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New Version 1.2.1 Update promoted into live/main build!

Hi Everyone, it is time to promote the beta build the live/main! Highlights of this update are:

  • Uncovered abilities are now all properly showing in the abilities section of the main menu!
  • Intelligence now affects mana in a similar way to how constitution affects hit points. Instead of affecting the amount of mana on level up its a modifier that affects your base/raw maximum Mana. Current games will be adjusted accordingly (this should show like a small buff to your current mana pool depending on your itemization).
  • Improved quality of some UI elements (more to come)

Full change log


Bugs:
  • Enemies no longer spawn on top of traps. See https://steamcommunity.com/app/650940/discussions/3/3274690571061778134/ for more information.
  • Soul Nova 3 radius description is showing 1 instead of 3.
  • It is no longer possible to kick friendly NPCs to their deaths without consequences.
  • Learning spells through "seeker of knowledge" now properly increases the progress on the [spoiler]"ancient book of learning"[/spoiler].
  • The [spoiler]"ancient book of learning"[/spoiler] no longer works when failing to learn a spell.
  • Context menu now scales a bit better and is position a bit higher.
  • Several 2-handed weapons have now been properly added to the loot tables.
  • Fixed bug with greater situation awareness where you could get disarmed.
  • Growing mushrooms can now be affected by the destroy summon spell.
  • Water shield & Divine Shield vfx are now properly hidden on hidden enemies.
  • Uncovered abilities are now all properly showing!
  • Shield like effects no longer show on the world map (I might have missed one)
  • Necromancer minions should have a better chance of finding a spot to spawn when entering tighter levels.
Balance:
  • Intelligence now affects mana in a similar way to how constitution affects hit points. Instead of affecting the amount of mana on level up its a modifier that affects your base/raw maximum Mana. Current games will be adjusted accordingly (this should show like a small buff to your current mana pool depending on your itemization).
Other:
  • When moving the mouse with the hide mouse setting it will show till you stop moving again. This will allow you to hover over any item you want to get tooltips or use it in other ways.
  • It is now possible to use the numpad to navigate through the different UI tabs.
  • Assassin skill "Volley of knives" description has been cleared up.
  • Loading old versions without errors should now "update" the save to the new version.
  • Improved quality of some UI elements (more to come)
For the next upgrade my plan is to clean my internal level editor and make it available for anyone to make their own campaigns and maps. I hope you have fun killing some monsters and thanks for all the support over the years! GW


[ 2024-08-27 12:26:56 CET ] [ Original post ]

New Version 1.2.1 Update! (In Beta Build)

Hi Everyone, it has been a long time but I got a new update for the game! Its nothing to major except maybe the changes to how int affects mana.

How to Beta Access


This has been released as a beta build. I invite you to test the new version, now available in the beta build. Here's how you can access it: [olist]
  • Right-click on the game name in your library and select "Properties."
  • Go to the "Betas" tab.
  • Choose "beta" from the Beta Participation Drop box. [/olist] If you have the time and patience, I would greatly appreciate it if you could give it a try. Your feedback will help me identify any issues with it. Anyway on to the changes!

    Game Updates


    Bugs:
    • Enemies no longer spawn on top of traps. See https://steamcommunity.com/app/650940/discussions/3/3274690571061778134/ for more information.
    • Soul Nova 3 radius description is showing 1 instead of 3.
    • It is no longer possible to kick friendly NPCs to their deaths without consequences.
    • Learning spells through "seeker of knowledge" now properly increases the progress on the [spoiler]"ancient book of learning"[/spoiler].
    • The [spoiler]"ancient book of learning"[/spoiler] no longer works when failing to learn a spell.
    • Context menu now scales a bit better and is position a bit higher.
    • Several 2-handed weapons have now been properly added to the loot tables.
    • Fixed bug with greater situation awareness where you could get disarmed.
    • Growing mushrooms can now be affected by the destroy summon spell.
    • Water shield & Divine Shield vfx are now properly hidden on hidden enemies.
    • Uncovered abilities are now all properly showing!
    • Shield like effects no longer show on the world map (I might have missed one)
    • Necromancer minions should have a better chance of finding a spot to spawn when entering tighter levels.
    Balance:
    • Intelligence now affects mana in a similar way to how constitution affects hit points. Instead of affecting the amount of mana on level up its a modifier that affects your base/raw maximum Mana. Current games will be adjusted accordingly (this should show like a small buff to your current mana pool depending on your itemization).
    Other:
    • When moving the mouse with the hide mouse setting it will show till you stop moving again. This will allow you to hover over any item you want to get tooltips or use it in other ways.
    • It is now possible to use the numpad to navigate through the different UI tabs.
    • Assassin skill "Volley of knives" description has been cleared up.
    • Loading old versions without errors should now "update" the save to the new version.
    • Improved quality of some UI elements (more to come)
    I hope you have fun killing some monsters and thanks for all the support over the years! GW


    [ 2024-08-16 13:52:21 CET ] [ Original post ]

  • Invitation to support Rogue Empire for the Labor of Love award!

    Hi everyone! I want to invite you to support Rogue Empire for the Labor of Love award! While several circumstances prevent me of giving the time it deserves I do thing it was, is and always will be a Labor of Love! I'd like to seize this moment to express my gratitude to everyone who tried out Rogue Empire, whether it captured your interest or not. I recognize that the gaming landscape is highly competitive, and your attention is a valuable commodity. May you continue to explore and champion a diverse array of new and old roguelikes and inventive games around! Thanks you truly, GW


    [ 2023-11-21 18:00:25 CET ] [ Original post ]

    Engine Upgrade is getting out of Beta

    Hello everyone! 2 months passed since the engine upgrade was announced and deployed into a beta build for you to test. Since then around 12% of the users played in it without any new (there where still some old ones :/) issues to be found. This gives me enough confidence to upgrade the main build of the game available to all. And then continue working on features and bug fixes. Please note that this upgrade will bring changes to how save files are handled, rendering old saves incompatible. The same goes for soul essence. To compensate for any losses, the game will grant you some based on your achievements. IMPORTANT: If you have ongoing games or prefer to use the game with the old engine, you can do so by using the old-save-compatible-beta beta build: [olist]

  • Right-click on the game name in your library and select "Properties."
  • Go to the "Betas" tab.
  • Choose "old-save-compatible-beta" from the options. [/olist] Happy dungeon crawling, GW


    [ 2023-09-08 21:39:51 CET ] [ Original post ]

  • Underlaying Engine upgrade

    Greetings everyone, It's been quite a while since my last update. Life's circumstances have kept me away from working on the game, but finally, I found the time to make progress in the past few days. In particular, I focused on a long-overdue task: upgrading the underlying Unity engine. This change should enhance the graphics and pave the way for future improvements. With that in mind, I invite you to test the updated version, now available as a beta called "engine-upgrade." Here's how you can access it: [olist]

  • Right-click on the game name in your library and select "Properties."
  • Go to the "Betas" tab.
  • Choose "engine-upgrade" from the options. [/olist] If you have the time and patience, I would greatly appreciate it if you could give it a try. Your feedback will help me identify any issues with it. Please note that this upgrade will bring changes to how save files are handled, rendering old saves incompatible. The same goes for soul essence. To compensate for any losses, the game will grant you some based on your achievements. If you prefer to continue playing with your old saves, you can still do it as they are not removed. You have the option to use either the current game version or the "old-save-compatible-beta" version to load them. I'm hopeful that this upgrade will enable me to add more content and address some existing issues in the game going forward. Wishing you a fantastic time exploring! Best regards, GW


    [ 2023-07-10 13:18:18 CET ] [ Original post ]

  • Small Update notes

    A small patch this time:

    Bug Fixes


    • Steam achievements should now work and unlock for previous achievements unlocked in game.

    Balance


    • Disgusting worms satiation reduction reduced by 90%


    [ 2022-08-30 15:08:19 CET ] [ Original post ]

    New small Update!

    Hi Everyone! It has been a while since the last update on Rogue Empire and I wanted to let you know I am still alive lol. If you are are wondering why, it mainly has to do with me being busy at my main Job (In case you are curious this is the project I have been working on there: Writer's Block) as well as handling fatherhood at the same time ( I got an 18 month toddler lol). In any case, what is this update about!? It's not big but I hope it preludes the next one with the new game mode I hinted at 1 year ago. So, let's get into it: New Stuff:

    • Added a new enemy: The disgusting worm
    Bug Fixes:
    • Infamous Action Bar actions replacing bug should be fixed! I am not yet 100% sure on this but let me know lol!
    • Water splash spell no longer dealing poison/nature damage type.
    • Druid: Command beast talent should now properly grant 3x XP.
    That's it for now. Thanks for your patience on me, and as always happy dungeon crawling!!!


    [ 2022-06-21 13:12:03 CET ] [ Original post ]

    Halloween is close in Ethistos!

    Halloween is back in Ethistos! From the 28th of October to the 3th of November be watchful of confused villagers walking around dungeons! No one knows what they ate for this to happen, but the are obsessed with one question! Trick or Treat? Be warry of what you answer as you will have to deal with the consequences!
    You can set a reminder for the event start at the top of this article! Some non in game updates You might have noticed development got slowed on my side. This is mainly because I got hired to work on an other game reducing greatly my time to work on RE. But don't worry, I am training someone to continue to work on RE with my help. This needs some time but things are progressing nicely. In any case, happy Halloween and happy dungeon crawling! GW


    [ 2021-10-18 12:39:34 CET ] [ Original post ]

    Hotfix 07-21-2021

    Small bug fixes:

    • The Lightning Orb spell should no longer randomly crash the game.
    • Level up achievements should now work properly.


    [ 2021-07-21 14:05:52 CET ] [ Original post ]

    Hot Fix 07-05-2020

    Bugs:

    • Trying to unequip an item when the inventory subsection is empty no longer bugs out.
    • Summons properly working again when not owning the DLC.


    [ 2021-07-05 22:39:29 CET ] [ Original post ]

    Hotfix 6-26-2021

    • Fixed bug that had a chance to crash games when facing enemies that enrage.
    • Other small bugs fixed


    [ 2021-06-26 13:16:06 CET ] [ Original post ]

    Patch V1.1.1

    Bugs:

    • Fixed bug where spell power would not influence raised minions level.
    • Fixed bug where jumper spider jump over ability would activate the cooldown for the player's jump over ability.
    • Kills done buy raised minions now properly give soul essence.
    Balance:
    • Return damage glyphs reduced in power, specially for later tiers
    • Necromancer
      • Added base spell Dark Rift: Teleports all your minions not in close combat to target location (if possible).
      • Soul shield slightly nerfed.
      • Increased the effect of arm undead in all its tiers.
    • Soul Reaver
      • Soul barrier cost increased from 1 to 2 souls.
      • Soul shield slightly nerfed.


    [ 2021-06-23 15:19:00 CET ] [ Original post ]

    Hot Fix Friday 18-6-2020

    Changes: Bugs:

    • Fixed issue where ambushed necromancers would lose their field of view.
    • Fixed bug where the [spoiler]Cascading Soul Ray[/spoiler] Soul Reaver ability would not do proper accumulation.
    • Fixed multiple typos. Including the one about 50% chance to get a spell lol.
    • Using a glyph on an already glyphed item no longer removes your glyph.
    Balance:
    • Dwarf: Dwarf required levels to increase their per level damage reduction reduced from 9 to 5.
    • Necromancer:
      • Minions are a little tougher in general and should have a less of a rng based health pool on summon.
      • Reduced slightly the hp cost per level of creating corpses.
    • Warrior:
      • Armor perfectionist buffed across all its tiers.
    Other:
    • Challenge dungeon flare where the shadow will spawn no longer taken into account when auto exploring.
    • Necromancer archers no longer leave arrows to avoid item clutter.
    • Added the learning curve text to Soul Reavers.
    • Bear lover and level milestone achievements readjusted.


    [ 2021-06-18 22:14:04 CET ] [ Original post ]

    Small update

    • Mac users can now play the DLC and core game at its current version. Although achievements are disabled for them until I fix the underlying issue (they should translate automatically to steam once I do).
    • Fixed many typos.
    • Reduced the power level of return health on block glyphs.
    • Mages: Seeker of knowledge buffed to reflect the level squish.
    • All enemies give slightly more xp now.


    [ 2021-06-17 21:16:01 CET ] [ Original post ]

    Dark Heroes DLC is available Now!

    Dark Heroes Embarks into Ethistos now!


    The first DLC for Rogue Empire is live! [previewyoutube=zR-xQCB7mJQ;full][/previewyoutube] The first DLC for Rogue Empire brings together darker heroes to protect Ethistos against a common enemy: The first Shadow!

    What is included in the DLC:



    • You can now play as a necromancer commanding an unholy host of undead! Have access to their unique school of magic! Unlock one of 2 mutually exclusive necromancer paths to immortality!
    • If summoning undead is not your thing but using your foe's soul is, the Soul Reaver is for you! Harness the power of your enemy souls and cast powerful abilities with them!
    • In addition to these new classes, a new race has also been added: The Insectoids. Unlocked in game, these insect like creatures possess a unique metabolism and intrinsic body armor.


    • New Glyphs of Power will allow you to further customize your character's equipment by adding unique effects to your gear.
    Rogue Empire is an indie work of love. I want to thank all the people that supported me so far and enabled me to build on it! Many thanks!


    [ 2021-06-15 14:58:42 CET ] [ Original post ]

    Pre-dlc patch update 1.1.0 live!

    Hi everyone! In anticipation to the Dark Heroes DLC coming up tomorrow I am releasing version 1.0.0 of the base game! Biggest change among this is the level squish! This might affect your current playthroughs somewhat. In addition to this, some dungeons change a little bit their structure so if you are having issues getting out from a level with a pre 1.1.0 save game let me know so I see what I can do about it. A new HQ insectoid image was added to people with the Story Art DLC. Anyway, here are the changes for todays update!

    Changes:


    New:
    • Added summon trap.
    • Added enchantment destroyer trap.
    • Added several new spells: [spoiler]Inferno[/spoiler], [spoiler]Insectoid Swarm[/spoiler], [spoiler]Create Vacuum[/spoiler], [spoiler]Lightning Orb[/spoiler].
    • Added new enemies.
    Bugs:
    • Important change: The default key for looking at items nearby and picking up several items on the floor window is now ctrl and ctrl + p respectively. Turns out shift causes issues in windows with the numkeypad that in turn locked the movement towards one way or another making you force to reload the game
    • Fixed a bug where disabling the shadow chase in the challenge dungeon would not allow resting after certain turns as if the shadow is actually chasing the player.
    • Fixed a bug where a legendary item could be recrafted if altar reopened during crafting FX.
    • Fixed a bug where last boss's [spoiler]Shadow Pillar[/spoiler] ability would not trigger.
    • Fixed a bug where occasionally important NPC's would disappear.
    Balance:
    • Level squishing: XP required to level increased, enemy balanced accordingly. Abilities now gained on every level up. Removed some dungeon levels from the main quest path in the dawn of shadows campaign.
    • The magician merchant now tries to teleport near the player when he appears! His chance to appear was reduced slightly.
    • Divine Aegis now has a maximum damage it can absorb per hit.
    • Phantom presence spell now tries to show interesting locations! Increase mana consumption by 3X.
    • First boss shadow nets now trap you for 1 more turn and do a little damage.
    • Poison damage type replaced by nature damage type.
    • Added necrotic damage type.
    • Earth magic school spells now in nature school spells. Nature school spells now druid exclusive.
    • Base spell level influence on spell range reduced.
    Other:
    • You now see a relevant loading images when loading between levels.
    • The soul essence button will be highlighted if you have enough soul essence for a purchase when you load the main menu.
    • Improved on fire FX
    • Improved whirlwind FX
    • Screen snap to level borders defaulted to be unchecked.
    I hope you are all excited for tomorrow! There will be a lot of streaming going on too! steamhappy Cheers and happy crawling! GW


    [ 2021-06-14 15:45:45 CET ] [ Original post ]

    Dark Heroes DLC Update: Release Date, Pricing, Gameplay Trailer!

    Hi everyone! I have been very busy the last few weeks, ironing out Dark Heroes, the features it contains, and their impact on the game as a whole. And now I want to let you in on some news about the DLC! Release Date: I finally settled on June 15th, 8:00am PDT. Be ready for 30+ Twitch streamers, lined up curtesy of my good old friend Fael Fink (AKA SunGnif)! Pricing: After reading all of your comments - and thank you for the amazing support - I have decided to go for the higher end of $7.00 USD ($6.99 in fact), with Steam's corresponding auto-conversion for non-US residents. Allow me to say that I am surprised and thankful for your overwhelming support! I'm currently unsure why, but pricing will only show up on the DLC's Steam page on release day. Gameplay Trailer: I just added the Gameplay Trailer for dark heroes to the DLC's store page! It was done by Matt Graham, another very good friend. Check out some of his other work here! [previewyoutube=zR-xQCB7mJQ;full][/previewyoutube] I hope you all are as excited as I am! Happy dungeon crawling, GW PS: Close to the release date, wrap up your current games just in case :)


    [ 2021-06-01 17:37:41 CET ] [ Original post ]

    Dark Heroes DLC survey result and release plans!

    Ok guys the survey is closed! At some point it was a virtual tie but over the last days the option to release the DLC earlier prevailed:

    • Launch the DLC only content as soon as possible and put the new game mode further down the line 109 votes (53.4 %)
    • Launch everything as a package 95 votes (46.6 %)
    Now for some of you that were worried releasing the DLC sooner would hinder the game I think I can use this outcome to focus marketing (and development) on the new game mode and give it a visibility boost. Any contacts with decent sized content creators would be very much appreciated! Now when will the DLC be released then!? My current goal is for the week of the 14th to the 21 of June. Why? Many reasons, among them: time to wrap things up, time to market a little more and avoid E3 and other big events. What will be the price? I am considering a price range from 5 to 7 USD. Leaning more towards the later. Please don't be shy and comment about this. Extra news One thing that I will be introducing is a level squish. What this means is that there will be fewer levels but you will get an ability on every level instead of every 2 levels. This might alter save games so consider wrapping your games before the release! I am currently testing this on the game's twitch channel from time to time, so feel free to hop in (and consider tossing a follow <3). Hope you all have an excellent week! Looking forward to your comments! GW


    [ 2021-05-17 13:18:44 CET ] [ Original post ]

    Important survey regarding Dark Heroes DLC

    Hi everyone, while working these days to finish the Escape the Barrier game mode that I plan to release for free with the Dark Heroes DLC I realized two important aspects of it: [olist]

  • It will take more time than expected to get it into a finished state that I will be satisfied with. Just so you know a little of what goes into this:
    • More than a dozen new boss fights to design, develop and balance.
    • Many (at least 50 would be my objective) unique map events with unique outcomes.
    • A satisfying ending story wise and mechanically/gameplay wise. (this might seem trivial but its not)
    • Tons of balance.
  • Considering 1), I don't see why I can not deliver the DLC proper to those of you that want to play and experience the new classes, race and runes earlier. [/olist] Now this deviates from my original plan/idea which is why I want to ask you guys what you want. Launching the DLC proper earlier will allow me to release it at least 1 to 2 months earlier ( I will only have to test it more and market it a bit to launch it). I am fine with either way really but I feel you get have the say here: Release poll


    [ 2021-05-08 13:34:08 CET ] [ Original post ]

  • Wish list Dark Heroes on its newly released Steam Page!

    Hi everyone! I am really happy to announce that Dark Heroes has now its own Steam Store Page! https://store.steampowered.com/app/1440600 To perceptive eyes you will also notice some extra content coming to the DLC that has not yet been disclosed: The Insectoid Race!
    In addition the DLC patch will also bring some new spells for the core game! Also with this additions, mages will now not be able to learn nature spells, being an exclusive spell school for the druid. These new spells and changes in terms of balance shall make their casting styles more unique and fitting. Let me sneak peak you one of the new spells, the powerful Lightning Orb!
    One thing that might be in everybody's mind is: When is the Dark Heroes coming out!? Short answer: Fairly Soon Longer Answer: Although there are a few things I still need to develop, the main time sink now is balancing and polishing the new game mode Escape the Barrier. I also need to add a trailer for the DLC/Patch as a whole. Hope this gets you as excited as I am!!! Happy dungeon crawling! GW


    [ 2021-04-20 21:39:54 CET ] [ Original post ]

    Upcoming new game mode on Dark Heroes lunch: Escape The Barrier!

    Hi everyone, Before getting into the beefy stuff I want to apologize for the slow pace this past 2 months. As some might be aware I recently had my first child and it is taking some time away from Rogue Empire! Nevertheless be assured I am still at it! Escape the Barrier So what is this new game mode all about!? The idea behind Escape the Barrier is that your character got trapped inside a shadow barrier of one of the main cities. By chance you acquired priceless information of how to escape the barrier and now make a run from it! Agents of the first shadow as well as other groups chase after you!
    As you can see you start the game in a special map where you choose where to advance and then get into an encounter/event. This map is randomly generated when you play the game and is inspired by other popular games. Note: The art you see here is not necessary final! So far I though of the following encounters but more might be added. I encourage you to throw some ideas!

    • Regular encounter: Fight a few regular enemies. These will be grouped by themes.
    • Champion encounter: Fight a a champion which may have some escorts.
    • Shop: Our friend the magician merchant will sell you stuff!
    • Trap encounter: Avoid a trapped location!
    • Escape encounter: Against overwhelming odds there is nothing left but to escape!
    • Unknown encounter: Some unknown event, Examples might be skill checks, tough choices, etc.
    • Boss encounter: Entirely new bosses to fight against!

    I am yet unsure how many maps you will have to travers. It might just be one huge one. Another thing to consider is rules for this game mode are fairly different from other game modes:
    • You can not heal or recover mana inside encounters! You will heal and recover mana a bit every time you progress through the map. This will make health a very important factor when choosing where to go!
    • Some spells and abilities will be removed as available options for balance reasons.
    • Experience will be acquired after finishing a successful non-passive encounter!
    • There will probably be some kind of gear passing or buff as a result of your performance in your previous run. This should avoid hunting for the perfect map.
    This is still very much work in progress. After this is done there is one more small surprise for the dlc proper before I open some beta testing to it! Hope you enjoy this when its out! Happy dungeon crawling! GW


    [ 2021-02-11 20:48:11 CET ] [ Original post ]

    Update 1.0.17 live! Christmas is upon us!

    Hi every one! We are already getting close to the end of this rather dreadful year for a lot of us. For my self personally I am about to be a dad so that makes me happy! Anyway, here are the changes for todays update!

    Changes:


    Christmas: You character will look more Christmassy (this was already the case last year). In addition it seems Santa lost a lot of presents inside the dungeons!
    Different present have different type of items. Some are rarer than others of course! When you open it something will happen that I hope cheers you up! This will go live tomorrow till the end of the month! As always you can disable these events from the settings menu! Bugs:
    • Fixed bug where returning to an old area after some time with old summons of you would break the game.
    • Fixed bug where returning on previous levels and then reentering a level with a named enemy would make the enemy disappear.
    Balance:
    • Enemy base spell critical damage was reduced for easy and normal difficulties.
    • Player and Enemy spell critical damage intelligence influence reduced slightly.
    • Hunter:
      • Hunter's initial Create Ammo ability cooldown reduced to values of their improved counterparts.
      • Dirty Shot now has a longer cooldown but has now an improved effect across the board. In addition enemies that after being hit by the ability do not see their current target will now always disengage from combat with it.
    • Mage:
      • Reworked how siphon mana works: It now siphons mana based on your own mana and damages the target accordingly. If the target has its mana depleted some damage will still be done! Cooldown has been increased. In general terms this should give the player more control over the ability (increasing your maximum mana pool increases the effect) and also makes it a dual effect ability specially powerful against casters
    • Warrior:
      • Trap Prepared Armor skills improved and renamed "Situation awareness". Now in addition to the trap effect mitigation it also reduces(eventually nullifies) the disarming chance on the warrior.
    Other:
    • Added 1 new enemy type.
    • Darkened and widened the tooltip on action bar abilities to improve its legibility.
    • Camera and zoom now does not show the screen beyond the level border. This helps a lot with immersion and makes it clear for you when you reach a level's limit (camera wont center towards the character in that situation). This can be toggled as it was before from the settings menu. [\b] I am unsure if this will stay as default, looking forward to your feedback!
    • With the previous change the very first map felt weird, so it has been expanded a little.
    Coming up next: I will probably showcase some more about the upcoming DLC! In any case I wish you the best for yourself and your loved ones in this coming days! Cheers and happy crawling! GW


    [ 2020-12-07 14:54:57 CET ] [ Original post ]

    Upcoming Dark Heroes DLC new class reveal: The Soul Knight!

    Hi everyone, Before getting into the beefy stuff you might have noticed that the DLC I have been working on has now a name! Dark Heroes Simple yet fitting. Now onto the good stuff! Lets dive into the second class I have been working on:

    The Soul Knight A warrior from beyond, the Soul Knight has a strong link to the spirit world. This enables him to harness and manipulate the souls of his victims!
    As hinted previously, the Soul Knight has a unique resource: souls. When defeating your enemies you acquire their precious souls which you can later use in unique powerful effects. While enabling these powerful abilities, souls are a rare and finite resource which means one has to be careful not to run out of them before a complicated situation! To showcase the class let me show you a few abilities:
    Soul Nova: A powerful AOE spell especially useful when surrounded by enemies. While costing several souls, its destruction potential might well pay the cost back!
    Soul shield: Several souls whirl around you trying to intercept incoming damage. Be careful, as high damaging hits might remove a soul, reducing the chance of future damage mitigation.
    Spirit Portal: Cast a portal on a location in the map: then cast again on any character (friend or foe) to teleport it to the portal location! There is no limit (within the level) for the portal location but it is very frail and can be destroyed at any moment. One of the interesting gameplay mechanics you will notice while playing the Soul Knight is the possibility to combo/chain certain abilities into powerful effects. This my friends I will let you discover for yourself! Feel free to ask any questions you might have! Some might not get answered though ;) Cheers, GW


    [ 2020-11-25 17:42:13 CET ] [ Original post ]

    Update 1.0.16 live! Halloween is close!

    Hi every one! It's time to merge the beta into the main build! And here are the changes!

    Changes:


    Halloween gets into Ethistos! From the 28th of October to the 3th of November be watchful of confused villagers walking around dungeons! No one knows what they ate for this to happen, but the are obsessed with one question! Trick or Treat? Be warry of what you answer as you will have to deal with the consequences!
    You can set a reminder for the event start at the top of this article! Uncovered Abilities Something asked some time ago is now a reality! You can now check out all the abilities you uncovered so far for every available class from the main menu. This will not work retroactively for dead characters but loading a current game should fill in the abilities you discover with that character!
    Bugs:
    • Game should properly pause when not focused.
    • Only the last tile targeted by piercing shot will have a chance to return the used arrow.
    Balance:
    • Undead creatures do not heal over time with natural means.
    • Druid: All the druid forms have been buffed. Also the negative effects of being unbalanced with nature have been reduced. Specifics (spoiler): [spoiler]
      • Druid negative effects of being out of balance reduced significantly.
      • Druid bear aspect damage reduction now improves every 8 levels instead of every 10.
      • Druid tiger aspect speed bonus increased from 25% to 35%, damage bonus increased from 25% to 30%.
      • Druid scorpion aspect poison damage and duration significantly increased in all its power levels.
      • Druid eagle aspect speed bonus increased from 15% to 25%, dodge bonus increased from 30% to 35%.
      • Druid drake aspect damage bonus increased from 50% to 60%. Fire breath damage and range increased (cool down increased too).
      [/spoiler]
    Other:
    • Shadow creep/chase is now an optional setting for the challenge dungeon. Having it enabled will increase soul essence and score gain by 30%.
    • When using the keyboard to do range attacks (t key) the mouse cursor will be disabled to avoid accidental misfires.
    • Firing on empty tiles will now not destroy any ammo.
    • Satiation/Hunger level icon is now also shown when well satiated (not only outliers).
    • There is now an option to show the current satiation/hunger next to the corresponding status effect icon.
    • Holding shift to see the items on the floor now only shows the text.
    • Added special effects and improved UI for different main menu sections.
    • Story mode renamed into apprentice mode to avoid confusions.
    • During seasonal events (if enabled from the setting menu) a small icon will appear on the top right of the main menu screen.
    Coming up next: I will preview the other new class to be release with the DLC I am working on! Also dark themed but in this case a little less common than necromancers! Cheers and happy crawling! GW


    [ 2020-10-22 21:07:02 CET ] [ Original post ]

    New Beta Branch Update 1.0.16

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Uncovered Abilities Something asked some time ago is now a reality! You can now check out all the abilities you uncovered so far for every available class from the main menu. This will not work retroactively for dead characters but loading a current game should fill in the abilities you discover with that character!
    Halloween!? To keep de mystery this will be disclosed when merged into the main build! Bugs:
    • Game should properly pause when not focused.
    • Only the last tile targeted by piercing shot will have a chance to return the used arrow.
    Balance:
    • Undead creatures do not heal over time with natural means.
    • Druid: All the druid forms have been buffed. Also the negative effects of being unbalanced with nature have been reduced. Specifics (spoiler): [spoiler]
      • Druid negative effects of being out of balance reduced significantly.
      • Druid bear aspect damage reduction now improves every 8 levels instead of every 10.
      • Druid tiger aspect speed bonus increased from 25% to 35%, damage bonus increased from 25% to 30%.
      • Druid scorpion aspect poison damage and duration significantly increased in all its power levels.
      • Druid eagle aspect speed bonus increased from 15% to 25%, dodge bonus increased from 30% to 35%.
      • Druid drake aspect damage bonus increased from 50% to 60%. Fire breath damage and range increased (cool down increased too).
      [/spoiler]
    Other:
    • Shadow creep/chase is now an optional setting for the challenge dungeon. Having it enabled will increase soul essence and score gain by 30%.
    • When using the keyboard to do range attacks (t key) the mouse cursor will be disabled to avoid accidental misfires.
    • Firing on empty tiles will now not destroy any ammo.
    • Satiation/Hunger level icon is now also shown when well satiated (not only outliers).
    • There is now an option to show the current satiation/hunger next to the corresponding status effect icon.
    • Holding shift to see the items on the floor now only shows the text.
    • Added special effects and improved UI for different main menu sections.
    • Story mode renamed into apprentice mode to avoid confusions.
    • During seasonal events (if enabled from the setting menu) a small icon will appear on the top right of the main menu screen.
    If you want to help out you are welcome to check this build out. I ll probably put it up on the main branch late next week if all goes well. Cheers and happy crawling! GW


    [ 2020-10-18 01:21:13 CET ] [ Original post ]

    Update 1.0.15 live

    Hi every one! It's time to merge the beta into the main build! And here are the changes!

    Changes:


    Challenge Dungeon [previewyoutube=viLNjiS3sdc;full][/previewyoutube]
    • The shadow will eventually creep into the level and start to fill it. Any living creature touching the shadow will be harmed by it!
    • A small intro linked to the start of the main campaign added at the start.
    • Each dungeon level after the first one will have its theme randomized.
    • Added new achievements for the challenge dungeon.
    Bugs:
    • Ammo +hit and +dmg now show values in same order as with weapons.
    • Fixed an issues where the story was not showing in a late game part.
    • Fixed some non translatable texts.
    • Getting into a new randomly generated level should now properly generate the character in an not so dangerous room.
    • Fixed bug where the ring of life would sometimes glitch the game.
    • Fixed information on perception and agility tool tips.
    • Fixed wight amount showed to show up to 1 decimal.
    • Fixed UI action bar not graphically updating stacks when using the pickup key to pickup an item.
    • Fixed bug where tabbing and entering a level in a specific way broke the camera following.
    • Fixed UI issues where a stat level up contemplation option by default was not shown on the left side.
    • Added a dynamic level change generation system for the rare occasions where level changes disappear. This was mainly done as I am not able to reproduce the issue.
    Balance:
    • Slings now does bludgeoning damage instead of piercing damage.
    • Shield bash damage now is based on the shield block value. In addition this ability can not be dodged or missed.
    • Eghos campaign food consumption reduced on easy and normal difficulties as it is meant to a introductory campaign and also has no fixed town.
    • Warrior class hp has been increased slightly.
    • Explosive shot has a chance to break doors.
    • Increased starting ammo stack of hunters from 100 to 300.
    • Greatly reduce cool down and energy usage of the first aid ability.
    • Increased druid's bear aspect HP bonus from 35% to 50%.
    • Increased druid's bear prepared blow ability damage bonus.
    • Shape shifting as a druid now removes freezing effects.
    Other:
    • Added 9 new soul essence perks.
    • Improved several sounds.
    • Potion and scrolls stay in the action bar when the amount of them reaches 0. For the moment this does not persists when loading games.
    • Added weight sorting option.
    • Added a small timer to reenter the same exit to avoid accidental level reentries.
    If you want to help out you are welcome to check this build out. I ll probably put it up on the main branch early next week if all goes well. Cheers and happy crawling! GW


    [ 2020-08-21 14:25:27 CET ] [ Original post ]

    New Beta Branch Update 1.0.15

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Challenge Dungeon [previewyoutube=viLNjiS3sdc;full][/previewyoutube]
    • The shadow will eventually creep into the level and start to fill it. Any living creature touching the shadow will be harmed by it!
    • A small intro linked to the start of the main campaign added at the start.
    • Each dungeon level after the first one will have its theme randomized.
    • Added new achievements for the challenge dungeon.
    Bugs:
    • Ammo +hit and +dmg now show values in same order as with weapons.
    • Fixed an issues where the story was not showing in a late game part.
    • Fixed some non translatable texts.
    • Getting into a new randomly generated level should now properly generate the character in an not so dangerous room.
    • Fixed bug where the ring of life would sometimes glitch the game.
    • Fixed information on perception and agility tool tips.
    • Fixed wight amount showed to show up to 1 decimal.
    • Fixed UI action bar not graphically updating stacks when using the pickup key to pickup an item.
    • Fixed bug where tabbing and entering a level in a specific way broke the camera following.
    • Fixed UI issues where a stat level up contemplation option by default was not shown on the left side.
    • Added a dynamic level change generation system for the rare occasions where level changes disappear. This was mainly done as I am not able to reproduce the issue.
    Balance:
    • Slings now does bludgeoning damage instead of piercing damage.
    • Shield bash damage now is based on the shield block value. In addition this ability can not be dodged or missed.
    • Eghos campaign food consumption reduced on easy and normal difficulties as it is meant to a introductory campaign and also has no fixed town.
    • Warrior class hp has been increased slightly.
    • Explosive shot has a chance to break doors.
    • Increased starting ammo stack of hunters from 100 to 300.
    • Greatly reduce cool down and energy usage of the first aid ability.
    • Increased druid's bear aspect HP bonus from 35% to 50%.
    • Increased druid's bear prepared blow ability damage bonus.
    • Shape shifting as a druid now removes freezing effects.
    Other:
    • Added 9 new soul essence perks.
    • Improved several sounds.
    • Potion and scrolls stay in the action bar when the amount of them reaches 0. For the moment this does not persists when loading games.
    • Added weight sorting option.
    • Added a small timer to reenter the same exit to avoid accidental level reentries.
    If you want to help out you are welcome to check this build out. I ll probably put it up on the main branch early next week if all goes well. Cheers and happy crawling! GW


    [ 2020-08-06 22:22:39 CET ] [ Original post ]

    The forbidden arts shall embark in Ethistos!

    Hi everyone, as hinted last week, I am going to show you one of the new classes I have been working on:
    The Necromancer With a frail body but an eternally willed mind the necromancer will use the bodies of defeated foes to raise his own allies! Not the kind of allies you want around for some drinks but definitely to beat your enemies!
    At its core the necromancer will fulfill the classic summoner notion one has of them, raising several types of undead to come to his aid!
    You might find your initial minions weak and dumb but experienced necromancers learn how to improve their creations in several ways!
    Some necromancers might forfeit their mortal lives and decide to turn in greater undead beings such as a Vampires! Be warned this transformations are unique and shall stay with you till the end of days!
    Feel free to ask any questions you might have! Some might not get answered as there are other mechanics to the necromancer you shall discover by yourself! Cheers, GW


    [ 2020-05-21 16:01:37 CET ] [ Original post ]

    Who is there?

    Someone is approaching...

    Next week I will show you a little bit about a new class coming to Rogue Empire! Guess which one it might it be? steamhappy


    [ 2020-05-11 14:44:47 CET ] [ Original post ]

    New work in progress!

    Hi everyone! I hope all is well on your end! I wanted to start a series on what is coming next for Rogue Empire! At the moment I am working on a dlc with new game play features, classes and other cool stuff. Some of these features (not sure which yet) will be added directly to the main game, expanding its scope even without the dlc. So get right on it with the new feature for today: Mystic Runes!
    Mystic Runes are powerful items that you will find around Ethistos. This runes will enhance your gear in different ways. Common runes might give standard passive bonuses while other runes might add unique effects to your character/gear. Lets dive into some examples:

    • +3 Strength
    • Heal 5 HP on a successful block
    • Destroys a random equipped gear item to prevent a killing blow
    • 3% chance on hit to do another hit

    While very powerful Mystic Runes come with some important limitations:
    • You can only have one rune applied on any gear piece at any point in time.
    • While you can replace a previous rune enhancement, the original rune will be lost for ever.
    This should introduce some strategic decision making to when and to what you consume a rune for!
    I hope you liked this small preview. Please be thoughtful this might be subject to change steammocking Cheers and Happy dungeon crawling! GW


    [ 2020-02-04 13:24:06 CET ] [ Original post ]

    New Version 1.0.14: Small HQ Illustrations download DLC! Balance + Fixes + QoL (Main Build)

    HI every one! It's time to merge the beta into the main build! Without further redo here is the change log. Be sure to read on after it ;)

    Changes:


    Bugs:
    • Action buttons should scale properly on very wide screens.
    • Fixed issue with timed mode not working on saved games.
    • Fixed several issues with the inventory that appeared with the last patch.
    • Water splash no longer moves an entity or character pinned down by an effect.
    Balance:
    • Melee hit chance now uses a new formula similar to the one for ranged (but using STR as a stat instead of AGL). In addition both formulas are influenced by the difference in levels of the enemy you are attacking by a very small amount. While this will make your character miss a lot less now, take into consideration monsters will miss less too ;) In both ranged and melee, to hit modifiers have been improved in value now representing roughly 15 points of their main stat toward miss reduction. I hope this avoids some of the issues play ability with missing a lot.
    • Dodge chance was reduced slightly for characters and enemies alike.
    • Several one handed weapons of mithril tier and above have had their base damage revised to make them feel a better upgrade and reduce its damage deviation.
    • Legendary [spoiler]Arobase's Vampiric Broadsword[/spoiler] effect improved.
    • Warrior organ targeting and organ protection talent effects where improved from 30% to 50%.
    • XP item modifiers where increased (nearly doubled) to tempt their usage.
    Other:
    • Added a UI volume slider to the setting menu.
    • Racial buffs should now apply after item gearing.
    • Added french to the AvailableCultures file for language modding.
    • If you are an assassin looking on an enemy shows the exact chance to stealth for that enemy and distance.

    Small announcement


    Aa suggested by several players, I wanted also to announce a small DLC of HD illustrations was added as a way for you to help me out supporting the game and at the same time get some beautiful HQ illustrations of the story (so yea to some extend... spoiler alert). Feel free to use them as backgrounds for your screen or maybe some cool d&d campaigns with friends, and so on.
    I was planning to release this sooner, but then the passing away of my father happen and I was in no shape of doing so. In any case I will continue work on bugs fixes and balance as well as start working on some new features for an upcoming content pack. Cheers and happy crawling! GW


    [ 2019-06-14 14:38:17 CET ] [ Original post ]

    New Beta Branch Update 1.0.14: Balance + Fixes + QoL

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Action buttons should scale properly on very wide screens.
    • Fixed issue with timed mode not working on saved games.
    • Fixed several issues with the inventory that appeared with the last patch.
    • Water splash no longer moves an entity or character pinned down by an effect.
    Balance:
    • Melee hit chance now uses a new formula similar to the one for ranged (but using STR as a stat instead of AGL). In addition both formulas are influenced by the difference in levels of the enemy you are attacking by a very small amount. While this will make your character miss a lot less now, take into consideration monsters will miss less too ;) In both ranged and melee, to hit modifiers have been improved in value now representing roughly 15 points of their main stat toward miss reduction. I hope this avoids some of the issues play ability with missing a lot.
    • Dodge chance was reduced slightly for characters and enemies alike.
    • Several one handed weapons of mithril tier and above have had their base damage revised to make them feel a better upgrade and reduce its damage deviation.
    • Legendary [spoiler]Arobase's Vampiric Broadsword[/spoiler] effect improved.
    • Warrior organ targeting and organ protection talent effects where improved from 30% to 50%.
    • XP item modifiers where increased (nearly doubled) to tempt their usage.
    Other:
    • Added a UI volume slider to the setting menu.
    • Racial buffs should now apply after item gearing.
    • Added french to the AvailableCultures file for language modding.
    • If you are an assassin looking on an enemy shows the exact chance to stealth for that enemy and distance.
    If you want to help out you are welcome to check this build out. I ll probably put it up on the main branch Friday if all goes well. Cheers and happy crawling! GW PS: Checkout how the Dreamhack Dallas 2018 both turned out:


    [ 2019-06-12 13:03:39 CET ] [ Original post ]

    Rogue Empire won a spot in the Best RPG category at the Dreamhack Dallas - Indie Playground contest!


    Hi everyone, I wanted to share this bit of nice news with everyone. Rogue Empire won one spot as best RPG and a both for the Dreamhack Dallas event from MAY 31 JUN 2 ! More info on the event here! After some deliberation (these news did not came in the best moment for me personally) I decided to attend and try to make the best of it! I hope it will help me too! I know the world is huge but if any of you happen to be near by I would love to meet you! Feel free to ask anything you want! Thanks again everyone! On some game news I hope to put up a small update before the trip, if not after it its full steam ahead with new exciting stuff! Cheers, GW


    [ 2019-05-16 14:55:16 CET ] [ Original post ]

    Next days. Some sad news.

    Hi everyone! As you know I am fairly active in the community and I love helping out and answering as much as I can. But today I am deeply sad as my father passed away. This means I might be absent for some days. I ll try to still address what I can but please consider I am a solo developer. In any case don't let this message get you down! Go enjoy life! Best Regards, GW


    [ 2019-04-24 12:34:25 CET ] [ Original post ]

    Hot Fix to 1.0.13: Issues with the cut scene/lore images

    You might have noticed cut scene/lore images pass the time in game like crazy. This should work properly now. I recommend to save your games and update the game. I am terribly sorry for not noticing this during the beta. :( Sorry again! GW


    [ 2019-04-20 01:37:54 CET ] [ Original post ]

    New Version 1.0.13: Easter, Sprite Customization, Custom Localization Support + Fixes Balance (Main Build)

    Thanks everyone for your amazing support! It's time to merge the beta into the main build! Take advantage of Easter specials that lasts till this Sunday! And remember ff this is not your kind of thing, you can disable this from the settings menu!

    Changes:


    Bugs:
    • Cut scenes now pause timed mode.
    • When playing in timed mode switching the game/app out of context (eg clicking another monitor) will forfeit the turn.
    • Pylon beams graphics should now behave properly. Update: There are some cases that still behave weirdly.
    • Pylon buffs should end immediately on their destruction.
    • diagonal movement with 2 new binded horizontal and vertical keys should now properly work.
    • Use of mana stones will now properly update in the inventory.
    • Shadow status effect from WM now properly disappears when entering a location.
    • Fixed save UI issue where characters with the same name from 2 different campaigns would mirror their description.
    • Hand(cursor) should now properly disappear after dialog in the eventful dungeon levels or world map quests.
    • Resting should no longer be interrupted at home (first map of the dawn of shadows campaign).
    • Fixed main menu flickering on some screens.
    • Fixed bug where high scores would not show up in your local leaderboard.
    Balance:
    • Entity turn order to recover their energy is now defined by their type:
      • Player always goes first.
      • Bosses go second.
      • Regular enemies and champions go third.
      • Objects such as Pylons go forth.
      This change should not be very noticeable in gameplay. Nevertheless its a fairly important change to the code base and so be on the lookout for possible bugs.
    • Potions of quelch fire and unfreeze have been renamed to potions of fire ward and cold ward respectively. In addition to removing harmful effects they ward against fire and cold/freeze effects and damage for 6 to 17 turns. The effects of the potions are mutually exclusive, meaning you can have 1 up at a given time. Prices have been increased accordingly.
    • Hunter's explosive shot explosive factor can now do critical damage (as a separate check of the first shot).
    Other:
    • Highlight! Easter limited time content! This will be enabled starting on Thursday till Sunday! Crag colored egg! Enjoy cute bunnies and kill evil ones! All of this can be disabled from the menu of course!
    • Highlight! There is now support for changing in game graphics of characters, monsters and items. This is not feature complete and more customization will be added with time. See manual under the folder "CustomResources" in the app installation folder for details on how to customize your character!
    • you can now see the tool tips in the action bar when inside the inventory, spells or abilities screen.
    • Added support for modding game language. In order to add a new language:
      • Under "\steamapps\common\Rogue Empire\Rogue Empire_Data" you will find a folder named "SmartLocalizationWorkspace".
      • Inside you will find a file called DefaultLanguage.txt. Edit this file and change the "en" to the equivalent in I18N standards of the language you want to add. As an example lets use "es" for spanish.
      • Then navigate further to this folder: "AutoGenerated\Resources", copy the Language.en.txt file and rename it Language.es.txt. The "es" is for the configured language in the previous step.
      • Edit the new Language.es.txt and change each value entry in English to the language you are modding.
    • Slightly increased brightness on shadow forming maps.
    • By popular demand, dwarfs now start with a pick axe.
    I have something excited to announce but can not tell yet :S! In any case I ll continue work on bugs fixes and balance as well as the rest of the mid-term objectives in the road map remaining! Cheers and happy crawling! Oh... and go kill some evil bunnies! GW


    [ 2019-04-18 19:39:32 CET ] [ Original post ]

    New Beta Branch Update 1.0.13: Easter + Custom sprites/images + Fixes

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    With this update you can now mod many of the game images! Scroll down to the Other section for information on how to do so. If you decide to give it a try, feel free to ask for help or coordinate with me at the game's discord. Also some Easter stuff will be available for limited time (starting tomorrow). Remember if this is not of your style and you hate colorful eggs you can turn it off in the game settings!

    Changes:


    Bugs:
    • Hand(cursor) should now properly disappear after dialog in the eventful dungeon levels or world map quests.
    • Resting should no longer be interrupted at home (first map of the dawn of shadows campaign).
    • Fixed main menu flickering on some screens.
    • Fixed bug where high scores would not show up in your local leaderboard.
    Other:
    • Highlight! Easter limited time content! This will be enabled starting on Thursday till Sunday! Crag colored egg! Enjoy cute bunnies and kill evil ones! All of this can be disabled from the menu of course!
    • Highlight! There is now support for changing in game graphics of characters, monsters and items. This is not feature complete and more customization will be added with time. See manual under the folder "CustomResources" in the app installation folder for details on how to customize your character!
    • you can now see the tool tips in the action bar when inside the inventory, spells or abilities screen.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-04-17 19:01:47 CET ] [ Original post ]

    New Beta Branch Update 1.0.12: Custom Localization Support + Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    With this update you can now mod the game and add support for other languages! Scroll down to the Other section for information on how to do so. If you decide to give it a try, feel free to ask for help or coordinate with me at the game's discord.

    Changes:


    Bugs:
    • Cut scenes now pause timed mode.
    • When playing in timed mode switching the game/app out of context (eg clicking another monitor) will forfeit the turn.
    • Pylon beams graphics should now behave properly.
    • Pylon buffs should end immediately on their destruction.
    • diagonal movement with 2 new binded horizontal and vertical keys should now properly work.
    • Use of mana stones will now properly update in the inventory.
    • Shadow status effect from WM now properly disappears when entering a location.
    • Fixed save UI issue where characters with the same name from 2 different campaigns would mirror their description.
    Balance:
    • Entity turn order to recover their energy is now defined by their type:
      • Player always goes first.
      • Bosses go second.
      • Regular enemies and champions go third.
      • Objects such as Pylons go forth.
      This change should not be very noticeable in gameplay. Nevertheless its a fairly important change to the code base and so be on the lookout for possible bugs.
    • Potions of quelch fire and unfreeze have been renamed to potions of fire ward and cold ward respectively. In addition to removing harmful effects they ward against fire and cold/freeze effects and damage for 6 to 17 turns. The effects of the potions are mutually exclusive, meaning you can have 1 up at a given time. Prices have been increased accordingly.
    • Hunter's explosive shot explosive factor can now do critical damage (as a separate check of the first shot).
    Other:
    • Added support for modding game language. In order to add a new language:
      • Under "\steamapps\common\Rogue Empire\Rogue Empire_Data" you will find a folder named "SmartLocalizationWorkspace".
      • Inside you will find a file called DefaultLanguage.txt. Edit this file and change the "en" to the equivalent in I18N standards of the language you want to add. As an example lets use "es" for spanish.
      • Then navigate further to this folder: "AutoGenerated\Resources", copy the Language.en.txt file and rename it Language.es.txt. The "es" is for the configured language in the previous step.
      • Edit the new Language.es.txt and change each value entry in English to the language you are modding.
    • Slightly increased brightness on shadow forming maps.
    • By popular demand, dwarfs now start with a pick axe.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-04-09 19:08:09 CET ] [ Original post ]

    New Version 1.0.11: Leaderboards, Merchant QoL + Fixes Balance (Main Build)

    Thanks everyone for the patience and invaluable feedback. It's time to merge the beta into the main build! IMPORTANT: Because of some issues with the Mac build when interacting with steam I had to roll back the version to 1.0.9. I will try to fix this tomorrow asap once I figure it out.

    Changes:


    Bugs:
    • Fixed challenge dungeon bug where the "increased difficulty level" challenge was getting reapplied constantly. This might change the meta considerably. i ll keep an eye on this.
    • Wands do not reflect additional mana in the icon when recharged.
    • Altars can no longer on rare cases (challenge dungeon level 0) appear on top of holes/stairs.
    • Toggling off soul essence perks that are applied on game start(Gold, Keys, etc) should now properly work.
    • Infinite dungeon level 0 in the Dawn of Shadows campaign can no longer generate a blocked path to its entrance.
    • The level up screen should be properly navigable with the keyboard.
    Balance:
    • After all modifiers to physical damage are taken into account the end damage done now will correspond to [floor(damage)] + [1 on random chance depending of the remainder of the damage] instead of a simple rounding. What this means is that if after modifier damage is 10.9, there will be a 10% chance it is 10 and a 90% chance it is 11.
    • Contemplation bonuses are now weighted by class. For example a warrior will get +STR or +CON much more often and very rarely +SP.
    • Removed the health potion contemplation bonus. Added new rare contemplation bonuses, such as ancient runes, miracle potions, mutation potions.
    • Current fate is now displayed on level up.
    • Freeze duration for blue blobs death reduced at higher levels. At the same time damage was increased.
    • Warrior:
      • Hardened shield and polish shield talents got its modifiers increased.
    Other:
    • You can now order items at any merchant shop by item type & item rarity.
    • Offhand wielded weapon now shows it proper damage on the tool tip.
    • Speed affecting abilities on weapons should show its effect on weapons. If I missed one let me know.
    • Added twitch negative judgment of location full of traps.
    • Instead of "your pack feels heavier" the mage potion crafting ability now properly names what was actually crafted, e.g. regular potion, minor potion, etc
    • Merchants now give the option to sell an item for the remaining of the merchants money if they run out of it.
    • When ordering movement to a far away tile, if the character stumbles upon an altars or a merchant he will now go around it/him.
    • Leaderboards are segmented in seasons by month. As a bonus current leaderboards are preserved although segmented by past seasons. This goes all the way back when they where introduced in EA.
    I will start to work on language customization to let players translate the game easily. I still need to evaluate what additional languages could be worth while to support officially. I ll also continue to to work on the backlog with your feedback this week in a similar fashion as I have been doing: Updating the beta and then releasing an update into the main build! Cheers and happy crawling! GW


    [ 2019-03-26 14:03:38 CET ] [ Original post ]

    New Beta Branch Update 1.0.11: Leaderbord Updates + Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    While this update might seem small, the changes to make the leaderboard seasonal took some time.

    Changes:


    Bugs:
    • The level up screen should be properly navigable with the keyboard.
    Balance:
    • Contemplation bonuses are now weighted by class. For example a warrior will get +STR or +CON much more often and very rarely +SP.
    • Removed the health potion contemplation bonus. Added new rare contemplation bonuses, such as ancient runes, miracle potions, mutation potions.
    • Current fate is now displayed on level up.
    Other:
    • Leaderboards are segmented in seasons by month. As a bonus current leaderboards are preserved although segmented by past seasons. This goes all the way back when they where introduced in EA.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-03-22 20:00:11 CET ] [ Original post ]

    New Beta Branch Update 1.0.10: Merchant Sorting + Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Fixed challenge dungeon bug where the "increased difficulty level" challenge was getting reapplied constantly. This might change the meta considerably. i ll keep an eye on this.
    • Wands do not reflect additional mana in the icon when recharged.
    • Altars can no longer on rare cases (challenge dungeon level 0) appear on top of holes/stairs.
    • Toggling off soul essence perks that are applied on game start(Gold, Keys, etc) should now properly work.
    • Infinite dungeon level 0 in the Dawn of Shadows campaign can no longer generate a blocked path to its entrance.
    Balance:
    • After all modifiers to physical damage are taken into account the end damage done now will correspond to [floor(damage)] + [1 on random chance depending of the remainder of the damage] instead of a simple rounding. What this means is that if after modifier damage is 10.9, there will be a 10% chance it is 10 and a 90% chance it is 11.
    • Warrior:
      • Hardened shield and polish shield talents got its modifiers increased.
    Other:
    • You can now order items at any merchant shop by item type & item rarity.
    • Offhand wielded weapon now shows it proper damage on the tool tip.
    • Speed affecting abilities on weapons should show its effect on weapons. If I missed one let me know.
    • Added twitch negative judgment of location full of traps.
    • Instead of "your pack feels heavier" the mage potion crafting ability now properly names what was actually crafted, e.g. regular potion, minor potion, etc
    • Merchants now give the option to sell an item for the remaining of the merchants money if they run out of it.
    • When ordering movement to a far away tile, if the character stumbles upon an altars or a merchant he will now go around it/him.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-03-18 16:11:02 CET ] [ Original post ]

    New Version 1.0.9: Multiple Action Bars + Fixes Balance (Main Build)

    Thanks everyone for the patience and invaluable feedback. It's time to merge the beta into the main build!

    Changes:


    Bugs:
    • Fiery Soul Cutter effect no longer works when disarmed.
    • Fixed issue with action bar slots disappearing. This might also have issues with mixed positions on game loading. A general overhaul was done to the action bar back end. The game should automatically migrate to maintain backwards compatibility with your current action bar distribution.
    • Fixed issue with throw/confirm key binding. Now both can be bind separately.
    • Bezerker should not whirlwind to unknown locations anymore?
    • Spell power change due to staffs now properly shows in character sheet.
    • Improving rings of resistance at the forge now properly improves that specific resistance type. This will only happen with rings generated after the patch.
    • Amounts are now correctly reflected on the action bar when selling something mapped to it.
    • Static items(manually placed) should have the same weight as randomly generated ones.
    • Removed some weird item and lever glitch from late game level.
    • Fixed bug that could cause a freeze when 2 greater ghouls where near each other.
    • Getting out of Bear form into another for other than humanoid no longer heals the character in terms of relative hp.
    • Fixed some typos.
    Balance:
    • Mana pool now only influenced by Int.
    • Rings of resistance will now provide better buffs.
    • Increased return damage on shields with such modifiers.
    • Tandor shadow tower boss damage increased by 10%.
    • Weapons of higher tiers now drop somewhat earlier.
    • Multi shot no longer wastes ammo on dead targets.
    • Added diminishing returns on energy drain of abilities. This should prevent any scenario (except overweight) where you get drained really hard.
    • Final Boss: [spoiler]Increased damage and number of rays for the Shadow Abomination ability.[/spoiler]
    • Nature's twister now does its damage after the target hits the last location.
    • Troll brute damage spikes reduced by reducing its damage deviation.
    • In Easy enemies are now slower and do less damage (not only critical blows).
    • In Hard enemies are now faster and do slightly more damage (not only critical blows).
    Other:
    • Multiple action bars are now a thing. Active action bar can be changed through mouse click or keyboard shortcut. While the game will attempt to preserve your current setup you might need to reassign some abilities/items
    • You can now assign any usable item, ability or spell to the action bar by pressing the action bar shortcut from the corresponding screens.
    • Changed the positioning and structure of the version in the main menu. Added discord link.
    • Art of wands was flipped horizontally so its now easier to visually parse them from staves/spears.
    • When you selling/buying items from the merchant the scroll does not reset anymore.
    • Scrolling won't reset anymore in the inventory window and detailed pickup window.
    • Right clicking an item in the inventory now drops the item.
    • You can now zoom while targeting an ability.
    • Added the character's current satiation amount to the healthiness status effect tool tip.
    • Updated underlying game engine (unity) version.
    If all goes well, I will continue to work on the backlog with your feedback the this week in a similar fashion: Updating the beta and then releasing an update into the main build! I will try to work on some more QoL improvements suggested. Cheers and happy crawling! GW


    [ 2019-03-11 13:58:43 CET ] [ Original post ]

    New Beta Branch Update 1.0.9: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Amounts are now correctly reflected on the action bar when selling something mapped to it.
    • Static items(manually placed) should have the same weight as randomly generated ones.
    Balance:
    • Final Boss: [spoiler]Increased damage and number of rays for the Shadow Abomination ability.[/spoiler]
    • Nature's twister now does its damage after the target hits the last location.
    • Troll brute damage spikes reduced by reducing its damage deviation.
    • In Easy enemies are now slower and do less damage (not only critical blows).
    • In Hard enemies are now faster and do slightly more damage (not only critical blows).
    Other:
    • Scrolling won't reset anymore in the inventory window and detailed pickup window.
    • Right clicking an item in the inventory now drops the item.
    • You can now zoom while targeting an ability.
    • Added the character's current satiation amount to the healthiness status effect tool tip.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-02-27 21:11:43 CET ] [ Original post ]

    New Beta Branch Update 1.0.8: Action Bar update + Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Fiery Soul Cutter effect no longer works when disarmed.
    • Fixed issue with action bar slots disappearing. This might also have issues with mixed positions on game loading. A general overhaul was done to the action bar back end. The game should automatically migrate to maintain backwards compatibility with your current action bar distribution.
    • Fixed issue with throw/confirm key binding. Now both can be bind separately.
    • Bezerker should not whirlwind to unknown locations anymore?
    • Spell power change due to staffs now properly shows in character sheet.
    • Improving rings of resistance at the forge now properly improves that specific resistance type. This will only happen with rings generated after the patch.
    • Fixed some typos.
    Balance:
    • Mana pool now only influenced by Int.
    • Rings of resistance will now provide better buffs.
    • Increased return damage on shields with such modifiers.
    • Tandor shadow tower boss damage increased by 10%.
    • Weapons of higher tiers now drop somewhat earlier.
    • Multi shot no longer wastes ammo on dead targets.
    Other:
    • Multiple action bars are now a thing. Active action bar can be changed through mouse click or keyboard shortcut.
    • You can now assign any usable item, ability or spell to the action bar by pressing the action bar shortcut from the corresponding screens.
    • Changed the positioning and structure of the version in the main menu. Added discord link.
    • Art of wands was flipped horizontally so its now easier to visually parse them from staves/spears.
    • When you selling/buying items from the merchant the scroll does not reset anymore.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-02-22 22:28:18 CET ] [ Original post ]

    New Version 1.0.7: Fixes Balance (Main Build)

    Thanks everyone for the patience and invaluable feedback. It's time to merge the beta into the main build!

    Changes:


    Bugs:
    • Calling the [spoiler]insectoid Royal Guard now properly works on first use.[/spoiler]
    • Enemy new summons will now not be auto destroyed on level reloading.
    • Fixed graphical glitch where equipping an offhand while initially having a 2-hander would result in both weapons being displayed.
    • 'Detailed Pick Up' now properly uses use energy.
    • Poison should correctly damage at the last tick.
    • Poison damage no longer makes an enemy auto regain track of a stealth character.
    • When an enemy is on top of an altar, first option for moving to that tile should be an attack action instead of a use altar action.
    • Forges now properly show context messages.
    • Forges properly allow 1 use per item per forge.
    • Bone Crusher 's effect is now properly working..
    • Changed stealth discovery formula. Stealth discovery now properly scales with stats.
    • Frame rate change now properly saves & apply from the main menu.
    • Clicking on friendly characters from a diagonal position will no longer weirdly move to a horizontal position before moving to it.
    • The rare occurrences where you go back to a location and it has an NPC on the stairs/portal should not happen anymore.
    • Placed leg hold trap no longer removes prepared bonuses on enemy trigger.
    • FPS changes from the menu should properly work now.
    • Fences no longer block water splash damage across them.
    • Don't kill the bears achievements will properly work now. All kills with characters previous to this change won't count.
    • Auto explore no longer senses behind locked doors.
    • Every random generated dungeons should now have a path open to the next location.
    • Hidden/dormant skeletons should not be generated under doors anymore.
    • Encounters will not generate special room any more.
    • Command beast no longer possible on friendly targets.
    • Resolved some typos.
    Balance:
    • Offhand equipment no longer counts as equipped weight.
    • In order to promote chain lightning usage, it now no longer hits the caster.
    • Bowels Search soul essence upgrade effects increased.
    • Forges now improve an item modifier in stead of replacing it when the process netted the same modifier.
    • Enemies should always properly wait till an ability is over to attack the character.
    • Pylons can now drop loot on destruction.
    • Holy bold base damage increased.
    • Base divine aegis shield deflects increased. Spell level and spell power contribution to deflects decreased.
    • Falling Boulder spell can now be cast even it target is covered by a wall.
    • Falling Boulder spell damage per spell level increased by 30%.
    • Critical modifier formula changed. While initially the critical damage will be a little lower, the stat impacts on it are higher. This goes for physical and magical (now added to the character sheet) modifiers.
    • Nagas:
      • Naga's critical hit rating modifier changed to critical damage modifier.
    • Dwarfs:
      • Dwarf racial per level bonus now increases the effect every 9 levels down from 12.
    • Hunter:
      • Leg Hold traps: Chance to break free reduced. In addition if the enemy has a movement impairing effect this chance is 0.
      • Shoot And Jump now prevents AOE effects from landing on your character.
    • Druid:
      • Weapon Damage is tied to current druid aspect to add an additional strategic layer when shape shifting.
    Other:
    • For the moment levels won't spawn holes and stairs at the same time.
    • Auto-explore improved:
      • Enemies and objects sensed now show a small icon pointing in the direction of it.
      • Barrels and similar sensed now interrupt once and stop interrupting once auto explore is resumed.
      • Chests, altars, merchants and other intractable objects interrupt once and stop interrupting once auto explore is resumed.
      • Auto-explore won't explore every view able wall not discovered. If all floor locations of a room have been seen it will stop there.
    • Improved poisoned FX.
    • On hovering over the reshuffle ability, you will now be able to see the amount of essence released available.
    • In addition to color, an ability card rarity is now also shown by its frame:
    • Increased scroll sensitivity on spells window.
    • Staff animations are now faster.
    If all goes well, I will continue to work on the backlog with your feedback the next week in a similar fashion: Updating the beta and then releasing an update into the main build! I will try to work on QoL improvements suggested for the merchant window as well as hot bar. Cheers and happy crawling! GW


    [ 2019-02-18 14:18:54 CET ] [ Original post ]

    New Beta Branch Update 1.0.7: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Clicking on friendly characters from a diagonal position will no longer weirdly move to a horizontal position before moving to it.
    • The rare occurrences where you go back to a location and it has an NPC on the stairs/portal should not happen anymore.
    • Placed leg hold trap no longer removes prepared bonuses on enemy trigger.
    • FPS changes from the menu should properly work now.
    • Fences no longer block water splash damage across them.
    • Don't kill the bears achievements will properly work now. All kills with characters previous to this change won't count.
    • Auto explore no longer senses behind locked doors.
    • Every random generated dungeons should now have a path open to the next location.
    • Hidden/dormant skeletons should not be generated under doors anymore.
    • Encounters will not generate special room any more.
    • Command beast no longer possible on friendly targets.
    • Resolved some typos.
    Balance:
    • Pylons can now drop loot on destruction.
    • Holy bold base damage increased.
    • Base divine aegis shield deflects increased. Spell level and spell power contribution to deflects decreased.
    • Falling Boulder spell can now be cast even it target is covered by a wall.
    • Falling Boulder spell damage per spell level increased by 30%.
    • Critical modifier formula changed. While initially the critical damage will be a little lower, the stat impacts on it are higher. This goes for physical and magical (now added to the character sheet) modifiers.
    • Nagas:
      • Naga's critical hit rating modifier changed to critical damage modifier.
    • Dwarfs:
      • Dwarf racial per level bonus now increases the effect every 9 levels down from 12.
    • Hunter:
      • Leg Hold traps: Chance to break free reduced. In addition if the enemy has a movement impairing effect this chance is 0.
      • Shoot And Jump now prevents AOE effects from landing on your character.
    • Druid:
      • Weapon Damage is tied to current druid aspect to add an additional strategic layer when shape shifting.
    Other:
    • On hovering over the reshuffle ability, you will now be able to see the amount of essence released available.
    • In addition to color, an ability card rarity is now also shown by its frame:
    • Increased scroll sensitivity on spells window.
    • Staff animations are now faster.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-02-16 20:24:55 CET ] [ Original post ]

    New Beta Branch Update 1.0.6: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Calling the [spoiler]insectoid Royal Guard now properly works on first use.[/spoiler]
    • Enemy new summons will now not be auto destroyed on level reloading.
    • Fixed graphical glitch where equipping an offhand while initially having a 2-hander would result in both weapons being displayed.
    • 'Detailed Pick Up' now properly uses use energy.
    • Poison should correctly damage at the last tick.
    • Poison damage no longer makes an enemy auto regain track of a stealth character.
    • When an enemy is on top of an altar, first option for moving to that tile should be an attack action instead of a use altar action.
    • Forges now properly show context messages.
    • Forges properly allow 1 use per item per forge.
    • Bone Crusher 's effect is now properly working..
    • Changed stealth discovery formula. Stealth discovery now properly scales with stats.
    • Frame rate change now properly saves & apply from the main menu.
    • Fixed several typos.
    Balance:
    • Offhand equipment no longer counts as equipped weight.
    • In order to promote chain lightning usage, it now no longer hits the caster.
    • Bowels Search soul essence upgrade effects increased.
    • Forges now improve an item modifier in stead of replacing it when the process netted the same modifier.
    • Enemies should always properly wait till an ability is over to attack the character.
    Other:
    • For the moment levels won't spawn holes and stairs at the same time.
    • Auto-explore improved:
      • Enemies and objects sensed now show a small icon pointing in the direction of it.
      • Barrels and similar sensed now interrupt once and stop interrupting once auto explore is resumed.
      • Chests, altars, merchants an other intractable objects interrupt once and stop interrupting once auto explore is resumed.
      • Auto-explore won't explore every view able wall not discovered. If all floor locations of a room have been seen it will stop there.
    • Improved poisoned FX.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-02-12 12:45:50 CET ] [ Original post ]

    New Version 1.0.5: Fixes Balance (Main Build)

    Thanks everyone for the patience and invaluable feedback. It's time to merge the beta into the main build!

    Changes:


    Bugs:
    • Special rooms should not be generated in outdoor random dungeons.
    • Weight tutorial window now properly shows only once.
    • Tool tips stay open on character screen when closing the screen while its showing.
    • Added + to the bonus values in the balance meter.
    • Teleport does not enable enemies to hit you before you escape anymore.
    • Hitting esc to cancel resting no longer freezes the game.
    • Mushroom summons from [spoiler] legendary scimitar [/spoiler] should count as your summons regarding XP they give and when the merchant sees you kill them.
    • Called Royal Guards should now give XP when they kill your enemies.
    • Frame rate should also be limited during intro movie.
    • Leap attack, whirlwind, jump over and shot & Jump should now not work characters are somehow immobilized.
    • Gold rewards on the world map events should now scale properly.
    • Converted Giant wolf spider will now properly spawn friendly spiderlings.
    • Fixed weird UI bug where resistances would not always show at its correct amount.
    • Using hunter abilities with different ammo types is no longer possible.
    • Back stab should now correctly apply to shorts words and daggers.
    • Pulling door levers through walls is not possible anymore.
    • Using a skill on a tile that is further than your LOS, but within the weapon/skill range will not work anymore.
    • Altars will now longer spawn on first boss level of the Eghoss campaign.
    • Game will no longer freeze if you use a ranged weapon ability that can be targeted to an empty tile and you only have 1 ammo left.
    • Some Graphical effects from the first boss stay and accumulate in the bottom right of the map till the game is reloaded.
    • Pick Lock ability no longer has unlimited range.
    • Poison damage now shows in a different color both in game and in the log.
    • Pulling door levers and quickly going through does not work anymore.
    • Volcano theme light increased overall.
    • The map will always show good lighting regardless of the in game day/night cycle.
    • Merchant "Out of gold!" will be cleared from the merchant window when closing it.
    • Insectoid egg now is properly showing its sprite.
    • Freezing champions should no longer remove their sprite while frozen.
    • Closing the game in specific circumstances in story mode no longer removes the save file.
    • Using 't' to confirm will now work properly with abilities and spells not only ranged attacks.
    • Issue with moving to the top right of a fence in newly generated dungeons with the keyboard fixed.
    • Fixed a graphical glitch where some upper most of the walls are not rendering in the ruins theme as well as similar levels when you load it for the first time.
    • Level up on timed mode will correctly pause the clock.
    • Fixed several typos.
    Balance:
    • General:
      • High spawn rate special levels had their spawn rate reduced.
      • Blobs now stop spawning once the Tandor Shadow Tower boss is defeated.
      • Insectoids attack other enemies now as intended.
      • Freeze duration increase of spells due to spell level and caster power decreased by 50%.
      • Frost nova range increase due to spell level and caster power decreased by 33%.
      • Shattering bolt damage increased slightly. Shattering bolt combo multiplier reduced.
      • Lightning bolt, Chain Lightning and Fireball spell damage increased.
      • Magic missile damage per missile slightly increased. Animation speed doubled.
      • Each spiderling spawned by a wolf spider will now reduce the mother's hp by 10%. Once the wolf spider reaches below 50% hp it wont be able to spawn a new spiderling. Spiderling level has been increased by 50%.
      • [spoiler]Increased Shadow Construct boss swipe AOE damage.[/spoiler]
      • Champion enemies give twice as much soul essence now.
    • Assassin:
      • Assassin confuse duration and cooldown is now longer. In addition, advance confuse enables to confuse in an area of effect. Expert confuse adds a damage component to it.
      • Jump over no longer breaks stealth.
      • Swapping weapons sets no longer breaks stealth.
      Other:
      • Texts in modern battle text mode now show an icon instead of text for when poison is applied to target.
      • Enabled the "Visible in the Background" engine option, that should allow for full screen to work like border less windowed mode.
      • After completing a wolrd map quest where you're searching a tile, the quest marker will switch to one of your active story quests.
      If all goes well, I ll continue to work on the backlog with your feedback the next week in a similar fashion. Updating the beta and then releasing an update into the main build by the end of the week! Cheers and happy crawling! GW


      [ 2019-02-07 17:59:07 CET ] [ Original post ]

    New Beta Branch Update 1.0.5: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Changes:


    Bugs:
    • Back stab should now correctly apply to shorts words and daggers.
    • Pulling door levers through walls is not possible anymore.
    • Using a skill on a tile that is further than your LOS, but within the weapon/skill range will not work anymore.
    • Altars will now longer spawn on first boss level of the Eghoss campaign.
    • Game will no longer freeze if you use a ranged weapon ability that can be targeted to an empty tile and you only have 1 ammo left.
    • Some Graphical effects from the first boss stay and accumulate in the bottom right of the map till the game is reloaded.
    • Pick Lock ability no longer has unlimited range.
    • Poison damage now shows in a different color both in game and in the log.
    • Pulling door levers and quickly going through does not work anymore.
    • Volcano theme light increased overall.
    • The map will always show good lighting regardless of the in game day/night cycle.
    • Merchant "Out of gold!" will be cleared from the merchant window when closing it.
    • Freezing champions should no longer remove their sprite while frozen.
    • Closing the game in specific circumstances in story mode no longer removes the save file.
    • Using 't' to confirm will now work properly with abilities and spells not only ranged attacks.
    • Issue with moving to the top right of a fence in newly generated dungeons with the keyboard fixed.
    • Fixed a graphical glitch where some upper most of the walls are not rendering in the ruins theme as well as similar levels when you load it for the first time.
    • Level up on timed mode will correctly pause the clock.
    • Fixed some typos.
    Balance:
    • Jump over no longer breaks stealth.
    • Swapping weapons sets no longer breaks stealth.
    • [spoiler]Increased Shadow Construct boss swipe AOE damage.[/spoiler]
    • Champion enemies give twice as much soul essence now.
    • Assassin confuse duration and cooldown is now longer. In addition, advance confuse enables to confuse in an area of effect. Expert confuse adds a damage component to it.
    Other:
    • After completing a wolrd map quest where you're searching a tile, the quest marker will switch to one of your active story quests.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-02-06 03:47:39 CET ] [ Original post ]

    New Beta Branch Update 1.0.4: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    Changes: Bugs:
    • Weight tutorial window now properly shows only once.
    • Tool tips stay open on character screen when closing the screen while its showing.
    • Added + to the bonus values in the balance meter.
    • Fixed wrong text for eagle dive ability.
    • Teleport does not enable enemies to hit you before you escape anymore.
    • Hitting esc to cancel resting no longer freezes the game.
    • Mushroom summons from [spoiler] legendary scimitar [/spoiler] should count as your summons regarding XP they give and when the merchant sees you kill them.
    • Called Royal Guards should now give XP when they kill your enemies.
    • Frame rate should also be limited during intro movie.
    • Leap attack, whirlwind, jump over and shot & Jump should now not work characters are somehow immobilized.
    • Gold rewards on the world map events should now scale properly.
    • Converted Giant wolf spider will now properly spawn friendly spiderlings.
    • Fixed weird UI bug where resistances would not always show at its correct level.
    • Using hunter abilities with different ammo types is no longer possible.
    • Fixed several typos.
    Balance:
    • High spawn rate special levels had their spawn rate reduced.
    • Blobs now stop spawning once the Tandor Shadow Tower boss is defeated.
    • Insectoids attack other enemies now as intended.
    • Freeze duration increase of spells due to spell level and caster power decreased by 50%.
    • Frost nova range increase due to spell level and caster power decreased by 33%.
    • Shattering bolt damage increased slightly. Shattering bolt combo multiplier reduced.
    • Lightning bolt, Chain Lightning and Fireball spell damage increased.
    • Magic missile damage per missile due to spell level and caster power increased by 100%. Amount of missiles due to spell level and caster power decreased by 50%.
    • Each spiderling spawned by a wolf spider will now reduce the mother's hp by 10%. Once the wolf spider reaches below 50% hp it wont be able to spawn a new spiderling. Spiderling level has been increased by 50%.
    Other:
    • Texts in modern battle text mode now show an icon instead of text for when poison is applied to target.
    • Enabled the "Visible in the Background" engine option, that should allow for full screen to work like border less windowed mode.
    If you want to help out you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-02-02 23:14:46 CET ] [ Original post ]

    New Version 1.0.3: Fixes Balance (Main Build)

    Thanks everyone for the patience and invaluable feedback. Its time to merge the beta into the main build!

    Changes:


    Bugs:
    • Added fail safe for a rare event where the story window would not go away.
    • Jump over now does not allow for characters jump into walls.
    • Added frame rate limit to title screen.
    • Swapping weapons in game now does not require energy (as it is in the inventory screen).
    • Story mode now properly brings you back to the previous level instead than the level before it.
    • Fixed some path highlighting issues when targeting. I suspect they are some more.
    • Fixed a graphical glitch where a shapeshifted druid using ring of life would show the humanoid and shapeshift form at the same time till the game reloads.
    • Corrected many typos.
    • Summons should now correctly target insectoids.
    • Auto target should not target barrel if an enemy is within range.
    • Learning spells on the world map is not allowed anymore.
    • Doors should not be allowed to be shut when a character is on its location.
    • Fixed an issue that might bring to much enemies near your character right when you change levels.
    • The legendary [spoiler] [/spoiler] will now properly work without the need of reloading the game.
    • When not playing a caster "s" freezes the game until you hit it again.
    • Spells window hotkey can now be enabled to to the key binding option.
    • Night time light for volcano theme is now brighter.
    • Esc now stops resting and auto explore.
    • All encounters should now show their level name.
    • Wands now scale their price properly according to their amount of mana.
    • Fixed issue with the [spoiler] Healing more than the it should[/spoiler]
    • Worms division should is now limited to slashing weapons. Worm splits(childs) do not give xp. This prevents infinite amount of them on fire spread too.
    Balance:
    • General:
      • Insectoid special abilities effects reduced.
      • Reduced hp creep on enemies slightly.
      • Fendor underground tunnels are now never generated as open dungeons.
      • Pylon hp has been reduced significantly. Range has also been reduced slightly.
      • Pylon of beaming fire effect has its damage done reduced significantly.
      • First boss on the dawn of shadows campaign had its chance to trigger the jump back ability reduced.
      • Spell learning failures changed in chances for each possible outcome. Item destroying removed till I come up with a not so "I need to kill the developer" option.
      • Increase the cool down on the infinity sword.
      • Lowered Potion weight in general.
      • Reduced the energy used by consuming a potion from 1000 to 350.
      • Most over world levels (not a tower or cave/dungeon) except volcano and dessert will have less of a chaotic level layout.
      • Item destroying in twitch votes removed.
      • Overall dodge chance reduced.
    • Warrior:
      • Leap attack jumps over enemies yet still needs a target.
      • Colossal strike was buffed to balance its energy usage.
      • Whirlwind Attack can now also be used from where your character is standing.
      • Whirlwind Attack range and damaged increased.
      • Weapon specializations talents have had their modifiers increased.
    • Assassin:
      • Dagger and Sword Specializations talents have had their modifiers increased.
    • Druid:
      • Tiger charge ability changed to be based on your character's speed.
      • Increased the effects of the cornered tiger talent.
      • Bear's prepared blow bonus damage was increased.
    Other:
    • Added numpad enter as an alternative confirmation key to the possible bindings.
    • Changed Tree sprites to have more contrast and be more dense.
    If all goes well, I ll continue to work on the backlog with your feedback the next week in a similar fashion. Updating the beta and then releasing an update into the main build by the end of the week! Cheers and happy crawling! GW


    [ 2019-01-31 21:46:55 CET ] [ Original post ]

    New Beta Branch Update 1.0.3: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    If everything goes according to plan the beta branch shall be merged into the main build tomorrow. Changes: Bug Fixes:
    • Fixed another issue that might bring to much enemies near your character right when you change levels.
    • The legendary [spoiler] [/spoiler] will now properly work without the need of reloading the game.
    • When not playing a caster "s" freezes the game until you hit it again.
    • Spells window hotkey can now be enabled to to the key binding option.
    • Night time light for volcano theme is now brighter.
    • Esc now stops resting and auto explore.
    • Enemies should now properly attack a double wall of obstacles.
    • All encounters should now show their level name.
    • Wands now scale their price properly according to their amount of mana.
    • Fixed issue with the [spoiler] Healing more than the it should[/spoiler]
    Balance Changes:
    • Most over world levels (not a tower or cave/dungeon) except volcano and dessert will have less of a chaotic level layout.
    • Spell learning failures changed in chances for each possible outcome. Item destroying removed till I come up with a not so "I need to kill the developer" option.
    • Increase the cool down on the infinity sword.
    • Lowered Potion weight in general.
    • Reduced the energy used by consuming a potion from 1000 to 350.
    • Item destroying in twitch votes removed.
    • Overall dodge chance reduced.
    Other Changes:
    • Changed Tree sprites to have more contrast and be more dense.
    If you want to help you are welcome to check this build out. Cheers and happy crawling! GW


    [ 2019-01-31 00:55:52 CET ] [ Original post ]

    New Beta Branch Update 1.0.2: Fixes Balance

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    Changes:

    Bugs:


    • Added fail safe for a rare event where the story window would not go away.
    • Jump over letting the character jump over to walls.
    • Add frame rate limit to title screen.
    • Swapping weapons in game now does not require energy (as it is in the inventory screen).
    • Story mode now properly brings you back to the previous level instead than the level before it.
    • Fixed some path highlighting issues when targeting. I suspect they are some more.
    • Fixed a graphical glitch where a shapeshifted druid using ring of life would show the humanoid and shapeshift form at the same time till the game reloads.
    • Corrected many typos .
    • Summons should now correctly target insectoids.
    • Auto target should not target barrel if an enemy is within range.
    • Learning spells on the world map is not allowed anymore.

    Balance:


    • General:
      • Reduce hp creep on enemies slightly.
      • Fendor underground tunnels are now never generated as open dungeons.
      • Pylons hp has been reduced significantly. Range has also been reduced slightly.
      • Pylon of beaming fire effect has its damage done reduced significantly.
      • First boss on the dawn of shadows campaign had its chance to trigger the jump back ability reduced.
      • Worms division should is now limited to slashing weapons. Worm splits(childs) do not give XP. This prevents infinite amount of them on fire spread too.
    • Warrior:
      • Leap attack jumps over enemies yet still needs a target.
      • Colossal strike was buffed to balance its energy usage.
      • Whirlwind Attack can now also be used from where your character is standing.
      • Whirlwind Attack range and damaged increased.
      • Weapon specializations talents have had their modifiers increased.
    • Assassin:
      • Dagger and Sword Specializations talents have had their modifiers increased.
    • Druid:
      • Tiger charge ability changed to be based on your character's speed.
      • Increased the effects of the cornered tiger talent.
      • Bear's prepared blow bonus damage was increased.

    Other:


    • Added numpad enter as an alternative confirmation key to the possible bindings.
    If you want to help out you are welcome to check this build out. I know there are more issues raised in the forums and discord and I will continue to work on them! Till later! Cheers and happy crawling! GW


    [ 2019-01-29 04:00:25 CET ] [ Original post ]

    Version 1.0.0 Released!

    Ok guys, it is time to merge the beta build to the main/default branch increasing the game version from v0.9.8 to v1.0.0 steamhappy

    A few minutes from getting out of EA!!! :D Join the Party!!!


    Now, without further ado, here are the main changes ( I might have missed some) introduced into the game since v0.9.8:

    New Features


    • New druid mechanics added. For more information see: https://steamcommunity.com/games/650940/announcements/detail/3532412114245048050
    • Two new druid abilities.
    • Added 11 new achievements.
    • Character now shows randomized birth dates, height and weight. Months now tracked in Ethistos naming.
    • Loading message now randomly shows useful information. This is general information as well as contextual information regarding the current game.
    • Starting screen now chances depending on the campaign you are playing!
    • Added 12 new potions.
    • Certain Caves are now proper cave environments.
    • Added 3 new item modifier.
    • Added 5 new warrior abilities.
    • Added 1 new special room type.
    • Added 5 new hunter abilities.
    • Load game entries now show difficulty.
    • Added 4 new twitch judgments.
    • Added 3 new enemies.
    • Added 1 new optional location.
    • Added 1 new optional boss.
    • Improved the main screen soul essence UI.
    • Added 1 new soul essence upgrade. This one is special.
    • Soul Essence Upgrades can now be removed returning 80% of its original value.
    • Soul Essence Upgrades can be toggle off and on.
    • Using as little Soul Essence Upgrades as possible now give you a bonus to score and soul essence gathering.
    • Added twitch gameplay got its own UI now.
    • Auto explore now stops on chests.

    Balance


    • Nerfed insectoid damage.
    • Mages and druids have had their initial arcane threads increased.
    • Rune drop rate reduced by 10%.
    • Increased merchant base item amount.
    • Enemies now regenerate health when you leave the level depending on how much time you leave.
    • Base max weight was increased.
    • Strength and Constitution contribution to max weight was increased.
    • Learning spells is now easier, specially for low level spells.
    • Theoretical blocking chance maximum increased to 100%.

    Bug Fixes


    • Nature's twister now tosses entities around to reachable locations.
    • Fixed bug where artifact would teach unlearn able spells braking the UI.
    • Fixed bug where the mummy's curse would not do anything.
    • Fixed bug where disarm would not work on staffs and ranged weapons.
    • Now in order for an friendly NPC to turn against you (for example the merchant) you need to accumulate a certain amount of damage relatively to his max damage. This will prevent small collateral damage to angry friendly npc's.
    • Fixed inventory bug related to bad backtracking to the group selection you had selected when equipping or dropping an item.
    • Fixed issue where enemies would beat you to death after resurrecting with the ring of life
    • Fixed issue where dungeon level icons on the world map would not properly show.
    • Fixed issue with graphics of ruin like dungeons near the borders
    • Fixed some minor bugs.

    Other


    • Reduced the clutter of fire spread text.
    • Main menu game start UI was improved.
    • Updated version to 1.0.0
    Thanks so much for all the support and love!!! And know this, it does not end here! Cheers and happy crawling! GW


    [ 2019-01-25 12:27:45 CET ] [ Original post ]

    New Beta Branch Update 1.0: New Achievements + Extras

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Important


    Hours away from the Release Party! If it is within your possibility participate, get into discord and ask your favorite streamer to join ;) Retweeting and sharing also helps! While a little old with all the game has changed in this last year here you can check some highlights of the Early Access party last year!

    New Features


  • Added 11 new achievements.

    Balance


    • Base max weight was increased.
    • Strength and Constitution contribution to max weight was increased.
    • Learning spells is now easier, specially for low level spells.
    • Theoretical blocking chance maximum increased to 100%.

    Bug Fixes


    • Fixed some minor bugs.

    Other


    • Updated version to 1.0.0
    Looking forward to tomorrow! Cheers and happy crawling! GW


    [ 2019-01-25 00:52:55 CET ] [ Original post ]

  • New Beta Branch Update 1.0-Beta C: Soul Essence Improvements + Extras

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Important


    The 25th is the Release Party! If it is within your possibility participate, get into discord and ask your favorite streamer to join ;) Retweeting and sharing also helps! While a little old with all the game has changed in this last year here you can check some highlights of the Early Access party last year!

    New Features


  • Improved the main screen soul essence UI.
  • Added 1 new soul essence upgrade. This one is special.
  • Soul Essence Upgrades can now be removed returning 80% of its original value.
  • Soul Essence Upgrades can be toggle off and on.
  • Using as little Soul Essence Upgrades as possible now give you a bonus to score and soul essence gathering.
  • Added 1 new twitch judgment.
  • Added twitch gameplay got its own UI now.
  • Auto explore now stops on chests.
  • Added 1 new enemy.

    Bug Fixes


    • Fixed inventory bug related to bad backtracking to the group selection you had selected when equipping or dropping an item.
    • Fixed issue where enemies would beat you to death after resurrecting with the ring of life.
    • Fixed issue where dungeon level icons on the world map would not properly show.
    • Fixed issue with graphics of ruin like dungeons near the borders
    Going forward I ll add minor fixes and new achievements before the 25th. Cheers and happy crawling! GW


    [ 2019-01-23 15:59:31 CET ] [ Original post ]

  • New Beta Branch Update 1.0-b: New hunter abilities + Extras

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    New Features


  • Added 5 new hunter abilities.
  • Load game entries now show difficulty.
  • Added 3 new twitch judgments.
  • Added 2 new enemies.
  • Added 1 new optional location in the dawn of shadows campaign.
  • Added 1 new optional boss.

    Balance Changes


    • Increased merchant base item amount.
    • Enemies now regenerate health when you leave the level depending on how much time you leave.

    Bug Fixes


    • Fixed bug where disarm would not work on staffs and ranged weapons.
    • Now in order for an friendly NPC to turn against you (for example the merchant) you need to accumulate a certain amount of damage relatively to his max damage. This will prevent small collateral damage to angry friendly npc's.

    Other


    • Reduced the clutter of fire spread text.
    • Main menu game start UI was greatly enhanced.
    The next beta update before release will mainly contain bug fixes, new achievements and maybe some new soul essence perks. Remember the 25th is the Release Party! If it is within your possibility ask your favorite streamer to participate ;) Cheers and happy crawling! GW


    [ 2019-01-20 00:35:34 CET ] [ Original post ]

  • New Beta Branch Update 1.0-a: Druid changes + Many Extras

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    New Features


  • New druid mechanics added. For more information see: https://steamcommunity.com/games/650940/announcements/detail/3532412114245048050
  • Two new druid abilities.
  • Character now shows randomized birth dates, height and weight. Months now tracked in Ethistos naming.
  • Loading message now randomly shows useful information. This is general information as well as contextual information regarding the current game.
  • Starting screen now changes depending on the campaign you are playing!
  • Added 12 new potions.
  • Certain Caves are now proper cave environments.
  • Added 3 new item modifier.
  • Added 5 new warrior abilities (art for ability card is a placeholder atm).
  • Added 1 new special room type.

    Balance Changes


    • Nerfed insectoid damage.
    • Mages and druids have had their initial arcane threads increased.
    • Rune drop rate reduced by 10%.

    Bug Fixes


    • Nature's twister now tosses entities around to reachable locations.
    • Fixed bug where artifact would teach unlearn able spells braking the UI.
    • Fixed bug where the mummy's curse would not do anything.
    Expect at least one more content update on the beta branch! 1.0 is getting closer and I am so nervous! Remember the 25th is the Release Party! If it is within your possibility ask your favorite streamer to participate ;) Cheers and happy crawling! GW


    [ 2019-01-16 13:00:45 CET ] [ Original post ]

  • Upcoming Changes to the Druid Class

    Hi everyone! I hope you all had a great new year! Anyway today I want to talk about the upcoming changes to the Druid!

    Current Druid



    In the current form the druid basically is warrior with its flavor beast forms. I feel the game play feels kind of repetitive as one tends to choose and stick with a form. Then you can cast some nature based spells but sub par to any mage. Because of this I decided to add some flavor!

    The new Druid!


    In order to mix things up the druid now have a special resource/meter: Balance
    Balance goes from -100% (where the druid embraces purely the human self) all the way to +100% (where the druid embraces purely the wild self). The sweet spot for balance is 0, the perfect mix between the human and the wild! Here you will get a considerable bonus for wild aspects of the class and human aspects (values subject to change):
    • +33% Strength
    • +33% Agility
    • +33% Perception
    • +33% Intelligence
    • +33% Spell Power
    • +33% Fate
    • +33% Spell Learning
    • +10% Experience Gained
    • Shape shifting cool down: 1 turn
    Now lets see how this looks if you forgo the wild in favor of the human:
    • -50% Strength
    • -50% Agility
    • -50% Perception
    • +40% Intelligence
    • +40% Spell Power
    • +40% Fate
    • +40% Spell Learning
    • +17.5% Experience Gained
    • Shape shifting cool down: 60 turns
    On the other side of the spectrum if you go all wild:
    • +40% Strength
    • +40% Agility
    • +40% Perception
    • -50% Intelligence
    • -50% Spell Power
    • -50% Fate
    • -50% Spell Learning
    • -73% Experience Gained
    • Shape shifting cool down: 60 turns

    How do you affect balance?


    The primary way to affect balance is fairly intuitive:
    • Stay in human form and balance will start shifting towards the negative/left
    • Stay in any beast form and balance will start shifting towards the positive/right. This is affected bye what form you choose.

    What else changed


    As this changes sort of limit the time you can stay in any beast form, their bonuses where improved to make up for it! Also a few new abilities where added to the class! So what do you think guys? Cheers, GW


    [ 2019-01-12 01:53:53 CET ] [ Original post ]

    Out of EA Release Party! January the 25th!


    Click the image for details ;) Everyone is invited! Share it on twitter! As a side note and to keep you in the loop some interesting changes are coming to the druid! Stay tuned!


    [ 2019-01-09 13:44:52 CET ] [ Original post ]

    Stories of the Past, Present and Future! Happy New Year!

    Hi Guys!
    Depending on where you live you might or might not have celebrated the New Year. In any case I wish to you the best for the next year!
    This year past was a year of incredible growth for Rogue Empire. As some of you might know this is a solo project of which I try to live from. It was mid 2016... Gosh how much time... that I decided to leave my job and use my savings to bring Rogue Empire to life. Back then I said to myself in 18 months I got it done... nothing further from the truth lol.
    But on the bright side the 19th of January 2018 the game was released on Early Access here on steam! This release went fairly well, but made me realize a lot more was needed, not only the end of the story! So this year Rogue Empire had many more new additions! The challenge dungeon, new baddies, new environments, better UI, new spells, new abilities, altars and artifacts, physical damage types, resistance gear, champions, leader boards, the healthiness system, and so much more! Then by the end of the year the game even made it into the Top 100 of the IndieDB Indie of the year contest! steamhappy
    But here I want to do a parenthesis and talk about something else: People. The experience of making this game is really enriched by you who play and care about the game, other developers who support and teach me, friends and family who bear with me. Solo developing is not easy and sometimes I would silently freak out about a bad bug or a bad review but so many would support me :) You don't have an Idea how much this means to me and to my sanity! To all of you who were there this year: THANK YOU!
    Now moving on, Rogue Empire will start 2019 getting out or Early Access! When? Late January. I will post about it soon. But I want to let you know I do not plan to end it there. When I decided to make my living out of this I mean it. So unless the release goes really bad (fingers crossed) I plan to continue to work on the game. I still need to wrap some things up, including some new abilities, a druid mechanics improvement and a few more quests/locations for the Dawn of Shadows campaign.
    So many things where added to the game, but also many I had to cut for time constrains :(. Some things I plan to add this year are other languages, new classes, prestige classes, modding, new game modes (I am particularly excited about this but I wont say much ;)), more mechanics and more.
    I think it is also fair to tell you how I plan to do dlc's. My Idea is mainly to add features with each dlc that add to the base game and other features that are dlc tied. This way I feel you all ways get something new even if you won't or cannot buy the dlc.
    Anyway, I truly wish you all a great 2019! I hope you chase your goals and even if you don't accomplish them, most times the journey is so much more than the goal itself! At least for me it was this year :D!
    Thanks again! Enjoy life, enjoy your friends and family and as always... Happy Dungeon Crawling! GW


    [ 2018-12-31 16:45:24 CET ] [ Original post ]

    Version 0.9.8 Hot fix 1 + story mode!

    Hi all. Because of some bugs (specially the pickup bug) I am releasing a small update. I ll also post tomorrow a small year end recap and some upcoming info for next year! Lets get to the changes now!

    New Features


    • Added story mode: There is no perma-death but you don't earn any soul essence and can not participate from high scores.

    Balance Changes


    • Crit damage base modifier on enemies was reduced for normal and easy difficulty to reduce some spikes in the late game.
    • Stealth base discovery chance was slightly increased.
    • Soul essence reward for easy difficulty setting increased to 50% of normal.

    Bug Fixes


    • Fixed detailed pickup bugs.
    • Fixed text issue on altars.
    • Hitting enter when setting up your race or class wont default to the randomize button (hotkey now R).
    • Fixed weird bug with toggles inside the settings window. This would prevent some of them to work.
    • Normalized character sounds.


    [ 2018-12-30 15:11:04 CET ] [ Original post ]

    Help Rogue Empire in the 2018 Indie of the Year contest :D

    Hi every one, as you might now Rogue Empire made it to the top 100 in the indieDB " Indie of the Year" contest! Now only 10 hours remain to know in what position it finally ends! If you didn't please give it a thumbs up :D (if you voted in the last round you have to actually vote again). [url=https://www.indiedb.com/groups/2018-indie-of-the-year-awards/top100/#vote53244]
    Regardless of how it turns I am really appreciative to the reception and love Rogue Empire have had! Just want to let you know that steamhappy Before the end of the year I do plan to do a little recap post full of feelings and memories :P Cheers! GW


    [ 2018-12-20 13:30:11 CET ] [ Original post ]

    Version 0.9.8 Released!

    Ok guys, it is time to merge the beta build to the main/default branch increasing the game version from v0.9.5 to v0.9.8 steamhappy

    Important Announcement:


    Thanks to your support, Rogue Empire made it to the Top 100 in the Indie of the Year 2008 contest at IndieDB! But the contest is not over as now the top 100 get voted to see the spot you end at! I would encourage you to vote for Rogue Empire again :D Again, thanks so much!!! Now, without further ado, here are the main changes ( I might have missed some) introduced into the game:

    New Features


    • Added more than 30 legendary items/gear! You will find several little Easter Eggs on them! At the moment you are guaranteed to get at least 1 legendary item from the first boss you kill. After this the loot chance depends on the amount of legendary items already acquired and the source of loot. From higher to lower chance this is: [olist]
    • Bosses.
    • Golden chests.
    • Champions.
    • Zoo rooms.
    • Regular chests.
    • Goo protected rooms.
    • Regular Monsters [/olist]
      • For more info on legendary weapons see: https://steamcommunity.com/games/650940/announcements/detail/1711819722058306753
      • For more info on legendary armor sets see: https://steamcommunity.com/games/650940/announcements/detail/1709572995861888210
    • Added ancient Runes and Altars! For more details see: https://steamcommunity.com/games/650940/announcements/detail/1717456831970307296
    • Improved item Compare, pickup and detail display. [quote] Show Items On Floor Key:[/quote]
      [quote] Improved Compare:[/quote]
      [quote] Detailed pickup:[/quote]
      See https://steamcommunity.com/games/650940/announcements/detail/2693605177456149330 for more info!
    • Updated trap and goo special rooms so that they will if possible generate a treasure chest instead of an item.
    • Added 2 new special rooms that can be generated during dungeon creation.
    • Enemies that not wear armor such as beasts or giant insects now have armor with 95% coverage (think of it as fur) and different armor point depending on the enemy.
    • Added 1 new possible modifier for non legendary items.
    • (Temporal) When getting a legendary there is a higher probability it fits the class you are playing.
    • Weapons now have damage types: Slashing vs Piercing vs Bludgeoning. Enemies have different vulnerabilities or resistance to each type. For example skeletons are very resistant to Piercing damage but vulnerable to Bludgeoning damage. This will add new layer of strategy to weapon choice.
    • Ammo of the same type is auto-equipped on ammo slot.
    • Added 2 new environments:
      • Fungal
      • Cave
    • Added Christmas flavor (can be disabled in settings).
    • Added a new location to the main campaign.
    • Elves have a new starting racial "Elven Heritage" : +10% perception and +10% intelligence.
    • Otwoks have a new starting racial "Wooden Body" : +50% deduced damaged from piercing attacks.

    Bug Fixes


    • Fixed issue where on the first time you load a game the weight status would not show properly.
    • Fixed several smaller issues while I was doing the content update.
    • Cloud saves should now work cross OS.
    • Fixed action bar slot bug where it sometimes would get locked.
    • Fixed bug where rapid cuts would not apply hit bonuses. Consecutively nerfed it a little.
    • Fixed bug where none physical dots (such as poison) would break prepared and very prepared bonuses.
    • Fixed bug where offset shield would add to armor coverage && mitigation.
    • Fixed bug related to none-compressed saves.
    • Fixed bug related to none-compressed saves.
    • Obstructions up from tiles in the field of view get now revealed. This avoids enemies not showing their health bar.
    • Prepared blows now should always wear off after the next move of the entity doing it.
    • Enemies killed by fire created by player should now properly give XP. This also include propagated fire.
    • Summoned vines now properly surround the target and no longer count towards the summoner active summons limit.
    • Improved off screen summoning times to not halt the game.
    • Fixed bug that prevented the additional champions too spawn in the challenge dungeon.
    • Fixed bug that made trolls have 30% less hp instead of 30% more hp as a racial.
    • Fixed bug where very late game speed item modifiers would be insanely high.
    • Fixed issue on inventory when using an item would select a random item category.

    Balance


    • Reduced a little the spawning rate of high spawning dungeons and fixed its tool-tip.
    • Reduced the weight of magic rations to 0.1s
    • First aid heal and cool down slightly nerffed.
    • 2h weapons damage was made more consistent (less deviation) in general. A few weapons got their damage improved, specially the different types of sickle as it had an error in its formula.
    • Ranged weapons damage was made more consistent (less deviation) in general. Late game ranged weapons have had their damage improved.
    • First Aid heal reduced slightly. Cool down also increased. Now uses 5000 energy instead of 1000 (making it recommended to not do while in combat).
    • Earth Elementals are now immune to poison.
    • Some legendary weapons where nerfed. This does not affect current games.
    • Buffed armor and armor coverage of all enemies.
    • Shape shifted druids can no longer be disarmed.
    • Item bonuses to speed, hp regen and mana regen now stack additively with each other.
    • Shields have had their armor values greatly increased to buff them as an defensive option.
    • Shoulder and leg gear has had their body coverage values increased for lower tiers.
    • Legendary items with abilities now have their cooldowns tied to having the item equipped. This means cooldowns tick down when you have the legendary equipped and tick up when you don't have it equipped (capped).
    • Halved health of non summoned vines and barricades. Added fire vulnerability.
    • Deviation on the Initial health rolls for every class has been reduced. Not so initial attribute rolls (depends on race).
    • Goo armor slightly reduced. Goo now returns a little damage back.
    • Ancient book of learning now ticks with spell learning even if not successful.
    • Warriors demoralizing shout uses no energy now.
    • Hunter weapon affinity talents where improved around 30%.

    Other


    • Improved spell items space usage of its description in the UI.
    • Updated the underlying unity (game engine) version.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-12-13 19:16:57 CET ] [ Original post ]

    New Beta Branch Update 0.9.8-d: New environments Christmas flavor

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    New Features


    • Ammo of the same type is auto-equipped on ammo slot.
    • Added 2 new environments:
      • Fungal
      • Cave
    • Added Christmas flavor (can be disabled in settings).
    • Added a new location to the main campaign.

    Balance Changes


    • Improved off screen summoning times to not halt the game.
    • Fixed bug that prevented the additional champions too spawn in the challenge dungeon.

    Other


    • Updated the underlying unity (game engine) version.
    A small request for anyone who can, please upvote Rogue Empire in indieDB ;) https://www.indiedb.com/games/rogue-empire After this update I plan to merge it into the main build during this week. Cheers and happy crawling! GW


    [ 2018-12-09 22:18:17 CET ] [ Original post ]

    New Beta Branch Update 0.9.8-c: Ancient Runes, Altars and last batch of Legendary Items!

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    New Features


    • Added a final batch of legendary items. Example/spoiler: [spoiler]
      [/spoiler]
    • Added ancient Runes and Altars! For more details see: https://steamcommunity.com/games/650940/announcements/detail/1717456831970307296
    • Updated trap and goo special rooms so that they will if possible generate a treasure chest instead of an item.
    • Added 2 new special rooms that can be generated during dungeon creation.

    Balance Changes


  • Legendary items with abilities now have their cooldowns tied to having the item equipped. This means cooldowns tick down when you have the legendary equipped and tick up when you don't have it equipped (capped).
  • Halved health of non summoned vines and barricades. Added fire vulnerability.
  • Deviation on the Initial health rolls for every class has been reduced. Not so initial attribute rolls (depends on race).
  • Goo armor slightly reduced. Goo now returns a little damage back.

    Bug Fixes


    • Obstructions up from tiles in the field of view get now revealed. This avoids enemies not showing their health bar.
    • Prepared blows now should always wear off after the next move of the entity doing it.
    • Enemies killed by fire created by player should now properly give XP. This also include propagated fire.
    • Summoned vines now properly surround the target and no longer count towards the summoner active summons limit.
    • Fixed issue where soul essence screen would not show the first ones you unlocked (happens if you unlocked a lot).
    I hope you enjoy the new altar system! Let me know how rune drops feel with this system. Some feedback in the form of: "made it to boss/tower so far I have had amount of runes" would be appreciated! Same goes for altars. After some additional short additions I ll merge the beta into the main build. Probably by the end of next week. Cheers and happy crawling! GW


    [ 2018-11-30 22:28:20 CET ] [ Original post ]

  • Upcoming Legendary Item Drop Changes / Structure: Runes Altars

    Hi everyone! I wanted to show you a small preview of whats coming along side other stuff in the next beta build update. First of, lets tell how the system for legendary item drops works so far. Legendary items drops are random but weighted somewhat toward the class you are playing. This has a few consequences I personally don't like:

    • The weighting feels "gamey" (is that a word?:P) to some extend.
    • If for some reason you want an item not tailored for your class you will have a hard time acquiring it. Maybe you want to play some kind of battle mage for example.
    • It forces me to balance between awesome feeling of getting a legendary and its rareness. If they are to common they loose appeal, if they are too rare when you get one it might be very off the one you really wanted.
    So after thinking for some time I came up with an interesting system/concept: Ancient runes & Altars. Now when you adventure you will be able to get Legendaries the regular way but totally random and with a little smaller drop chance. At the same time you will be able to get Ancient Runes at a higher drop rate:
    Then, when you collect 3 Ancient Runes you need to find an Ancient Altar of Power! These altars can spawn randomly in any dungeon and come in three flavors: AncientAltarOfTheArcane(Color will change to blue):
    AncientAltarOfTheWarrior:
    AncientAltarOfTheNimble(Color will change to yellow):
    As you might have guessed each type of altar will correspond to a set of Legendaries. Once in the altar you can offer 3 runes in exchange for a legendary of the Altar's type:
    Once you have the 3 runes and do the offer, you will be able to obtain 1 legendary out of 3 choices:
    As a bonus at any altar you can sacrifice 1 legendary for 1 rune. This enables you to at least get something back if you had a legendary you didn't like drop the usual way. This will be released in the beta build during the week (the UI for it is taking more time than what I anticipated). I hope you like what you see, and please let me know your thoughts! Cheers and happy crawling! GW


    [ 2018-11-27 16:33:22 CET ] [ Original post ]

    Stop the Hunger Clock Charity Event

    Hi everyone! I ll soon post some news about the next beta patch, but... I want to talk you about something different today: Stop the Hunger Clock event. This event comes every year and is organized by the developer of Dungeonmans (a great roguelike by the way if you didn't tried it). It works very simple, you basically donate actual food to someone in need for 10 USD and in exchange you get an awesome roguelike of your choice. Keys are donated by devs like me. So its basically a win win for you and the person that gets the food! You can see all the details and games available here: http://dungeonmans.com/hungerclock/ Before leaving I just want to say if you do this do it honestly. It saddens me deeply that people tried to take advantage for this indiedev and community driven event :( In any case, more game related info is coming soon, so don't despair ;) Cheers and happy thanksgiving next Thursday for those who have it as a holiday! GW


    [ 2018-11-20 17:25:31 CET ] [ Original post ]

    New Beta Branch Update 0.9.8-b: More Legendary gear (including armor sets) and weapon damage types!

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    New Features


    • Added more legendary weapons.
    • Added legendary armor sets: See https://steamcommunity.com/games/650940/announcements/detail/1709572995861888210 for details.
    • Enemies that not wear armor such as beasts or giant insects now have armor with 95% coverage (think of it as fur) and different armor point depending on the enemy.
    • Added 1 new possible modifier for non legendary items.
    • (Temporal) When getting a legendary there is a higher probability it fits the class you are playing.
    • Weapons now have damage types: Slashing vs Piercing vs Bludgeoning. Enemies have different vulnerabilities or resistance to each type. For example skeletons are very resistant to Piercing damage but vulnerable to Bludgeoning damage. This will add new layer of strategy to weapon choice.
    • Cloud saves should now work cross OS.

    Bug Fixes


    • Fixed action bar slot bug where it sometimes would get locked.
    • Fixed bug where rapid cuts would not apply hit bonuses. Consecutively nerfed it a little.
    • Fixed bug where none physical dots (such as poison) would break prepared and very prepared bonuses.
    • Fixed bug where offset shield would add to armor coverage && mitigation.
    • Fixed bug related to none-compressed saves.

    Balance Changes


  • 2h weapons damage was made more consistent (less deviation) in general. A few weapons got their damage improved, specially the different types of sickle as it had an error in its formula.
  • Ranged weapons damage was made more consistent (less deviation) in general. Late game ranged weapons have had their damage improved.
  • First Aid heal reduced slightly. Cool down also increased. Now uses 5000 energy instead of 1000 (making it recommended to not do while in combat).
  • Earth Elementals are now immune to poison.
  • Some legendary weapons where nerfed. This does not affect current games.
  • Buffed armor and armor coverage of all enemies.
  • Shape shifted druids can no longer be disarmed.
  • Item bonuses to speed, hp regen and mana regen now stack additively with each other.
  • Shields have had their armor values greatly increased to buff them as an defensive option.
  • Shoulder and leg gear has had their body coverage values increased for lower tiers.

    Other


    • Improved spell items space usage of its description in the UI.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-11-05 17:21:40 CET ] [ Original post ]

  • Upcoming Item Sets Preview

    Hi everyone! I wanted to let you know what will be coming soon to the beta build for everyone to check out: Item Sets!
    As you might know in the previews beta build Legendary weapons where introduced to the game. This time it's the moment for armor to shine! In contrast to their weapon counterpart, legendary armor pieces will not grant an intimidate cool ability, but will be part of a item set. Each set is built to have its own advantages, you will get more bonuses the more pieces of the set you gather. The more powerful bonus will demand you to have the whole set. At the same time I have added the missing legendary weapon types. Here is a little preview too (Spoiler hidden): [spoiler] The Reaper's Old Sickle:
    [/spoiler] I hope you like what you see! steamhappy I have also some other surprises soon to be revealed! Cheers and happy dungeon crawling! GW


    [ 2018-10-29 14:25:42 CET ] [ Original post ]

    New Beta Branch Update 0.9.8-a: Legendary weapons + QoL item details pick up improvements!

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Legendary Loot Table schema:


    At the moment you are guaranteed to get at least 1 legendary item from the first boss you kill. After this the loot chance depends on the amount of legendary items already acquired and the source of loot. From higher to lower chance this is: [olist]
  • Bosses.
  • Golden chests.
  • Champions.
  • Zoo rooms.
  • Regular chests.
  • Goo protected rooms.
  • Regular Monsters [/olist] Drop rate might change. Balance to this will absolutely change as I add more legendary gear. Specially I want to guarantee somehow that the class you are playing gets a higher chance to get its fitting gear. Might be through a class quest or some other resource.

    New Features


    • Improved item Compare, pickup and detail display. [quote] Show Items On Floor Key:[/quote]
      [quote] Improved Compare:[/quote]
      [quote] Detailed pickup:[/quote]
      See https://steamcommunity.com/games/650940/announcements/detail/2693605177456149330 for more info!
    • Added around 15 legendary unique weapons! You will find several little Easter Eggs on them!

      Some previews/spoilers:


      [spoiler] [quote] Fiery Soul Cutter:[/quote]
      [/spoiler] [spoiler] [quote] Mal 'Rok's Fury:[/quote]
      [/spoiler] [spoiler] [quote] Zionite Phase Dagger:[/quote]
      [/spoiler] [spoiler] [quote] Triger's Axe:[/quote]
      [/spoiler] [spoiler] [quote] Arobase's Vampiric Broadsword:[/quote]
      [/spoiler] See https://steamcommunity.com/games/650940/announcements/detail/1711819722058306753 for more Info!

    Bug Fixes


    • Fixed issue where on the first time you load a game the weight status would not show properly.
    • Fixed several smaller issues while I was doing the content update.

    Balance


  • Reduced a little the spawning rate of high spawning dungeons and fixed its tool-tip.
  • Reduced the weight of magic rations to 0.1s
  • First aid heal and cool down slightly nerffed.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-09-22 16:01:10 CET ] [ Original post ]

  • Upcoming QoL: Improved pick up and item highlight!

    I wanted to show a little about another feature coming with the next beta release this week!

    Detailed pickup window


    Now in addition to the regular pickup you can shift+p (can be changed) to pop up the detailed pickup window.
    Here you can see all the items on a tile and also check out their details! You can make comparisons and pick up the ones you want or all of them!

    Items highlight


    Now with just holding shift all the items within view will show up as a small tool tip. Letting you glance whats where and if it is worth picking!
    Neat right? So that's it for this little preview ːsteamhappyː Cheers and happy dungeon crawling! GW


    [ 2018-09-10 13:51:33 CET ] [ Original post ]

    Upcoming Legendary Items Preview

    As I am working on the next big update I wanted to share a little of what’s coming: Legendary Gear! So let’s start this thread, shall we!? For me legendary items in Rogue Empire should:

    • Look cool & make you [strike]drool[/strike]... awe at it!
    • Stay relevant!
    • Be as fun as possible!
    As an example I will show the very first legendary: The Fiery Soul Cutter!

    Look cool!


    It is said 1 [strike]image[/strike]... gif is worth more than a 1000 words...

    Staying Relevant!


    One of my objectives with legendary gear is that it should be available with a little luck (and some fate) from the start of the game. So in order for a legendary item to stay relevant later on as you progress they scale in power with the wielder level! As an example let’s look (in the new leaner item details UI ːsteamhappyː ) how this works for The Fiery Soul Cutter:

    Be as fun as possible!


    As the previous image hinted the Fiery Soul Cutter has an interesting proc ;) Do you like spontaneous combustion? I am all for it... if it is on an enemy :P!
    So that's it for this little preview ːsteamhappyː What do you think? Are you as excited for legendary items as I am? Cheers and happy dungeon crawling! GW


    [ 2018-09-01 14:12:39 CET ] [ Original post ]

    Version 0.9.5 Released!

    Ok guys, it is time to merge the beta build to the main/default branch increasing the game version from v0.9.4 to v0.9.5 ːsteamhappyː

    Note 1: You might notice this patch is not as big as the previous ones, but there is definitely good stuff inside! Some highlights are new abilities, abilities are drawn now every 2 levels instead of 3, improved keyboard support, Leaderboards and new soul essence perks!


    Note 2: Because of some weird restrictions by steam I am not allowed to change the game's price on release without preventing me to put up the release discount (this is supposed to attract a lot). This is why soon I willl change the price (it will go up a little) for the early access version of the game to prepare for this. If you wish to know more feel free to talk to me about it. UPDATE: It seems steam already approved the price change. If you need to get it on the original price tag please look me up discord, I ll be happy to accommodate you out till it gets out of EA.


    Without further ado, here are the main changes ( I might have missed some) introduced into the game:

    New Features


    • Reworked the entire Leaderboards:
      • Each difficulty and game type (Eghoss, Dawn of Shadows, Challenge dungeon) have their own category/Leaderboard.
      • Global Leaderboards are a thing! 30 spots for each category at the moment!
      • Each records show your rank, the soul essence amount (these count as points), the name you used for the record, a small description of your character (name, gender, race, level, location).
      • If you stream in twitch, a small icon with a link to your channel will be show up.
      • If played in timed mode another icon will appear.

    • Leaderboards are now accessible from the title screen/main menu.
    • Because of new abilities added for all classes, you now get to pick new ones every 2 levels instead of every 3. :D
    • Merchant window has now proper keyboard support.
    • Level Up window has now proper keyboard support.
    • Button cursor on windows can now be toggle on and off from the settings window.
    • Added 6 new active ability that can be learned by all classes.

    • Added 2 new passive ability that can be learned by all classes.
    • When in a dungeon a small icon next to the dungeon name will hint at the relative difficulty of the dungeon when compared to your character.
    • In the world map you will have an idea of the dungeons difficulty by glancing at the small icons next to their entrance. On hovering a popup will give you more info.
    • Soul Essence perks now display an icon when they unlock new options when acquired.
    • Added 26 new Soul Essence perks.

    Balance Changes


    • Kick mechanic changed to be a 1 time damage with a guaranteed success. The damage is dependent on the dungeon level and the kicker strength.
    • All merchants now start with an additional 2500 gold in their pockets.
    • Buffed moon-crystal shields across the board. This only affects newly generated shields.
    • Naga wizard lightning bolt spell level reduced.
    • The detect traps enchantment spell now auto casts on yourself as it was to confusing before.
    • Assassin and Hunter dodge improving abilities where changed from a multiplicative amount to dodge rating to a flat amount to dodge chance.
    • Class signature attributes (for example intelligence and spell power for mages) are now guaranteed to have at least a +1 point increase during level up.
    • All characters and enemies have had its constitution influence on hp increased as well as its signature damage stats influences (str, sp, agl have an increased influence on damage done). This is made so stat increases are more influential.
    • Most of the poison attacks/abilities from enemies and traps have been buffed to balance out the constitution changes and also make them more of a thread. As part of this change most poisons have a longer duration.
    • Negative/bad item enchantments where removed from the game (does not affect items already acquired in a current game).
    • Item modifier formula adjusted so you seem more enchanted items on more dangerous dungeons.
    • Increased item drop amount across the board. Changed weight of type of items dropped accordingly for balancing purposes.

    Bug Fixes


    • Fixed bug that would prevent to switch the camera shaking option.
    • Fixed bug where sometimes buttons in the action bar would disabled for use till the game is restarted.
    • Fixed bug where range weapons would no longer be harder to dodge.
    • Fixed a bug where character, inventory spell and talent screens button remapping would not work properly.
    • Fixed a bug where water splash spell would not scale with spell power.
    • Fixed infamous ring of satiation freeze. Added some safeguard code to hopefully prevent similar situations in the future.
    • Fixed several typos.
    • Fixed the location of several 1 way portals in the Dawn of Shadows campaign.

    Other


    • Both spell and abilities windows have a small informative text when not showing a specific spell/ability.
    • Level 100, 50 and 25 achievements where shifted to be level 50, 40 and 25 respectively.
    • Portals generated by bosses now will be attempted to be created around them and not under them to avoid being in the same location as the loot dropped by the boss.
    • Redid keyboard UI navigation.
    • Moved the rings subcategory in the inventory from "other" to "armors" as it made more sense when using it.
    • Enchanted gear now stands out when picking it up and when looking at them in the inventory. More to come.
    • If for any reason your character end up on a none traversable tile, you will now be able to get back to a valid tile.
    • Changed a little the UI coloring scheme.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-08-28 16:41:19 CET ] [ Original post ]

    New Beta Branch Update 0.9.5-c: Leaderboards!

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Note 1: This one took some time for what seems little :S I hope you like ranks and leaderboards! If all goes well beta will be merged to main tomorrow.


    Note 2: Because of some weird restrictions by steam I am not allowed to change the game's price on release without preventing me to put up the release discount (this is supposed to attract a lot). This is why soon I willl change the price (it will go up a little) for the early access version of the game to prepare for this. If you wish to know more feel free to talk to me about it.


    New Features


    • Reworked the entire Leaderboards:
      • Each difficulty and game type (Eghoss, Dawn of Shadows, Challenge dungeon) have their own category/Leaderboard.
      • Global Leaderboards are a thing! 30 spots for each category at the moment!
      • Each records show your rank, the soul essence amount (these count as points), the name you used for the record, a small description of your character (name, gender, race, level, location).
      • If you stream in twitch, a small icon with a link to your channel will be show up.
      • If played in timed mode another icon will appear.

    • Leaderboards are now accessible from the title screen/main menu.

    Bug Fixes


    • Fixed a bug where character, inventory spell and talent screens button remapping would not work properly.

    Balance


    -

    Other


    • New talents now have their unique images.
    • Changed a little the UI coloring scheme.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-08-27 21:13:22 CET ] [ Original post ]

    New Beta Branch Update 0.9.5-b: New talents! + bug fixes balance changes

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release

    Note: I highly recommend to switch to this beta build. Your save files should transition without a problem. I will attempt to release 0.9.5 to the default build by the end of this week. Something fairly game changing is that you now get to choose new abilities every 2 levels instead of 3 (this means you get 50% more abilities during game play)!


    Note 2: Because of some weird restrictions by steam I am not allowed to change the game's price on release without preventing me to put up the release discount (this is supposed to attract a lot). This is why soon I willl change the price (it will go up a little) for the early access version of the game to prepare for this. If you wish to know more feel free to talk to me about it.


    New Features


    • Added 6 new active ability that can be learned by all classes. Some Examples (spoiler text under image):
      [spoiler] Focus: Guarantees any attack during the current turn to be a critical hit![/spoiler]
      [spoiler] Intimidate: allows you to freeze an enemy in fear![/spoiler]
    • Added 2 new passive ability that can be learned by all classes.
    • Because of new abilities added for all classes, you now get to pick new ones every 2 levels instead of every 3. :D
    • Merchant window has now proper keyboard support.
    • Level Up window has now proper keyboard support.
    • Button cursor on windows can now be toggle on and off from the settings window.
    • When in a dungeon a small icon next to the dungeon name will hint at the relative difficulty of the dungeon when compared to your character.
    • In the world map you will have an idea of the dungeons difficulty by glancing at the small icons next to their entrance.
    • Soul Essence perks now display an icon when they unlock new options when acquired.
    • Added 26 new Soul Essence perks.

    Bug Fixes


    • Fixed bug where sometimes buttons in the action bar would disabled for use till the game is restarted.
    • Fixed bug where range weapons would no longer be harder to dodge.
    • Fixed bug that would prevent to switch the camera shaking option.

    Balance


    • Kick mechanic changed to be a 1 time damage with a guaranteed success. The damage is dependent on the dungeon level and the kicker strength.
    • All merchants now start with an additional 2500 gold in their pockets.
    • Buffed moon-crystal shields across the board. This only affects newly generated shields.
    • Naga wizard lightning bolt spell level reduced.
    • The detect traps enchantment spell now auto casts on yourself as it was to confusing before.
    • Assassin and Hunter dodge improving abilities where changed from a multiplicative amount to dodge rating to a flat amount to dodge chance.
    • Class signature attributes (for example intelligence and spell power for mages) are now guaranteed to have at least a +1 point increase during level up.
    • All characters and enemies have had its constitution influence on hp increased as well as its signature damage stats influences (str, sp, agl have an increased influence on damage done). This is made so stat increases are more influential.
    • Most of the poison attacks/abilities from enemies and traps have been buffed to balance out the constitution changes and also make them more of a thread. As part of this change most poisons have a longer duration.

    Other


    • Both spell and abilities windows have a small informative text when not showing a specific spell/ability.
    • Level 100, 50 and 25 achievements where shifted to be level 50, 40 and 25 respectively. This will not translate correctly to steam till the changes go up on the default/main build.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-08-22 18:37:52 CET ] [ Original post ]

    New Beta Branch Update 0.9.5-a: Bugfixes, Balance and UI

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    Note: Because of some critical bug fixes I highly recommend to switch to this beta build. Your save files should transition without a problem. I will attempt to release 0.9.5 by the end of this week or early next week.


    New Features


    • Portals generated by bosses now will be attempted to be created around them and not under them to avoid being in the same location as the loot dropped by the boss.
    • Partially reworked keyboard UI navigation. More to come.

    Bug Fixes


    • Fixed infamous ring of satiation freeze. Added some safeguard code to hopefully prevent similar situations in the future.
    • Fixed several typos.
    • Fixed the location of several 1 way portals in the Dawn of Shadows campaign.

    Balance


    • Negative/bad item enchantments where removed from the game (does not affect items already acquired in a current game).
    • Item modifier formula adjusted so you seem more enchanted items on more dangerous dungeons.
    • Increased item drop amount across the board. Changed weight of type of items dropped accordingly for balancing purposes.

    Other


    • Moved the rings subcategory in the inventory from "other" to "armors" as it made more sense when using it.
    • Enchanted gear now stands out when picking it up and when looking at them in the inventory. More to come.
    • If for any reason your character end up on a none traversable tile, you will now be able to get back to a valid tile.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-08-14 23:05:45 CET ] [ Original post ]

    Twitch meet and greet starting!

    If anyone wants to come and do some meet and greet: https://www.twitch.tv/roguempirerpg You shall be most welcome! PS: This is new for me so give me some slack :P


    [ 2018-08-06 20:12:52 CET ] [ Original post ]

    HotFix Update 1 for v0.9.4

    Hi everyone I just updated a small hotfix. It mainly addresses balance issues. Note: The best way for steam to recognize the update immediately is to just restart it. Balance Changes

    • World map encounters difficulty scaling was reduced by 70%.
    • Shadow formation reduced by 35%
    • Stat potions drop rate increased by 50%
    Bug Fixes
    • This was done yesterday during a small hot fix. It fixes the first tower portal exit coordinates in the Dawn Of Shadows Campaign (so your character does not appear on water).
    • Shadow progress with the ring of shadows now is correctly displayed graphically.


    [ 2018-08-05 19:00:32 CET ] [ Original post ]

    Version 0.9.4 Released!

    Ok guys, it is time to merge the beta build to the main/default branch increasing the game version from v0.9.0 to v0.9.4 :D Before we dive into the changes, I wanted to let you know I plan to do a small streaming session on Monday 4pm EST(UTC -5) on Rogue Empire's twitch channel . I will be playing some Rogue Empire but that is just an excuse to do a small meet and greet/Q&A. This is the first time I would do this and If I see a few of you there that would be awesome and I would probably redo this at some other point. Without further ado, here are the main changes ( I might have missed some) introduced into the game:

    New Features


    • General game play additions:
      • Added +16 new “regular” enemies.
      • Added 4 type of shadow pylons to the game. These are destructible structures that buff nearby enemies.
      • Added a new ability to the hunter’s deck: [spoiler] Dirty Shot [/spoiler]
      • Added Barricades that impede your movement till destroyed. If in corridors this can cut off an escape or give you some time to engage an enemy coming at you. In the case of outdoor environments something similar comes in the form off Vine Walls.
      • Dungeons now have fenced walls characters can see through. These walls let through ranged and spell attacks! Dungeon forming algorithm tries to put these in interesting spots.
      • Resting inside a closed (or even better a locked) room highly reduces the chance of getting spotted and interrupted by an enemy.
      • Added the spell [spoiler] Dimensional Shatter: Does a lot of damage to summons. The hit points reduced from the victim then feedback to the summoner damaging him![/spoiler]
      • Added the spell [spoiler] Raise Vine Wall: Raises vines in a 3 x 3 radius to trap the target in a wall of vines. [/spoiler]
      • Added the spell [spoiler] Bark Skin: Hardens the target skin, granting additional armor rating! [/spoiler]
      • Added the spell [spoiler] Flame Bolt: Single target fire spell that costs less mana than the fireball but does no AOE.[/spoiler]
      • The Green blob enemy is now... more unique.
      • The Blue blob enemy is also... more unique.
      • Added potions of unfreeze and quelch fire. "Warning: only use when intended ;)"
      • Archer enemy type AI was improved: Enemy will try to figure out where is the best place to shoot at you as well as try to get at least 1 shoot at you before you can engage in melee. Range characters should not notice much difference, except the enemy will try to get in firing range instead of running away if out ranged.
    • Quality Of Life Additions
      • Hitting the level change key binding when cycling(tabbing) through exits now navigates your character to the corresponding exit.
      • Improved auto explore. Locked doors you can pass by should be now ignored.
      • Added the option to skip leaderboards when dying.
      • Battle texts now have 3 modes: Disabled, classic (Similar to what was now but a little faster and less obstructive) and modern (very compact but also gives more information revealing the direction of attacks).
      • In game log text was improved.
      • Level up screen now shows the amount of current stats you have for easy comparison.
      • Level up gold focus option now shows the exact amount you will be getting (which is rolled when you level up.
      • Restore from previous backup tool: This is mainly a just in case tool that I hope you won’t need to use. The tool enables you to restore a game to a previous state (a previous level you were exploring). This is done when loading a game using the wrench icon. Important to know is this operation cannot be undone so don't use it unless you are sure your game is broken.
      • Games now can be saved in a compressed mode which is enabled by default (you can change this in settings). It is recommended you run with this mode as saving uses a fraction of the space it used to and will sync much faster in steam.
    • Graphical related improvements
      • Updated the game's font to be mono spaced.
      • Improved the grass and ruins theme tile set.
      • When dying you now see your character shatter and its soul fly away. ;)
      • Critical hits now have a specific special effect to them.
    • Dawn of Shadows Campaign: You can now complete the main game. Balance might be off. If you do beat it let me know what you thing of the ending you achieved and if the message I tried to transmit made any sense ;).
      • The [spoiler] Elven Shadow Tower [/spoiler] with its boss encounter is now accessible in the Dawn of Shadows Campaign.
      • Added a the lava/hot tile set skin for a late game dungeon of the Dawn of Shadows campaign.
      • Added 11 new story sections for the main campaign with its unique beautiful illustrations.
      • Added a new mid game "town" to the world map with specific merchants.
      • Added a late game "town".
      • A total of more than 30 new dungeon levels where added to the Dawn of Shadows campaign
      • Added a new boss that acts as the [spoiler] gate keeper to the final dungeon [/spoiler].
      • Added several new random encounters on the world map.
      • Added the final? boss of the Dawn of Shadows (main) campaign.
      • Added multiple endings to the Dawn of Shadows (main) campaign.
      IMPORTANT: Ongoing games won’t have access to all new areas mainly because the worl map as a whole changed a little.
    • Challenge Dungeon
      • Added a new type of stacked challenge to the challenge dungeon: [spoiler] Faster enemies [/spoiler].
      • 1 new stacking option to the challenge dungeon. This is: [spoiler] Average Amount of pylons [/spoiler]

    Balance Changes


    • Changed xp formula to make leveling more spread out. Changed dungeons in the campaigns accordingly. This will affect ongoing games.
    • Some type of champions (high dmg ones and high speed ones) will only appear later in the game.
    • Rats in crates and barrels no longer have a first strike on you.
    • Rooms where a character enters a dungeon by regular means (e.g. stairs, two way portals) shall generate much less enemies.
    • Armor penalties for casters and stealth users are now based on the equipped weight. UI was updated to show your current equipped weight.
    • Some enemies have had their mana pool increased.
    • Reduced disarm duration from 4 to 3 turns.
    • Enemies do not aggro at each other over friendly AOE fire anymore.
    • Reduced fast champion archetype speed and damage as these where able to one shot unprepared travelers to easily.
    • Range attacks now can fire through other entities towards the target. How ever doing so comes with a penalty to the to hit rating modifier in the case of ranged weapons.
    • Made challenge dungeon slightly bigger and with more enemies to compensate for the previous patch level slowing at start.
    • By popular demand, you will now see a status effect icon when somewhere on the current the magician merchant shows up!
    • You can no longer get robbed by resting.
    • Dodge chance now depends on the attacker's perception and fate. In general dodged has been reduced on higher levels to avoid constant dodging. Also make perception more valuable in general.
    • Low level champions now won't have new abilities only stat increases.
    • Higher level champions will have more hp.
    • Low tier enemies eventually can level up spells if encountered in high level dungeons.
    • On higher level dungeons low tier enemies will drop less powerful items. On the other hand high tier enemies will drop more powerful items.
    • Item prices where re balanced.
    • Restocking from the same merchant appearance increases in cost with every restock.
    • Chests have higher chances to be unlocked in low tier dungeons. The opposite is true for higher tier dungeons.
    • Player summons now get destroyed when exiting a level.
    • The amount maximum summons a summoner can maintain in a level now depends on the square root of the summoner's level. This can be change with an ability for the mage.
    • Ring of speed modifiers where reduced. This change only affects new rings found.
    • Buffed up human druid starting weapon.
    • Because of their high hp pool bosses got their hp regeneration reduced to 1/3.
    • Hunters now start with the "create ammo I" skill.
    • Nature regeneration duration improved greatly for lower levels of the spell.

    Bug Fixes


    • Fixed a bug where some holes would crash the game by making the character fall off the screen on the next level.
    • Added some improvement to memory allocation within each rendering frame in hopes to help with the memory issue some are having.
    • You should no longer go swimming in the world map.
    • The game should be in general more stable.
    • Fixed auto explore when sometimes it would freeze having all reachable areas explored.
    • Volley of Knifes now correctly targets crates and barrels when they are the only target available.
    • Fixed freeze issue when hitting enter to using potions from the inventory.
    • Armor effects for spell casters and characters with stealth are now shown immediately when loading a game.
    • Fixed issue where flare shot was making a stealthed character unstealthed indefinitely in the area of the flare shot.
    • Fixed bug where the mage's [spoiler] brew potion ability would always generate the same potion.[/spoiler]
    • Eghoss campaign final boss [spoiler] now won't teleport right after a focus blow.[/spoiler]
    • Just being out of sight is not enough to start resting.
    • Fixed bug where sometime enrage would not trigger for enemies.
    • Fixed achievement issue that prevented them to show on steam.
    • Fixed sound issue with frost traps.
    • Spawning to a new dungeon level should now properly avoid a place where the character would be surrounded.
    • Fixed issue where AI would cast wind shield on barrels.
    • Fixed issue where champions where getting too much additional damage.
    • Fixed several typos.

    Other


    • Armor effects for characters with stealth is shown always regardless of if the character is currently in stealth.
    • The game should be running in borderless window mode now.
    • Most off view abilities should be executed instantly now.
    • Resting is disallowed on world map now.
    • Frame rate default is now 30 fps.
    • Game disk size reduced around 30%.
    • Memory usage reduced around 70%.
    • Map transition speed improved by around 10% to 60% depending on your hardware.
    • Game performance improved considerably.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-08-03 20:04:10 CET ] [ Original post ]

    New Beta Branch Update 0.9.0-e: Performance Stabilization

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error). It became clear with the last update the game dragged to much stability issues. This is why before merging into the main build I am releasing 1 more build for the beta branch. You might have notice the game sometimes crashes and the more iconic issue is reloading the game into the ocean of the world map in the Dawn of Shadows campaign. This issue seemed have worsened with each build but hopefully this is now fixed and if not, I implemented a countermeasure just in case. So without further ado here is the change log for this beta build.

    New Features


    • Restore from previous backup tool: This is mainly a just in case tool that I hope you wont need to use. The tool enables you to restore a game to a previous state (a previous level you where exploring). This is done when loading a game using the wrench icon. Important to know is this operation can not be undone so don't use it unless you are sure your game is broken.
    • Games now can be saved in a compressed mode which is enabled by default (you can change this in settings). It is recommended you run with this mode as saving uses a fraction of the space it used to and will sync much faster in steam.

    Bug Fixes


    • You should no longer go swimming in the world map.
    • The game should be in general more stable.
    • Some typos where fixed.
    • Achievement should now properly update from the main title too.

    General game improvements


    • Game disk size reduced around 30%.
    • Memory usage reduced around 70%.
    • Map transition speed improved by around 10% to 60% depending on your hardware.
    • Game performance improved considerably.

    Other


    • Nature regeneration duration improved greatly for lower levels of the spell.
    Note: I post this into the beta because I changed a lot of code from the game and I might have missed something while testing. If all goes well I merge this beta into main during the week I hope this really improves the game for those of you with issues. Again I am sorry for it, but please let me know. As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-07-31 17:32:23 CET ] [ Original post ]

    New Beta Branch Update 0.9.0-e

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New Features


    • Added final dungeon and +20 levels to the Dawn of Shadows (main) campaign.
    • Added the final boss encounter to the Dawn of Shadows (main) campaign.
    • Added multiple endings to the Dawn of Shadows (main) campaign. Endings depend on choice and shadow coverage of Ethistos.
    • Updated the game's font to be mono spaced.
    • Improved the grass and ruins theme tile set.
    • The Green blob enemy is now... more unique.
    • The Blue blob enemy is also... more unique.
    • Added potions of unfreeze and quelch fire. "Warning: only use when intended ;)"
    • Critical hits now have a specific special effect to them.

    Balance Changes


    • Because of their high hp pool bosses got their hp regeneration reduced to 1/3.
    • Hunters now start with the "create ammo I" skill.

    Bug Fixes


    • Fixed several typos.
    • Fixed a bug where some holes would crash the game by making the character fall off the screen on the next level.
    • Added some improvement to memory allocation within each rendering frame in hopes to help with the memory issue some are having.

    Other


    • Level up screen now shows the amount of current stats you have for easy comparison.
    • Level up gold focus option now shows the exact amount you will be getting (which is rolled when you level up.
    Ruins Tile Set preview:
    Note: Changes to the map where made and I am not 100% sure on backwards compatibility regarding the new locations and main quest progress. I hope you enjoy this update to the beta build! As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW PS: in a couple of days I will be merging all the beta into the default build for your enjoyment!


    [ 2018-07-20 20:16:45 CET ] [ Original post ]


    New Beta Branch Update 0.9.0-d

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New Features


    • Added a late game "town".
    • Added [spoiler]the shadow gate.[/spoiler]
    • Added several new levels for the main story arc.
    • Added a new boss.
    • Added option to skip leaderboards when dying.
    • Dying is more fun now as you can see your character shatter and its soul fly away. ;)
    • Added several new random encounters on the worldmap.
    • Added a new friendly mid game "town" to the world map with specific merchants.
    • Updated skins of enemies that made little sense to be attacking you ;).

    Balance Changes


    • Buffed up human druid starting weapon.
    • In addition to the progressive level dependent XP awarded by enemies, added a baseline xp amount making kills at lower levels feel more relevant. Adjusted the progressive portion of the xp granted accordingly.

    Bug Fixes


    • Fixed issue where using auto explore near enemies would not use up any energy.
    • Fixed bug where a shield in the offset item slot would count towards armor coverage.

    Other


    • Adjusted lightning of the the different map types.
    Shadow Dungeon Tile Set preview:
    Note: Several changes to the map where made and I am not 100% sure on backwards compatibility regarding the new locations and main quest progress. I hope you enjoy this update to the beta build! I am sorry for the delays again but I was sick for a little more than a week :( As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW PS: Next update on the beta build is probably the latest before merging it into the default. This includes the "last boss" of the campaign ;)


    [ 2018-06-08 19:12:07 CET ] [ Original post ]

    Trading Cards, Badges and Emojis are finally here!

    Hi everybody! I am happy to announce gorgeous looking trading cards are now included in Rogue Empire! Of course with this additions we also got badges and emojis!!! These all where specially crafted for this purpose! Give them a chance! What was added:

    • 15 Trading Cards with beautiful art!
    • 3 Steam Background images!
    • 10 Emojis - Emotes!
    • 6 Roguelike symbol badges!

    Badge lvl 1 Sneak Peek



    Making honor to the rogue like symbol the badges level up in materials same as in game items!

    Emote combo Sneak Peek



    Drake and Otwok emote beautifully combined together!

    Small Funny Story


    @ badges where almost not added in this form because it was representing a character, which seems not to be allowed. Luckily after explaining steam approved! :D Cheers! PS: I have been recovering from a nasty flu but will now start to continue work on the current beta!


    [ 2018-05-23 13:32:14 CET ] [ Original post ]

    Get your ideas for emoticons into the game! (limited time)

    Hi guys! I am finally adding trading cards to the game! And with trading cards come Emoticons so I thought this is a good opportunity to get you involved in its creation! What do I need? Easy just an idea of an emoticon, no need of a graphical asset. For example: Otwok catching on fire. Emoticons are required to be small by steam (18 x 18) so be sure to not make it too complicated. I ll decide to add them taking this last point on consideration. I will probably have the ideas submitted to the artist by Wednesday of this week so that's the time limit for the submissions. The emoticons will also be added to the game's discord! I hope some of you participate :D Cheers GW


    [ 2018-05-05 14:13:06 CET ] [ Original post ]

    New Beta Branch Update 0.9.0-c

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New Features


    • Added +10 new enemies
    • Finished the [spoiler] Elven Shadow Tower [/spoiler] with its boss encounter.
    • Added the spell [spoiler] Dimensional Shatter: Does a lot of damage to summons. The hit points reduced from the victim then feedback to the summoner damaging him![/spoiler]
    • Added the spell [spoiler] Raise Vine Wall: Raises vines in a 3 x 3 radius to block the target location.[/spoiler]
    • Added the spell [spoiler] Bark Skin: Gives the target skin a trunk like hardiness, granting additional armor rating![/spoiler]
    • Added the spell [spoiler] Flame Bolt: Single target fire spell that costs less than the fireball.[/spoiler]
    • Added the [spoiler] elven shadow tower[/spoiler] boss.
    • Added shadow pylons to the game.
    • 1 new stacking option to the challenge dungeon. This is: [spoiler] Average Amount of pylons [/spoiler]
    • Added a new tile set skin for the dungeon.
    • Added a new (incomplete) location to the main campaign.
    • Added 6 new story cards for the main campaign with its unique beautiful illustrations.

    Balance Changes


    • You can no longer get robbed by resting.
    • Dodge chance now depends on the attacker's perception and fate. In general dodged has been reduced on higher levels to avoid constant dodging. Also make perception more valuable in general.
    • Low level champions now won't have new abilities only stat increases.
    • Higher level champions will have more hp.
    • Low tier enemies eventually can level up spells if encountered in high level dungeons.
    • On higher level dungeons low tier enemies will drop less powerful items. On the other hand high tier enemies will drop more powerful items.
    • Item prices where re balanced.
    • Restocking from the same merchant appearance increases in cost with every restock.
    • Chests have higher chances to be unlocked in low tier dungeons. The opposite is true for higher tier dungeons.
    • Player summons now get destroyed when exiting a level.
    • The amount maximum summons a summoner can maintain in a level now depends on the square root of the summoner's level. This can be change with an ability for the mage.
    • Ring of speed modifiers where reduced. This change only affects new rings found.

    Bug Fixes


    • Fixed issue where AI would cast wind shield on barrels. LoL.
    • Fixed issue where champions where getting too much additional damage.
    • Worked on some small improvements on memory management to try to help/fix the memory issue some encounter.

    Other




    I hope you enjoy this update to the beta build! As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-05-03 00:56:31 CET ] [ Original post ]

    New Beta Branch Update 0.9.0-b

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New Features


    • Added +6 new enemies
    • Added a new ability to the hunters deck: [spoiler] Dirty Shot (UI art not done yet) [/spoiler]
    • Archer enemy type AI was improved: Enemy will try to figure out where is the best place to shoot at you as well as try to get at least 1 shoot at you before you can engage in melee. Range characters should not notice much difference, except the enemy will try to get in firing range instead of running away if out ranged.
    • Added a new type of stacked challenge to the challenge dungeon: [spoiler]Speedier enemies[/spoiler].
    • Added Vine Walls that impede your movement till destroyed. If in corridors this can cut off an escape or give you some time to engage an enemy coming at you.
    • Dungeons now also have some iron bar walls characters can see through. These walls let through ranged and spells attacks!
    • Resting in the open will have a high chance (fate dependent) to produce a bad event like an ambush. Going into a room with the door closed will reduce this chance greatly. Furthermore locking a room where you plan to rest will almost guarantee a good nights sleep. This is done to encourage the use of locking and not feel rest like the universal way to heal.

    Balance Changes


    • Reduced disarm duration from 4 to 3 turns.
    • Enemies do not aggro at each other over friendly AOE fire anymore.
    • Reduced fast champion archetype speed and damage as these where able to one shot unprepared travelers to easily.
    • Range attacks now can fire through other entities towards the target. How ever doing so comes with a penalty to the to hit rating modifier in the case of ranged weapons.
    • Made challenge dungeon slightly bigger and with more enemies to compensate for the previous patch level slowing at start.
    • By popular demand, you will now see a status effect icon when somewhere on the current the magician merchant shows up!

    Bug Fixes


    • Just being out of sight is not enough to start resting.
    • Fixed graphical pathing issue with some projectiles.
    • Fixed bug where sometime enrage would not trigger for enemies.
    • Fixed achievement issue that prevented them to show on steam.
    • Fixed sound issue with frost traps.
    • Spawning to a new dungeon level should now properly avoid a place where the character would be surrounded.
    • Improved memory management. This should help out with some random crashes.

    Other


    • Most off view abilities should be executed instantly now.
    • Resting is disallowed on world map now.
    • Frame rate default is now 30 fps.
    Some notes: I am playing with an character through the whole campaign while doing adding content. While doing so I am trying to add some new features such as the fences and the new resting mechanics to make the game more engaging. As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-04-15 00:42:43 CET ] [ Original post ]

    New Beta Branch Update 0.9.0-a

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New Features


    • Improved auto explore. Locked doors you can pass by should be now ignored.
    • Hitting the level change binding when tabbing through exits now goes to the corresponding exit.

    Balance Changes


    • Changed xp formula to make leveling more spread out. Changed dungeons in the campaigns accordingly.
    • Some type of champions (high dmg ones and high speed ones) will only appear later in the game.
    • Rats in crates and barrels no longer have a first strike on you.
    • Rooms where a character enters a dungeon by regular means (e.g. stairs, two way portals) shall generate much less enemies.
    • Armor penalties for casters and stealth users are now based on the equipped weight. UI was updated to show your current equipped weight.
    • Some enemies have had their mana pool increased.

    Bug Fixes


    • Fixed auto explore when sometimes it would freeze having all reachable areas explored.
    • Volley of Knifes now correctly targets crates and barrels when they are the only target available.
    • Fixed freeze issue when hitting enter to using potions from the inventory.
    • Armor effects for spell casters and characters with stealth are now shown immediately when loading a game.
    • Fixed issue where flare shot was making a stealthed character unstealthed indefinitely in the area of the flare shot.
    • Fixed bug where the mage's [spoiler] brew potion ability would always generate the same potion.[/spoiler]
    • Eghoss campaign final boss [spoiler] now won't teleport right after a focus blow.[/spoiler]

    Other


    • Armor effects for characters with stealth is shown always regardless of if the character is currently in stealth.
    Some notes: The changes to the xp formula and player progression took quite some time but I feel fairly satisfied. The game feels somewhat different and the leveling process is more uniform. Low level dungeons are a little bit more challenging. Because of the time this took there is no new boss yet. But it should make for a better balance and character progression in the later part of the campaign yet to come. As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-03-24 00:47:22 CET ] [ Original post ]

    Version 0.9.0 Bug Fix Patch Released

    As usual some bugs where introduced along with the new content. This patch attempts to fix most of them:

    Bug Fixes


    • Bug fixed: Going through holes (notably the challenge dungeon) enabled enemies far away to attack the character without any view of the character or weapon range consideration.
    • Extreme healthiness state is now reachable.
    • Randomly created dungeons near the characters starting location in the dawn of shadows campaign should have a lower starting level. Note: I could not reproduce this bug so this is just a mitigation till I properly find how it happens and fix it.
    • Randomly created dungeons should not be created on mountains or rivers anymore.
    • Inventory 2h weapons now properly replace 1h items equipped.
    • Replacing gear when a subgroup is selected now properly remains in that subgroup.
    • Magic Missiles now wont target barrels and crates anymore.
    • Kicking tutorial is now triggering off when kicking the door without the mouse.
    • [spoiler] Kruztum tunnels lvl 5 are now properly named.[/spoiler]
    • Fixed several typos.

    Balance


    • Armor Damage Mitigation from equipped items is now increased for low amounts of armor mitigation and decreased for high amounts. Philosophy behind this change is to give light armored classes more mitigation while at the same time reduce the compound effect of high hp of high armored classes a little.
    • Amount of summons growth with the spell level and level of entities summoned reduced for higher spell levels.
    • [spoiler] The assassin's Observe Victim ability effect was increased from 30% to 50% [/spoiler]
    • [spoiler] The assassin's Volley Of Knifes ability damage modifiers went up by +20% for all its levels [/spoiler]
    • [spoiler] The assassin's Back stab bonus damage was greatly increased for all its levels [/spoiler]
    • [spoiler] Increased the number of attacks of the assassin's Rapid Cuts ability by 2[/spoiler]
    Cheers! GW PD: Tomorrow is the last day for voting on the next big feature!


    [ 2018-03-14 23:59:52 CET ] [ Original post ]

    Cast your vote for the next feature

    Hi everyone, this week I will focus on fixing some bugs introduce in the latest release, adding some minor improvements and doing some PR and marketing that I have been neglecting a little bit. I ll also try to update the unity version I am building the game on to improve performance and be up to date with technology. While I am at it, I would love for you guys to vote on what you want me to build on next: [olist]

  • Continuation of the Dawn of shadows campaign: I would hope to finish it at least to the point where the game is beatable. This update would come with a lot of new enemy types.
  • Unique artifacts and maybe item sets if possible. Art for this might come after its release (I would still try to make the artifacts standout using some engine effects). [/olist] Vote in this thread which feature you would like for me to implement first by putting a comment and "+" I know from the last voting session some suggested to make this through an external pool system, but I feel this is easier for you and at the same times guarantees 1 vote per user :P The voting shall end at some point by the end of this week when I feel the current version is stable enough. I hope you enjoy the game and help me make it more enjoyable! ːsteamhappyː Cheers!


    [ 2018-03-12 12:57:30 CET ] [ Original post ]

  • Version 0.9.0 Released!


    Ok guys, its time to merge the beta build to the main/default branch increasing the game version from 0.8.9 all the way up to 0.9.0 :D IMPORTANT: Current saves should work, but I can not guarantee it. So, without further ado here are all the changes introduced into 0.9.0 from 0.8.9 ( I might have missed some, if so I apologize). In bold are the more important features added. I am sure there will be bugs but as allways I will try to solve them as fast as posible!

    New Features


    • A new campaign (Bonus experimental Feature): The Challenge Dungeon!
    • Champions are here!:
      • Most levels have 1 Champion noted by small skull icon. They will be crated when a new level is generated (meaning old levels you already explored won't have them).
      • Any champions have a greater HP pool, give more xp and (on average) relatively better and more loot (unless it is not a loot giving monster, e.g. a wolf champion wont give loot) in contrast to its lesser brethren.
      • In addition, champions can have 1 of several base builds with different effects: more speed, tanky, more stats, avg, more damage, increased mana pool.
      • Champions also have 1, 2 or 3 (depending on difficulty) additional spells drawn from a pool that varies on the enemy type, e.g. an archer has a specific pool of possible extra abilities and in a similar way a fire oriented caster will have specific possible extra abilities.
    • Added resistance gear.
    • Upgraded food system and balanced game accordingly. More info Here.
    • Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
    • Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
    • Dungeons have now 2 additional skins: stone and shadow forming.
    • Added swap actions capabilities to the action bar.
    • Separated resistance into sub categories and re balanced it.
    • Added randomize race and class buttons when starting a new game.
    • Shape shifted druids now have unique attack animations.
    • 'D'drop hot key has been added to the inventory.
    • Swap weapon key (default W) now also works on the inventory.
    • Added several new monsters.
    • Several enemies now have a disarm ability. Different weapon types have different chances of being disarmed when you have them (smaller weapons like daggers are harder to disarm for example).
    • Added wind shield spell (gives chance to make ranged physical attacks miss).
    • Added toggle to enable or disable battle texts on top of character.
    • Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
    • Added option to limit game's frame rate.

    Bug Fixes


    • Fixed mushroom warrior issue what growing from the magician's summon.
    • Encounters should now properly always have a path to an exit.
    • Worked on improving memory management. Hopefully this improves crashes some people seem to have.
    • Merchants restock properly.
    • Dragging items of the action bar now wont drag the screen.
    • Action bar should now properly reflect stacking items pickups and drops.
    • Demoralizing shout now shows its energy cost.
    • Assassin: Volley of knives now prioritizes enemies over objects. If no enemies are nearby objects are hit.
    • Triggering an event on the world map now stops any movement of the character.
    • Damage and to hit values for weapons now added to description if enchanted for easier comparison.
    • Armor tool tip now shows its weight.
    • Achievement achieved in one computer should now show on another computer inside the game if steam cloud is enabled.
    • Soul essence should correctly sync with cloud saves. Automatic migration mill save your current soul essence into the new system. If you have essence and perks in different computers log on each and open the essence window after a successful steam cloud synchronization. Underlined text is important!
    • Better tier ammo should now properly have better stats.
    • Ammo should properly weight.
    • Fixed bug where saving a game in bear form would lower hp to maximum amount of humanoid form hp when loading the game.
    • I think I fixed all issues with the action bar.
    • Improved inventory performance.
    • Fixed beta build bug where levels would regenerate under certain conditions.
    • Fixed bug where enemies would not attack the character if on an open chest.
    • Improved in game log sizes, memory management and cpu use.
    • Dropping items in the inventory now auto selects the nearest item next to the one dropped.
    • Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
    • Wind shield status effect now is properly shown and enables the removal of the spell.
    • Improved door placement.

    Balance Changes


    • Starting staff for mages now has a base range of 2.
    • Balance: Druid's bear aspect effects where reduced (bonus hp is now 35% and shrugged improvements are now every 10 levels instead of 8).
    • Balance: Druid's [spoiler] drake scale armor ability effects where reduced (shrugged improvements are now every 8 levels instead of 5). [/spoiler]
    • Balance: Druid's spell learning handicap got reduced from 50% to 75% handicap.
    • Balance: Warrior's [spoiler] armor perfectionist leveling effects where reduced a little.[/spoiler]
    • Balance: Warrior's [spoiler] anti magic training II card bonus was reduced from 100% to 80%.[/spoiler]
    • Balance: Warrior's [spoiler] shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.[/spoiler]
    • Balance: Warrior's [spoiler] shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.[/spoiler]
    • Balance: Warrior's [spoiler] Whirlwind Attack I card rarity was reduced from rare to uncommon.[/spoiler]
    • Balance: Warrior's [spoiler] Demoralizing Shout in all its tiers has its energy drain improved by 20%.[/spoiler]
    • Balance: [spoiler] Drake's fire breath (npc) damage was reduced by 20% [/spoiler]
    • Balance: Hard difficulty is now a little harder!
    • Balance: Trying to learn high level spells from low lvl high handicapped learning items should be more difficult!
    • Balance: Spell dodging is now more difficult with the spell's level.
    • Balance: Mage Lightning Mastery shock bonus reduced to 40% and damage increase added of 30% for lightning spells.
    • Balance: Mage Freeze Mastery now also increases freeze spells damage by 30%.
    • Balance: Increased [spoiler] Shadow Construct[/spoiler] boss damage slightly.
    • Balance: Increased [spoiler] Sisters [/spoiler] boss hp slightly.
    • Balance: Naga's racial critical rating increase reduced from 60% to 40% and cold vulnerability also reduced from 50% to 40%.
    • Balance: General physical critical rating formula adjusted to have a little more diminishing returns from critical rating.
    • Balance: General magical critical rating formula reduced chance to do critical hits.
    • Balance: Daggers have a +100% additive critical damage bonus. Short Swords have a +50% additive critical damage bonus.
    • Balance: ammo's weight reduced by 60%.
    • Balance: With the new resistance gear, none physical resistance rating growth by attributes was reduced by 75%.
    • Balance: Warrior's [spoiler] Focus blow miss chance has been increased slightly. [/spoiler]
    • Balance: Enemies got theirs hit points increased by 20%-30% and their regeneration decreased by 50%
    • Balance: Item drop rate increased by ~15%.
    • Balance: Low tier enemies now upgrade their weapons (doing more damage) after certain amount of levels when they appear on later dungeons.
    • Balance: Assassin's stealth is now weight dependent instead of armor mitigation dependent. This is triggered after going over the 70% armor ratio. The idea is give the chance make a heavy armored assassin but with less consumables because of weight vs a less armored assassin with more consumables/situational tricks.
    • Crossbows and muskets have had their energy use reduced by 35%.
    • Some skills now are more strategically used by the AI. Also some other beneficial skills will be cast on friends too. I will extend this to more and more abilities as I have time.
    • Reduced food drops as they are to plentiful with the new healthiness system.
    • Energy used when learning a spell and not successful now is down from 5000 to 1000.
    • Troll's slowness was removed.
    • Troll's regeneration was reduced from +100% to +50%
    • Troll's gain a new starting passive where they have 30% more hp when compared to other races.

    Other


    • The time to start a continual action by holding down the same key has been multiplied by 4 to avoid issues when hitting a single key once.
    • Added new logo to main title screen.
    • Permanent effect potions are now called elixirs.
    • Replaced world map energy spend message and integrated the approximate time spend exploring the tile to have a more user friendly way of understanding the concept.
    • Renamed keys to reflect what they open.
    • Movement should be a little smother.
    • Inventory and merchant windows default behaviors on click where changed to double click to avoid accidents.
    • Swapped the +to hit and + to damage in the item name to put it in the orders that games of the genre and d&d have.
    • Added better disarm and focus blow status effect icons.
    • Added new dungeon decorations.
    • [spoiler]The world map insectoid kingdom entrance has now specific art[/spoiler]
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-03-09 03:43:29 CET ] [ Original post ]

    New Beta Branch Update 0.8.9-d

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New features:


    • Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
    • Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
    • Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
    • Dungeons have now 2 additional skins: stone and shadow forming.

    Bug Fixes:


    • Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
    • Wind shield status effect now is properly shown and enables the removal of the spell.

    Balance changes:


    • Energy used when learning a spell and not successful now is down from 5000 to 1000.

    Other changes:


    • Added better disarm and focus blow status effect icons.
    • Added new dungeon decorations.
    • [spoiler]The world map insectoid kingdom entrance has now specific art[/spoiler]
    This should be the last beta patch before merging this into the main/default build and upping the game version. I hope to merge it on Thursday night. In between I hope to finish a surprise I have been working on while fixing any bugs reported from this beta build. Happy dungeon crawling! ːsteammockingː GW


    [ 2018-03-07 17:08:55 CET ] [ Original post ]

    Random generated dungeons and champion naming

    As you might or might not know, the coming merge of the beta build into the default build will bring among other things champions and random generated dungeons. I think this is a good opportunity to involve you guys into the naming process. So to give some flavor random dungeons and champions will have their own names. These would be generated on creation with the following rules:

    Dungeons:


    Names would need to fit the " lvl " format and make sense with the game's theme. Your imputed s would need to be not to long (less than 20 chars preferably). It is worth noticing dungeons could be horizontal layed, e.g. woods or fields. Examples:
    • "Strange cave" lvl 4
    • "Abandoned dungeon" lvl 6
    • "Small Hideout" lvl 1
    • "Strange woods" lvl 3
    • "Forgotten fields" lvl 2

    Champions:


    Names would need to fit the " the [adjective]" format and make sense with the game's theme. The adjectives will be generated by the game depending on the base type of champion (tanker, fighter, fast, etc). Your inputs would need to be not to long (less than 15 chars each preferably). Examples:
    • "Kronts" the undying
    • "Hestek" the fast
    • "Mysti" the powerfull
    This system is a first iteration towards both generated naming systems and might be improved in the future. Cheers! GW


    [ 2018-03-01 16:57:23 CET ] [ Original post ]

    New Beta Branch Update 0.8.9-c

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New features:


    • Champions now have 1, 2 or 3 (depending on difficulty) additional spells drawn from a pool that varies on the enemy type, e.g. an archer has a specific pool of possible extra abilities and in a similar way a fire oriented caster will have specific possible extra abilities.
    • 'D'drop hot key has been added to the inventory.
    • Swap weapon key (default W) now also works on the inventory.
    • Added several new monsters.
    • Several enemies now have a disarm ability. Different weapon types have different chances of being disarmed when you have them (smaller weapons like daggers are harder to disarm for example).
    • Added wind shield spell (gives chance to make ranged physical attacks miss).
    • Added toggle to enable or disable battle texts on top of character.

    Bug Fixes:


    • Improved in game log sizes, memory management and cpu use.
    • Dropping items in the inventory now auto selects the nearest item next to the one dropped.

    Balance changes:


    • Crossbows and muskets have had their energy use reduced by 35%.
    • Some skills now are more strategically used by the AI. Also some other beneficial skills will be cast on friends too. I will extend this to more and more abilities as I have time.
    • Reduced food drops as they are to plentiful with the new healthiness system.

    Other changes:


    • Inventory and merchant windows default behaviors on click where changed to double click to avoid accidents.
    • Swapped the +to hit and + to damage in the item name to put it in the orders that games of the genre and d&d have.
    For the next beta patch I am going to focus on new word map side dungeons and hopefully on improving the quest system and UI (I am about to move so this might take a little longer than the usual 1 week). Next beta patch should be the last before merging this into the main/default build and upping the game version. Happy dungeon crawling! ːsteammockingː GW


    [ 2018-02-13 22:11:21 CET ] [ Original post ]

    New Beta Branch Update 0.8.9-b

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New features:


    • Added swap actions capabilities to the action bar.
    • Separated resistance into sub categories and re balanced it.
    • Added resistance gear.
    • Upgraded food system and balanced game accordingly. More info Here.
    • Added randomize race and class buttons when starting a new game.
    • Shape shifted druids now have unique attack animations.

    Bug Fixes:


    • I think I fixed all issues with the action bar.
    • Improved inventory performance.
    • Fixed beta build bug where levels would regenerate under certain conditions.
    • Fixed bug where enemies would not attack the character if on an open chest

    Balance changes:


    • Balance: With the new resistance gear, none physical resistance rating growth by attributes was reduced by 75%.
    • Balance: Warrior's [spoiler] Focus blow miss chance has been increased slightly. [/spoiler]
    • Balance: Enemies got theirs hit points increased by 20%-30% and their regeneration decreased by 50%
    • Balance: Item drop rate increased by ~15%.
    • Balance: Low tier enemies now upgrade their weapons (doing more damage) after certain amount of levels when they appear on later dungeons.
    • Balance: Assassin's stealth is now weight dependent instead of armor mitigation dependent. This is triggered after going over the 70% armor ratio. The idea is give the chance make a heavy armored assassin but with less consumables because of weight vs a less armored assassin with more consumables/situational tricks.

    Other changes:


    • Renamed keys to reflect what they open.
    • Movement should be a little smother.
    Happy dungeon crawling! GW


    [ 2018-02-05 20:26:49 CET ] [ Original post ]

    New Beta Branch Update

    IMPORTANT: How to try the beta branch?


    Steps to try out the beta branch of the game:
    • In your game library right click on "Rogue Empire -> Properties"
    • In properties select the "Betas" tab
    • On the drop down select the version: beta - Beta testing for next release
    This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me (this might make it a little more annoying if you get an error).

    New Features


    • Added option to limit game's frame rate.
    • First iteration(incomplete) of champions done:
      • Most levels have 1 Champion noted by small skull icon. They will be crated when a new level is generated (meaning old levels you already explored won't have them).
      • Any champions has a greater HP pool, gives more xp as well as more and relatively better loot (if it is a loot giving monster, e.g. a wolf champion wont give loot) in contrast to its lesser brethren.
      • In addition, champions can have 1 of several builds with different effects: more speed, tanky, more stats, avg, more damage, increased mana pool.
      • For the next iteration of the feature champions will have additional skills from a pool depending on the enemy type.
      I will post a more detailed post on the feature with its release into the default game branch.

    Bug Fixes


    • Fixed mushroom warrior issue what growing from the magician's summon.
    • Encounters should now properly always have a path to an exit.
    • Worked on improving memory management. Hopefully this improves crashes some people seem to have.
    • Merchants restock properly.
    • Dragging items of the action bar now wont drag the screen.
    • Action bar should now properly reflect stacking items pickups and drops.
    • Demoralizing shout now shows its energy cost.
    • Assassin: Volley of knives now prioritizes enemies over objects. If no enemies are nearby objects are hit.
    • Triggering an event on the world map now stops any movement of the character.
    • Damage and to hit values for weapons now added to description if enchanted for easier comparison.
    • Armor tool tip now shows its weight.
    • Achievement achieved in one computer should now show on another computer inside the game if steam cloud is enabled.
    • Soul essence should correctly sync with cloud saves. Automatic migration mill save your current soul essence into the new system. If you have essence and perks in different computers log on each and open the essence window after a successful steam cloud synchronization. Underlined text is important!
    • Better tier ammo should now properly have better stats.
    • Ammo should properly weight.
    • Fixed bug where saving a game in bear form would lower hp to maximum amount of humanoid form hp when loading the game.

    Balance Changes


    • Balance: Druid's bear aspect effects where reduced (bonus hp is now 35% and shrugged improvements are now every 10 levels instead of 8).
    • Balance: Druid's [spoiler] drake scale armor ability effects where reduced (shrugged improvements are now every 8 levels instead of 5). [/spoiler]
    • Balance: Druid's spell learning handicap got reduced from 50% to 75% handicap.
    • Balance: Warrior's [spoiler] armor perfectionist leveling effects where reduced a little.[/spoiler]
    • Balance: Warrior's [spoiler] anti magic training II card bonus was reduced from 100% to 80%.[/spoiler]
    • Balance: Warrior's [spoiler] shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.[/spoiler]
    • Balance: Warrior's [spoiler] shield bash got improved at all its tiers increasing damage by 10% and distance by 1 for each tier.[/spoiler]
    • Balance: Warrior's [spoiler] Whirlwind Attack I card rarity was reduced from rare to uncommon.[/spoiler]
    • Balance: Warrior's [spoiler] Demoralizing Shout in all its tiers has its energy drain improved by 20%.[/spoiler]
    • Balance: [spoiler] Drake's fire breath (npc) damage was reduced by 20% [/spoiler]
    • Balance: Hard difficulty is now a little harder!
    • Balance: Trying to learn high level spells from low lvl high handicapped learning items should be more difficult!
    • Balance: Spell dodging is now more difficult with the spell's level.
    • Balance: Mage Lightning Mastery shock bonus reduced to 40% and damage increase added of 30% for lightning spells.
    • Balance: Mage Freeze Mastery now also increases freeze spells damage by 30%.
    • Balance: Increased [spoiler] Shadow Construct[/spoiler] boss damage slightly.
    • Balance: Increased [spoiler] Sisters [/spoiler] boss hp slightly.
    • Balance: Naga's racial critical rating increase reduced from 60% to 40% and cold vulnerability also reduced from 50% to 40%.
    • Balance: General physical critical rating formula adjusted to have a little more diminishing returns from critical rating.
    • Balance: General magical critical rating formula reduced chance to do critical hits.
    • Balance: Daggers have a +100% additive critical damage bonus. Short Swords have a +50% additive critical damage bonus.
    • Balance: ammo's weight reduced by 60%.
    Main philosophy behind the class balance changes:
    • Assassins: Assassin's described characteristic "high single target damage" was not being fulfilled. The changes to their signature weapons critical damage should help with this. I still need to dedicate some time to fine tuning the class abilities.
    • Druid: Druid in bear form was simply put so powerful no one would consider adapting to situations in order to take advantage of its other forms. Humanoid form now has better chance at learning spells to compensate and encourage some game play in this form from time to time.
    • Warrior: The warrior's passive abilities where so strong that active abilities where rarely used. Basically the warrior class passives where slightly nerfed and while its active abilities where buffed.
    • Mage: Main change is the added use fullness of higher level spells to reduce enemies chance to dodge them. This should help mitigate the "oh I missed I am dead situation".
    • Hunter: Had no time to work with it but I plan to for the next beta release ^_^.

    Other


    • The time to start a continual action by holding down the same key has been multiplied by 4 to avoid issues when hitting a single key once.
    • Added new logo to main title screen.
    • Permanent effect potions are now called elixirs.
    • Replaced world map energy spend message and integrated the approximate time spend exploring the tile to have a more user friendly way of understanding the concept.
    As always feel free to pop up at discord and discuss with me about whatever you want! Cheers and happy crawling! GW


    [ 2018-01-31 03:07:57 CET ] [ Original post ]

    Early Access Release Patch #2 Up

    Bug Fixes:


    • Druids no longer can equip ranged weapons by drag & drop.
    • Drag & Drop now works with ammo too.
    • Drag & Drop should be properly working with the main and offset weapon slots now.
    • Disabled auto explore on world map.
    • Improved auto explore to better stop at incoming enemies.
    • Barrels && crates can't be missed anymore!
    • Kicking a chest no longer changes its lock type.
    • Fixed lightning impact sounds.
    • Character information screen tool tips should now be sharper and bigger.
    • Improved tool tips of spell books, wands and scrolls to be much more readable.
    • Improved descriptions of spell books, wands and scrolls to fit better its description by removing unnecessary text.
    • Volume sliders should now correctly turn music/sounds of when all the way down.
    • Game should be more OBS friendlier.
    • Game input no longer freezes when weight is more than twice of the characters max weight he can carry.
    • Added text warning when really overburdened.
    • Fixed inconsistency between picking up using the pickup key would not count towards the prepared bonus.
    • Fixed bug where dropping several stacks items would not remove all of them in the inventory.
    • Doubled the time for the game to recognize the start of a screen drag (from 0.15s to 0.3 s) to avoid for the character to not move to a tile on slow clicks.
    • Fixed the dawn of shadows main quest text.
    • Added a tool tip when starting any campaign explaining it and its current content.
    • Summons should correctly loose cohesion (max hp) now.
    • Fixed problem with using mana stones from the inventory without drilling down into its subcategory.

    Balance changes:


    • Balance: Staff enhancements mage abilities now recover mana, The amount is equal to the staff usage mana cost. Can stack with other staff enhancements.
    • Balance: Different staffs now have different mana usage costs.
    • Balance: Warrior's Str and Con per level dices reduced slightly.
    • Balance: Spike traps damage reduced slightly.
    • Balance: Increased mage initial hp dices and level up dices.
    • Balance: Reduced third Shadow Boss([spoiler] Yagxsor The Devourer[/spoiler]) regeneration a little more.
    • Balance: Increased third Shadow Boss([spoiler] Yagxsor The Devourer[/spoiler]) regular damage a little more to compensate.
    • Balance: Green goo starts now with a much lower damage absorption but improves it faster over levels. Mainly to easy Eghoss' entry to the main dungeon.
    • Balance: Dwarf sturdiness now improves ever 12 levels instead of every 20 levels.

    New Features / Additions:


    • Quality of life: Right click now cancels a cast/targeting action.
    • Leader board entry now clarifies it's in game time.
    • Feature Request: In game cursor can now be toggled of from the Setting Configuration Menu. This probably need some additional testing.
    • Feature Request: Holding down a movement key, pickup key or wait key will repeatedly trigger the same action.
    • Labeled more complex classes during its selection to let new players know it should not be their first choice.
    • The small forgotten dungeon no longer has a dead end.

    Upcoming days & weeks:


    Fun story this patch should have been up some hours earlier, but my internet died and my ISP is going to fix it on Sunday. So now I am using a WiFi antenna and my cellphone. This mean I will probably do the branch for the beta version (where I will upload frequently the work on the next mayor patch) after Sunday. The die has been cast by you guys on what will be added next! Champion enemies was first and shall be the next major feature for you to enjoy! Vote count:
    • Continuation of the Dawn of shadows campaign: +2
    • Champion Enemies: +18
    • Unique artifacts and maybe item sets if possible: +9
    Cheers and happy dungeon crawling!


    [ 2018-01-25 16:22:10 CET ] [ Original post ]

    Cast your vote for the next feature

    As I continue to do some bug fixing and adjustments ( See this post), I would love for you guys to vote on what you want me to build on next: [olist]

  • Continuation of the Dawn of shadows campaign: 2 more bosses and dungeons.
  • Champion Enemies, paired with discoverable dungeons: Champion enemies are rare foes similar to current enemies but with additional abilities, difficulty and better than normal loot (think mini bosses).
  • Unique artifacts and maybe item sets if possible. Art for this might come after its release (I would still try to make the artifacts standout using some engine effects). [/olist] Vote in this thread which feature you would like for me to implement first by putting a comment and "+" In addition and independently of this I will work on the following things:
    • Food system overhaul to make it more interesting, less frustrating and yet important to take care of.
    • Resistant gear.
    • Some new enemies, specially early on and very late on.
    Depending on the feature this would take between 2 and 3 weeks. I ll add a beta build for anyone who wishes to test it early as I implement it. The voting shall end at some point tomorrow when I feel the current version is stable enough. I hope you enjoy the game and help me make it more enjoyable! ːsteamhappyː Cheers!


    [ 2018-01-23 13:12:19 CET ] [ Original post ]

  • Early Access Release Patch #1 Up

    Bug Fixes:


    • Fixed issue with sound sliders on main menu not working.
    • Fixed issue where some enemies just wont die and where frozen in place.
    • Unlimited food on inventory exploit fixed.
    • Assassin dagger affinity would freeze game fixed.
    • Fixed graphical FX issue with third Shadow Boss([spoiler] Yagxsor The Devourer [/spoiler]) of the Dawn of Shadows Campaign.
    • Fixed action bar bug where it would shift and remove a slot.
    • Fixed achievements not showing on steam.
    • Fixed several typos.
    • Fixed tool tip for pickaxe.
    • Fixed missing information about the steel crossbow requiring Bolts.
    • Twitch integration now properly recognizes channels with uppercase
    • Comparing items while shopping now properly closes the window when interacting with other merchant actions.
    • Fixed tutorial window for kick message. Increased window size slightly for better legibility.
    • Removed inventory item tool tip.
    • Fixed bug where camera distance would reset to default when closing the settings menu for the first time in the session.
    • Fixed sound issue with lightning shock spell and iced effect.
    • Reduced the overall amount of souls in eghoss' campaign by half to try to ease the processing power it uses on older computers.

    Balance


    • Third Shadow Boss([spoiler] Yagxsor The Devourer[/spoiler]) of the Dawn of Shadows Campaign has its regeneration reduced by 50%
    • Increased slightly the barrel and crates item drop chance.
    • Increased the amount of special rooms generated per level by 15%.
    • Within the special rooms probabilities trapped rooms where decreased and zoo/swarm rooms where increased.
    • Food consumption on standard difficulty is reduced by 20%. On easy its reduced by 40%. On Hard difficulty its increased by 5%. I will monitor this changes to see how it affects game play. Also this will be changed once I implement a new food system I have in mind (from some input from you guys).
    • Looking at targets to get more information now costs no energy and won't make you loose any turn.

    Features


    • Feature request: You can now zoom in much closer and zoom out much further away.
    • Feature Request: Added a toggle to disable shakiness on certain eventful levels.
    • New Feature: Merchants now restock items for modest price ;).
    I will continue working on some smaller issues and improvements and probably upload a new patch tomorrow. Thanks a lot and happy dungeon crawling!


    [ 2018-01-22 23:41:56 CET ] [ Original post ]

    Everybody... get in here! Announcing the official early access Release Party!

    Click the image for details or read bellow!



    Where? Rogue Empire's recently created discord When? Well the 19th of course! What to expect? Streams (with viewer interactions), contests, game chit chat! Every Q & A your heart desires! PS: Bring your own booze.


    [ 2018-01-13 11:12:55 CET ] [ Original post ]

    Steam Early Access on its way 19th of January!

    I am happy to announce Rogue Empire early access will be launching in Steam the 19th of this month! After more than 15 months of hard work this is a big milestone for me! The game is not finished but I do believe and hope anyone who supports it will have a great time with it! To every present and future supporter: THANKS! Your are the best!


    [ 2018-01-04 21:01:59 CET ] [ Original post ]

    Working on the Druid

    The latest class in Rogue Empire, the druid is able to shape shift into several aspects to adapt to any situation!


    [ 2017-12-22 12:07:34 CET ] [ Original post ]

    The Shadow Construct

    There is no mesing around with this guy!


    [ 2017-11-30 19:40:08 CET ] [ Original post ]

    Showing of some new enemies I have been working on!


    Do you hate vampires⁉️ I do hate those blood suckers‼️ Tip: If you hit them enough with pointy things they die! No need of garlic! True Story


    [ 2017-11-24 03:29:35 CET ] [ Original post ]

    As of today I am starting the build integration into steam Early Access!

    Going down the rabbit hole! Wish me luck!


    [ 2017-11-13 14:45:24 CET ] [ Original post ]

    Finishing another boss encounter: The dark sisters

    It is difficult to get a breather against the Dark Sisters! They are fast and have several tricks under the hood!


    [ 2017-11-02 15:25:35 CET ] [ Original post ]

    Some time the only way forward is down the rabbit Hole...

    Showing one way entrances deeper into the dungeons of ethistos!


    [ 2017-11-01 18:22:54 CET ] [ Original post ]

    He is a first Look to check out!

    Check out this First Look by Razors Edge: Rogue Empire - First Lookːsteamhappyː


    [ 2017-10-29 14:08:16 CET ] [ Original post ]

    Working on Yagxsor the Devourer later today!

    Any suggestions for the fight/his abilities? ːsteamhappyː


    [ 2017-10-24 14:01:39 CET ] [ Original post ]

    Checkout this early build lets play!

    Hi everyone! If you want to see a little bit more of rogue empire, you can check the following lets play of an early build. If you like it, please be sure to ask for more in the youtube comments! https://www.youtube.com/watch?v=tld7yOEx-es&t=1s


    [ 2017-10-22 14:30:07 CET ] [ Original post ]

    Rogue Empire
    Portal Entertainment Developer
    Portal Entertainment Publisher
    2018-01-19 Release
    Game News Posts: 111
    🎹🖱️Keyboard + Mouse
    Very Positive (333 reviews)
    The Game includes VR Support
    Public Linux Depots:
    • Rogue Empire Linux [825.76 M]
    • Rogue Empire - Dark Heroes [1.22 G]
    Available DLCs:
    • Rogue Empire: Dungeon Crawler RPG - HQ Illustrations
    • Rogue Empire - Dark Heroes
    The shadow came, destroying everything in its way! Every kingdom in Ethistos was loosing ground and lives. When all seemed lost... the First Shadow disappeared! Where? How? No one knows... But the marks of their coming still linger across Ethistos!
    Rogue Empire is an tactical turn-based RPG randomly generated content and heavy Rogue-like elements. Choose one of multiple character combinations and advance it with unique abilities!
    Embark on a quest to heal the 5 kingdoms and understand the mysteries of the First Shadow!

    Key features:
    • Randomly generated dungeons, items and events! Play again and again!
    • Many bosses to defeat!
    • 7 distinct races to choose from and 5 classes to choose from!
    • A huge map with exploration events, off quests and story!
    • Soul essence: Dying will provide you with valuable soul essence, used to unlock perks and new gameplay options for your next playthroughs!
    • Multiple endings!

    MINIMAL SETUP
    • Processor: 2 GHzMemory: 1 GB RAM
    • Memory: 1 GB RAM
    • Graphics: 800x600 minimum resolution
    • Storage: 1 GB available space
    GAMEBILLET

    [ 6138 ]

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