tides with your surfboard. With the addition of these remaining Fabled Weapons, all Classes in the game now have one tied to them in the Soul Shop.
- Customization is the Spice of Life To wrap things up, we are adding some minor customizations for both new and long-time fans of the PC/Mac/Linux version of the game. The first is the ability to add your own custom localizations. Please note that due to the nature of font generation, the feature is only available for languages in Latin or Cyrillic. Were also adding custom seeds for speed runners, along with ways to validate them.
SPECIAL GAME MODES
Weve added three new Special Game Modes for players who have done everything there is to do but are still hankering for more. They are designed to strain even the most veteran players, so its highly recommended that you beat the game at least once before attempting these challenges. Each mode has special conditions to earn a silver or gold trophy and tracks your best times, so theres always reason to give them another shot.
True Rogue
- For the first Special Game Mode we wanted to see what happened if Rogue Legacy played more like a traditional roguelike. Things go a bit crazy as True Rogue gives players a single attempt to conquer the Kingdom with a random Contrarian Class. Rather than the familiar world, you now start in a random biome, and with each boss beaten you teleport to a new random biome with the option to choose a new Contrarian Class. Not every biome has to be completed though, and they are now smaller while holding more Relic rooms and Curio Shoppes. This keeps the runs short and sweet, and are designed as a single-sitting affair (though you can quit and take a breather at any time). And finally, to keep resources relevant, all gold, Ore, and Aether collected earns you valuable Resolve instead.
Thanatophobia
- Were bringing back an oldie but a goody with Thanatophobia. Originally the hardest achievement in the first Rogue Legacy, in this official game mode you are given only 15 lives to complete the game. Once youre out of lives your save file is deleted. To make things really spicy, you are allowed to play each Class only once, so if your favourite Class perishes, youll have to make due with whomever is left.
Thana-two-phobia
- By our own admission Rogue Legacy 2 is a fair bit easier than RL1, so to keep some of the challenge the original offered were sequelizing Thanatophobia. For Thana-two-phobia the rules are the same, except enemy and boss Burdens are applied, meaning more challenging biomes and much more challenging boss fights. Were not totally masochistic though, so to give players a fighting chance all Fabled Weapons are unlocked.
CLASS ADDITIONS/CHANGES
New Fabled Weapons
- Royal Vikings. Call upon the power of Odin himself and crush your foes with the mighty ancient hammer, Mjolnir. Toss it at unsuspecting victims, fry them with relentless lightning, then call the hammer back and do it all over again.
- Serpentine Shapeshifters. Dont be fooled by the innocent looking hand puppet. Within it resides the spirit of a dragon, and with it the skies are your domain. Destroy your opponents by attacking from all directions, then hold a puppet show detailing your epic exploits afterward.
- Sick Surfers. Surfs up! Take out your gnarly surfboard, build up some speed, and smash the faces of your foes. Not only do these wave breakers pack a punch, but they can glide past some hazards with absolute ease.
Blasting Wand (Redesigned)
While we were big fans of the wand, the learning curve was too steep for one of the starting classes. The weapons been redesigned to make it a little easier to handle, and also play a bit more like an archetypal wand. (Buff) Projectile range of the wand has been increased by about 33%. (Buff) Projectile size has been increased by 50%. (Buff) Projectile now explodes on the first enemy it hits. This will make it easier to push enemies back, giving the Mage space to sling spells. (Buff) Charged Status Effect duration raised from 3 to 5 seconds. (Nerf) Explosion damage down slightly. (Removed) Explosion indicator removed to clean up UI.
Shield (Tweak)
Relics that reset (or break) on hit now reset if the player blocks with the Shield unless the block is a perfect block.
Frying Pan (Buff)
Buffs to make characters who aren't a Chef deal more damage if they get the Frying Pan. (Buff) Charged Status Effect duration raised from 3 to 5 seconds. (Buff) Damage increased from 150% to 165%. (Buff) Mana Regen increased from 15 Mana per hit to 20.
Stew (Buff)
Buffs to the Chef to help better match the new Health changes (explained later the patch notes). (Buff) Healing increased from 200% to 225%. (Buff) Mana Regen raised from 100 to 150.
Crow Storm (Redesign)
Now grants Flight. Range reduced significantly. No longer applies knockback. Damage reduced from 110% to 85%. Now will always fire 2 crows minimum, technically doubling damage on single targets. This damage is unreliable due to its movement arc pattern, making it not as useful against basic enemies but still effective on bosses. Crow Storm now changes its rate of fire when the player has Heavy Stone Bargain, as opposed to triggering a cooldown (like the Pistol).
Bard - Lute (Mega Buff)
We have the technology! Notes now update dynamically based on the INT from Dance Stacks. This means you can keep Spin Kicking your Notes and gaining that sweet sweet damage bonus.
Spin Kick (Buff)
Community: Rewrote Critical Damage calculations for Spin Kicks so that they now behave the same way as every other damage source. This should overall result in Spin Kick Critical Strikes dealing more damage. Spin Kicking while dashing now triggers a Critical Strike.
BIOME CHANGES
Final Boss Relic Rooms
Weve added three Relic rooms right before the final boss, to give your hero one more chance to turn the tides. Three Relic rooms appear before starting the fight with the final boss.
SCAR CHANGES
Dreams
Three new special challenges known as Dreams have been added to Erebus. Unlike regular Scar Challenges, Dreams arent tied to achievements, but theyll still give you a nice burst of additional Soul Stones. All Dreams can be discovered in NG+1 and higher. Boogie Nights: A new Dream has been hidden within the Kingdom. Dragon Flight: A new Dream has been hidden within the Kingdom. Training Daze: A new Dream has been hidden within the Kingdom.
RELIC CHANGES
Mammons Bounty
We only added this because we were able to implement skipping of the Relic animation. A sequence of animations now plays for all the random Relics obtained with Mammon's Bounty.
Lachesis Measure (Redesigned)
This Relic has been problematic for a while due to its scaling off of Max HP. There were multiple ways for players to exploit this, such as stacking Healing Trees or Gnawed bones. It has been redesigned to make it much more consistent, while also buffing INT builds. HP gained per Critical Kill is now based off INT (50% scaling) instead of Max HP.
Transmogrifier (Tweak)
Max cap raised from 5 to 99.
Hermes Boots (Tweak)
A new sparkle effect plays near the players feet if they have this Relic.
Arcane Necklace (Nerf)
While it was fun to let people cast infinite spells with a maxed out Arcane Necklace, it was only meant to be an ultra-late game exploit. With the influx of Relics available in True Rogue mode, this became the de-facto way to beat it, and we didnt want players always chasing this one Relic. Max cap reduced from 4 to 3.
Incandescent Telescope (Tweak)
This used to be a Cursed Relic before we changed its functionality and we forgot to tweak all the proper settings. Whoops! Range is now checked from the player to the point of damage, rather than the midpoint of the enemy. Fixes issues where very large enemies (like the Skeleton Boss) would always trigger the Relic's damage bonus due to their size. (Community) Can now appear as an Antique.
Star Sling (Redesigned)
Making this easier to play with by making it a little more automated. Now casts 2 Star Bolts per Relic. Can no longer be aimed. Instead fires in a pattern that changes as you collect more Star Slings.
Tattered Rope (Rebalance)
Hazard damage would multiply if you had other Relics (like Serrated Handles Bargain). It is now additive, so getting multiple damage stacking effects won't be as large a leap in life destruction. (Community) Increased Hazard damage is now additive rather than multiplicative with other damage increasing Relics. Damage taken increased from 150% to 160%.
SOUL SHOP ADDITIONS
The list keeps on growing Gods of Thunder A new sub-Class can now be unlocked in the Soul Shop. Draconic Puppeteers A new sub-Class can now be unlocked in the Soul Shop. Surfer A new sub-Class can now be unlocked in the Soul Shop. Cosmic Overload (Raised Cap) The cap for certain Soul Shop unlocks has been increased. This is just a little something to help the DEEP NG+ players ( > NG80+).
SPELL CHANGES
Weve gone and rebalanced a ton of Spells to ensure that Focus and INT based builds dont taper off during the end-game.
Windwall (Buff)
Damage increased from 100% to 150%. Now Skill Crits after blocking a projectile.
Freeze Strike (Buff)
Freeze Duration increased from 3 seconds to 5. Boss freeze reduction reduced from 85% to 60% (this coupled with the extended freeze makes it much longer). Damage increased from 150% to 200%. Range increased by ~15%. Now Skill Crits if the enemy is close enough.
Fungal Spread (Buff)
Damage increased from 50% to 60% per spore. Hitbox increased to make it easier to hit far away units. Now Skill Crits if it hits enemies far away.
Spore Burst (Buff)
This is technically a Status Effect, but felt like it belonged here. Explosion now destroys Cursed projectiles and Ice Crystal hazards.
Shield of Thorns (Buff)
Damage increased from 100% to 150%. Now Skill Crits after blocking a projectile.
Shockwave (Buff)
Damage increased from 250% to 275%. Now Skill Crits targets close to the centre.
Blaze Bellows (Buff)
Damage increased from 100% to 120%. Increased knockback.
Flame Barrier (Redesign - Buff)
Redesigned to make it more reliable and to allow for an easier Skill Crit. Flames increased from 6 to 8. Skill Crit trigger delay reduced from 5 seconds to 1.5 seconds. Increased knockback. Damage decreased from 60% INT scaling to 35% INT scaling. This is still a HUGE net damage increase due to the rates the flames hit and the Skill Crit changes.
HEALTH REGEN CHANGES
Pushing to make INT the primary form of Health Regen, while also making the early game slightly easier. Meat HP restoration increased from 200% of INT to 225%. Pizza now restores 225% of INT and 15% of max HP (from 200% INT and 20% of max HP).
Healing Tree
Fixed a longstanding issue where Healing Trees stunk if you didn't have a high INT. Will now always be better than pizza. Now restores 500% of INT and 15% of Max HP if you consume the Nectar (up from 500% of INT and 0% of Max HP).
BIOME BURDEN CHANGES
Kerguelen Plateau Biome Burden Redesign
This was the least popular Burden, so weve wanted to improve it for a while. Burden of Kerguelen's Sorrow is now Burden of Kerguelen's Frost. (Removed) Removed Frozen Nightmares. (New) Added Cold Snaps.
Sun Tower Burden Tweak
Nightmare Lancers come in larger packs. Nightmare Lancers are faster and can track the player better.
COMMANDER CHANGES
Two new Commander Buffs have been added to the game, and one has been redesigned.
Resonant (New)
A new Commander Buff can now appear in the Kingdom after the player finds Echos Boots.
Void Touched (New)
A new Commander Buff can now appear in the Kingdom after the player finds Pallas Void Bell.
Fury (Redesigned)
Originally designed to be strong against attacks that dealt low damage but triggered often. It didnt work well, so now it just turns enemies into hyper aggressive glass cannons. No longer gains stacks of Fury. Enemies are now ALWAYS 50% faster and 60% more aggressive. Removed damage reduction bonuses. Explosive (Tweak) Changed the Explosive Commander Buff progress bar to show their cooldown instead of when they're going to attack.
Commander Estuaries
Estuaries with Commander Buffs can now appear in True Rogue. They use a custom version of Commander Buffs to better match the encounter. Massive (Estuary). Slightly smaller, less damage, and less HP bonus. Blocker. Removed. Shield Banner. Removed. Cursed. Fires 2 projectiles instead of 1, but less frequently. Explosive. Longer delay between explosions. Shredder. Removed. Flamer. Fires 3 projectiles instead of 2 with a wider spray, but less frequently. Vengeful. Invincibility duration increased DRAMATICALLY. Fury. Removed. Resonant. More projectiles, longer delay. Projectiles do not move. Void Touched. Larger projectile, longer delay.
TRAIT CHANGES
Fun-Guy/Fun-Gal
Community: Changed the behaviour so that eating a mushroom and taking damage now cycles you from large to normal to small and vice versa, regardless of whether you start with a Trait that makes you big or small. Community: Trait now retains your character size even after exiting the game.
Perfectionist
Now that Spin Kicking while dashing triggers a Critical Strike, regular Spin Kicks no longer deal damage to enemies if you have this Trait.
Superfluid (Keyboard Only)
Making controls match closer to controller. Community: You now dash in the direction of your movement, not where the mouse is pointing. This limits your motion down to 8 directions, but should make it easier to perform in the heat of the moment.
True Rogue (New)
Available only in True Rogue Mode. Ore and Aether is now converted into gold. After reaching certain gold milestones, you will be rewarded with bonus Resolve. Boss chests reward a bonus Transmogrifier Relic.
HAZARD CHANGES
Nightmares (Nerf)
Making them a little less difficult, which in turn also makes Naamah a touch easier. Wakeup delay increased from 9s to 10s.
Ice Crystals (Nerf)
A little more time to think. Regrowth delay increased from 2.75s to 3s.
Frozen Nightmares
Removed from the game.
EQUIPMENT SET CHANGES
New sets for returning players.
White Wood (New)
A new FOCUS oriented equipment set can now be found.
Black Root (New)
A new DEXTERITY oriented equipment set can now be found.
Kin (QoL)
Minor issue where Kin was giving you 1.5 Retaliation Runes instead of 2 (it was always rounding up though, so nothing has changed).
MODDING CHANGES
Custom Seeds (PC/Mac/Linux Only)
You can now force the world to generate a specific seed by modifying the CustomSeeds.txt file found in the games CustomData/
Custom Languages (PC/Mac/Linux Only)
Along with custom seeds, were giving players a way to add their own localization to Rogue Legacy 2. All thats needed is to place a tab-delineated text file with the .tsv extension in the games CustomData/
MISC. CHANGES
Weapon Curio Shoppe
Now that we have the complete set of Fabled Weapons and basic Weapons, we're removing the odds modifier. Removed the 2x chance for Fabled Weapons to appear in the Curio Shoppe.
Cave Journal Entries (Missing)
Added a Cave journal entry that we forgot to link up. Oops! If youve found all the Cave Journal entries already, this one will automatically be marked as discovered for you.
Other
Added a memorial. Community: The animation that plays when obtaining a special item such as a Relic, Blueprint, new Ability, or Empathy, can now be skipped. Improved performance of the player death tally sequence. Improved a number of cape animations. Community: Main menu no longer constrains mouse cursor. Community: Zoom level of the map in the Pause menu is now preserved until a new map is loaded. Shrunk the size of the trigger box for Boss Chests. Added DualShock 4 and DualSense lightbar support. The gamepad will light up different colors depending on the character's Class and Traits. Added a small gamepad rumble when the Bow or Ballista enter their crit window. Entering a Journal room when all the journals are already read now immediately marks the room as complete rather than requiring the player to read the journal first. Failing a Challenge now restarts the Challenge rather than returning you to the Drift House.
Auto Save Disclaimer
Sometimes its difficult to know when you can take a break from a game without losing progress. This is especially poignant with roguelikes, where quitting can cause you to forfeit an entire run. We want to reassure uncertain players that it is safe to quit at any time in Rogue Legacy 2, and have replaced the old disclaimer with a new one to explain this. (Removed) Best on Controller: A lot of effort was put into making RL2 play as smoothly as possible on a keyboard and mouse, so we thought it was time to sunset the old disclaimer that recommended using a controller. (New) Tea Time: Replaced the old disclaimer with a new one explaining how auto-saving works.
Cutscene Skip++
In the previous update we let folks skip the end-game cutscene. Now they can skip the entire ending sequence in the Pause menu. Community: The entire end-game sequence can be skipped in the Pause menu after defeating the final boss if you already possess Gilgameshs Anchor.
BUG FIXES
Fixed bug where the player would not turn around when moving slowly enough in the opposite direction while flying. Fixed bug where holding Up while attacking with a joystick would sometimes cause the player to turn. Fixed bug where casting any ability that made the player invincible while Cloak of Eventide was active would disable their invincibility. Fixed bug where casting Crow Storm after defeating the final boss would cause crows to fly towards a specific spot in the ground. Fixed bug where casting Crow Storm after defeating Enoch would spoil the surprise. Fixed bug where the Mimic Chests running SFX would keep playing during its death animation. Fixed regression bug where player could occasionally slip through slopes when playing at low FPS. Fixed bug where you could exit the ending closet if you entered the door on the same frame that Maria started speaking. Fixed bug where modifier values on Relics would sometimes show more than 2 decimals. Fixed bug where Star Sling would always fire to the right when triggered via Lucent Beam if no direction was pressed, regardless of the direction you were facing. Fixed bug where the lighting on characters in the Lineage screen would no longer apply properly if you swapped their weapons. Fixed regression bug where the sparkle effect when switching weapons in the Lineage screen was not playing. Fixed various minor issues with some rooms. Fixed bug where the Feathered Cap Relic was triggering every time you activated the Block Talent, regardless of whether you actually blocked something. Fixed bug where dash-canceling some abilities right after they are executed would not apply Feathered Cap's Charged effect (like Immortal Kotetsu and Knockout Punch). Bosses now break out of the Freeze status effect when triggering their mode shifts, addressing an exploit where players with enough Mana (or certain Relics) could continually freeze the boss until it died, causing the mode shift to never execute. Fixed bug where entering a boss room and refreshing your Mana would give you more Mana than intended if you had the Limitless Trait. Fixed a number of text and localization issues. Fixed bug where enemies with full HP would sometimes take one extra hit before dying to hazards. Fixed issue where mouse cursor constraint logic would kick in only after the game was paused at least once. Fixed bug where the icon that appears when damage is dealt was not appearing correctly for Heron's Ring or Raven's Ring if the damage source was a Status Effect like Burn or Poison. Fixed potential bug with line reading in the Localization Manager. Fixed rare potential soft crash when throwing the Spoon. Fixed bug where if the player was knocked upward when casting the Mana Bomb while standing on the ground, they would remain in their idle standing animation state while in the air. Fixed rare bug where if you triggered a Fairy chest on the same frame it dissolved, you could no longer interact with objects like Chests, Teleporters, etc. Fixed bug where Pizza Girl's Synesthesia color trail would not follow her properly when jumping onto the boat at the Docks. Fixed bug where the player's Synesthesia color trail would be visible before they finished teleporting into the Tutorial level when starting a new Thread. Attempted fix of bug where player's Synesthesia color trail would sometimes start incorrectly positioned at the Docks. Added a spotlight to Healing rooms, Relic rooms, and the Curio Shoppe to address issue where the Diva darkness effect was hiding the text. Fixed bug where exiting a Scar while an enemy was being summoned would sometimes cause an enemy in the Castle to become invisible and no longer detect collisions. Fixed bug where killing a Doomvas with the Kotetsu Talent would cause the camera to follow the player at a distance. Fixed bug where if you retired with the Cloak of Eventide active, your character would have red eyes on the Death screen. Fixed bug where tutorial text boxes were not being sorted correctly, resulting in them appearing behind objects like Nightmare auras. Fixed bug where the Barbarian's ground Axe attack would get stuck if you activated House Rules Flight mid-animation. Fixed bug where Will'os were sometimes rendered with a transparent black rectangle. Fixed bug where docking/undocking on Switch while paused resulted in graphical corruption. Fixed bug where Slugs were creating too many slime projectiles, resulting in lag, especially on Switch. Fixed bug where entering certain transition zones while flying (like the stairs from the Docks to the Skill Tree) would cause your character to either ignore non-movement inputs or constantly face left. Fixed bug where the art for one-way platforms was sometimes not being applied correctly in Heirloom rooms. Fixed bug where not all Shotgun pellets were awarding Mana on hit. Fixed bug where collecting Future Successor's Bargain right before Cloak of Eventide triggered would make your player survive the curse. Fixed bug where the Manor was appearing on the wrong layer when visiting the abandoned Docks. Fixed bug where player could take damage in the final boss room after defeating the boss and the door appears. Fixed bug where Gravity Well was sometimes dealing 4 ticks of damage instead of 5. Fixed bug where expert Spear Maidens were so tall they threw their javelins over the player's head. Fixed bug where the dash silhouette effect was getting culled and not playing correctly if your character was just outside the room bounds. Fixed bug where Suave bonus damage was not applying to attacks that spawned additional projectiles like the Enkindled Gauntlets. Chef Class Burn passive now stacks with attacks that naturally cause Burn. Fixed localPosition = {NaN, NaN} soft crash on Status Effect icons when applying a Status Effect to an enemy on the same frame it is killed. Fixed soft crash bug where tunnels inside tunnels were still trying to generate destinations even if their spawn controllers were marked not to spawn them. Fixed bug where Relics that counted downward did not display the correct text colour in the Relic HUD. Fixed bug where the grace period for Breakable Spikes that prevented damage to the player when entering a room was not working correctly if the spikes were being instantiated for the first time. Fixed bug where rapidly hitting left then right when navigating some menu options would cause the indicator to move left twice instead. Critical strike backing art is now always positioned behind the number, regardless of how many bonus damage source icons appear. Fixed bug where the Cannon weapon would immediately swing again if you held the button and something interrupted the attack. Fixed bug where Puritan Trait was not being resolved with Nerdy Glasses. Fixed bug where if the Traitor created Dash Void walls too quickly, it would cause the warning animation and void wall spawn interval to get messed up. Fixed bug where the Traitor would sometimes get stuck in a jumping animation after tele-slicing. Fixed bug where the Traitor dash effects were not facing the correct direction when cast. Fixed bug where Dance stacks were not applying when kicking off of Zyorbs. Changed Dance stack damage mod to no longer apply upon projectile cast, but instead on enemy damage calculation, to fix a variety of edge-case scenarios where stacks would apply or not apply. Fixed bug where Fireball enemies would still drop fireball projectiles while frozen. Fixed bug where the roots in the Parade would sometimes flicker in. Fixed bug where the portrait animation during the Death screen could desync with the Lineage screen depending on the frame rate. Fixed bug where the Aerodynamic visual effect did not persist across room transitions. Fixed culling bug causing certain 1x3 and 3x2 rooms to flicker when entering. Fixed bug where the Snow Torch prop would sometimes float in mid-air. Fixed various bugs where enemies in the Parade were looping their animations incorrectly. Fixed bug where Defentry and Entry Preventry enemies were not animating in the Parade. Fixed bug where chest sparkles were not playing on the correct visual layer. Fixed bug where water/clouds in Scars would still teleport you even if you were dead.
Bye!
[ 2023-04-28 15:03:15 CET ] [ Original post ]
On April 28th Rogue Legacy 2 will officially hit its 1-year launch anniversary, and to celebrate we are releasing one final major update, completely free!
The Swan Song Update is our way of saying 'thank you' to everyone in the community for all the love and support you have shown us not just this past year, but throughout Early Access.
The Swan Song Update Primer
The full patch notes will arrive with the content patch in just a couple days, but we thought we'd give you an early glimpse of what's to come.
Special Modes
One of the biggest additions we've ever added to Rogue Legacy 2 is coming with the introduction of Special Modes - 3 brand new ways to play the game. Some of it will be familiar to fans of the original, with Thanatophobia mode testing your mettle by only allowing 15 lives. But of course, this is Rogue Legacy 2, and that means bringing things up a notch. We're taking the game and twisting it, flipping it around, and tossing in a ton of new features never seen before. In True Rogue mode, you have one life to complete the game. Each run has been designed to be completed in under an hour, but for most people, expect runs to last only a few minutes :D.
This mode is meant for veterans who've completed everything RL2 has to offer. Even if you think you've seen it all, True Rogue holds surprises around every corner.
Say hello to Commander Estuaries. A brand new encounter, exclusive to True Rogue mode.
The Final Set of Fabled Weapons
During Early Access, we never intended to create a Fabled Weapon for every Class. They were difficult to make, and we knew that if we aimed for such a lofty goal from the start, we would have scrapped the feature before it ever took off. Thankfully we fooled ourselves, and the release of this final set of Fabled Weapons completes the collection for all 15 heroes.
And So Much More
We don't want to spoil everything. Heck, with the patch notes coming in at a whopping 4200 words, we couldn't even spoil it all if we tried! We are doing our best to make sure everything we could have wanted is in Rogue Legacy 2, and nothing is left on the table. Thank you once again for all of your support, and we hope to see you on April 28, when the Swan Song Update launches.
Good night and see you soon :)
[ 2023-04-26 19:15:53 CET ] [ Original post ]
Hope you've all had a wonderful 2022, and wishing you all an even better 2023.
Best wishes, and best days
- Cellar Door Games
[ 2022-12-25 19:48:06 CET ] [ Original post ]
Happy holidays everyone!
The Rogue Legacy 2 Winter Holiday event is now live, and everyone has come out to celebrate. Come join in the festivities, as friends and foes alike revel in boisterous merrymaking. The yuletide celebrations will last from December 20th to January 7th, and all you need to do is load up the game to participate, so be sure to check out this wintry event while it lasts.
Thank you all for your support as we officially launched Rogue Legacy 2 this year, and for making the experience an incredible one for us. Now's the time to sit back, relax, and enjoy a soothing hot mug of pizza to the face.
[ 2022-12-20 21:00:25 CET ] [ Original post ]
It's the Steam Awards season, and we're looking for awards!
Any awards!
We already lost our spot to a cat, and we can't lose it again!!! :gocat:
Anyways, these Steam Awards are just for fun, and if you wanted to vote for us, that'd be super fun (for us)! Thanks for reading this post.
[ 2022-11-22 22:00:32 CET ] [ Original post ]
Its been quite a ride with the release of the Fabled Heroes update alongside the Nintendo Switch version. And yet, despite how much we packed into it, it has undoubtedly been our smoothest update so far. Thats not to say the waves have been completely calm, as a few bugs were lurking beneath the waters. Fortunately weve not only fixed all the bugs reported in the last week, but the Mac and Linux versions are ready for prime time! We juuuust missed the launch window for these versions, but at least fans didnt have to wait long. And finally, we want to cap things off with a very big thank you to everyone that has supported us so far through the v1.0 launch to our latest major update! IMPORTANT NOTE: We are aware some Steam Deck users are experiencing intermittent crashes. Regrettably we have not been able to isolate the cause, but we are hoping the native Linux build will help stabilize things. Please note that until the native Linux version is re-verified on the Steam Deck (fingers crossed because weve tested it), only the Proton version will be available to Steam Deck owners. To get around this for now, in the games properties on Steam, navigate to Compatibility, enable the Force the use of a specific Steam Play Compatibility tool checkmark, and choose Steam Linux Runtime from the drop down. IMPORTANT NOTE #2: This patch will only be available on PC for the first few days to ensure stability. Once were certain everything is good, we will push the patch to the console platforms.
WEAPON CHANGES
Crow Storm (Buff + QoL + Bug Fix) A small tweak to make the Crow Storm work better on enemies that constantly chase.
- Crows now apply a small knockback to most enemies.
- Crows now move faster and have a slightly higher turn rate.
PLATFORM CHANGES
- Native versions of Rogue Legacy 2 are now available for Mac and Linux.
MISC CHANGES
- Added some text to clarify that the bonuses from the Totem apply to all Classes.
- Updated Credits.
BUG FIXES
- Fixed bug where damage popups were appearing behind the Interact prompt when attacking Lady Quinn.
- Fixed bug where resetting the Skill Tree via House Rules would lock the Knight Class and miscellaneous starting Equipment/Runes.
- Fixed bug where Relic rooms would sometimes spawn Nerdy Glasses but then switch to a different Relic when you left and re-entered the room.
- Fixed bug where the Cellar Door Games splash sound effect was much quieter than intended if the in-game volume settings were low.
- Fixed bug where a black box would appear next to the player death portrait when playing on OpenGL/Metal.
- Fixed bug where Charon's boat was clipping into the terrain in the Garden scene.
- Fixed bug where the Relics given by Mammon's Bounty could exceed the intended max stacks.
- Fixed bug where the +Max HP text popup would gradually move to the right side of the screen if you repeatedly increased your max health.
- Fixed bug where text popups would not fade out correctly in the Chinese/Korean/Japanese language.
- Fixed bug where certain statues would Z-fight in the Memory Heirloom room.
- Fixed bug where the over-Burden gold bonus was not applying correctly after NG+25.
- Fixed bug where the over-Burden gold bonus was not applying correctly if the Burden requirements had been changed in House Rules.
- Fixed bug where entering a biome with a gold bonus (Pishon, Mundi, Tower) for the first time would sometimes not apply the gold bonus.
- Fixed bug where Crow Storm did not target Blightborn Purson.
- Fixed bug where the pumpkin/gift prop on top of the Drift House would sometimes become invincible.
- Fixed bug where the character models would sometimes appear incorrectly sized in menu screens.
- Fixed bug where local teleporters and secret doors were sometimes rendered incorrectly in the Kerguelen Plateau.
- Increased the zoom speed on the death recap map screen when using a mouse wheel.
- Fixed bug where dashing while firing Lucent Beam would re-enable gravity once the dash was completed.
- Rewrote how Silk Slippers is applied to fix some edge cases where it was not triggering as intended (hitting enemies via Lute note explosion would not award a stack).
- Fixed bug in Death Mark logic to address issues where player would get one less mark with each level of the Burden.
- Fixed bug where dying to the Death Mark would sometimes not display the Black root death text.
- Fixed bug where the Death Mark could go into negative values at the Docks.
- Fixed bug where entering the Castle after losing some Death Marks in the Docks would not reset the Death Mark counter.
- Fixed bug where getting the Transmogrificator Relic as a Pacifist was not properly switching out the player's weapon.
- Fixed bug where the crit damage for Burn and Poison Status Effects were not taking Relic damage mods into account.
- Fixed bug where Poison Status Effect crit damage was dealing too much.
- Fixed bug where the Lute's explosion was not calculating its bonus damage correctly in certain scenarios.
- Fixed bug where Shotgun would sometimes not automatically fire the second shot when playing the game at a really low fps.
- Fixed bug where Shotgun would sometimes instantly reload when playing the game at a really low fps.
- Fixed null ref bug that would sometimes occur when switching Challenges with the Shotgun.
- Fixed bug where dying when the rumble SFX that plays from the flying hands in the Cave biome would cause the SFX to keep playing.
- Fixed bug where Umbrella was triggering some old code if active in the air long enough, causing it to shoot projectiles.
- Fixed bug where Triangulator was not bouncing off trick walls correctly.
- Reduced chance of Triangulator bouncing off a door instead of breaking through it.
- Fixed text bug where the Umbrella weapon would show a LOC ID in the Relic room.
- Fixed bug where the air attack for the Umbrella was applying Spore Burst while standing on an Ivy Platform.
- Fixed bug where the abandoned Docks had Halloween items in it if you entered with the Festive Trait active.
- Fixed bug where you could sometimes hear the player's footsteps SFX loop continuously when using a local teleporter.
- Fixed bug where changing the game's quality settings would override the vsync values until the game was relaunched.
- Fixed some text overrun in Japanese language.
- Fixed bug where a cloud in the Sun Tower is covering the exit pipe of a local teleporter, causing the player to teleport back to their original location after using it.
- Fixed bug where players could still perform abilities in a small time window during a scene transition. This was a problem because some abilities would re-enable player gravity after the ability was completed (like the Umbrella attack), causing gravity to kick in too soon and resulting in the player falling through the ground during a transition.
- Entering the Lineage scene while in the upper area now shows the sky of the upper area in the windows.
[ 2022-11-18 17:10:04 CET ] [ Original post ]
But wait, there's more!
Are you a Rogue Legacy 2 super-fan? Do you love super high quality cute things? Along with new content and new consoles, we're officially launching the MakeShip plushie campaigns for both the stalwart Chef and the infinitely knowledgeable Lady Quinn!
Both plushies start at $27.99 USD, but you get a 10% if you pick up both. These limited-edition plushies only get made if enough people support them, so please spread the word and grab them while you can at the links below. They're really cute!
Chef Plushie: https://www.makeship.com/products/chef-plush-1
Dummy Plushie: https://www.makeship.com/products/dummy-plush
[ 2022-11-09 19:28:51 CET ] [ Original post ]
Surprise! In celebration of the release of Rogue Legacy 2 on the Nintendo Switch, we're rolling out a major content update that includes some absolutely MAMMOTH changes! Along with more Fabled Weapons, Relics, Traits, and Spells, comes a slew of new features and balance tweaks. New House Rules, Biome Burdens, QoL fixes, immense game optimization and more await! It's so large, there's no way we could fit it all in this announcement. If you're interested in seeing all the nitty gritty (plus additional commentary), we have a link to the FULL PATCH NOTES below. https://roguelegacy2.com/patchnotes/v110 **SPECIAL THANKS ** Once again, a big shout out to the Discord Vanguard Team for their help, and also for keeping this update a secret! Thank you!
PATCH HIGHLIGHTS
- Weapons, Spells, and Relics Galore Tons of new Weapons and Spells are coming down the pipe for you to add to your repertoire. From big community requests like the Lich Kings Crow Staff, to more eclectic weapons like a haunted Umbrella, the latest update has a ton of neat new items to show off. Were also making the experience even wilder with new Relics that really take the cake. We hope youre as big a fan of these new additions as we are!
- NG+ and Fixing the Flow Tons of gameplay changes have been made based on community feedback. Weve rehauled the Biome Burdens to give players more control in how they tweak the NG+ experience, while also adding a ton of new choices to really customize each adventure. If you havent stepped into NG+ before, now is a great time, and if youre a vet, theres a whole new set of challenges that await you.
- A Braver, Newer World Weve gone over biome generation to make every area more rewarding and let players creep more power if they invest in full clears.
- More Risk/More Reward Weve also made massive changes to red portals to make the decision-making more dynamic. Their difficulty has been bumped up, but their rewards have significantly increased as well. On top of the well-earned gold chest, clearing these bad boys will now net you a Health tree and a Relic room to boot.
- Play Your Way Even more options have been added to the House Rules, to allow for the most curated experience ever. Were also including the oft-requested option to reset your Skill Tree if you ever feel your money was not well spent.
- Engine Rehaul Considering how important movement is to a players success in Rogue Legacy 2, better performance was always a major goal of ours. Weve finally had the opportunity to strike this off the bucket list, and a single note in the Patch Highlights doesnt do justice to how much work was actually put into improving the experience. No part of the game was left untouched, with many of the fundamental systems completely rebuilt. Of course, this meant potentially breaking much of what wasnt broken before, and while weve done our best to ensure the experience remains unchanged (other than making things run a lot smoother), we suspect a few bugs may have slipped through.
- Even More for the Masses Now that RL2 has been released on the Nintendo Switch, were working on native versions for Mac and Linux (with the help of the incredlble Ethan 'flibitijibibo' Lee) that we hope to have ready soon. And as a sweet cherry on top, the game has been fully translated in Japanese!
[ 2022-11-09 18:01:27 CET ] [ Original post ]
Autumn has arrived, and the dead have re-re-risen! From October 25th until November 1st, prepare to be spooked, as the Kingdom halls become haunted by dreaded masked-knights, bag-maidens, skel-o-lanterns and more. We made all those names up just now!
I like to call this enemy a jack-o-staffern.
A Spooky Peek at Things to Come
We're still hard at work with V1.1, but we thought we'd give you another small sneak peek into what's to come. The changes are big, and we're really happy with how it's coming along. We truly think 1.1 will be the most definitive version of Rogue Legacy 2 to date, with all new sub-classes, spells, relics, and more.
The Lich King will make their triumphant return in 1.1.
Some wild new relics are going to make their debut as well. This is one of my favorite. I love when things get weird. We've been listening to all of your feedback these past few months and been quietly tweaking the game in the shadows. Thank you for all your patience, and we can't wait till we can get it in your hands!
[ 2022-10-25 17:00:54 CET ] [ Original post ]
THE MAKING OF ROGUE LEGACY 2
------------------------------------------------------------------------------------ If you love Rogue Legacy 2 and wanted to learn more about the trials and tribulations we went through making it a reality, check out this fantastic documentary done by our friends at NoClip. It's an in-depth look at not just the technical side of how we make games, but the emotional roller coaster we go through as well. We've been huge fans of NoClip every since their DOOM documentary nearly 5 years ago, and we never dreamed to be a part of one, let alone have a complete video. It was an immensely fun experience, and they did an amazing job crafting a story that shows how difficult game development can be. Check it out below! [previewyoutube=p3aFy8F0aRw;full][/previewyoutube]
EXTRA BEHIND-THE-SCENES STUFF
------------------------------------------------------------------------------------ Watching the NoClip documentary made us all very nostalgic, so we thought it'd be cool to drum up some additional juicy tidbits about the game, including early concept art and game footage.
A very early art test with basic animation stepping and a pretty different looking character model.
Variations of the blacksmith. We knew he was going to be an [spoiler]ancestor of the original Rogue Legacy blacksmith[/spoiler], but we weren't sure if we wanted to show that information visually or through the narrative. The first few designs very closely resemble the original blacksmith, and the other variations get weirder and weirder. I liked H :)
Did you know the first boss we ever made wasn't Lamech, but actually Irad? This scheming eyeball was a great litmus test to see how far we could go with our new mobility mechanics (Void Dashing, Resonance Bouncing, and Cursed projectiles). Once the flow of the boss fight started to feel good, we felt more comfortable with our core mechanics and began fleshing out the rest of the game.
The original design for the Stygian Study. We changed the background from white to purplish-orange for a number of reasons, such as style consistency with other biomes and general readability. Having enemies and projectiles draw clearly against a brightly lit background can be challenging.
Concept art for a Mimic Lantern by Justin Chan. We knew we wanted the Stygian Study to be full of surprises, so we originally requested multiple types of Mimics to inhabit the biome. Chests, paintings, lanterns, the whole shebang. When we actually got around to developing it (about 2 years after this concept art was made) we decided to cut down on this idea, to avoid things being too frustrating for players.
WHAT'S NEXT FOR ROGUE LEGACY 2?
------------------------------------------------------------------------------------ We're still hard at work improving RL2, tweaking the balance, optimizing the engine, and finding new ways to encourage players to keep coming back. Optimization in particular has been a major focus, as we didn't have much time to do it during Early Access. We're happy with how the game runs right now, but there are some big areas where we can make the experience even better. It's also a great learning opportunity to better ourselves for future projects. We hope to be able to talk more about this in the coming months. In the meantime, here's a quick sneak-peek at some of the changes we're implementing based on community feedback.
Anyway, that's all for now. This won't be available for a while, but we just want fans to know we're making RL2 even better every day. We hope you enjoyed getting a glimpse of how we do things, and don't forget to check out NoClip's documentary to learn even more about the method behind the madness! Thank you all for your love and support!
That's it! Nothing to see here! :rl2egg:
[ 2022-09-08 15:51:39 CET ] [ Original post ]
For those sitting on the fence, there's no better time to check out Rogue Legacy 2! We're part of Steam's Midweek Madness Sale at 25% off until August 22, 2022. That's the lowest price it's ever been! On top of that, we're also celebrating by dropping the OG version (RL1) by 80% if you wanted to complete the set. Also, be sure to check out a broadcast of our very own Game Designer absolutely demolishing the game.
[ 2022-08-15 17:13:30 CET ] [ Original post ]
Were back with yet another patch to improve the overall game experience. This update was actually unplanned, as we originally were only going to push out a few hotfixes. As time went on we started addressing some lower priority issues and a few longstanding ones, including the infamous slope bug that could launch enemies and the player into the ionosphere. We now feel the number of fixes justifies packing it up in a full minor patch release. Our apologies to Xbox players who are now two updates behind. This one cropped up so fast that we didnt have time to validate the previous patch, but we promise we will be updating the Xbox version shortly to ensure parity.
CLASS UPDATES
Bard (Big Buff) The Bard is one of our most complex classes to play, but weve doubled down on their eccentricity by really letting players get crazy with their note placements. We've shaved some of the damage out of their kit as a result (since we've been overcompensating in that spot for a while now). Lute (Buff)
- Now destroys Mid-Sized Projectiles. Build yourself a musical fortress, and reign some DANCE down on your foes.
- Lute Explosion damage scaling reduced from 200% INT to 185% INT.
- Crescendo notes (the flowers) now destroy Mid-Sized Projectiles. Chain shooting enemies should no longer be a problem. If one note gets transformed, then all of the following projectiles will be destroyed.
- Now causes knockback to give you more breathing room.
BURDEN CHANGES
Were reducing the difficulty of many of the Biome Burdens to make them more appealing during multi-session playthroughs. Bridge Biome Burden (Nerf):
- Community: Cannon balls are now randomly spread, and fire in sets of 4 instead of 5.
- Community: Fire rate reduced significantly.
- Ice Nightmares "Detection Radius" reduced by 40%.
- Community: Wave Attack fire rate reduced significantly.
- Lancers now always attacks in sets of 2, instead of randomly between 1-2.
- Community: Spawn rate reduced significantly.
- Community: Blades spawn rate reduced significantly.
LEVEL CHANGES
- Community: Moved Irad Primes Memories to be more visible after defeating him.
- Community: Extended Towers top platforms for easier transitions.
BUG FIXES
- Fixed bug where certain status effects (like Combo) were not stacking with the Astromancer's Blackhole.
- Fixed bug where Jumping and Rolling on the same frame would sometimes result in the player not animating when walking.
- Fixed bug where Traitor and Study Prime bosses were awarding the player with the same amount of Gold, Ore, and Aether as their non-Prime versions.
- Fixed bug where exiting a room while a buzzsaw warning was active would result in a red tint on the buzzsaw when returning to the room.
- Fixed bug where entering the Golden Doors was not saving the state of the Castle entrance room (causing a potential gold exploit).
- Fixed bug where the death recap text was incorrectly displaying a LocID when dying to a spike for all languages other than English.
- Fixed bug where persistent projectiles (Axe Spinner) would accumulate Combo stacks twice as fast.
- Fixed regression bug where player's hit tint was not a solid colour.
- Fixed bug where switching rooms that trigger a transition while flying would cause the wings to disappear.
- Fixed bug where hazards that fired projectiles would apply Armor Shred on the player if the Armor Shred Burden was enabled.
- Fixed bug where Incandescent Telescope's attack range would disappear if the player entered a new Thread during a playthrough.
- Fixed potential soft crash when certain Traits were disabled during a cutscene.
- Fixed occasional null ref when exiting the program while in a room with a triple Orbiter hazard.
- Fixed bug where shooting an aimed ability at the same time the player jumped could result in the player's walk animation not running correctly afterward.
- Improved collisions when running into a sloped wall while standing on sloped ground. Enemies (and occasionally the player) should no longer get tossed into the sky in certain circumstances.
- Added a sound effect for purifying cursed Relics.
- Various optimizations on Low quality mode.
- Fixed bug where hitting a Blink while out of its range (via weapon, Soul Tether, etc.) would cause it to teleport while it was still asleep. Now it aggros but does not teleport.
- Fixed bug where giant characters' helmets/hats could poke out of the top of the lineage portraits.
- Fixed bug where Twin Relics in a Lily Relic room were sometimes being lit weirdly.
- Fixed bug where ball-and-chain and windmill hazards were sometimes not displaying Synesthesia color trails.
- Fixed bug where the lock icon above heirs in the Lineage scene would grow or shrink when rerolling if the previously locked heir had Gigantism or Dwarfism.
- Fixed bug where entering a Scar with Super IBS did not take away your Super Fart Talent.
- Fixed bug where casting a Spell while holding the attack button with the Boxing Gloves would result in your attacks no longer critting from Combo.
- Fixed bug where the HUD would not fade out on top of Curse Turrets, Flamethrower Turrets, or regular Castle Turrets.
- Fixed potential crash bug caused by shrinking the game to an incredibly small resolution.
- Fixed bug where Zombie Commanders in Fairy rooms would have their status icons (and effects like Flamer) active before they came out of the ground.
- Fixed visual issue with the dragon model clipping with its teeth.
- Fixed bug where Plonky Void projectiles were considered Large projectiles.
- Fixed visual issue with the tree on the right side of the Rebel's Road scar.
- Wisps and Slugs are now properly tinted when they need to be.
[ 2022-07-19 16:54:21 CET ] [ Original post ]
We hope everyone is having a fantastic summer! After a three-week hiatus the team is back, refreshed and ready to keep making Rogue Legacy 2 the best it can be. Were still shaking off the rust, so this patch focuses more on bug fixes rather than game tweaks. There are some balance changes, but for the most part theyre fairly minor. Weve also got a lot of things cooking on the optimization side, but they wont be available until a later patch. Because of the smaller nature of this update, well forgo the Patch Highlights and just get to the good stuff.
PUZZLE UPDATES
- Irads Puzzle (QoL): This caused too many false bug reports, so we removed the misleading memories and journal entry in the false room to reduce confusion.
CLASS UPDATES
Bard (QoL)
- Community: Properly labelled Bard as Average Health instead of Low Health.
- Striking a Bouncy Spike with Immortal Kotetsu no longer causes the player to ricochet.
ENEMY UPDATES
Were adding a little bit more leeway to give players more time to read the room.
- Increased anti-aggro window for all enemies (the time it takes for an enemy to start attacking once you enter a room).
- Summoned enemies anti-aggro window increased.
BOSS UPDATES
Tubal Changes have been made to Tubals minions to make the battle less reliant on DoT (Damage over Time) abilities, and to encourage players to prioritize taking these enemies out. Many players let the minions sit around during the battle, thinking its a wasted effort since theyll just respawn back, however there are a lot of behind-the-scenes checks to ensure these enemies dont respawn too frequently.
- Community: Tubal minions hits to kill count reduced from 5 to 1.
- Community: Tubal minions Invulnerability Spawn Shield increased from 7 to 11 seconds.
- Traitor's Axe, Teleslice, and Scythe attack now have warning indicators when performed offscreen.
SPELL UPDATES
Flame Bellow
- Community: Flame Bellow can no longer be attack-canceled to prevent rapid attack exploit. Spin Kick cancelling still works though.
RELIC UPDATES
Diogenese Bargain (Buff/QoL)
- Community: Diogeneses max XP bonus cap was including all XP bonuses gained, including the ones from the XP gain in the Skill Tree (Trophy Room), lowering the amount of XP you could get from this Relic more than intended. This has now been fixed.
- Added a new effect while you fly! This effect will trigger for all forms of flight such as Icarus Bargain and House Rules.
TRAIT UPDATES
Bookish and Combative Traits (QoL)
- Community: Icon updated as Magic and Weapon damage are no longer reduced.
- Community: NPCs and Boss doors are now highlighted by the Diva Trait.
- The ending is no longer affected by the Diva Trait.
HAZARD UPDATES
Sawblade Hazards (Nerf/QoL)
- (NEW) Sawblades now have a warning indicator for when theyre going to come back up.
- Sawblades now stay retracted for a slightly longer time.
- Pearl Key platform sequence in the Cave modified to make it slightly easier.
MISC UPDATES
- Using SuperFluid while Dual Button Dash is enabled and Mouse aim movement is disabled now dashes the player in the direction of the shoulder button pressed.
- At the end of the game, if you enter the Manor via the Pizza Girl's shortcut then return to the Title Screen, the game will now load immediately back into the Manor instead of Citadel Agartha to fix an exploit where players could avoid Charon's toll indefinitely.
BUG FIXES
- Fixed CD hit reduction triggering twice per explosion of Astromancers Blackhole. CD should only be reduced on the initial pop.
- Fixed Barbarians Shout being-auto cancelled if the player was aiming a weapon (like the Cannon).
- Fixed a number of SFX issues.
- Fixed bug where IIB Muscle Fiber Trait was not triggering its visual effects (but you were still jumping high) if you performed a coyote jump.
- Fixed bug where FreeLook distance would change depending on whether your character was large or small.
- Fixed bug where killing an enemy while also hitting a bouncy spike with the Immortal Kotetsu would not reset its cooldown.
- Fixed bug where there were still some scenarios where the game would indicate the player gained health with Hero Complex even though they weren't.
- Fixed bug where Pizza Drops were giving too much HP back in certain scenarios.
- Fixed bug where an NPCs speech bubble would display the wrong image in certain scenarios.
- Beating the game with the Diva Trait active no longer boos the player during the end screen.
- Clamping gold given to Charon to fix issue where players could give too much and reach the max value and cycle into the negatives.
- Fixed bug where Zealot's Ring was not applying to the Mage's secondary spell.
- Fixed bug where the incorrect Relic icon was being displayed when the Traitor boss was casting it.
- Fixed bug where the Traitor boss would remove the ManaBurn status effect prematurely if they had the Coeus Shell.
- Marble Masterpiece no longer triggers if the Traitor is dashing while very close to the ground.
- Fixed bug where Knockout Talent visuals were not scaling with the size of the player.
- Fixed bug where the Charged status effect duration was not being affected by Amplification Runes.
- Rewrote how damage is applied to Burn and Poison status effects to fix various bugs where damage mods from Relics and Traits were not applying to them correctly.
- Fixed bug where whenever Unity went up or down when changing gear, the game would display the Trinket's name instead of the material when swapping Trinkets.
- Fixed bug where the Spoon would sometimes bounce incorrectly when the player was small.
- Attempted to fix bug where if you casted Freeze Strike on the Traitor the moment they entered modeshift, the Freeze status effect would also apply and the game would softlock.
- Fixed bug where falling on a breakable black root with the Clumsy Trait would sometimes cause the player to take damage if the frame rate was low.
- Fixed bug where Ore would not fly out of silver chests if you had Dyspraxia.
- Fixed bug where Traits that applied masks like Diva or Puritan would have their effects visible before the Skeleton Boss appeared onscreen.
- Prime version of Skeleton Boss now spawns higher to fix issue where he would appear in a spot that was still visible to the player.
- Fixed bug where Eyeball enemies would sometimes appear in rooms with Knuts, even if the Knut was destroyed.
- Fixed bug where Knuts would sometimes turn into Eyeball enemies when exiting and re-entering a room.
- Fixed bug where Eyeballs would sometimes be visible in an untriggered combat Fairy Room if the room was going to spawn a Knut.
- Fixed bug where an old version of the bed bunk prefab was spawning in Axis Mundi, resulting in them sometimes floating in the sky.
- Fixed bug where the darkness aura in the Caves would sometimes remain active if you exited to menu or died while in the Caves.
- Fixed bug where status effects like Burn from Amaterasu's Sun would not apply to the Gunslinger's shot if it were the last one in the pistol chamber.
- Fixed issue where player could move or attack for a single frame during the final boss intro.
- Fixed regression bug where you could not break out of Astromancers Comet while jumping with Icarus Wings and would instead regain gravity.
- Steam, Epic, and Xbox Live now use the store's list of unlocked achievements to determine when to give the "Rogue's Legacy" achievement, instead of relying on the game's internal tracker (which only tracks achievements per-profile).
- Added the Jukebox achievement safety check to the Xbox version of the game.
- Fixed bug where Flying Shield enemies could not be damaged by Soul Tether/Spore Burst while performing their bouncing attack.
- Fixed bug where Flying Shield enemies could be damaged by Ivy Platform while performing their bouncing attack.
- Fixed bug where Aether/Ore/Souls were not visible on the HUD in the above-ground area after choosing a new heir.
- Fixed bug where you could dash back into the Skill Tree in the above-ground area before the dialogue prompt about going to the next thread appeared.
- Fixed bug where gaining enough Mana to cast a Spell while the Spell is on cooldown from Chronic Fatigue Syndrome would result in the Spell icon in the HUD becoming un-darkened and flashing, even though it cannot be used yet.
- Fixed bug where Zombies that spawned in Fairy Rooms and Arenas would have a limb sticking out of the ground before they were supposed to be visible.
- Fixed bug where a certain 1x1 room with four local teleporters had inconsistent spike collision hitboxes on one side.
- Fixed bug where a certain hidden Fairy Room had a large section of terrain in the middle whose top and bottom looked like edges.
- Fixed bug where a fireplace would sometimes spawn underneath terrain in a certain room, causing a weird glow to appear in front of the wall.
- Fixed bug where the left side of the leftmost piece of terrain in the Niburu Deep room had a visible edge if there was an opening on the left side.
- Fixed bug where the Gear Card descriptions for purified Curse Relics did not display correct reward values if you had more than 1 stack of the Relic.
- Fixed bug where getting sent to the Drift House while in a local teleporter in the Two Lover's scar caused the teleporter hum SFX to continue infinitely.
- Fixed bug where damage popups from status effect ticks would sometimes not display relevant Relic icons. For example, when hitting an enemy with a Weapon that applies Burn, and then using the Zealots Ring to cast a Spell that also applies Burn, the Zealots Ring Relic icon would not appear in the damage popups from burn ticks.
- Fixed bug where the Max HP and Resolve values in the HUD would revert back to their base values the instant you died.
- Fixed bug where the map would not draw the outlines for teleporter rooms you purchased via Pizza Girl if you had the Spelunker trait.
- Fixed bug where if you had the Alchemy Lab Skill, picking up a Mana potion as a Mage with two Spells would still cause the "Ability Ready!" text to appear.
- Fixed bug where completing the Mending Erebus Scar after getting bronze trophies in all other scars would not give you the Erebus Purified achievement.
- Fixed bug where if the Crow's Nest Talent was active, you could not Skill Crit with the Bow or Ballista.
- Fixed bug where you could freeze enemies being KO Punched, causing them to float into the corners of the world (also fixes bug where enemies could be attacked after being KO punched).
- Fixed bugged hitboxes on the second Makeshift Explosives explosion projectile.
- Fixed bug where certain lights would not render correctly on Xbox One.
- Flamer homing projectiles now explode when hitting a doorway instead of exiting the doorway and potentially looping around through another door.
- Rage Tincture now only procs if you are blinking from invincibility (i.e. you've taken damage or you've shield blocked).
[ 2022-06-30 17:40:35 CET ] [ Original post ]
Greetings all! Were back with our second post-v1.0 patch for Rogue Legacy 2. This update focuses on difficulty balancing to help people reach deeper NGs a little faster, as well as quality-of-life changes for improved overall playability. And of course were topping it off with a bunch of bug fixes. It may seem like an eye-popping number of issues resolved, but theyre mostly rare scenarios that inevitably crop up with a game as intricate as RL2. This patch also took a bit longer to release because the team will be taking a hard-earned break after this, and we wanted to make sure everything was as stable as possible before we packed our bags.
RANDOM GAME CRASHES
Unfortunately some players are still experiencing intermittent crashes, and weve been working our hardest to address it. Its a tough bug to splat completely because its looking to be hardware-related, and even worse, the cause is coming from two different places. The good news is we do have some solutions.
- If you are playing on an Xbox Series controller, please update your controllers firmware through the Xbox Accessories app. There is a known issue with the Desktop Windows Manager and the older firmware that will cause an assortment of programs to crash (not just RL2). *A big thank you to the community for pointing us in the right direction on this one.
- The other cause appears to come from incorrectly overclocked GPUs and overheating GPUs. Please try disabling any overclocking options in your GPU driver software, and to help with overheating we have included a new Limit Max FPS option in the Graphics Settings.
- Still randomly crashing? Dont forget we have an OpenGL graphics API to help mitigate this. In order to play the OpenGL version, in the games Launch Options (found in the Properties on Steam and in your Account Settings on Epic under Additional Command Line Arguments), add the following line: -force-glcore32
PATCH HIGHLIGHTS
- Its a Wild World: As you venture deeper into the depths of Rogue Legacy 2, the challenge expectedly creeps up to match. What we didnt want though, was a sudden wall of difficulty that gamers slam into and could not overcome. That appears to be the case for some of the later biomes, so were taking another look at biome difficulty scaling. The Sun Tower is now more forgiving with easier to hit (and harder to get hit by) windmills, reduced platforming struggles, and a sweet gold bonus. The Pishon Dry Lake is also now brighter, and enemies that are dashing towards the player off-screen are highlighted with an icon similar to incoming projectiles (no more cheap shots!).
- More Quality, Better Life: A lot of great suggestions from the community have been made regarding how to improve the overall feel for RL2. And while we cant get everything requested in, we did try to include some major ones, like playing music while paused, mouse-clickable pause menu tabs, more leniency when contact damage is disabled, and right-stick menu movement when shopping.
- The Balancing Act Continues: Weve put all systems through the ringer with this update, and almost nothing has been left untouched. Along with the biome improvements, were tweaking Traits, Economy, Skills, Relics, and more. Its nothing major, but coupled with the quality of life additions were hoping this goes a long way towards better playability in general.
- Wand vs. Gun: While we were happy with the power levels of the Gunslinger and Mage when Rogue Legacy 2 released in version 1.0, we couldnt help but feel we could improve their play rates. Oftentimes players would choose easier classes that dealt similar damage, so weve bumped up their numbers and added more utility to their kits to match their complex playstyles.
BIOME AND ROOM CHANGES
QOL changes to the biomes to help smooth out the difficulty curve. NG+0 Easers NG+0 Easers are special behind-the-scenes modifiers to help make your first run through the game a little easier. More than half the game only becomes available at NG+1-7, so we can reduce difficulty a little bit across the board without breaking game balance.
- Reduced NG+0 Enemy Max HP in Castle to Cave from (95% -> 100%) to (94% -> 96%).
- Reduced NG+0 Enemy Damage in Castle to Cave from (90% -> 95%) to (90% -> 92%).
- Fixed an issue where NG+0 Castle damage mod easer wasnt using the correct value (95% enemy damage reduction instead of 90%).
- Windmill hitboxes updated to make them easier to spin kick and easier to dodge.
- Prime Hazards update: Removed the explosion damage, and fixed an issue where their body hitbox (what you can hit) was not linked properly and was instead using the hazards hitbox instead.
- Reduced platforming difficulty in a few of the rooms.
- Community: Increased the light radius from the Sun Lantern by 6%.
- Increased the light radius without the Sun Lantern by 8%.
- Removed the ceiling spikes on those spike death hall rooms.
- Community: Updated one of the Fairy challenges to remove the timer, and add more explicit rules as to what the player needs to do.
CLASS CHANGES
Mage The Mage is super, super strong. In fact, in terms of raw DPS its #1, and has been for a while. But similar to the Bard, this classs learning curve is misleadingly steep. So weve gone and re-tinkered the Mage to make them more flexible, while also helping direct player towards their appropriate playstyle. Passive (BIG Buff)
- Mana Burn now triggers on weapon attacks AND spin kicks.
- Now applies SpellBreak to enemies struck by the explosion.
- No longer destroys breakable props or platforms the player is standing on when attacking upward. The blade SHOULD still strike inside the player (for people playing with No Contact, or are running a Boxer).
- Skill Crits on last bullet count raised from 8 to 10.
- A second explosion now triggers after a short delay. Both explosions deal damage, destroy projectiles, and generate bonus Mana.
- The first explosion knockback is reduced, while second explosions knockback is increased.
- Projectile clearing window increased from 0.25 seconds to 0.45 (due to the double explosion).
- Magic Damage Scaling increased from 150% to 165% (double hit damage increased from 300% to 330%).
- Still has 2 charges.
- Dash charge time reduced from 0.55s to 0.50s.
- Note Explosions (from spin kicks) will now apply Status Effects like Amaterasus Sun.
ELUSIVE UPDATES (CONTACT DAMAGE)
- Community - Void Beast Byarrrith, Halpharrr and others: No longer deals contact damage while doing their cannon attack.
- Community - Void Beast Byarrrith, Halpharrr and others: Now have a delay to their leap attack (damage only activates after theyre slightly in the air).
- Community Lamech: Gravity Well no longer makes his body count as contact damage.
- Community - Final Boss: During the throw attack, the body no longer triggers contact damage (but the swipe still does).
TRAITS
- Combative (Buff): Health reduction changed from -30% to -25%.
- Bookish (Buff): Health reduction changed from -30% to -25%.
- Diva (Community Buff): Base Gold multiplier raised from 50% to 75%.
- Osteogenesis Imperfecta renamed to One-Hit Wonder.
- OCD renamed to Minimalist.
SKILL TREE
With so many Skills to choose from in the Manor, it can be understandably overwhelming for some players. To help direct players into more optimal purchases, we have added a recommendation tag to the following Skills:
- Mess Hall (VIT 1).
- Fashion Chambers (Equip 1).
- Repurposed Mining Shaft (More gold from Traits).
- Study Hall (INT 1).
- Arsenal (STR 1).
- Foundry (Armor 1).
- Level requirement reduced from 24 to 18.
- Fixed an issue where the math was multiplicative instead of additive.
- Raised INT scaling per level from 2% INT scaling to 4% (raises health gain from meat from 200% INT to 300% INT).
NPCS
Architect (Buff) Making the Architect a little more approachable and a little less greedy.
- Removed the +10% additional fee on first lock.
- He will now only take a maximum fee of 70% of all of the players gold.
RELICS
Heavy Stone Bargain (Buff)
- Community: Now only adds 1 additional Spin Kick stack to Electric Lute instead of 2.
BOSSES
Final Boss
- Community: Added a collision delay to large cross attack to sync spawn animation with hitbox.
- Community: Tweak to Prime version to help reduce false positives of [redacted] Masterpiece.
ECONOMY
Ore and Aether (Buff) More Ore and Aether to play around with. These changes will mostly be felt as you get into NG+1 and beyond.
- Increased base drop rate of Aether from Fairy Chests.
- Increased base drop rate of Ore from Silver and Gold Chests slightly.
- Increased scaling of Aether from Fairy Chests moderately.
- Increased Ore scaling from Chests slightly.
- Increased Ore scaling from Commanders slightly.
ENEMIES
Fast Attack Indicators (QOL) Certain enemy attacks that dash/jump towards the player will now display a warning indicator when performed offscreen.
- Fireballs now display a warning indicator when dashing from offscreen.
- Flying Swords now display a warning indicator when dashing from offscreen.
- Certain Skeletons will now display a warning indicator when jumping.
- Reduced damage across all T1/2/3 variants.
GAME SETTINGS AND UI
Menu
- Community: Added the ability to toggle music when the game is paused in the game settings.
- Community: Implemented Right stick functionality to all shops. Right stick can now move the scroll bar up and down so that you can view entries in the shop without needing to select them.
- Added Limit Max FPS option in the Graphics Settings.
- Community: Fixed issue where the input when selecting a Teleporter felt very laggy.
- Each active Burden now increases your House Rules difficulty rating. Stack that difficulty modifier!
MISC QOL
Tutorial
- The tutorial sequence has been slightly rejiggered to introduce House Rules.
- Additional Death screen hints have been added to the game.
- If a gold modifier exceeds 100%, it will now sparkle.
VISUAL UPDATES
- Improved visibility of ice projectiles.
- Improved visibility on poison bomb spell.
- Adjusted scale of Wisp enemy dash telegraph effect.
- Updated the icons for Paranoid and Exploding Gasket Syndrome Traits to match the colour of the explosive potions in the game.
- Adjusted red text colour on the Architect window for readability.
- Adjusted orange text colour on the Player Card right page for readability.
BUG FIXES
- Fixed an issue where you were getting a special item near the end of the game earlier than you were supposed to.
- Added some missing Dragon Lancer SFX.
- Fixed Sword Knight geometry clipping during swing attack animation.
- Fixed colour trail trait rendering on top of some enemies/characters.
- Fixed Study string light glows not aligned in certain rooms.
- Fixed bug where Incandescent Telescopes Indicator would disappear when entering tunnels, world, or new biome.
- Fixed null ref bug when loading a save file that had Incandescent Telescopes relic.
- Fixed null ref bug that would occasionally come from the ProjectileManager when closing the application.
- Fixed bug where player was able to die in the Rebel room.
- Fixed bug where Pirate cannon balls were not triggering critical damage when hitting a frozen enemy.
- Fixed bug where after reaching past a certain part of the end game, the player could no longer trigger dialogue sequences with Ladon unless they entered a new Thread.
- Fixed bug where Player would lose their armor if they had a fully stacked Coeus shell, and exiting a healing tree room while triggering an auto-save.
- Fixed bug where entering the Castle with Traits that modified your max Health or max Mana would not be visually updated correctly until autosave kicked in.
- Fixed bug where cancelling the Duelist's Saber attack with a roll, followed by cancelling the roll with another Saber attack would sometimes result in the last Saber attack not properly executing.
- Fixed bug where bouncing off Crescendo's roses as a Rock Star would sometimes not give the player the Charged bonus damage.
- Casting any Talent that requires aiming now awards the player with the Duelist's Charged bonus damage only after the ability has been executed, rather than while aiming.
- Fixed bug where entering a new room while pre-charging the Dragon Lancer's attack would disable the charge visual effect.
- Fixed bug where Hypercoagulation was not triggering for any scenarios where the player's Max Health was increased (for ex. Demeter's Trial).
- Fixed bug where player could still switch Pause menu tabs while the Confirm window was visible when exiting or restarting a Scar.
- Fixed bug where the Heart on a player that was Disattuned would disappear if they defied death.
- Tweaked Spoon hitbox to fix issue where it would sometimes bounce against a door rather than break it.
- Fixed issue where Dragon Lancer would sometimes trigger their grounded state multiple times in a row while attacking if vsync was disabled.
- Changed Pirate's Cannon swing attack so that it only triggers House Rules Aim slowdown when aiming, rather than for the entire attack.
- Fixed bug where the ending message that appears after beating the game only shows the fully complete text if you've seen the true ending during that run (true end must be completed one more time for this to properly fix itself).
- Fixed bug where item drops that were forcefully magnetized to the player would briefly stop then start again once hitting the player's magnetize range from Runes.
- Recoded how damage modifiers are applied to persistent projectiles like Hephaestus' Hammer attack to fix a number of issues.
- Fixed bug where you could earn the knockout effect and achievement by spin kicking a boss or dealing retaliation damage after a whiffed knockout attempt.
- Fixed bug where Incandescent telescope indicator was still visible in the Victory screen after beating the game.
- Fixed bug where forcing the controller display type in the graphics settings was not updating the icons in the gamepad config settings.
- Fixed bug where the Pirate ship could get stuck in the corners of Tubal's boss room.
- Added some missing credits.
- Fixed bug where Tubal's one-hit summons could get health back if they had the blood Burden.
- Fixed bug where special rooms in the Tower would sometimes not be marked as complete after being beaten.
- Fixed bug where exiting to main menu while being attacked by Tubal's automatons in the Pishon Dry Lake would keep their SFX playing.
- Fixed bug where attack queuing could cause the Assassin to attack immediately after casting Cloak, causing it to break out sooner than players wanted.
- Fixed bug where attack queuing could cause the Astromancer to attack immediately after casting Comet, causing it to break out sooner than players wanted.
- Fixed bug where casting Knock Out on certain bosses while also triggering their mode shift, could cause the game's Time Scale to get stuck at 0.
- Fixed bug where pressing the unequip button in the Enchantress UI while at 0 equipped runes would not cause the button to jiggle.
- Fixed bug where the pirate ship could get stuck in certain grates, resulting in the player clipping through otherwise impassable geometry.
- Fixed bug where Will'Os and Slugs would make their idle noise in Fairy Rooms that hadn't been activated yet.
- Fixed bug where enemies that previously appeared in Fairy Rooms would have their status icons invisible until you left their room and re-entered.
- Fixed bug where enemies that previously appeared in Fairy Rooms would no longer trigger their Shield Banner, Curse, or Flamer status effects.
- Fixed bug where entering a boss door with the Hero Complex trait would display a healing amount, even though it doesn't heal you (now it displays 0.)
- Fixed bug where getting a potion with the Quenching Rune and the Hero Complex trait would display a text popup saying you restored X health, when you don't actually heal. It now says 0 HP.
- Fixed bug where getting a potion would not display the "Ability Ready!" popup if you had the Skill Tree unlock that refreshes your Talent cooldown when getting a Mana drop.
- Fixed bug where teleslicing while small could sometimes cause the character to go through hidden walls without destroying them.
- Fixed bug where Burn status effect would sometimes tick damage one time too many.
- Fixed bug where Poison status effect would sometimes tick damage one time too few.
- Added new grow/shrink SFX for Nightmares.
- Added landing SFX for Aerodynamic Downstrikes.
- Fixed bug where hidden Fairy Rooms were displaying Fairy map icons while you were in other biomes.
- Fixed bug where if you were dashing and an earth shift platform was returning to its original position, it would not teleport you to its binding stone if it collided with you.
- Fixed bug where if you activated a local teleporter and touched a cloud at the same time, clouds would no longer teleport you to safety after damaging you, allowing you to clip through them.
- Fixed bug where you could interact with local teleporters after touching a cloud while you were invincible, leading to a glitched teleport animation.
- Fixed bug where the "Jack of all Trades" and "Truly Blessed" achievements on Xbox were flipped; meeting the conditions for one would unlock the other.
- Fixed bug where Study terrain was visible on the very right edge of the final binding stone room.
- Fixed bug where you could see outside the bounds of the final boss room during the intro cutscene.
[ 2022-05-18 18:16:49 CET ] [ Original post ]
Over 22,000 concurrent players! We're still reeling from such an incredible response! Your feedback has been amazing, and we're already planning for more improvements based on everything we've heard. Another patch is planned for the near future, but until then, we just wanted to send out a gentle reminder that the 20% discount ends in one day. So if you haven't had a chance to pick up a copy of Rogue Legacy 2 at a great price yet, now's the best time!
[ 2022-05-08 15:15:13 CET ] [ Original post ]
Its been an incredible whirlwind this past week with the launch of Rogue Legacy 2! Thank you to everyone for the huge amount of support and feedback - the love weve received has been absolutely overwhelming. The glowing reviews and the sheer number of people playing has been far greater than we ever imagined! Weve been spending all week watching people enjoy the game, seeing their reactions, and taking notes on where Rogue Legacy 2 could be better. Weve got tweaks to Classes, Relics, and the economy as whole, but the biggest change this patch is to greatly improve user input. Well explain in more detail later on below.
GAME CRASHING FREQUENTLY?
For players that are experiencing intermittent crashing, we have added the OpenGL graphics API to help mitigate this. In order to play the OpenGL version, in the games Launch Options (found in the Properties on Steam and in your Account Settings on Epic under Additional Command Line Arguments), add the following line: -force-glcore32 This is a temporary measure as we continue to seek a more permanent solution. Please note that this fix is only for players experiencing repeated crashes during a run. If you are running into a crash at the launch of the game, or only in very rare scenarios, please send an email to support@cellardoorgames.com and well help you out.
PATCH HIGHLIGHTS
- Fixing Flicks: Weve received a number of reports about players turning direction when the controller joystick snaps back. The deadzone values in the game settings helps mitigate this, but it increases the amount you need to press for all directions, which can cause sluggishness. So weve gone back and implemented a comprehensive anti-joystick flick system to make RL2 even more responsive than before.
- Dragon Lancer Redesign: A lot of players are really enjoying the variety of classes, however one class in particular is being left by the wayside. Weve done a minor redesign to the poor Dragon Lancer to make it more viable and a bit more Dragon Lance-y. Hopefully players that avoided the Dragon Lancer will give it a second shot, while those that already liked the class will like it even more!
- Relic and Traits Buffs: Having so many people playing Rogue Legacy 2 was like getting months of feedback all at once. Through involved discussions on various forums, to watching gamers use them first-hand, weve gone back to the Relic and Traits and made a bunch of tweaks to improve the balance.
- Economy Update: Much like the Relics and Traits, weve paid attention to where people are having trouble with collecting resources. So were taking another stab at where we can make changes so that people dont feel like theyre not progressing. Basically, a bunch of stuff is now cheaper.
- Trading Cards: We apologize for the delay, but Trading Cards are now live on Steam!
TURNING AND THE STICK FLICK PROBLEM
In general, players manage the input on their gamepad joystick in one of two ways, which we call Easing and Flicking. When moving the joystick to neutral, Easers keep their thumb on the stick but loosen the pressure to bring it back. Flickers however, remove their thumb entirely so that the joystick snaps back to its neutral position. The issue with flicking is that when you release the joystick, it doesnt immediately snap back to neutral. Instead, it bounces slightly in the opposite direction before resting at 0. Depending on how loose your joystick has become over time, this snap-back can be extremely high. This is what causes the player to turn, and why increasing the deadzone generally fixes the problem. Deadzones, however, are not a perfect fix, because it means the player must move their joystick further in a direction before input is detected. This can result in a feeling of sluggishness for players who are hypersensitive to input latency. So, after three different attempts, weve implemented a complicated array of checks that ensure flick turning does not occur, even when the deadzone is set to 0. Weve tested extensively (and broke two of our joysticks in the process), and we hope it fixes the issue for players. There might still be edge cases where this happens, so well keep a vigilant eye on this. TL;DR: Interpreting inputs in a game is a nightmare. INPUT CHANGES:
- Implemented a new Flick Stick check into player inputs to prevent players randomly turning.
- Raised the default deadzone from 0.25 -> 0.4. If you were below this value, itll bump you up. You can lower this back down to 0.25 after this patch if you wanted.
- Made Left Stick take priority over Right Stick while aiming (fixes an issue for players not being able to aim if they have a very loose Right Stick).
ECONOMY
Ore Update (Buff)
- Ore scaling increased (speed at which ore drops go up as room level raises).
- Bonus Ore from Gold chests increased from 150% to 200%.
- Bonus Ore from Silver chests increased from 50% to 60%
- Commanders Ore base drop rate and scaling rate increased.
- Base cost and scaling for Tier 1 Armor, Focus and Dexterity skills slightly reduced.
- Base cost and scaling for Tier 2 Armor, Focus and Dexterity skills moderately reduced.
- Base cost and scaling for Tier 3 Armor, Focus and Dexterity skills significantly reduced.
- Base cost and scaling for Tier 3 Strength, Intelligence, Vitality, Equip Weight and Rune Weight significantly reduced.
- Living Safes Gold Safe Converter base cost reduced from 700 to 375. This affects scaling costs as well.
- Living Save Storage base cost reduced from 500 to 375.
- Living Safe Capacity increased from 1250 per level to 1500 per level.
- Labor costs kick-in delay increased from Lvl 18 to lvl 20.
- Base cost lowered from 2000, to 1750. Scaling costs reduced as well.
- Base cost lowered from 1500, to 1400. Scaling costs reduced as well.
CLASS CHANGES
Dragon Lancer (Buff + Minor Remake) Changing the Dragon Lancer so you're doing more Lancing! Tap Attack now acts more as a reposition, forcing enemies back, so that you can do Dash attacks more often. Bastion has been buffed, and is now a "go crazy mode ability". Activate it, block everything, and wail on your foes. (Community) Lance - Blastback (Redesign)
- Blast Back attack exit duration slightly reduced.
- Blast Back damage down from 200% STR to 180% STR.
- Blast Back now knocks enemies further back, and can now knock back heavy enemies (Sword Knights).
- CD timer raised from 5 hits to 6.
- Increased projectile block size from Mid-Sized Projectiles to Large Projectiles.
RELICS
Demeter's Trial (Buff) Finding 2 food/potions is hard enough that people skip this trial. So were reducing this to 1 to ensure people do stupid things.
- Now requires only 1 food to purify.
- Damage increased from +125% to +150%.
- Rarity lowered to common.
- Resolve cost lowered from 35 to 25.
- Damage Taken Modifier reduced from +100% to +75%.
- Now displays an icon when you trigger the damage bonus.
- Damage buff raised from 20% to 25%.
- Now displays an icon when you trigger the damage bonus.
- Pistol Attack Speed reduction reduced.
- A range indicator now appears to show how far you need to be to trigger the damage bonus.
- Now displays an icon when you trigger the damage bonus.
- Now displays an icon when you trigger the damage bonus.
- Now displays an icon when you trigger the damage bonus.
LEVELS
- Fixed soft lock on the bridge where two pieces could connect and make an impossible jump (without access to Double Jump).
- Fixed multiple rooms with minor geo bugs.
TRAITS
Vertigo (REMOVED) We received a bunch of reports of nausea, so it's time to chuck this into the bucket of removed Traits. Plus, while Vertigo was a cool blast from the past, it doesn't really fit the sequel.
- Vertigo REMOVED
- Disarm duration on hit reduced from 3.5s to 2.0s.
- Health reduction reduced from -65% to -50%.
- Mana reduction removed -25% to -0%.
- English text updated to show numbers. Unfortunately, we can't do this for any other language yet, so they will retain their current text.
- HP reduction reduced from -20% to -10%.
ENEMIES
Paintings
- Significantly reduced HP for all tiers (T1/2/3).
THREADS
- Re-sorted Burdens by order of unlock vs categorical.
GRAPHICAL UPDATES
- Added OpenGL graphics API to temporarily address frequent crashing.
- Fixed glow effect on Study string light prop not animating.
- Player Dash Lines effect are now directional and work better with the SuperFluid trait.
- Magma, Water, and Poison projectile trail effects have been adjusted to not scale with projectile velocity as much.
- Giant Buzzsaw effects now go all the way around the saw for cases where the saw is spawned on an elevated platform.
- Improved visibility on Marble Statue Relic landing explosion.
- Boxing Glove attack effects have been visually toned down a little bit and now sort behind enemies and projectiles for improved visibility.
- Improved visibility on Player's poison cloud effects.
- Added a bounce indicator to the Axe Knight's projectile.
- Improved telegraph effects for Eyeball and Fireball enemies.
- Improved visibility on all circular warnings.
MISC. CHANGES + BUG FIXES
- Fixed bug where switching Challenges while the scoreboard was open would result in the Challenge Description showing the previously selected Challenge's information, rather than the current one's.
- Fixed bug where the Scoreboard Toggle text was still visible for Challenges the player had not yet unlocked.
- Added option to skip the Credits.
- Added option to skip the Parade.
- Fixed bug where the player could occasionally slip through walls while in the Crow's Nest if it was both too close to the ground and too close to a wall.
- Fixed bug where the Panic Attack darkness effect would remain visible on the player until they got hit again if you entered a loading screen while the effect was active.
- Fixed bug where entering the Parade trigger from the Above surface area while flying would soft-lock the game.
- Fixed bug where the game was not correctly incrementing the names of your fallen heirs, so that they would always be stuck as the second of their name.
- Fixed bug where the controller vibration was triggering on all controllers connected to the system, rather than just the one you were using.
- Fixed bug where if you triggered Comet while assist-flying, disabling assist-flying would disable Comet as well.
- Fixed null ref bug if you managed to kill the advanced or higher versions of the dummies.
- Fixed null ref bug where the on-hit cooldown AddOnce listener for abilities stayed active even when the ability was destroyed.
- Fixed bug where Panic Attack was still triggering if you perfect blocked.
- Fixed bug where Chronic Fatigue Syndrome was displaying incorrect recharge numbers in the Player HUD for Chef's Stew.
- Fixed bug where Tubal Prime's second mode was not triggering its hazards correctly.
- Fixed backup screen not properly appearing when a save gets corrupted.
- The jukebox now checks for achievements once per time you click "Continue Legacy" / "Start New Legacy" rather than once per game session. This allows players to hop between profiles to get all their achievements.
- Poison now always deals at least 1 damage per tick.
- Fixed bug where in certain scenarios, Gigantism / Dwarfism could make the player bigger (or smaller) than intended, preventing them from passing through certain doorways.
- Fixed crash caused by opening the backup save menu when the Backups folder does not exist.
- Fixed bug where zombie effects get gradually brighter when they're culled and unculled repeatedly.
- Fixed bug where entering a completed Fairy room will still play the zombie underground effects if a zombie was in the room previously.
- Fixed bug where using Lancer Dash / Scythe while flying would let you move outside of the bounds of doors.
- Fixed crash caused by quitting to Main Menu while in Comet form, then re-entering gameplay.
- Fixed bug where entering an Heirloom with Hero Complex would not restore your Mana.
- Fixed bug where entering the final boss door would not heal you if you'd just defeated the previous boss.
- Fixed bug where the Jukebox window was not playing any audio when opened/closed.
[ 2022-05-04 20:06:56 CET ] [ Original post ]
After nearly 2 years in Early Access were finally ready to launch v1.0 of Rogue Legacy 2! And while we say this with every content patch we release, this one is primed to be the biggest one yet. Along with a ton of new content like new bosses, new challenges, and *ahem* the ending, weve significantly rehauled many portions of the game. We wanted to make sure RL2 is the best experience possible before we send it on its way. Like our previous patch notes, well be leaving additional commentary to provide our reasoning for some of the changes. Strap in folks, because some of these explanations will take a while. **SPECIAL THANKS ** Huuuuuge shout out to the Discord Vanguard Team once again for their help. They contributed over a thousand hours of feedback and test reports over these past few months, and we absolutely couldnt have done it without them! Thank you! **IMPORTANT** Due to the sheer number of changes we made for v1.0, there may be some inconsistencies found in the patch notes. Since the Winter Gifts Update there has been an additional 10 internal versions along with a number hotfixes. We did our best to keep track of it all, but some things may have slipped through the cracks. Our apologies in advance for any confusion. - The Cellar Door Games Team This one is huge, and there's no way to fit it all in a post, so be sure to check out the complete list below! https://roguelegacy2.com/patchnotes/v1
[ 2022-04-28 17:23:56 CET ] [ Original post ]
[previewyoutube=4VFRTUxPIwA;full][/previewyoutube] Woooo hooooo! It is with great privilege that we are announcing the complete version of Rogue Legacy 2 is now available for download!!! If that's all you need to know, get out there and starting playing! But for those who want to bask in the moment with us, please read on. It's incredible to think back to when this all started nearly four years ago. To say we were apprehensive going into Early Access would be an enormous understatement. We didn't know what to expect, and to completely expose the game's workings to basically everybody was a very scary idea. Rogue Legacy is more than a game to us. It started as a small idea between two brothers, and grew to something that ultimately changed our lives. What we didn't know was how important Rogue Legacy was to some of you as well. Throughout our entire time in EA, the community has given us far more than just ideas. You discovered critical bugs, balance exploits, and even story plot-holes. You gave us constant encouragement, provided valuable feedback, and kept us on-track if we started to slow down. It's not easy to work on a game for this long, yet you remained alongside us for the entire journey. Now, with Rogue Legacy 2's development finally reaching its end, we genuinely could not be happier with how it turned out. The support we received and the love that's been shown is truly beyond words. All we can say is thank you. - Kenny Lee, Cellar Door Games https://store.steampowered.com/app/1253920/Rogue_Legacy_2/
[ 2022-04-28 16:50:33 CET ] [ Original post ]
Join us as we celebrate the v1.0 launch of Rogue Legacy 2 with a host of different featured Streamers and YouTubers! Throughout the week we will be broadcasting gameplay videos from a wide variety of different Internet personalities, such as CohhCarnage, Wanderbots, and Retromation.
[ 2022-04-27 20:42:13 CET ] [ Original post ]
It's almost here!
With less than 24 hours before the official launch of v1.0 of Rogue Legacy 2, we hope fans both old and new alike are as excited as we are. We know a lot of players have been patiently waiting for the game's exit from Early Access, and to say it's finally coming is a huge milestone. We can't wait for everyone to get their hands on the next chapter of Rogue Legacy's story.
We'll be pushing the button to make it all go live at 10am PDT/ 1pm EDT on April 28, 2022, so be sure to join us for this momentous occasion!
[ 2022-04-27 19:16:42 CET ] [ Original post ]
🎮 Full Controller Support
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Rogue Legacy is back! But now it's got a 2 on the end of it!
Rogue Legacy 2 is a genealogical rogue-LITE. That means it has all the trappings of a typical rogue-like (randomized runs, changing characters, and more), but with persistent upgrades, and persistent dead heirs. In this game, your legacy defines you. Spend your parents’ inheritance and grow the family manor to give your children a better fighting chance. Each child is unique, with their own traits and abilities. Your daughter could be a Ranger. She could also be vegan. It’s a new experience every time. Rogue Legacy 2 also lets you play how you want to. Go hard and fast, and dive deeper into the depths of a randomly-generated world. Or take it slow and steady and build your character up until you’re ready for greater challenges.
Every Adventure is Unique
New monsters, new traps, and new layouts await you every time you enter the Kingdom. This is a world where improvisation, and not memorization is the key to success.Wildly New Classes
No two classes play the same. Hide atop Ivy Canopies as the Ranger, and rain poisoned arrows down onto your foes. Take to the skies as a Dragon Lancer and fly across the skies striking foes at massive speeds. Or sing and dance through your enemies, as the joyous bard, leaving only a trail of bodies behind you. Rogue Legacy 2 supports 15 new classes, with 15 distinct styles of play.Brand New Style
We’re taking a whole new artistic approach to Rogue Legacy 2. The sequel features 2.5D stylings, with 3D characters against hand-drawn backdrops. The art uses heavy shading and all animations are done using stepping techniques to keep the familiar RL look and feel.Revamped Biome Generation
We went all-out with biome generation to make each area in RL2 feel completely new. Each biome adopts different “build strategies” to create completely unique yet-still-randomly-generated regions.True Metroidvania
To really push the metroidvania flair, RL2 introduces heirlooms: special items that permanently give your heroes new abilities that fully reveal the world’s secrets. These are not basic lock-in-key abilities, but powers that fundamentally change how you play. And heirlooms are not simply handed to you. You must prove your worth, provided you can find them.Traits 2.0
Though fun the first time, the traits in RL1 often wore their welcome later in the game. We’ve now added gold modifiers to entice players to take on new challenges. The more debilitating the trait is (in-game), the bigger the reward. This makes choosing your heirs a meaningful decision every time.Relics and Resolve
One of the most exciting new features to Rogue Legacy 2 is the ability to pick up Relics, which are unique items that change how your run is played. Gain stat modifiers, complete special challenges, and even gain brand new abilities as you traverse the kingdom. But be careful, the more Relics you obtain the more your resolve is shaken, and all Relics are lost if your hero perishes.Improved Accessibility
We’ve taken accessibility to the next level with the introduction of House Rules. Toggle contact damage, tweak global damage and health, and even give yourself flight for difficult platform sections. You have complete control over how you want to play the game. We’ve also introduced new mechanics such as Off-shore Banking to give struggling players more ways to succeed.A Rich Narrative
Not only is the lore to the world of Rogue Legacy greatly expanded in the sequel, but it runs deep. New lore awaits you all the multiple NG’s in. Beating the game once is only the beginning. Learn about the inevitable collapse of a once thriving kingdom, and discover the dark secrets of the ones responsible. And connect and build relationships with the characters you meet along the way.New Game+ for Days
Your journey has only begun after beating the final boss in RL2. There is a ton more to explore and discover on multiple playthroughs. You must choose how the game gets harder, from unique biome hazards, to special boss fights. The experience keeps changing for near infinite replayability.More of Everything
Of course we’re also adding more of everything people loved from the original Rogue Legacy. More traits, more spells, more classes, more biomes, more enemies, more equipment, more rooms, more story. More secrets... Just more everything.Clownanthropy.
Holy smokes! Punching clowns!
AND THERE'S A WHOLE LOT MORE. This only scratches the surface of what Rogue Legacy 2 has to offer. Scar Challenges, Fairy Rooms, the Curio Shoppe, the list goes on, but reading is for nerds. Go out and discover the world of Rogue Legacy 2 for yourself!
https://store.steampowered.com/app/1253920/Rogue_Legacy_2/
- OS: glibc 2.17+. 64-bit only
- Processor: 2.0 GhzMemory: 8 GB RAM
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- Graphics: Nvidia GTX 680. AMD R9 280X
- Storage: 2 GB available space
- OS: glibc 2.17+. 64-bit only
- Processor: 3.0 GhzMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: Nvidia GTX 680. AMD R9 280X
- Storage: 2 GB available space
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