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Update 0.8.2.0
This update feature a major rebalance of player and monster Health and damage. This is mainly a reduction of multiplier to avoid uncontrolable scaling after midgame, that would often lead to either being unkillable or killing everything in one hit. (this mainly affect D-rank world and end of E-Rank,as F-rank didn't have much of this issue) Balance is still experimental and very open to feedback on improving the balance
Moved a lot of "content Adding Function" to ContentAPI to clean-up ModGenesia class
`DamageInformation` struct was changed to a class to ease modification of the info using events `LevelObject` struct was changed to a class for the same reason new `FloatValue` class used to pass modifiable float in events UnityEvent class got replaced by OrderedEvent class, they function the same way, however, you set an order value to set the priority for your event, default order is set to 500, lower value mean higher priority
[ 2023-04-12 18:00:04 CET ] [ Original post ]
Warning
Run save are not compatible
Major Change
major Damage/Health rebalance
This update feature a major rebalance of player and monster Health and damage. This is mainly a reduction of multiplier to avoid uncontrolable scaling after midgame, that would often lead to either being unkillable or killing everything in one hit. (this mainly affect D-rank world and end of E-Rank,as F-rank didn't have much of this issue) Balance is still experimental and very open to feedback on improving the balance
QoL
- Artifacts list in encyclopedia where you can check the unlocked artifacts information
- You can now put your mouse over buff to get a name and description
- Volume slider now correctly scale in the logarithm scale (also migrating to unity audio mixer)
- Moved the load button to be in the start game menu
- Added a warning if you try to start a new run while you have a ongoing run in the same Gamemode
- Added an option to prevent the start of new run if you have an ongoing run in the same Gamemode
- Gold display in survivors mode when playing as shop-keeper
- Tooltip for the talent and talent bar
- Added a bit more detail in artifacts list
- Added tooltip to profile gamemode when creating a new profile
New Artifact
- Ouroboros Necklace - Upon dying, gain a card selection (once per Stage)
Changes
- Cursed belt Health regen increased from 1.5% to 3% of max health
- Dash refill Potion pick-up distance no longer scale with player pick-up distance and is now 2m when dash charge are full
- Removed Quantum processor compatibility
Fixes
- E key not being rebind-able and causing issues
- evasion sometime proccing twice in the same attack
- Evasion not properly capping damage to 10% of player's max health
- Shadows from sun glitching on medium shadows setting
- Way to display challenge you shouldn't had unlocked already
- Card selection option description
- Option menu always being scrolled
- Option text not using the right font
- Buff stacking bug when going over 999 stack (now it properly cap at 999 stack)
- Soul-shop gamepad button for refund being displayed as B when it should be Y
- Gamepad navigation issues with game history
- Bug where the game thinking you were on keyboard just after you did a gamepad input for the first time after moving the mouse
- Talent bar fill in pause menu not filling correctly
Modding
- Custom Pick-up can be added into the game
- Custom Stage Objective can be added into the game
- Updated from .Net 4.x to .Net Standard 2.0 (Sadly I don't have the option to upgrade further, it'll likely be updated again when the engine will be ported to Unity 2022 later on)
- Added `string GetSaveName()` to `GameModeClassInfo`
- Added `bool HasSave()` to `GameModeClassInfo`
- Added `void LoadSave(GameModeSO gameMode)` to `GameModeClassInfo`
- Added `void ClearSave(bool EndOfRun)` to `GameModeClassInfo`
- They are used to make the saving location handled by the gamemode instead of being hardcoded into the game
- SoulCard class now contain `GetName()` ,`GetDescription()` and `GetDescriptionOnLevelUp()` function so you can make your own custom dynamic description for custom cards (Description and name override still work and are still supported, this is just to give modders more control over that)
- Added `GetName()` and `GetDescription()` function to buffs
Complete rework on how Artifacts work. That mean they can finally be modded in
- Artifacts which are missing or have incomplete factorisation :
- CorruptedCore
- TrainingWeight (incomplete)
- AdventurerLicence (incomplete)
- ChampionBracer (incomplete)
- Gilgamesh Crown, Seal and Ring
Artifacts that won't be refactored in the near future (for technical reasons)
- Portal Device
- Wander Helmet
Changes to the API
Moved a lot of "content Adding Function" to ContentAPI to clean-up ModGenesia class
- AddCustomStat
- AddSoulShopUpgrade
- AddEvent
- AddTalent
- AddCustomDamageSource
- AddCustomEliteAbility
- AddCustomCard
- AddCustomStatCard
- AddCustomWeapon
- AddCustomChallenge
- SetSoulCardInfo
- MakeCardRequirement
- ReplaceRogSkin
- GetCardFromName
Events Changes (for modding)
`DamageInformation` struct was changed to a class to ease modification of the info using events `LevelObject` struct was changed to a class for the same reason new `FloatValue` class used to pass modifiable float in events UnityEvent class got replaced by OrderedEvent class, they function the same way, however, you set an order value to set the priority for your event, default order is set to 500, lower value mean higher priority
New Events
- `OnPlayerHitByProjectile` - was previously `OnPlayerTakeProjectileDamage` (it is called before all other TakeDamage events)
- `OnPlayerTakeDamage_PreDefence` (Called before Defence from player is applied to damageinformation)
- `OnPlayerTakeDamage_PostDefence` (Called after defence is applied to damageinformation)
- `OnPlayerTakeDamage_BeforeApplying` - was previously `OnPlayerTakeDamage`
- `OnPlayerTakeDamage_PreDeathCheck` - Called after the player had received the damage to his health and before the death is checked)
- `OnPlayerLoseHealth(float previousHealthValue, FloatValue newHealth)` - Walled whenever the player lose health
- `OnPlayerDeathCheck` - Called when the game is doing a death check (only called when health is 0 or less), can be used to prevent death of the player.
- `CalculatePlayerExtraHealthBar(AvatarData, FloatValue newMaxHealth)` - used to calculate the second healthbar (troll blood for example)
- `CalculateCardPickCount` - used to change the amount of card pickable
- `CalculateFreeRerollCount` - used to change the amount of free reroll on level-up
- `CalculateFreeRarityRerollCount` - used to change the amount of free rarity reroll on level-up
- `CalculateFreeBanishesCount` - used to change the amount of free banishes on level-up
- `CalculateEnemyBudgetAndDelay` - used when calculating the maximum enemy budget and spawndelay
- `CalculateBudgetBossModifier` - used by bosses to change the maximum enemy budget and spawndelay when they are spawned
- `OnEatFood(PlayerEntity,FloatValue HealValue)` - called when the player is eating food and regain health
- `OnCalculateMonsterStats` - called when a monster is spawned and the stats are being calculated
- `OnMonsterLoot` - called when a monster die, killed by the player (doesn't procc if killed by phoenix totem or end of level)
- `OnRollShop_Generate(ShopGenerationInfo)` - called when generating the shop
- `CalculateShopDiscount(FloatValue priceMultiplier)` - called when calculating the shop discount
- `OnCardWeightCalculation(CardWeightEventInfo)` - called when calculating a card weight
- `OnSelectStageObjective(LevelObject)` - called when generating a stage Objective
- `OnCalculateExperienceReward(LevelObject, FloatValue experienceReward)` - called when calculating the experience reward from completing a stage
- `OnCalculateGoldReward(LevelObject, FloatValue goldReward)` - called when calculating the gold reward from completing a stage
- `OnCalculateCardSelectionReward(LevelObject, FloatValue cardSelectionReward)` - called when calculating the number of card selection given from stage completion
- `OnCalculateArtifactReward(LevelObject, FloatValue artifactReward)` - called when calculating the number of artifacts given from stage completion
[ 2023-04-12 18:00:04 CET ] [ Original post ]
Rogue: Genesia
Huard Ouadi
Developer
iolaCorp Studio
Publisher
2022-09-19
Release
Game News Posts:
193
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Very Positive
(5325 reviews)
Public Linux Depots:
- [387.69 M]
Game is not tagged as available on Linux on Steam.
Walk upon a new world and slay foes endangering it.
Master of all weapons, Rog can use anything to slay his numerous foes.
Kill, grow stronger, and kill some more!
Fend against vast enemy forces, reaching hundreds of foes on screen at any given time
In this action rogue-lite, you play as Rog.Master of all weapons, Rog can use anything to slay his numerous foes.
Kill, grow stronger, and kill some more!
Make your build from more than 60+ passive upgrades and 16 weapons.
You define Rog's adventure
You can choose which path Rog takes, feel brave enough to take on a powerful foe, or would you prefer to rest at the shop? The choice is yours!30+ Powerful Items to discover
On this journey, you'll collect many unique and powerful artefacts that will greatly impact your game experience, harness their power to help you on your quest!GAMEBILLET
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GAMERSGATE
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