TUXDB - LINUX GAMING AGGREGATE
by NuSuey
NEWSFEED
▪️ GAMES
▪️ STEAM DECK ▪️ DEALS ▪️ CROWDFUNDING ▪️ COMMUNITY
tuxdb.com logo
Support tuxDB on Patreon
Currently supported by 8 awesome people!

🌟 Special thanks to our amazing supporters:


✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]


Version 2.27

Here's the full list of changes: - Auras no longer work in your hideout. - Added a hireling musician encounter. - Added caster shields as rare drops. - Added elemental arrows as rare drops. - Added escape timer for encounter bosses. - Ryan the Trickster is now capped to 8 rats. - Intimidation and persuasion thresholds scale with level now. - Torches and camp fires can now reduce hypothermia in glacial maps. - Added a new side game with some weapon enhancement rewards. - Added Healing Touch mouse tooltip string on charisma box. - Renewing Touch now benefits from healing power enchants. - Changed the way item sorting works with 2x1 items. - BSoTW can now be used to finish some heritages. - Fixed a bug with trading card dust and online accounts. - Fixed the conditions how One Strange Trip can be failed. - Fixed a bug with Who's Trolling challenge. - Fixed a bug with Ritual Sacrifice. - Fixed weapon damages and base costs. - Added Superior weapon special rule. - Weapon and arrow damage types are now shown. Auras no longer work in your hideout. This feature was added to prevent accidental bricking of your run because of changes made to Tinker and Tinderella. They now have corpse sprites and they no longer have an extra 7k health to prevent them from accidentally dying and if you now happen to turn one or both of them hostile, neither of them will respawn until the next game. There is a new encounter that can trigger when you are level 20 and your hideout is completed. This encounter contains a lost musician that you can hire to play in your bar. If you are strong enough to convince the musician that your bar is better than a dungeon, you will have access to uplifting songs that function as temporary buffs. There is now a caster shield for each different spell school. Unlike normal shields these do not make spell casting harder but instead they improve max cast modifiers allowing spells to do more damage and hit easier. They also improve buff spell duration regardless of spell school (blessed = 4x, normal = 3x, damaged = 2x). Caster shields can only be found as rare drops so finding a wizard rod just became twice as hard because they share the same category. There is also a new legendary caster shield that can be found as even rarer drop. Note that it is now possible to have +9 max cast modifier with a shield, charm and gift but +8 is the maximum modifier you can get from any ability unless you are in bear form. Flaming, freezing and shocking arrows and bolts can now be found as rare drops. Arrow drops use dynamic probabilities that increase as you find pouches and before you have found at least one pouch the probability is zero. This was used by wizard rods before and that means rods are about 3 times harder to find now when all new items are considered. Encounter bosses now show an escape timer on the top left corner of the screen. When it reaches zero and if the player is not engaged in combat with the boss, the boss will run to the entrance and close the level. The counter starts from 540 but encounter bosses are hastened and will get an additional turn quite often so the actual number of turns you have is around 360. While I played around with the timer it became clear that 50 rats is not fun and Trickster now follows the same rules as player and can only have 8 minions. Intimidation and persuasion thresholds scale with player level and are also one point lower now. What that means is that when you previously needed 10 strength or +3 modifier to be able to attempt to intimidate and you needed 2D6 + STR >= 12 to be successful regardless of level, level 1-9 players can now attempt with a +0 modifier and need 2D6 + STR >= 9 to be successful. Level 10-19 players need a +1 modifier to attempt and 2D6 + STR >= 10 to be successful. Level 20 players need a +2 modifier to attempt and 2D6 + STR >= 11 to be successful. Lit torches and camp fires can now reduce your hypothermia level if you are standing adjacent to one and the ground under your feet does not have ice on it. Tiles surrounding camp fires are always clear of ice but torches have ~50% chance to have one or more ice free tiles next to them. There is a new side game that you can play by consuming ice cap mushrooms that are only found in glacial levels. Unlike other side games this one is safe to play. Usually you get a new boss when a game breaking bug is found but this time it ended up being a side game (*). When you hover mouse over CHA on the bottom of the screen, the tooltip that pops up also shows heal values for Healing Touch now. There was a bug that caused healing power enchants to not work correctly with Healing Touch and this tooltip was used to figure out the cause. Renewing Touch now gains +1 healing for each healing power enchant. What this means is that if you go all in on cast modifier and healing enchants, your Renewing Touch can heal over 20 points per turn. It also means that even if you go full plate and have fairly low cast modifier, you can use healing power enchants to heal ~15 points per turn. Item sorting in the loot window should now longer place lone 2x1 items at the bottom of the window requiring keyboard users to move the loot cursor over the item before being able to loot it. Blessed Scroll of Time Warp can now be used to complete Craftalicious (save Leo Noerde) and Home Sweet Home (unlock your hideout) heritages while their quest is started. Those now replace the "skip Gurmur and Badakath" effects it used to have until previous update. I know it's not very exciting as only new characters can get any additional benefit but this was easier than removing the blessed status altogether (and it leaves the possibility to add more quests in the future that can be skipped). When you create a new account on the Epixx.org server your offline trading card dust no longer carries over. Your offline saves still have shared dust when playing through Steam but you no longer get free dust on new online account. One Strange Trip no longer fails if you do one of the following: - Apply grass over a wound to stop bleeding. - Eat cheese while having Cheesed perk. - Pour water on yourself to douse fire. - Drink Cowrain Extra to gain level. It will still fail if you use any of those items while the special condition is not met - i.e. you eat grass while not bleeding or drink cowrain at level 20 or accidentally eat a corpse while polymorphed (yes that is a thing). Who's Trolling challenge had a bug that would freeze the game if you had more than one third leg charms and one of them was inside the Occultist's Pouch. This bug was game breaking but someone is still trolling so no side games for you, only a legendary shield, sorry. Ritual Sacrifice can now be used if you have a Blessed Amulet of Sacrifice in your Jeweller's Pouch. A number of weapons had incorrect damage and or base cost values. Some of the unique items had two damage upgrades compared to their base item type and they were nerfed to keep them in line. Thanks to Brunhilda (feature request), Torquemada now has one damage upgrade which it was not supposed to have due to being a cheap knockoff but I'm way over the top on the lazy scale. Claw and Hammer: Base cost down from 100 to 80. Fine Claw and Fine Hammer: Base cost down from 140 to 100. Gareth's Axe: Damage down from D6+D3 to D6+1 and base cost up from 70 to 100. Satyr's Sting: Damage down from D6+D3 to 2D3 and base cost down from 140 to 120. Logar's Blade: Removed crushing effect and base cost up from 140 to 200. Altren's Kiss: Base cost up from 140 to 200. Death Star: Base cost up from 30 to 45. Torquemada: Damage up from 2D3 to D6+D3 and base cost up from 40 to 100. Just in case you're wondering what the damage upgrades mean, here's a list of damage levels for weapons based on their type and size: Ranged and small melee weapons: - D3 (2) - D3+1 (3) - 2D3 (4) - D6+D3 (5.5) Medium and large melee weapons: - D6 (3.5) - D6+1 (4.5) - D6+D3 (5.5) - 2D6 (7) For example, Satyr's Sting is based on Recurve which has D3+1 damage. It used to have D6+D3 damage which is two levels above the base item. Unique items were always supposed to have higher damage than their base items but apparently copy-pasta made Gareth's Axe and Satyr's Sting better than intended. Unique weapons that you can find from encounter bosses had their enchants reworked and they all come with 3 enchants now. There is now a new weapon special rule, or Superior tag, that indicates when a weapon's damage is higher than what a weapon of that type would normally have. Unique weapons with improved damage now come with this tag to indicate that their damage can't be improved any further. Weapon damage types are now shown on the description window if they do any form of non-physical damage. E.g. a sword that does physical and fire damage shows "Damage: D6 (Physical, Fire)" instead of "Damage: D6". Weapons that only cause physical damage do not show it to reduce clutter on the description. - - - - - - - - - - (*) There's some new weapon enhancement items that can be obtained through the side game. One of the items adds Superior tag to a weapon and increases its base damage. The other enhancement items can be used to add an additional damage type to a superior physical damage weapon. Additional damage type adds ~50% damage in most cases. Here's an example how damage is calculated when you deal 10 points of damage (weapon damage + modifiers) against a creature that has 3 points of physical resistance and 1 point of fire resistance: Physical: 10 - 3 = 7 Physical + Fire: (10 - 3) + (5 - 1) = 11 Note that some weapons such as wizard rods cannot be enhanced with additional damage types because they do not cause physical damage and usually they are not worth upgrading to superior either. Just to make things more confusing, damage types are now also shown on arrows but when it says something like "Damage: D3+1 (Physical, Fire)" on an arrow and the result is 3, it will increase both physical and fire damage by 3. Arrows gain full damage from additional damage types because their damage is added after talent and item multipliers. Weapon base damage and damage from ability modifiers can be multiplied by stealth or various items and that's why weapons only gain half of the base damage. Let's confuse things up a little more. One of the new temporary buffs that you can get from the musician says that "you gain +D3 weapon damage" and Symbol of Might enchant says "+D3 Physical Damage". In many cases they are exactly the same but when gamers enter the equation, the outcome can be completely different. The physical damage enchant always adds 1-3 damage because enchant damage is added after talent and item multipliers whereas the weapon damage buff is added before and when multiplied by 3, it can add 3-9 damage and an additional 1-5 in another damage type.


[ 2024-07-31 09:52:16 CET ] [ Original post ]


Version 2.26

Version 2.26 Here's the full list of changes: - Fixed a bug with death string generation. - Fixed an unintended behavior with Command Beast and Enslave Daemon. - Fixed the unintended outcomes of said spells. There was a bug with death string generation when the player died in certain ways that resulted in the game crashing when that string would be shown. This bug then also lead to being disconnected from the server when the game would crash when trying to do the same thing again. Command Beast and Enslave Daemon apparently were strong enough to befriend creatures that were not supposed to be in the friend zone. Any such creatures now turn on you if you happen to have them in your current save.


[ 2024-05-21 09:34:19 CET ] [ Original post ]


Version 2.25

Here's the full list of changes: - Added rare drop mechanic. - Added Adventurer's Belt. - Added Tormentor's Pouch. - Added Occultist's Pouch. - Added Alchemist's Pouch. - Added Jeweller's Pouch. - Added Huntsman's Quiver. - Added stacking to stash boxes. - Added 6 different wizard rods. - Added the Scepter of Command. - Tweaked some staff properties. - Fixed a controller quick loot bug. - Fixed a game breaking weapon swap bug. - Fixed a health multiplier bug, highscore reset and stuff. - Added /resetscores console command. - Added death announcements. Let there be bags! A number of different containers were added in the game. These containers are part of the base game and they don't require any DLC's. Each container can hold specific items and they can be bought using gold once you have found them as rare drops in an earlier game. Rare drops have ~1.4% chance to occur when you kill a creature or ~8.3% chance when you properly defile a grave. Rare drops are indicated with a small visual blast and a sound. Rare drops can contain any of the rare items mentioned below and in some cases blessed double enchanted random items as well. Adventurer's Belt is a container for storing pouches and thrown weapons and it allows you to throw weapons directly from the belt. This is indicated by automatically showing the belt when you use Deadly Throw talent. (*) If you Ctrl-loot a thrown weapon, it will be stored on the belt instead of your transmutation bag unless the belt is full. This loot behavior is similar with all the other containers and their respective items. Tormentor's Pouch is a container for storing soul gems. Black soul gems stored in this pouch provide their effects for Bestow Curse but Release Soul and Army of the Dead still require that you move soul gems to your inventory before those spells can be cast. Occultist's Pouch is a container for storing charms. Charms stored in this pouch provide their effects just as if they were in your inventory. Charms placed in any other container do not provide their effects. (*) Alchemist's Pouch is a container for storing mushrooms and smelly fishes, or food items that take 1 slot. This may be the least useful pouch for a new glass eating hero but I couldn't resist adding it just for the smelly fishes. (*) Jeweller's Pouch is a container for storing rings and amulets. Now there is no reason to leave that "Blessed Situational Ring of Whatever May Come" in your stash as there is plenty of room to have it with you. Huntsman's Quiver is a container for storing bolts and arrows. In addition to providing storage space for your arrows, you can refill your equipped arrows without using a turn. If you have at least 1 arrow equipped and you use matching arrows in the quiver, the arrows will be stacked to your hand without using a turn. If there are no arrows equipped, then you have to move the arrows to your inventory and spend a turn equipping them. (*) The general design of these new containers is that item effects also count when an item is placed in a suitable container. The transmutation bag from the Hoard DLC is a generic container that can hold anything so it does not deserve this feature as well. Stash boxes and bags now attempt to stack items that are added in them. There is a small limitation to this though and there has to be enough free space in the stash box to store the item even if it would be completely stacked with an existing item (technically the item is moved in the bag before it is stacked with another item and I'm too lazy to write and test twice as much code to implement stacking before an item is moved in the container). - - - - - - - - - - - - - - - - - - - - (*) Some containers allow you to use items without dragging them in your inventory. You can use one of the following input methods to use them directly from the container: - Ctrl + Enter - Ctrl + Left-Click - Right-Click - Controller users can Ctrl + Enter by pressing R2 + X. - Mobile users can right-click by holding finger down until click sound. Pouches stored on Adventurer's Belt are an exception to the above and they are always opened regardless of modifiers to make it slightly faster to traverse through different bags. This also means that if you are a keyboard or controller purist then the belt will trap the pouches for good as drag-and-drop is the only way to move them out of the belt. - - - - - - - - - - - - - - - - - - - - Wizard rods function as melee and ranged weapons as well as conduits (think of them as rare and improved wizard staffs). Wizard rods can be used to hit enemies in melee range and when done so they cause their respective damage type instead of physical damage. E.g. a wizard rod with imbued flaming orb causes fire damage and any damage modifiers that would normally increase physical damage increases fire damage instead. Wizard rods can also be used as ranged weapons and when you take a shoot action you can blast an enemy without requiring energy. Blast attacks have a max range of 6 whereas normal spells have a max range of 8. Wizard rods can be dual wielded and blast attacks will use both of the rods when you do so. Wizard rods are rare drops and at the moment luck is the only way to get them. Sceptre of Command is a new legendary weapon that allows the player to order friends as many times as he wants before taking an action. This weapon is a rare drop and if you ever happen to find it you can find the next one by paying the innkeeper an average of 1800 gold. The UI is kind enough to let you know that this item is in the shop and it is possible to just spam the rest button and see the gold flow to the innkeepers pocket. Wizard staffs and fine staffs are now two-handed large weapons instead of one-handed medium weapons. There's 16 different staffs in the game and after previous update only regular staff remained as two-handed large weapon. Now there are 8 wooden staffs that are large two-handed and 8 fancier staffs that are medium one-handed. The controller UI had a bug where the loot window would hide if L2 or R2 was pressed. This was fixed and it's now possible to quicky loot items in their respective containers by pressing down arrow to open the loot window and R2 + X to loot and store the item. There was a bug that would break the game if there was a medium polearm in the main hand and something else in the offhand and the offhand weapon was dragged over the main hand. Game breaking bugs mean that a new boss must be added and this one carries a legendary staff. This quest and boss is part of Hideout DLC and it should be completely safe to just go and fetch that staff. Getting an overpowered legendary item has never been so easy just as long as you are level 20 and have unlocked legendary items. There was a bug with health multipliers that creatures gain from levels and enchants. Most humanoids didn't gain benefits from effects or enchants and in some cases they could've had half or more of their intended health missing. This bug was big enough to warrant a high score reset and while at it Gurmur and Badakath both received a small buff of ~250 extra health and those two bosses can no longer be skipped with a Scroll of Time Warp. There is a new /resetscores console command that can be used to reset your offline high scores. I try my best not to change any files that are made while offline and that's why there is no automatic high score reset or requirement to start a new character when the difficulty changes. I would still recommend that offline players retire their current character and type /resetscores after that. High scores saved on the Epixx.org server, both personal and shared, have been reset and the game requires that you retire and start a new character in order to be able to win the game or submit a new high score. When you play on the Epixx.org server and someone happens to die, all other players except the one who died will be shown a message mentioning about their untimely demise. When the announcement appears the unfortunate player is waiting to press enter and cannot respond to your "what happened bro?" questions but they can see your "snail lol" comments that encourage them to git gud. Anyway, if you want you can mute the deaths of others in the keyconfig menu but your own deaths will always be announced to others so that they can encourage you to git gud.


[ 2024-05-04 14:59:13 CET ] [ Original post ]


Version 2.24

Here's the full list of changes: - Added hideout levels 49-72. - Added a way to clear potions and scrolls. - Added a grinding wheel to sharpen melee weapons. - Added a dummy target that can be used to check your weapon damage. - Added a wardrobe and a mirror because why not. - Added a heirloom chest that can restore certain heirloom items. - Medium polearms are no longer two-handed weapons. - Added a new special attack for treemen. - Snails gained 50% more damage that can't be resisted. - Fixed a bug where critical hits would not cause confusion in some cases. Empty potions and blank scrolls can now be created using the void altar after completing a simple heritage. This happens by disenchanting a potion or scroll and it will retain its potency or mastery and cursed status. If the source item is blessed, there is a 1 in 6 chance for the blessed status to remain. Those "Blessed Scroll of Uselessness" now have a chance to be somewhat useful. Once you progress your hideout far enough and complete a heritage, you can sharpen your weapons with a grinding wheel. Doing so gives one of your equipped melee weapons a temporary effect that increases the chance for crushing, piercing and slashing effects to take place. It also counts as a durability level and instead of losing a blessing or becoming damaged, a weapon will first lose its sharpened status. Once you progress your hideout far enough, you will have a dummy target to smack with various weapons and see how well they do against different resistance levels. When you hit the dummy it will print out combat modifiers, damage values after resistances and finally the damage caused after everything is handled. You can also speak to the dummy and set its resistance values to see how they affect your damage. Once you progress your hideout far enough, you will have a wardrobe and a mirror that can be used to change your shirt color, cloak color, cloak style, hair color and hair style. Cloak colors and styles will require that you have completed relevant challenges but the game is kind enough to remind you of those. Once you progress your hideout far enough, you will have an heirloom chest that can restore your bag, album, gift device and dog collar if you happen to lose them for whatever reason. The collar has a requirement that Woof is still around in some form. This means that if you want some extra space in your bag, you can just destroy those items and pick them up at some later time if you need them. Fine spear and most staves are no longer two-handed and they can be equipped with a shield or offhand weapon. Normal spear and staff are still two-handed. Note that although medium polearms are no longer two-handed, they are still main hand only weapons and dual wielding two of them is not possible. Treemen were given a special single use attack that ignores fear immunity and the only way to mitigate it is by having the Strong Will talent which will halve the duration. So, from now on, treemen that haven't yet used the attack are now among the most dangerous enemies you can meet. Snails use a corrosive bite which is a weapon with two damage types, physical and corrosive. Previously corrosive damage only counted for increased chance to break armour but now it works just like any other secondary damage type and what that means is that a corrosive bite causes 100% physical damage and 50% corrosive damage. Note that there is no corrosive resistance so snails are now much more likely to cause one or two points of damage instead of being fully resisted. - - - - - The hideout is now complete and there will be no more tasks after this. Any future additions will be done through heritages and challenges. I hope you have fun trying to complete the damage challenge. It is possible to do over 320 damage with one crushing blow but I didn't want the challenge to require blessed jewelry in addition to the other items that are needed.


[ 2024-02-25 14:55:00 CET ] [ Original post ]


Version 2.23

Here's the full list of changes: - Cheesed perk now buffs agility and strength when consuming cheese. - Adrenalin perk haste threshold is now 50% health instead of 33%. - Sixth sense tells if there's any monsters after entering a level. - Sixth sense also shows blessed status on unidentified items. - All types of raw fish and shrooms can now be cooked. - Added a heritage that allows all shrooms to be used with shroom grenade. - Fixed a bug with damage and snare difficulty scaling of player set traps. - Fixed a bug that caused your friends to zap you with wands and scrolls. - Added a new trap type, caltrops, that can suppress your desire to move. - Added some heritages that improve the Trap Master talent. - Fixed a bug with ranged NPC equip when their bow had broken at some point. - Fixed a bug that gave Woof too much xp when spawned with the collar. - Wizards' Guild enchanting was improved for legendary items. - Added a void altar upgrade in your hideout. - Added hideout levels 37-48. There's the specs, why aren't you coding already? Apparently sixth sense wasn't cool enough so it received two minor buffs. When you enter a level that has a monster in it you will receive a warning about your imminent demise. It will also show if an item is blessed before identifying it to make identify tasks slightly easier to finish. Traps set with trap master talent had a bug that made them level 1 traps instead of whatever level they should've been, e.g. D6 damage instead of 3D6+3 for a level 20 magic trap. Snare difficulty now ranges from 10 to 10 + player's base stamina instead of just 10 which was trivial for level 20 monsters. Since everyone loves traps there's a brand new one called caltrops that can suppress your movement. The way these work is that if you step on them you will get some damage and a suppressed effect. If you move while suppressed you will take additional damage. These can also be disarmed into a trap kit once the heritage for them is completed. Wizards in town can now enchant your legendary items easier than before. They now show you three possible outcomes by replacing each of the enchants with a random one, e.g. 123 -> ?23, 1?3, 12?. Leaving the enchant window keeps the item unchanged just like before. Related to the enchanting above, you can now get a void altar in your hideout that can be used to revert your legendary amulet to its previous unfinished state thus allowing you to experiment builds easier. Gurmur and Badakath now drop an orb of regret that can be disenchanted at the altar to remove all of your talents and set all abilities to 7. The altar can also remove enchants from items that are not unique or legendary (even though that might not be very useful). A few different plant pots can now be obtained in the hideout that always have fresh ingredients for potions. These are roots, leaves and grass (healing, energy and antidote). Fresh ingredients can be used to create potent potions and if you use them with a blessed empty potion you'll have double use potent potions. Also, if you didn't know already, grass can be used to remove a bleed effect on its own so it's always good to have one in your bag just in case.


[ 2023-11-20 14:15:21 CET ] [ Original post ]


Version 2.22

Here's the full list of changes: - Fixed a card game discard bug that led to the game getting stuck. - Added a new event boss to unlock hard mode card game. - Card game now shows tooltips on the status and intent icons. - Added 12 new hideout levels and related heritages. - Added a 256 item cap and food item decaying. - Changed dungeon generation to always create 3 level dungeons. - Scrap pouch transmutes schematics into gold coins when all are known. - Known cards turn to dust when you pick them up. - Bestial and Abyssal charms can no longer be identified accidentally. - Fixed "need to unequip" bug when quick stashing stacked items such as coins. - Fixed a drawing bug when a boulder was pushed over a summoning circle. - Unfinished amulet can now take as many fangs as you want to collect. The card game had a bug where the end of turn discard hand would lead to the game getting stuck if a card was also removed from the game (exhausted). Fear and Confusing Poison was the combination that did that. This is a game breaking bug so a new boss is needed. The new boss is a one time event and it will always appear when the following requirements are met: - Hideout DLC - Player level 20. - Bebe le Frog heritage is done. - Gnomish Gadget heritage is not done. - A dungeon is cleared and dice says yes. The boss carries a gnomish gadget that can be used to reset the card game but there's a twist where a number of cards mentioned above will be added to your deck at the start of the game and enemies gain 1 resist (ignore the next crowd control or damage over time effect) after each application of CC or DoT effects. The hard mode deck will always have one Confusing Poison card and at least one Fear card. The number of Fear cards depends on the number of player selected cards in the deck as follows: 10 to 11 = 4, 12 to 14 = 3, 15 to 17 = 2 and 18+ = 1. Ask for it and a year later it might just happen. The card game now shows tooltips when you hover mouse over the status effect and/or NPC intent icons. - - - - - - - - - - Tinker can get back to tinkering and there's 12 new levels to unlock that will add a three level tavern with your master bedroom at the third level. Tortoises are slow builders and it will take a few more updates to fully decorate the hideout (levels 37-48 will come in the next update). Apparently it was possible to catch so many fish that the server couldn't take it anymore. Now there's a 256 item cap per level and if you reach that then the existing food items will decay on a first in first out basis. Other items are not affected but if you decide to hoard all items from a dungeon next to town stairs then all food items you drop will decay instantly. Related to the previous issue, random dungeon generation always creates dungeons with 3 levels now. It used to be 4 to 6 levels and apparently that could lead to a situation where there is too much data that could lead to disconnects. Glacial level generation was also changed and those can now appear only as the third level in each dungeon after the player is level 10+. This means that there should never be stairs down from glacial levels and you don't have to reset a dungeon before clearing the first two levels. (It's still possible that the dungeon is cleared on the first or second level before finding the stairs down if there's a hidden door. On these occasions you can reset the dungeon before it's fully explored or find the hidden door and continue deeper with the option to reset it at any point.) Soulhunter's bag with scrap pouch transmutes blueprints and schematics into gold coins when all of them have been already learned. This is a small QoL thing when everything is unlocked but try to be careful if you still have a task where you have to return a schematic. Known cards turn to dust when you pick them up using a single click if the resulting dust amount would not exceed the dust cap. This is another small QoL thing that will take us closer to a point where computers will do everything. A few players have unfortunately self identified the charms that were meant to be identified by the Artisans' Guild (as a way to teach that you can identify charms there for free) thus ruining their heritage on that run. It is no longer possible to self identify those charms before those heritages are unlocked.


[ 2023-07-07 14:28:28 CET ] [ Original post ]


Version 2.21

Here's the full list of changes: - Added a new quest that requires some friends. - Added a new player requested curio vendor item. - Added a shortcut to stash items in the bag when looting. - Added micro managing of individual friends to focus action. - Added some fixes to the Chinese localization. Thanks Cloud Wu. - Added some heritages for micro managing friends. - Terrain altering no longer work during encounters or quests. - Blessed scroll effects should now work correctly. - Tasks should now register when buying or crafting using drag and drop. - Poisons can bow be applied to weapons if they are known or identified. - Lucky Number Seven now automatically loots gold coins under your feet. - Silent Move now mentions that it must be used for double damage. - F1 key can now be used to show the editor buttons in Linux. - Default refresh rate is now 60 instead of 30. - Updated Unity to the latest LTS version. There was a small hot fix after the the previous update that fixed a bug that caused the game to crash when clearing a dungeon. As it is with this game when you report a game breaking bug you will end being hunted by other players. This time the quest boss happens to require some friends and it needs to be taken care of in order to unlock further additions to your hideout (the additions will come in the next update). There's a new curio item that can be used to draw arrows on the floor. The idea was funny enough for me to spend a few hours to implement it so now it is in the game. You will have to complete the quest mentioned above for it drop for the first time and to be available at the curio vendor. It's now possible for the PC master race to loot and stash items in the bag by pressing Ctrl + Enter or Ctrl + Click (keyboard and mouse), or L1 + X (controller). Touchscreen users like to fondle their devices so they don't get a similar option. The UI does not show these shortcuts because eating ice cream felt better than drawing pixels. It's now possible to order individual friends with focus action. This is done by pressing the focus key followed by selecting a friend and finally selecting a target. It is no longer possible to order all your friends to stay put but it is now possible to tell a single friend to stay put by pressing the focus key, selecting a friend and then selecting it again (this is something you may need to use in the new quest to prevent your friends from wandering around). Lucky Number Seven now also loots gold coins under your feet. This is to help with looting all those coins that appear out of nowhere. Note that it still destroys the corpse if it loots anything from one so if you happen to need specific corpses, you have to be careful with it. The item description does not mention this behavior because there was still some ice cream left. Alter terrain, wand of crushing and wand of excavation no longer work during encounters or quests. They were essentially built-in cheats to block the simple AI and instead of trying to make the AI not so simple, and possibly spend tens of hours on it, the easy and cheap three lines of code approach was chosen. There was a bug that turned blessed scrolls into regular ones before applying the blessed effect and that made it impossible to complete certain achievements. This is what I would call a game breaking bug and you know what that means in the next update. Tasks didn't register when you dragged an item from the store to your inventory. There's a small difference in how the code is handled with each different kind of input (key, click, dnd, controller etc.) and of course I forgot to test drag and drop. Poisons are now applied to weapons if the potion is identified or player knows what the potion contains. It used to be that the player had to know what it contains even if it was already identified. Unfortunately there is still an input bug where a key can get stuck. I'm not sure how to fix it as it relies on the underlying input system to tell the game that a key has been released and if the event never comes then there is no easy way to know that the key has been released. Player can stop being stuck by pressing and releasing the same key that is stuck, e.g. right key if character is trying to move right. It is possible to reduce the chance of key getting stuck by increasing refresh rate and that's why the default refresh rate is now 60 instead of 30. This only affects fresh installs so if you have played at 30 fps you may want to visit the settings screen and flip it to 60 for smoother play.


[ 2023-05-27 13:34:58 CET ] [ Original post ]


Version 2.20

Here's the full list of changes: - Blessed scrolls can be used twice now. - Fixed a bug that made it impossible to set hotkeys with a controller. - Fixed a bug with wands that made them too valuable. - Wand of scripting can now improve the quality of the copied scroll. - Certain wands can no longer have higher than 0 mastery. - Certain scrolls can no longer have higher than 0 mastery. - Added honey as a food item (and mead recipe for infinite flask). - Added bookworm, leaves and glowfly as food items (and potion recipes for infinite flask). - Added 8 new mushroom food items (and potion recipes for infinite flask). - Added 4 infinite flask ability potion recipes for certain fish items. - Changed infinite flask tomato recipe from energy to troll blood. - Changed infinite flask onion recipe from blindness to awareness. - Changed infinite flask blood cap recipe from confusion to leeching. - Mushroom patches now spawn all kinds of mushrooms, not just blood caps. - Treemen now have all kinds of mushrooms, not just death caps. - All uncooked mushrooms are now allowed for One Strange Trip heritage. - Death cap now functions just like any other mushroom (safer to eat). - Most mushrooms now ignore poison resistance when eaten. - Added content for Hideout DLC. Blessed potions, tomes and wands have had an effect giving them two uses instead of one but scrolls didn't have one because of a brain fart or something. Well, now they do and when you find a blessed scroll of awesomeness, you will get to enjoy the blessed awesomeness and normal awesomeness after that. There was a controller bug that hid all the spell and talent icons when they were supposed to be shown instead when triggers were used. It was still possible to use them but it was very difficult when you couldn't see which spell or talent was chosen and what hotkeys had already been set. Wands had a bug that made their base value up to twice too high and another bug that made their price scale wrong depending on the remaining charges. Most wands lost about 40% of their value at full charges and up to 80% of their value at 1 charge. Wand of scripting now uses the mastery of the wand or the mastery of the scroll that is being copied, whichever is higher. This means that it is now possible to improve the quality of the scroll by using a higher quality wand. Wand of crushing, excavation, shifting, disarming and rituals can no longer have higher than 0 mastery meaning that they are always novice wands and their value is only dependent on the number of charges. Scroll of aggravation, amnesia, animation, blessing, detection, dislocation, dispel, enchanting, identify, knowledge, summoning, teleport, cultivation, gimmiedat, soothing and time warp can no longer have higher than 0 mastery even if they are blessed (their value were skewed because of this). Oh right, if you didn't know already, infinite flask can also be used to create potions and other beverages from food items in addition to copying potions. This can be done by selecting a food item instead of a potion when filling an empty potion. One Strange Trip heritage used to only work with blood caps but now that there's a bunch of new mushrooms, any one of them can be eaten as long as they are not fried. Death caps used to have a special effect that caused the player to unequip both rings to remove immunity and then apply all potent poisons at once to make sure the player was properly deaded (third leg could still have immunity and save you but I never came up with a name for that loophole challenge and it never got implemented). With the addition of different mushrooms, death caps were also toned down and now they apply only deadly poison and even that is not always potent. They are still the deadliest of them all with a good chance of containing potent poison. With the exception of blood caps, sap caps and death caps, all mushrooms ignore poison immunity and in order to prevent their effects you have to be immune to the specific effect, e.g. blindness. One Strange Trip has never been stranger. There will be a new addition to the game called Hideout DLC on April 10th. It gives the player a hideout and a bunch of new things to unlock. These are the new features at launch: - A simple quest to unlock the hideout. - The Grind (24 hideout progress levels to unlock at launch). - Guest rooms become available available early in the grind (*). - Basic trainers become available after some more grinding. - Crafting benches become available after even more grinding. - Mercenary NPC hiring becomes available at the end of the grind. - Equipment management for human NPCs can be unlocked. (*) Human NPCs can be stored in the guest rooms so that they don't have to take one for the team or if you just want to use them as armour stands in the hideout.


[ 2023-03-26 10:21:39 CET ] [ Original post ]


Version 2.19

Here's the full list of changes: - Frost aura makes you immune to hypothermia. - Divine shield prevents hypothermia level from accumulating. - Melee two-handed weapons count as having each enchant twice (Ouchieeee). - Fixed a bug where the gift that prevents Shinies snag only partially worked. - Fixed a tool tip bug when dual wielding and having 2 spell damage enchants. - Fixed a bug that gave cave crabs fists instead of serrated claws (1 -> D6 + Bleed). - Fixed an issue that allowed Mike to be killed. It doesn't make much sense if something that radiates frost takes damage from it so frost aura now makes you completely immune to glacial levels. Divine shield can now be used to prevent hypothermia levels from accumulating. If you chug in that anti-freeze before you're taking damage then nothing will happen while the shield lasts. Two-handed melee weapons had a disadvantage that made them lose up to three enchants compared to dual wielding but now they count each enchant as two enchants. Status effect enchants such as shocking etc. are not exactly twice as powerful but very close to it (they take place on 4+ or 50% instead of rolling twice against 5+, which would be about 55%). One might argue that two-handed melee weapons were already super duper powerful but in the world of min-maxers that is not enough. They did lose 3 enchants and if for example you wanted to get max damage as a caster or max number of status effects as a melee you had to dual wield before. Similarly they did not work for health stackers so here we are. Archers didn't get any benefit as this change only applies to two-handed melee weapons so they're now the second class citizens that have to get by with three less enchants. No fun for you... at least for now.


[ 2022-12-16 10:48:24 CET ] [ Original post ]


Some bug fixes

Version 2.18 (220930) - Fixed a visibility bug with bloodline effect icon. - Fixed a bug that caused movement animation to flicker. - Worn status on rigns and amulets is now shown on their name. - Attempting to donate rune of the imp no longer destroys it. - Peeking an empty deck no longer breaks the card game.


[ 2022-09-29 10:18:47 CET ] [ Original post ]


Version 2.18

Here's the full list of changes: - Added gifts that can be unlocked to gain more power. - Added a gift related quest, heritage and challenges. - Wand of Torture no longer works with main bosses. - Mirror images now have up to 8 health instead of 1. - Fixed a bug with Demonic Presence challenge. - Fixed a typo in one of the heritage descriptions. - Fixed an unintended feature from random merchants. - Fixed a bug in glacial map generation. - Fixed a bug with regeneration of friends by auras. - Trading card dust currency is now capped at 2000 and it is no longer shared. There's 56 new gifts that buff the rogue slightly. They can be unlocked by gaining experience from creatures that you have buffed using an item you can get from a new quest. The experience then turns into points that can be used to unlock gifts. Unused points are lost upon death so you may want to use them as soon as you get some. It will get harder to earn points so you may still want to plan which gifts to unlock first. Buffed creatures gain all gifts and some additional ones that the player can't get. The additional gifts are demonic speed (fast creatures can act up to 3 times per turn), +50% health, immunity to torture and slow creatures (snails etc.) are no longer slow. Gifts ignore certain rules and in cases where a modifier would be capped to some maximum value, gift modifiers will be added after the normal value has been capped. E.g. if you would wear armour that says max cast modifier is 2 and you would be capped at 2, a cast modifier gained from a gift would be added to it and it would be 3. The quest to unlock gifts is available at level 1 on normal difficulty if you have the Bloodlines DLC. About the new challenges... They might take a while to complete but if you happen to post a screenshot of your "Tuffguy the Gamer" title on the forums, I might reply with a smiley face (but if it happens in the next 24 hours I'll go get wasted instead). Main bosses - Gurmur, Badakath and the King - are no longer affected by wand of torture. There are other wands that can take a hefty chunk out of bosses' health but torture did it while ignoring resistances so they went to a boss store and used boss tokens to buy a new form of immunity. Mirror images gained up to 7 health depending on their level and now they might actually survive a hit from an equal level creature. Then there's some fixes to bugs and unintended features that you have reported and I'd like to say thanks and keep 'em coming. Changes to trading card dust currency means that the next time you load any character all of those millions of dusts you have farmed will be cut down to 2000 and it will no longer be possible to get more dust using offline characters. These changes also mean that it's also time to start a new season and by the time you get to read this all Epixx.org highscores have been reset. You will also have to start a new character in order to complete the game.


[ 2022-09-15 15:04:41 CET ] [ Original post ]


Version 2.17

- Added a new humanoid creature that is dead but it doesn't seem to stay down. - Being immune to disease no longer prevents the effects of existing diseases. - Added glacial dungeons that will start to appear after reaching level 10. - Added a one-time quest that allows you to quickly try these new things. - Added rare schematics and heritage for winter armour set. - Fixed some graphical errors in the dungeon tile set. Zombies have found their way in the dungeons and they will bite if you don't put them down for good. They are more of a casual kind of creatures and their main threat is that you might get some extra experience if you take them down more than once. Their bite does infect you which can give you a mild fever and to make it more interesting diseases got buffed a little. Gaining immunity to disease after you already have some disease no longer prevents that disease from applying new diseases and effects. There's a new tile set that adds glacial dungeons and those will freeze you over time. They start to appear at level 10 and they are there to make mid-game slightly harder. It's up to the player to decide how to approach these levels but there's a few tricks to clear them even with low resists. There's a new one-time quest where you get to fight zombies in a frozen cemetery and get a feel how the mechanics work. It is relatively easy but if you stay there too long or get surrounded by zombies it's gg. Winter armour set can now be crafted in Leo's Workshop if you manage to find the blueprints (rare schematics) for it. Blueprints can only be found in storage containers (tables, shelves, crates etc.) and they require The Hoard DLC. There's always some small errors in graphical assets and while I was making work file layers for the new glacial tile set, I noticed that the default dungeon tile set had a number of tiles that had errors in them and they had to be fixed before the new tile set could be made.


[ 2022-06-30 16:01:15 CET ] [ Original post ]


Version 2.16

Here's the full list of changes: - Fixed a quick shot bug where mouse release was handled too early. - Updated the manual with correct ability modifier caps (page 1). - Added a section in manual about reflex checks (page 1). - Added a two step discard option in the key config settings. - Tragical album now shows the tragedy level. - Updated Steamworks.NET to 20.1.0. - Added Steam Cloud support. Bugs, bugs never change. Over the years there has been many updates and some changes didn't get updated to the manual at the time. Some of those have now been updated but there might still be things that are not up to date. You can now reduce the chance of accidentally discarding an item if you open the game menu, go to key config and check the "Two step discard" option. It makes it so that you have to drop an item twice in order to discard it. I've been avoiding this but I guess it's time to let you lose your data in cloudy weather. If you've only used one device so far then there should be no problem but if you have multiple devices using the same Steam account with different saves, then you might have some issues. Anyway, you may want to run the game once with the device that has the saves that you want to preserve and then run it on other devices as they will end up being synched to whatever is in the cloud. If you want to have different saves on different devices, then you need to disable cloud saves before you start the game.


[ 2022-03-18 11:24:05 CET ] [ Original post ]


Version 2.15

Here's the full list of changes: - Added a non-violent quest for young adventurers. - Armour, shield and weapon durability got somewhat buffed. - Added a 500ms delay to each turn the player is out of control. - Talent reset no longer makes you lose the seventh talent point. - Fixed a card game bug where taking damage after winning made you lose. - Miscasting with an unbreakable amulet should no longer show a blank name. - Being invisible or hidden allows you to accidentally slap frenemies now. - Boarstone's crossbow delivery quest can no longer be started more than once. - Alter Terrain spell no longer works during quests. So, I was blind and made a bug that was fixed in the previous update and due to mysterious reasons where I must be punished for making bugs, someone ended up saying DIIIIINNNNGGGG! Second part of that punishment then turned into a heritage that gives new players a way to learn Keen Eye talent at any time they want until they wish for more power and their innocence is lost. Note that this only helps new players and old geezers will have to suffer because nobody has made any good music since the 90's. "Fear of the splaatt, fear of the splaaaatttt, I have a constant fear that boulder's always near!" Armour durability got buffed a lot and now armour can only be damaged if the attack causes equal to or more damage than the target's level through physical resistance or the damage type is corrosion (snails). This means that your armour durability gets tougher as you level up and if you're not hit in the face for 20 or more points at level 20, armour takes no damage. This was a huge buff but if the alternative is to always use a shirt then something has to be done. Shields are now up to six times less likely to break if you are not cursed and weapons are now three times less likely to break. The in-game manual has also been updated to reflect the changes. Now there's a 500ms delay per turn whenever the player loses control of the character and there are enemies around. If you manage to find an enemy stuck behind a gate and drink that blessed potion of losing control, you get to enjoy that awkward moment where there's complete silence and all that makes any sound is that clock ticking sound that was added to indicate this. Some bugs were also squashed and thanks again for reporting them.


[ 2022-02-10 22:47:16 CET ] [ Original post ]


Version 2.14

Here's the full list of changes: - Fixed a bug that zeroed physical resistance. - Fixed a dialogue bug that made the Dreadlord idle. So, uhm, yeah. It seems that there hasn't been any physical resistance from armour against anything for awhile. I forgot brackets from a check and thanks to that everything always led to the same result, which is that physical resistance was zeroed just before it should have reduced damage (I couldn't find the bug first time when I checked because the debug spam said everything was good). If the early game has felt hard lately, it's due to this. The another bug was that it was possible to keep the Dreadlord idle by closing the dialogue and that's not exactly how it was supposed to work. Let's have a vote in the comments, was that resistance bug game breaking or something that's hardly worth a mention?


[ 2022-01-25 17:35:28 CET ] [ Original post ]


Version 2.13

Here's the full list of changes: - Fixed a mobile bug that made it impossible to name legendary items. - Added a craftable legendary amulet and a quest line to craft it. - Buffed almost all named creatures with additional health or crit. So, uhm, what happened to 2.12? There was a bug that affected the mobile build that made it impossible to name legendary weapons and thus it was quite game breaking. Since the mobile publishing system requires a new version number for every build, I had to use 2.12 for that but there wasn't much point to add a new version here just for the mobile fix so here we are. Anyway, I have this thing where the person who reports a game breaking bug will be added in the game in some shape or form and this time it's in the form of an amulet. There's this new quest line that begins when you loot a pendant from a certain Dreadlord (I like to cater the 0.1%) and then collect some stuff by completing 5 simple quests. Once you have collected all the required items you can use a sacrificial circle to complete the amulet (Abyssal spells are required). When you complete the amulet it will contain two different unimbued blessed amulets, e.g. Free Action and Seven Keys. It is up to you to decide which amulets you will use as long as they are blessed and they do not teach spells. There's 14 amulets out of 30 that you can place in the legendary amulet. The legendary amulet can then be bought from the curio vendor in subsequent games after you reach level 20. If you happen to choose your amulet effects wrong on the first time you can change them by redoing the quest line again in a subsequent game. I did some code cleanup and there were a bunch of instances where named creatures had similar hidden items that are not dropped upon death (yes, they cheat) but some creatures had the items blessed and enchanted while others had them enchanted and some had them normal. Players have had so much power creep over the years that it just felt like it's time to lose a few hundred lines of code and give them all the blessed enchanted versions. The most notable change is that named creatures gained anywhere from 0 to 3 crit and or health enchants (rings and amulets). There is a small chance that this change will break something by making some named creature super powerful with their new +3 crit that I didn't quite consider through, but hey new challenges! Happy New Year and hopefully there's more game breaking bugs yet to be found so I can do more updates like this.


[ 2021-12-28 00:07:10 CET ] [ Original post ]


Version 2.11

Here's the full list of changes: - Added fishing and a puzzle quest. - Nerfed Blessed Amulet of Free Action. - Fixed Peek effect in the card game. - Fixed localization of unique item names. A fishing hook and a line has been in the game for quite some time now but the only thing it could catch was the normal fish and tentacles. There are a few additional fish and items that can be found now and one of them opens a treasure vault puzzle quest. The puzzle game follows the same rules as the ones you find in newspapers and just like in real life when you type in the wrong number and subsequently stab yourself in the eye with the pen, the game does it for you and you are gently returned to the character creation screen. Completing the puzzle and chugging down some red juice opens up the eighth talent that you can have. This eighth talent is always Strong Will and that can make early game slightly easier. This does however count as a bloodline and if you pick up some other bloodline later in the game it is lost. Unfortunately there is no mouse or gamepad UI for the puzzle game at this time and keyboard has to be used to enter the correct numbers. Oh, I almost forgot, you should be careful what you wish for. Blessed amulet of free action no longer grants a guaranteed free turn and instead it now removes the food consumption multiplier from all haste effects. If you want to have a high chance of a free turn, you will have to stack more than one haste effect and then also have a BAoFA in order to reduce food consumption. The secondary effect of this change is that disorientation does not last as long with BAoFA equipped due to the game counting that there are 0 haste effects at the time of counting the duration. Peek effect should no longer attempt to peek more cards than there are remaining in the deck and hopefully cards should no longer be lost due to that.


[ 2021-11-22 16:05:20 CET ] [ Original post ]


Version 2.10

Here's the full list of changes: - Updated to the latest 2021 version of Unity. - Updated to the latest version of Steamworks.NET. - Updated to the latest XCode and iOS build target. I update the tools and development environment about once per year. I rarely use the latest software because there's often issues with updates and I don't like to waste time to constantly learn new stuff when I can waste a lot of time in one go. This time was no different and now after a few days I finally got a version out that seems to work like it did while using older tools. So, I updated the tools from 2020 to 2021 and only one version of the three (Win, Tux, Mac) worked straight out of the box while the two others simply crashed on startup. After some ducking around the net I finally figured out what might be the reason why those other two didn't work and then it was just trial and error while tweaking the settings. It's always fun when new default options do not work unless some hidden option is selected correctly. It's even more fun when there's no indication that they don't work until you have uploaded the new build and test it in release environment and then it says derp. Anyway, there's nothing new content-wise but hopefully this little exercise in frustration makes future updates smoother.


[ 2021-10-04 14:11:04 CET ] [ Original post ]


Version 2.09

Here's the full list of changes: - Added trollish bloodline. - Added rune crafting and some fluff. - Shadowstep works with amulet of seven keys now. - Wildfire no longer douses lit torches. - Buffered works with levitation now. - Fixed some typos in grail use descriptions. - Fixed a missing repaint when returning schematics. Everyone wants to troll around every now and then and now there's a chance to do that with the new Trollish bloodline. Rune crafting can also be unlocked that allows you to recarve runes to your liking. While doing this, some fluff or lore (or whatever you call it) is revealed that explains why there will be elite orcs coming in a future update (perhaps I'll even manage to balance them so that the third enchant is actually needed). Some bugs have also been fixed and I'm glad you have helped me to do that by reporting them.


[ 2021-08-24 15:31:08 CET ] [ Original post ]


Version 2.08

Here's the full list of changes: - Added Draconic bloodline. - Fixed a bug that prevented using stairs with right mouse button. - Fixed a bug that prevented arcane spells from being reflected. - Fixed a bug that prevented some wands from being reflected. So, this is a small update that adds Draconic bloodline with some quality of life perks as well as one or two perks that might be useful in the early and late game. It also begrudgingly fixes the feature that prevented mouse users from entering places that were clearly meant for keyboard users only. There's some new mechanics in this update that are not listed in the manual and there's a good chance they won't be anytime soon (hot sun, ice cream etc). One of these is blast attacks that use stamina for to hit and damage but they also benefit from dark vision. Blast attacks also have a chance to cause damage to the weapon if they miss and a critical miss can do that twice. Another thing is these new dice rolls that are used in some of the perks, i.e. D33 and D66. The way they work is that you roll two dice consecutively and the first one determines tens and the second one determines ones. E.g. a D66 roll of 5 followed by 2 is the number 52. I hope these explain why your staff breaks in one shot or you are greeted by death while zapping with depleted wands. And finally I wish you all a great summer!


[ 2021-06-13 16:04:40 CET ] [ Original post ]


Version 2.07

Here is the full list of changes: - Scroll of Enchanting now costs 40 gold coins instead of 80. - Fixed two separate coin looting bugs that happened while having a full inventory. - Scroll of Knowledge should now print the name of the scroll it makes known. - Scroll of Knowledge now correctly teaches knowledge about a tome instead of spell. - Changed text color to highlight whenever player learns or forgets about a knowledge. - Wand of Scripting can no longer duplicate blank scrolls. - Fixed a bug that printed about lost friends when creating a new character. - Added a secret bag recipe and a challenge for some legendary bolts. - Added feathers as a stackable junk item. - Fixed a bug where AI thinks it can charge when it actually can't. - Fixed a bug where resolution change led to client being modified error message. - Fixed a bug that prevented some creatures from attacking if the player didn't see them. - Fixed a bug that crashed the game when trying to enter the last level of Crumbling Abyss. - Fixed a bug that made creature animations flicker when they moved or attacked. - Fixed a bug that made Sweeping Blow change the animation target. - Miscasts can now damage conduit weapons in addition to other effects. - Potion of Healing now heals for X x 10% + XD6 instead of XD6 (*). - Disabled player made maps from being added to the custom map pool (whoops). - Fixed a bug that occasionally prevented using cursor actions (e.g. charge). - Fixed a bug that allowed charging enemies that were in the fog of war. - Corners can no longer be targeted using the target cursor (square -> octagon). - Fixed a bug that crashed the game when the player died in dingbat form. - Changed demonrat from strength based melee to agility based melee. - Most action sounds made while shapeshifted now play creature move sound instead. - Hateful Aura's radius is now 4 for non-monsters (used to be 8). - Humans are now hostile towards shapeshifted creatures. - Purple wizard staff now correctly teaches Release Soul. - Added Bloodlines DLC data. (*) All percentage based values use the relevant maximum value, e.g. max health. - - - - - - - - - - This update contains bug and balance fixes and it also contains data for the new Bloodlines DLC. If all works out, Bloodlines DLC should be available at the end of the month (or early June) and it introduces the first two bloodlines and a lovely new boss. Bloodlines are a collection of perks that change the way that your spells and talents work and/or provide passive effects. The in-game manual lists all of the perks and their effects. Once you have unlocked a bloodline and some perks for it, you can select that bloodline at the character creation and the perks will affect your character starting from level 1. A few more bloodlines and some other things are planned for later this year and having this new DLC should keep you updated for the next year and a half. And finally a huge thank you for all players who have reported bugs and balance issues making it possible to fix them.


[ 2021-05-15 13:47:40 CET ] [ Original post ]


Version 2.06

- Scroll of Ender card should no longer exhaust another random card. - Added disoriented status effect that prevents casting teleport spells. - All teleport effects now cause you to become disoriented for a while. - Item trade, repair, enchant and identify costs have been changed. - Highscores are reset again due to the changes. There's two things that are overused and they feel too powerful. The first thing is Plane Shift and the second thing is Blessed Amulet of Free Action. So, they are slightly toned down by adding a disoriented effect that prevents casting Plane Shift again for two turns (effectively 1 turn because your turn ends after casting), or in case you have a haste effect from rings or amulets, for D3+2 turns (that is up to 9 actions). Trade, repair, enchant and identify cost changes: When you sell an item while having charisma 7, you get paid 30% of the item's base value. In the previous version, this value was then multiplied by charisma multiplier (up to 2.0), enchant multipliers (1.6 per enchant) and blessing multiplier of 1.5. So, a double enchanted and blessed item would have sold at 230% of the item's base value at 12 charisma (0.3 * 2.0 * 1.6 * 1.6 * 1.5). Those multipliers have been nerfed and charisma multiplier is now up to 1.5 and enchant multiplier is 1.4 per enchant. Therefore, a double enchanted and blessed item will sell at 132% of the item's base value at 12 charisma (0.3 * 1.5 * 1.4 * 1.4 * 1.5). The relative effect at charisma 7 (i.e. a new guy) goes from 115% down to 88% of item's value. This is still a considerable nerf to sell costs and that is balanced by adjusting all other service costs as described below. The aim of these nerfs (and buffs) is to entice you to go explore and die in a horrible way instead of playing Merchant's Tale. Weapons, armour and shields used to have different repair costs ranging from 40% to 60% of the item's base value. Repair costs are now cheaper but they are now also affected by the number of enchants. The cost of repairing an item is now 20% of the item's base value and that is then multiplied by 1.5 per enchant. So, the cost to repair a double enchanted item is now 0.2 * 1.5 * 1.5, or 45% of the item's base value. In general repairing is now much cheaper while you're not in fully enchanted end game gear. Enchant and identify costs have been halved and it now costs 50 gold coins to enchant and 10 gold coins to identify an item. Hopefully this entices exploring even further and makes a few more items worth selling. Unfortunately all of the above (as well as certain server changes) require that highscores are reset again. We do have a winner for version 2.05 though, and we'll hopefully be seeing "it" in the next update. Epixx.org server changes: Well, this was supposed to be a content update but as it turns out there are some "players" that are more interested in decompiling and modifying the game and in some cases using a modified game to cheat while playing on the server. This version adds a number of checks on the server that can see if the client is modified and if that is the case then the server closes the connection and deletes the user's account. So, if you mod your game or use a mod made by someone else, or "accidentally" happen to use memory mapping cheat tools, please use them offline only. The private server is no longer available for download so no more running a "Localhost" server. There were so many changes and time wasted that I'm not willing to spend any more time to merge them to the private server at least for now.


[ 2021-03-18 14:06:11 CET ] [ Original post ]


Version 2.05

Is now here. Here's the full list of changes: - Changed the color of combat log status effect strings to make them more visible. - Infinite Flask can now be used with all 1x1 sized food items. - Arcanist in the Market Square now always has an additional blank scroll or an empty potion. - Added 4 new crafting materials (Core of Fire, Water, Air and Earth). - These elemental cores also function as grenades when thrown. - Added arrows and bolts crafting tabs to Leo's Workshop and 12 new schematics. - Added 2 new crafting heritages. - Fixed a number of localized Chinese texts. - Added two new legendary weapon recipes for the transmutation bag (Requires The Hoard DLC). - Fixed several Multi Shot bugs and it no longer uses arrows directly from the inventory. - Cursed Scroll of Time Warp no longer resets the turn counter and it just resets your talents. - Fixed some key handlers that allowed actions to be used while various windows were shown. - Replaced male order sound with a three different ones to give some variety. - Replaced placeholder female charge, order and push sounds with something else. - Talking to Woof now removes bleeding, burning and Deadly Poison effects or heals it. - Added a new huge boss, quest and heritage (remember to bring your Fluffy Rabbit's Foot). - The King, Gurmur and the new boss are now immune to Deadly Ghoul Tooth and the Equalizer. - Gurmur and the new boss must be killed in order to start the final quest. - Retreating from either of the required boss levels means that you lose the game. - Repelling Smite now correctly repels only adjacent creatures instead of all visible creatures. - Various summoning spells now cause exhaustion that prevents further summoning for a while. - Enslave Daemon now shows the health bar of the target daemon while it is enslaved. - Spirit wolves and fire wurms now have a small light radius. - Allowed a few more heritages to be unlocked on casual and heroic difficulties. - Heritage selection in character creations is now saved for the next time. - Sign Language talent now works while silenced. - Hail the Pooch heritage now works while silenced but only if Woof is your only friend. - Darkseers now come equipped with a Scroll of Polymorph. - Huge bosses can no longer be confused, charmed, chilled, cursed, paralyzed, shocked or stunned. - Huge bosses can now attack up to 3 spaces away from their center. - Swarms are now immune to everything else other than being set on fire. - All monsters and multiple creatures that are summoned now have a 1 turn stun effect. - Added King Indivis the Fair as a statue in the Forstmourn Keep. - He becomes less static in the undead phase and may even have some friends. - Fixed an AI bug that allowed immobile creatures to swim or move towards levers. - Fixed an AI bug that prevented certain spells from being used. - Fixed an AI bug that prevented creatures from attacking bosses. - Added Champion of Frostmourn and Hero of Frostmourn statuses. - Wand of Bloodletting duration has been reduced by 80%. - Wand of Torture damage has been nerfed by 50%. - Manual has been updated the with the wand changes above. - Critical casts with Spirit Wolves, Abyssal Grasp and Dancing Weapons will now befriend them. - It is now much easier to summon daemon at higher levels (enslaving it is still just as hard). - Fixed an AI bug that allowed animals etc. to equip weapons. - Fixed a disarm bug that resulted to animals losing their claws and trying to find new weapons. - Stashing, fetching and discarding gold coins should now update the status text in town. Epixx.org server changes: - Server highscores have been reset. - Your personal highscores will be reset when you die or retire the next time. - Existing characters cannot trigger the win screen by looting the crown. - Version 2.05 or newer is now required to login to the server. Uhh, so it was possible to use Infinite Flask with some food items before in addition to copying potions?!? Well, yes, and all I can say about that is lol secret. Multi Shot had several bugs ranging from combat log prints to not ending the player's turn when used making it the most broken talent ever. It also had a feature that made it easier to use when it used arrows from the inventory without equipping them, but now that there is a new legendary weapon that changes Multi Shot, it would be too powerful so it had to go as well. The legendary weapon mentioned above actually exists in real world and I'll be ordering one if I ever happen to have a couple grands of extra bucks. Until then I'll just have to settle for the pixel version of it. It's now much easier to keep Woof alive in the early game when the first poison or burn doesn't necessarily kill it. I believe in balance and since Woof can now be cuddled, the price for that is that easy solutions for the three main bosses must go. You will have to fight them one way or the other (truth be told, they were getting jealous to Skaldir and Calfaxx for their kinetic immunity). Gurmur got lonely so a new huge boss was added. Most conventional weapons and spells are not strong enough to do anything to it unless your gear is somewhat optimized. Some of the "broken" items got nerfed just so that the shrine of forgotten heroes gets its fair share of spirits. The player now has to gain hero status before being able to challenge the king. This can be done by killing Gurmur and the new boss. Once you take down one of them you are known as the Champion of Frostmourn and when both are dealt you are known as the Hero of Frostmourn. These are just "fluff" titles at the moment but perhaps they will mean something in the future, who knows. So, the Epixx.org highscores have been reset and the top 5 gets their rightful place in the game. Number one will be responsible for seal clubbing any new heroes attempting to claim their place on the throne. The next four will empower him to do just that. But, why, my highscores and my perfect run! Hmm, yeah, there was a bug that mixed shared highscores and personal highscores when playing on the Epixx.org server. There is no easy way to fix them other than reseting them all. The requirements of the final battle have changed and it means that existing characters can no longer be allowed to finish the game or the new highscores would end up being wrong. Some sneaky player could be sitting next to the crown with 100 turns played and that is why only new characters created in 2.05 can finish the game. I'm glad to see that some of the secrets are still secrets though. The best result before 2.05 was 46 turns but the theoretical minimum was something like 25 turns if you would use a certain secret effect to kill all of the human guards in one turn after luring them to the middle. Many bugs that were reported should now be fixed and I think there were some feature requests as well. Thank you all for reporting them.


[ 2021-01-22 13:41:16 CET ] [ Original post ]


Tinkering 2020

I used to post these maintenance updates only on the website as there's no new content but from now on all updates will either get patch notes here or in the comments of the latest post (in case of a hot fix after a new patch). So, here's the changes between builds 201031 and 201130: - Updated the game icon. - Updated the game to use the latest version of Unity. - Fixed a bug that allowed to show spellbook while in town. - Fixed a bug that allowed non-humanoid creatures to equip weapons. - Fixed a drag-and-drop bug that affected scaled mobile UI. - Changed all "Logout" button texts to "Select rogue" when playing offline. - Updated terms of use and privacy policy to be compatible with the mobile version. This update has a few bug fixes but it's mostly about getting a build ready for mobile (visit the developer website if you want to know more about that).


[ 2020-11-29 00:15:23 CET ] [ Original post ]


Version 2.04

Is now available for the 1%. Here's the full list of changes: - Added curio vendor in the Market Quarter that allows you to spend card dust on various items. - Added a bag of transmutation and some transmutation recipes for the owners of The Hoard DLC. - The amount of card dust is now stored in Steam and shared across all characters, offline or online. - /mrgsteam command works with cards now and they can be restored just like heritages and challenges. - Added a touchscreen user interface (can be enabled in the settings). - Reduced the amount of extra gold in chests and skull piles by 50%. - Charisma popup now shows values based on charisma instead of stamina. - Scroll of Teleport should no longer allow intimate relations with boulders or other objects. - The Curve Ball challenge should no longer trigger if Melee/Thrown weapon is used in melee. - Hotkeys no longer work while inventory is shown (and it shouldn't be possible to shapeshift while dungeon merchant is identifying your stuff). - Cursed rings and amulets are now excluded from the collector heritage rewards. - Fixed various creature spawns that caused them to become invisible (too many creatures at once). - Once player has defeated Bebe le Frog, any further playthroughs will skip the "tutorial" card battles. There's a new merchant in town that allows you to spend any excess card dust you may have lying around. Most of the curio vendor's new items require The Hoard DLC but it also sells random charms as well as Runes of the Imp to everyone who have enough dust to spend and have unlocked legendary items (hence the 1%). This is what the DLC owners will see when they visit the curio vendor for the first time:
So, about the bag of transmutation. It costs quite a lot of dust and then some but once you buy it you will have 32 extra inventory slots and you can hoover every single item worth something and transmute them into gold coins that are deposited into your bank account. You can even put gold coins into the bag and they are deposited into your bank account when you transmute them. Unique items and Items that have no gold cost can be stored in the bag and they are not affected when you transmute other items. What's this about recipes for the bag? There's 4 recipes for the bag at the moment. One of the recipes improves the bag even further allowing it to remotely store crafting materials in the Artisans's Guild and three of the recipes allows the bag to craft new legendary weapons. There has always been a touchscreen UI in the game just in case I ever wanted to make a mobile version and now I have finally enabled it. It has only been tested on iPad but in theory it should work on tablet PC's. Please note that I don't have a tablet PC to properly test it and it is possible that it will not work correctly. The other changes are mostly bug fixes and balance tweaks and for those I must thank you all for reporting them.


[ 2020-10-26 20:42:40 CET ] [ Original post ]


Version 2.03

So, what do you do when you've always wanted to make a card game but at the same time you should also keep this game updated. Time wise it would take quite long to make a full standalone card game and then even longer to make new ways to die horribly in this game. Three months ago I was pondering how to resolve this time issue. Maybe I could use 6 months to make a card game and then update this in early 2021 perhaps. What I came up with was a compromise, I decided that I won't make a full standalone card game and I'll limit the new ways to die horribly to just one. Then I gave it a deadline, August 31st, and applied my own JFDI project model on it (just ... do it). There's still 10 days to go to the deadline but I'm out of juice so here it is. So, yeah, there's now a collectible card game in the game and in order to play the card game, you have to find a card album in a locked chest (picking the lock is required).
Once you have found the card album, it will lead to a short quest that allows you to use the card album (the album's description tells you what to do in each step).
Once you complete the quest you can fully enjoy the card game and die horribly many, many, many times.
Note that there's no manual for the card game at this point. There's dozens of rules that you just have to figure out on your own. There could be a manual at some point in the distant future but I'm not making any promises. Also note that this is what I consider casual content and it can be completed on all difficulty levels. You may be squashed like a bug on the windscreen a few dozen (hundred?) times but it can be done casually.


[ 2020-08-21 12:49:40 CET ] [ Original post ]


Version 2.02


Is here in all its cringyness for the owners of The Hoard DLC. - Added a new quest and achievements related to it. - Added a new shapeshifting talent and heritages related to it. - Added support for 3:2 screen resolutions (1920 x 1280 and up). - Fixed some particle effect scaling issues in various resolutions. - Fixed a spellbook refresh issue with amulets and bound spells. It all comes down to beer. Someone tinkers with the beer so someone must die. If that someone is a dingbat then it may rub on you. Once you start your journey to transition into a dingbat, you will find one new talent, one special ability, five new heritages and two new challenges. There's support for 3:2 aspect ratio screens now. Unfortunately I haven't been able to test them on a real device due to "reasons" but they should work. Stay safe and don't let the Cowrain catch you.


[ 2020-04-07 14:50:02 CET ] [ Original post ]


Version 2.01

This patch prepares the game for the upcoming Rogue's Tale - The Hoard DLC that should be available on February 20, 2020 if everything works out. There's a lot of changes to the game but most of them are not clearly visible as they are either bug fixes or minor adjustments such as item price changes. Some of the quality of life changes are easier to see such as quest icons that make it easier to see which quest is selected without having to read a wall of text. Event and quest bosses have visible health bars now without having to look at them. Some game mechanics have also changed such as elemental damage caused by some creatures and they hit a little harder now. There was a bug that made their attacks ignore base damage gained from abilities and talents. So, about the DLC. Rogue's Tale - The Hoard DLC is the first expansion to the game and it adds up to five stash boxes (36 tiles per box) to store loot in. Two of the boxes are unlocked after saving Leo Noerde (most players have done it already) and three of the boxes are unlocked after dealing with the three new quest/event bosses named after the three players that found game breaking bugs during the 2.0 beta. There's also bunch of other stuff besides the stash boxes but the main focus is on the boxes and tearing those bosses a new one. You will see that they are quite hard, especially when trying to complete the challenges linked to them, but I'm sure that 0.1% of the player base don't mind about that...


[ 2020-01-01 15:10:37 CET ] [ Original post ]


Version 2.00

Is now here. Changes compared to the 1.15 version in no particular order: - The game is made with Unity and C# instead of Java. - All graphics have been redone in Full HD. - MacOSX version is available now. - There is limited gamepad controller support now. - Minimum resolution is now 1280x720 instead of 960x600. - There is Chinese localization thanks to Cloud Wu. - Bunch of new creatures, items, item sets, spells, quests, heritages, challenges... PS4 DualShock controller works on Windows/Linux/Mac by plugging it in and enabling Gamepad in the settings. Some other controllers can be used if you have the drivers for them, enable Gamepad in the settings and map their buttons in-game by typing /gamepad. Animations run a bit slower now by default but there is a toggle in the key bindings menu that allows impatient ones go faster. All old Epixx.org accounts were wiped during the beta and players will have to create a new account. Heritages and challenges can be restored by typing /mrgsteam in-game. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - There is now a command that allows one time merging of heritages and challenges to Steam using the data from your old Epixx.org account. This command can be run exactly one time and it deletes your old data and unlocks a hidden achievement on Steam that you can't unlock in any other way. If you fail to type in the command exactly right, everyone on the server will know your old account details and can do it for you (so don't make mistakes). The steps to use this command: 1. Login to your new account on the Epixx.org server. 2. Type "/presteam oldaccount oldpassword" without the quotes. If you don't fail in typing /presteam at the very beginning and your old account and password matches with the ones stored on the server, your old data is deleted and the hidden achievement is unlocked. It doesn't matter if your Steam achievements are already unlocked, the hidden achievement comes from deleting the data instead of unlocking old achievements. If you fail to type /presteam at the start of the command but manage to type your old account name and password, then everyone on the server will know them and can do whatever they like with them. If you don't remember your old account name or password and want to unlock the hidden achievement, then go find someone else's account on ebay because there is no password reset available for the old data. Note that accounts that didn't have any heritages or challenges unlocked have been already deleted.


[ 2019-07-13 13:37:41 CET ] [ Original post ]


Version 2.0 Beta 2

Is now available to be broken. Epixx.org server has been wiped clean and updated to 2.0. Steam achievements (i.e. heritages and challenges) can now be merged to an offline profile or an online account with /mrgsteam command. The game now has partial support for controllers. PS4 DualShock controller should work without calibration (just enable Gamepad in settings) but other controllers will have to map the axes and buttons (type /gamepad in game after enabling Gamepad in settings). There is a Chinese localization in the game now and it can be enabled by clicking the flag in the login screen. Many thanks to Cloud Wu for translating all those thousands of lines of text. A lot of bugs were found during the first beta and I have to thank each and every player who reported them, so thank you.


[ 2019-06-14 12:07:51 CET ] [ Original post ]


Version 2.0 Beta 1

Is now available to be broken. - Right click Rogue's Tale in your library. - Select Properties, Betas and opt into "test - Public test branch". There is a version for both Windows and Linux. Note that the new minimum screen resolution is 1920x1080 and the game will not work with smaller screens than that. There's two heritages that can't be completed yet because the two new spells schools are not in it so you can't learn those spells. They will be added in the second beta with all the other missing stuff. Heritages have been made easier and most of them can be completed in casual mode and it is now the default mode when you start the game for the first time. If you find any nasty bugs, please report them in the forums and add some kind of identifier in the title e.g. "[Beta 1]". If the bug crashes the game, please check the log file (in Windows): [noparse]C:/Users/win_user_name/AppData/LocalLow/Epixx.org/Rogue's Tale/Player.log[/noparse] or (in Linux): [noparse]~/.config/unity3d/Epixx.org/Rogue's Tale/Player.log[/noparse] for an error message and post that as well.


[ 2019-05-12 11:22:41 CET ] [ Original post ]


Version 1.15

Including legendary weapons and a new boss: - Added a way to create legendary weapons. - Added 9 legendary effects for those weapons. - Added a new repeatable boss. - Added demonrats and treemen. - Added 13 new challenges. - Fixed some bugs and issues. There was this request from a player who likes to tinker with his weapons and he was asking for a way to give them a personalized name and perhaps have them gain additional powers somehow. As it happens to be, that request ended up being on my to-do list in this patch. If you win bigly you get to fight some nasty demonrats. This new repeatable boss shouldn't be all that hard if you are prepared but if you happen to face one accidentally then there's a good chance that you get to start over. No more free mushrooms at level 20. Treemen have rooted themselves deeply under mushroom patches and whenever you harvest some blood caps there's a chance you get to chop a tree down. Yes, this is meant to snuff out those new players that have just reached level 20 for the first time. Nine of the thirteen new challenges are secret, meaning that their description is hidden until they have been completed. This is because they describe the way to imbue legendary effects on legendary weapons and at least a few players should be able to enjoy the wonders of discovery before there's a guide. There's also some bug fixes but they can be found in the change log.


[ 2017-07-12 18:06:51 CET ] [ Original post ]


Version 1.15

Including legendary weapons and a new boss: - Added a way to create legendary weapons. - Added 9 legendary effects for those weapons. - Added a new repeatable boss. - Added demonrats and treemen. - Added 13 new challenges. - Fixed some bugs and issues. There was this request from a player who likes to tinker with his weapons and he was asking for a way to give them a personalized name and perhaps have them gain additional powers somehow. As it happens to be, that request ended up being on my to-do list in this patch. If you win bigly you get to fight some nasty demonrats. This new repeatable boss shouldn't be all that hard if you are prepared but if you happen to face one accidentally then there's a good chance that you get to start over. No more free mushrooms at level 20. Treemen have rooted themselves deeply under mushroom patches and whenever you harvest some blood caps there's a chance you get to chop a tree down. Yes, this is meant to snuff out those new players that have just reached level 20 for the first time. Nine of the thirteen new challenges are secret, meaning that their description is hidden until they have been completed. This is because they describe the way to imbue legendary effects on legendary weapons and at least a few players should be able to enjoy the wonders of discovery before there's a guide. There's also some bug fixes but they can be found in the change log.


[ 2017-07-12 18:06:51 CET ] [ Original post ]


Version 1.14

With new items and challenges: - Added charms. - Added runes. - Added stats screen. - Added 6 new challenges. - Added trolls and loot hoarders. - Fixed some bugs (and made new ones). Charms are items that affect you in some way when they are in your inventory. Now there's 15 good charms and one that can be used to forget knowledges. Runes are items that allow you to add third enchant to a blessed item with two existing enchants. Runes are not available before you complete all of the wishes in one game (Dwarfageddon challenge). Stats screen is something that has been asked many times over the years but it has eluded the top of my to-do list until now. Stats screen can be seen by pressing Ctrl while the inventory is open. The new challenges are somewhat grindy but one of them gives you "the Epeen Troll" title. When you try that challenge for the first time, remember that perhaps it's the developer who's trolling. Trolls are not very smart or fast but they can be hard if you don't have some fire to deal with them. Loot hoarders are there to give easy access to charms. Bugs and other balance issues can be found in the change log.


[ 2016-08-18 11:34:58 CET ] [ Original post ]


Version 1.14

With new items and challenges: - Added charms. - Added runes. - Added stats screen. - Added 6 new challenges. - Added trolls and loot hoarders. - Fixed some bugs (and made new ones). Charms are items that affect you in some way when they are in your inventory. Now there's 15 good charms and one that can be used to forget knowledges. Runes are items that allow you to add third enchant to a blessed item with two existing enchants. Runes are not available before you complete all of the wishes in one game (Dwarfageddon challenge). Stats screen is something that has been asked many times over the years but it has eluded the top of my to-do list until now. Stats screen can be seen by pressing Ctrl while the inventory is open. The new challenges are somewhat grindy but one of them gives you "the Epeen Troll" title. When you try that challenge for the first time, remember that perhaps it's the developer who's trolling. Trolls are not very smart or fast but they can be hard if you don't have some fire to deal with them. Loot hoarders are there to give easy access to charms. Bugs and other balance issues can be found in the change log.


[ 2016-08-18 11:34:58 CET ] [ Original post ]


Version 1.13

Including a new boss and stuff: - Added a new boss called Dread Lord Nabon. - Added a repeatable quest that helps to find monsters. - Removed duplicate bad potions and added new good ones. - Poisoned weapons are now better and poisons last longer. - Some other minor balancing issues, improvements etc. There was this little competition on the Epixx.org server where the first player to spank the King on heroic difficulty would have his name deviously stolen. The name of that rogue was Nabon and he now has his own boss in the game. In order to keep the game fair, monsters can't be too common or the midgame would prove quite tricky. This, however, makes it so that it is possible to play for weeks and never see a certain monster. There is now a repeatable quest in the inn that can be used to find a specific monster with the excess gold you have. Potions have always been somewhat boring because of the ratio of good vs bad potions (5 vs 19). This has now been changed so that 23 out of 24 are good once poisons have been identified. Even the only disease potion can be considered good as its effect is much worse and chugging it on an enemy can prove quite funny. Poisons used to have a max duration of 3 damaging hits. This is no longer the case and their average duration is now much longer. What this means is that an orc with his super nasty poison no longer uses all charges on the nearest snail and you will get to enjoy the effects of it aswell. There's also some balancing issues but they can be found in the change log.


[ 2015-12-06 21:22:40 CET ] [ Original post ]


Version 1.13

Including a new boss and stuff: - Added a new boss called Dread Lord Nabon. - Added a repeatable quest that helps to find monsters. - Removed duplicate bad potions and added new good ones. - Poisoned weapons are now better and poisons last longer. - Some other minor balancing issues, improvements etc. There was this little competition on the Epixx.org server where the first player to spank the King on heroic difficulty would have his name deviously stolen. The name of that rogue was Nabon and he now has his own boss in the game. In order to keep the game fair, monsters can't be too common or the midgame would prove quite tricky. This, however, makes it so that it is possible to play for weeks and never see a certain monster. There is now a repeatable quest in the inn that can be used to find a specific monster with the excess gold you have. Potions have always been somewhat boring because of the ratio of good vs bad potions (5 vs 19). This has now been changed so that 23 out of 24 are good once poisons have been identified. Even the only disease potion can be considered good as its effect is much worse and chugging it on an enemy can prove quite funny. Poisons used to have a max duration of 3 damaging hits. This is no longer the case and their average duration is now much longer. What this means is that an orc with his super nasty poison no longer uses all charges on the nearest snail and you will get to enjoy the effects of it aswell. There's also some balancing issues but they can be found in the change log.


[ 2015-12-06 21:22:40 CET ] [ Original post ]


Version 1.12

Including a lot of new features: - Added chasms and new dungeon templates. - Added new talents, heritages and challenges. - Added heroic difficulty level. - Added cultists to the list of things to do before the King. - Some less used items were rebalanced etc. A friend of mine once told me that a game must have lava to be considered a real game. Well, now there's lava for you to bathe in. There's also some water and tentacles. If you have delusions of grandeur I invite you to swim in them. Players can now shapeshift into a wolf and bear form (or at least skilled players can). If you have what it takes to kill a bear or three, you can begin your journey to unlock the new shapeshifting talents and heritages. There's some new challenges that are slightly more challenging than those that turn you insane. They are manageable with the proper tools but I'm sure some of them will make you scratch your head and call this game a cheating female body part. One man's normal is another man's heroic. Once you have unlocked everything and find the normal difficulty level boring, you can start the game with the worst cards in the deck and see how far you can get. If the cultists haven't been dealt with before the final battle, tentacles will randomly spawn under the player. This may be manageable on normal difficulty with the best gear and a lot of luck but it is impossible on heroic. Specifics on item changes can be seen in the change log when you start the game but the most noticeable thing is that all regeneration effects are now stronger. Some mechanics have changed and you really should read the change log to prevent totally unfair accidental deaths. Unfortunately for many of you, all this is TL;DR; and your precious toon is slapped to the ground where it belongs (insert evil laughter here).


[ 2015-10-18 12:01:47 CET ] [ Original post ]


Version 1.12

Including a lot of new features: - Added chasms and new dungeon templates. - Added new talents, heritages and challenges. - Added heroic difficulty level. - Added cultists to the list of things to do before the King. - Some less used items were rebalanced etc. A friend of mine once told me that a game must have lava to be considered a real game. Well, now there's lava for you to bathe in. There's also some water and tentacles. If you have delusions of grandeur I invite you to swim in them. Players can now shapeshift into a wolf and bear form (or at least skilled players can). If you have what it takes to kill a bear or three, you can begin your journey to unlock the new shapeshifting talents and heritages. There's some new challenges that are slightly more challenging than those that turn you insane. They are manageable with the proper tools but I'm sure some of them will make you scratch your head and call this game a cheating female body part. One man's normal is another man's heroic. Once you have unlocked everything and find the normal difficulty level boring, you can start the game with the worst cards in the deck and see how far you can get. If the cultists haven't been dealt with before the final battle, tentacles will randomly spawn under the player. This may be manageable on normal difficulty with the best gear and a lot of luck but it is impossible on heroic. Specifics on item changes can be seen in the change log when you start the game but the most noticeable thing is that all regeneration effects are now stronger. Some mechanics have changed and you really should read the change log to prevent totally unfair accidental deaths. Unfortunately for many of you, all this is TL;DR; and your precious toon is slapped to the ground where it belongs (insert evil laughter here).


[ 2015-10-18 12:01:47 CET ] [ Original post ]


Version 1.11

Including a bunch of new features: - Added secret rooms and new custom levels. - Added new elemental creatures and mosters. - Improved some of the less used talents. - Enabled Linux version on Steam. Secret rooms can now be present on any level but they are still rare enough to not be worth actively searhing for. Instead, it may be worth to try and get one of the automatic search effects to find them. There's also 20 new custom level templates with one or more secret rooms in them. Elementals are creatures that are completely immune to the damage and effects of their own element (e.g. fire) and they have an aura that damages all other adjacent creatures. Steady Shot and Silent Cast have been somewhat weak talent choices in the past and they have been buffed slightly. Steady Shot can now be used with Silent Move to do double damage while hidden. Silent Cast now also teaches Clearcasting, which is a passive skill that gives the caster a chance to cast spells without using energy. The Linux version should now be available on Steam. It still has some issues with all the various distros available and it may require some tinkering to make it work. If you are not sure how to install the required 32 bit libraries on your Linux distro then you should try the demo version on the Epixx.org site before buying this game.


[ 2015-07-21 11:33:01 CET ] [ Original post ]


Version 1.11

Including a bunch of new features: - Added secret rooms and new custom levels. - Added new elemental creatures and mosters. - Improved some of the less used talents. - Enabled Linux version on Steam. Secret rooms can now be present on any level but they are still rare enough to not be worth actively searhing for. Instead, it may be worth to try and get one of the automatic search effects to find them. There's also 20 new custom level templates with one or more secret rooms in them. Elementals are creatures that are completely immune to the damage and effects of their own element (e.g. fire) and they have an aura that damages all other adjacent creatures. Steady Shot and Silent Cast have been somewhat weak talent choices in the past and they have been buffed slightly. Steady Shot can now be used with Silent Move to do double damage while hidden. Silent Cast now also teaches Clearcasting, which is a passive skill that gives the caster a chance to cast spells without using energy. The Linux version should now be available on Steam. It still has some issues with all the various distros available and it may require some tinkering to make it work. If you are not sure how to install the required 32 bit libraries on your Linux distro then you should try the demo version on the Epixx.org site before buying this game.


[ 2015-07-21 11:33:01 CET ] [ Original post ]


Version 1.10

Including three new features: - Improved graphics performance. - Improved quality of life. - Partial Linux support. Improved graphics performance was a side effect of trying to make this thing work on Linux. Some of the graphics bottlenecks were not apparent when the game was played on Windows, but when they were fixed for Linux, they also improved performance on Windows. Improved quality of life through making enchanting less grindy had been on my to-do list for quite some time but it took few emails to finally nudge it forward. What this means is that the Wizard's Guild now gives the player three choices to choose from when enchanting items making it much easier to experiment with different enchants. Partial Linux support is slightly less than what I would've wanted to achieve but it will have to do for now. What it means is that if you happen to have Steam installed on Linux, Rogue's Tale in your library and some skills to determine which 32 bit libraries (if any) are missing and install them as needed, you can make it work on Linux. Most of the required libraries should be present when you have Steam running, but since I have only tested it in less than ten different distro/version combinations out of bazillion and almost all of them required some tweaking either through enabling opengl pipeline in the launcher or installing missing libraries, I won't be signing this off as having full Linux support. Since there is no full Linux support there won't be any standalone versions available for Linux (nor a mention on the store page that it exists). Personally I use 32 & 64 bit Debians and they're the only ones I have any knowledge of and other distros won't get much help from me. Demo version is available on the Epixx website and if you can make it work on your Linux distro and version then the Steam version works also.


[ 2015-04-30 13:25:14 CET ] [ Original post ]


Version 1.10

Including three new features: - Improved graphics performance. - Improved quality of life. - Partial Linux support. Improved graphics performance was a side effect of trying to make this thing work on Linux. Some of the graphics bottlenecks were not apparent when the game was played on Windows, but when they were fixed for Linux, they also improved performance on Windows. Improved quality of life through making enchanting less grindy had been on my to-do list for quite some time but it took few emails to finally nudge it forward. What this means is that the Wizard's Guild now gives the player three choices to choose from when enchanting items making it much easier to experiment with different enchants. Partial Linux support is slightly less than what I would've wanted to achieve but it will have to do for now. What it means is that if you happen to have Steam installed on Linux, Rogue's Tale in your library and some skills to determine which 32 bit libraries (if any) are missing and install them as needed, you can make it work on Linux. Most of the required libraries should be present when you have Steam running, but since I have only tested it in less than ten different distro/version combinations out of bazillion and almost all of them required some tweaking either through enabling opengl pipeline in the launcher or installing missing libraries, I won't be signing this off as having full Linux support. Since there is no full Linux support there won't be any standalone versions available for Linux (nor a mention on the store page that it exists). Personally I use 32 & 64 bit Debians and they're the only ones I have any knowledge of and other distros won't get much help from me. Demo version is available on the Epixx website and if you can make it work on your Linux distro and version then the Steam version works also.


[ 2015-04-30 13:25:14 CET ] [ Original post ]


Version 1.09

Including three new major features: - Win 8 tablet support. - Casual difficulty level. - Crafting. Win 8 tablet support adds a user interface that can be used with a touch screen to play the game. Casual difficulty level, or "Please don't hurt me!" as it is named in-game, is a game mode where the player selects a class and starts the game with class specific talents, spells and equipment. In addition to being equipped from the beginning, the overall difficulty is toned down as enemies are progressively weaker, traps do less damage and unidentified items can be sold. Crafting adds superior items and consistency of obtaining them over several playthroughs. There's a random number of crafting materials available at the beginning of each game that allows the player to craft a few items after raising some gold. There's also some bug fixes and usability improvements, and full list of changes can be seen when you start the game.


[ 2015-03-07 13:59:49 CET ] [ Original post ]


Version 1.09

Including three new major features: - Win 8 tablet support. - Casual difficulty level. - Crafting. Win 8 tablet support adds a user interface that can be used with a touch screen to play the game. Casual difficulty level, or "Please don't hurt me!" as it is named in-game, is a game mode where the player selects a class and starts the game with class specific talents, spells and equipment. In addition to being equipped from the beginning, the overall difficulty is toned down as enemies are progressively weaker, traps do less damage and unidentified items can be sold. Crafting adds superior items and consistency of obtaining them over several playthroughs. There's a random number of crafting materials available at the beginning of each game that allows the player to craft a few items after raising some gold. There's also some bug fixes and usability improvements, and full list of changes can be seen when you start the game.


[ 2015-03-07 13:59:49 CET ] [ Original post ]


Version 1.08

Including a bunch of new features, such as: - Additional set of hotkeys (Tab). - Shortcut to view chat only (Ctrl+G). - Hoods to keep them wizard baldies warm. - Most of the requested features are now there. - Most of the known bugs are now fixed. - Woof is now a BFF! Full details can be seen when you start the game.


[ 2014-04-09 16:03:49 CET ] [ Original post ]


Now Available on Steam - Rogue's Tale, 10% off!

Rogue's Tale is Now Available on Steam!

Rogue's Tale is a single player turn-based dungeon crawling game.
The game takes place in a place called Frostmourn Keep and its underlying dungeons located in the World's End Mountains. The goal is to overthrow the current king of the Frostmourn Keep and become the new king.


[ 2014-03-28 16:41:00 CET ] [ Original post ]



Rogue's Tale
Epixx.org
  • Developer

  • Epixx.org
  • Publisher

  • 2014-03-28
  • Release

  • RPG Singleplayer
  • Tags

  • Game News Posts 47  
    🎹🖱️Keyboard + Mouse
  • Controls

  • Mostly Positive

    (595 reviews)


  • Review Score

  • http://rogue.epixx.org
  • Website

  • https://store.steampowered.com/app/265990 
  • Steam Store

  • The Game includes VR Support



    Linux Content [206.76 M]

  • Public Linux depots

  • Rogue's Tale - The Hoard DLC
    Rogue's Tale - Bloodlines DLC
    Rogue's Tale - Hideout DLC
  • Available DLCs

  • Rogue's Tale is a single player turn-based dungeon crawling game.

    The game takes place in a place called Frostmourn Keep and its underlying dungeons located in the World's End Mountains. The goal is to overthrow the current king of the Frostmourn Keep and become the new king.

    • Classless character building where you can be the kind of rogue you want.
    • Seemingly unfair, untimely and unforgiving deaths which are also permanent.
    • Ways to counter these deaths by learning the game mechanics.
    • Random dungeons and encounters.
    • 24 talents to build your character with.
    • 30 spells to build your character even further.
    • 60 heritages that make your next character stronger.
    • 30 challenges to complete once you get the hang of the game.
    MINIMAL SETUP
    • OS: Any distro you can run Steam on
    • Processor: A few years old Intel or AMD gaming CPUMemory: 4096 MB RAM
    • Memory: 4096 MB RAM
    • Graphics: A few years old gaming GPU
    • Storage: 200 MB available space
    GAMEBILLET

    [ 5945 ]

    21.21$ (15%)
    32.57$ (19%)
    24.87$ (17%)
    6.43$ (8%)
    24.78$ (17%)
    27.59$ (8%)
    4.59$ (8%)
    7.50$ (75%)
    17.99$ (28%)
    10.00$ (50%)
    16.59$ (17%)
    6.79$ (15%)
    3.33$ (78%)
    5.51$ (8%)
    4.46$ (85%)
    4.21$ (16%)
    10.49$ (30%)
    7.12$ (82%)
    3.29$ (18%)
    21.34$ (64%)
    33.17$ (17%)
    24.66$ (38%)
    12.59$ (16%)
    2.00$ (90%)
    17.19$ (14%)
    4.33$ (78%)
    22.23$ (56%)
    1.68$ (83%)
    9.90$ (17%)
    6.71$ (16%)
    GAMERSGATE

    [ 3223 ]

    1.31$ (81%)
    6.82$ (47%)
    1.31$ (81%)
    6.37$ (63%)
    1.7$ (83%)
    3.75$ (81%)
    2.0$ (75%)
    5.64$ (53%)
    7.49$ (63%)
    3.0$ (92%)
    0.75$ (92%)
    14.99$ (50%)
    31.99$ (20%)
    0.75$ (92%)
    24.0$ (60%)
    3.4$ (66%)
    0.68$ (92%)
    7.5$ (85%)
    0.34$ (89%)
    3.4$ (57%)
    4.5$ (77%)
    5.31$ (79%)
    4.5$ (70%)
    8.0$ (60%)
    8.0$ (50%)
    0.56$ (81%)
    3.0$ (70%)
    11.24$ (55%)
    3.25$ (75%)
    6.25$ (75%)

    FANATICAL BUNDLES

    Time left:

    21 days, 12 hours, 2 minutes


    Time left:

    3 days, 12 hours, 2 minutes


    Time left:

    34 days, 12 hours, 2 minutes


    Time left:

    40 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    Time left:

    37 days, 12 hours, 2 minutes


    HUMBLE BUNDLES

    Time left:

    1 days, 6 hours, 2 minutes


    Time left:

    1 days, 6 hours, 2 minutes


    Time left:

    10 days, 6 hours, 2 minutes


    Time left:

    17 days, 6 hours, 2 minutes

    by buying games/dlcs from affiliate links you are supporting tuxDB
    🔴 LIVE