Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Topic started by: Asid on January 28, 2018, 04:20:02 PM

Title: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on January 28, 2018, 04:20:02 PM
(http://cdn.edgecast.steamstatic.com/steam/apps/650940/header.jpg?t=1517060705)

Rogue Empire is an tactical turn-based RPG with randomly generated content and heavy Rogue-like elements. Choose one of multiple character combinations and advance it with unique abilities!


Home page: ]Here (https://www.roguempire.com/)
Official forum: Here (http://steamcommunity.com/app/650940/discussions/)
Steam: Here (http://store.steampowered.com/app/650940/Rogue_Empire_Dungeon_Crawler_RPG/)
Youtube Channeli: Here (https://www.youtube.com/c/Roguempire)


Single-player


Trailer
https://youtu.be/WURcEajK9GA



About

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 world of Ethistos and unveil the mysteries of the First Shadow!


(https://static.wixstatic.com/media/187b54_668a9562575c4cdab0cf47473f04ff08~mv2.gif)

(https://static.wixstatic.com/media/187b54_cfc2f619ac7b43f79a0e7d1576b068e6~mv2.gif)


Features

Key features:
•   Randomly generated dungeons, items and events! Play again and again!
(http://cdn.akamai.steamstatic.com/steam/apps/650940/extras/GeneratedDungeon.jpg?t=1517060705)

•   Unique class building based of Trading Card Games concepts.
(http://cdn.akamai.steamstatic.com/steam/apps/650940/extras/DrawClassDeckUpdated.jpg?t=1517060705)

•   Many unique bosses to defeat!
(http://cdn.akamai.steamstatic.com/steam/apps/650940/extras/Boss.jpg?t=1517060705)

•   7 races and 5 distinct classes to choose!
(http://cdn.akamai.steamstatic.com/steam/apps/650940/extras/Races.jpg?t=1517060705)

•   A huge map with exploration events, side quests and story!
(http://cdn.akamai.steamstatic.com/steam/apps/650940/extras/World.jpg?t=1517060705)

•   Soul essence: Dying will provide you with valuable soul essence, used to unlock perks and new options for your next adventures!

•   A beautifully illustrated story with multiple endings!
(http://cdn.akamai.steamstatic.com/steam/apps/650940/extras/Story.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_d538de71ea8b8db809c9b4e710ac3cc999ee26e1.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_63feb76e3a20fcb113b61cdd3cd97cf5941e65b3.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_a19c2195937f2f62e9691acf1bf31f35a319fbb3.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_185364cfa725f84fd34792cc3b17b46207f75dda.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_ce1cdf8462d710675d31bb67ab72396157482a98.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_5330d08ab62754131daa38815b0b768a684b7d37.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_c8570b49989a8be0e6d8cfb20e5387d5b16123ef.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_2feb5901dc04eec75b70536f046880b985fb47e1.1920x1080.jpg?t=1517060705)

(http://cdn.edgecast.steamstatic.com/steam/apps/650940/ss_012e81678979063235df444e0b3e3a1b60832504.1920x1080.jpg?t=1517060705)
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on February 05, 2018, 10:04:36 PM
New Druid aspects claw like attack animations!
Showcasing the upcoming claw like animations for druids shape shifts

(https://steamusercontent-a.akamaihd.net/ugc/927048959753740112/E1C2082683B61463CFF6FD260A462CF1E3505C95/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside%7C*%3A0)
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on March 09, 2018, 12:26:19 PM
Version 0.9.0 Released!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/30970675/5f817f5d3b45ed8614b0afbe735a058c1d57bfe7.gif)

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!:
  o   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).
  o   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.
  o   In addition, champions can have 1 of several base builds with different effects: more speed, tanky, more stats, avg, more damage, increased mana pool.
  o   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
•   Balance: Druid's spell learning handicap got reduced from 50% to 75% handicap.
•   Balance: Warrior's
•   Balance: Warrior's
•   Balance: Warrior's
•   Balance: Warrior's
•   Balance: Warrior's
•   Balance: Warrior's
•   Balance:
•   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  boss damage slightly.
•   Balance: Increased 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
•   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.


As always feel free to pop up at discord and discuss with me about whatever you want!

Cheers and happy crawling!
GW

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on March 15, 2018, 11:20:15 AM
Cast your vote for the next feature
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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:

•   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).

Vote in this thread which feature you would like for me to implement first by putting a comment and "+<your choice>"

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!

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on March 15, 2018, 11:28:30 AM
Version 0.9.0 Bug Fix Patch Released
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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.
•   Kruztum tunnels lvl 5 are now properly named
•   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.
•   The assassin's Observe Victim ability effect was increased from 30% to 50%
•   The assassin's Volley Of Knifes ability damage modifiers went up by +20% for all its levels
•   The assassin's Back stab bonus damage was greatly increased for all its levels
•   Increased the number of attacks of the assassin's Rapid Cuts ability by 2


Cheers!

GW

PD: Tomorrow is the last day for voting on the next big feature!

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on March 23, 2018, 11:52:45 AM
Beta Branch for 9.0.2: Development Information & Follow Up
From the dev


I ll be working here on the voted feature as well as more fixes.

This branch has logs enabled to be more verbose so that I get more info from you guys when you sent them to me.

To play the branch:
•   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

Content I have done but is not yet released into the beta build:

•   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.

•   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.
•   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.
•   Armor effects for characters with stealth is shown always regardless of it the character is currently in stealth.

Beta released content :

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on March 26, 2018, 05:26:27 PM
New Beta Branch Update 0.9.0-a
24 MARCH - ROGUE EMPIRE

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. 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.

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 brew potion ability would always generate the same potion.
•   Eghoss campaign final boss now won't teleport right after a focus blow

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.

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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on April 12, 2018, 03:16:24 PM
Sneak peak: The <lesser> Ghoul

The Ghoul just feeds on the weak in order to grow!

(https://steamusercontent-a.akamaihd.net/ugc/2427879385171892618/FF140CCFCA831BE2CC53B9B821E453AA5836B0C2/)
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 03, 2018, 02:58:49 PM
It is waiting for you...Can you face him?

https://youtu.be/QSbKsG_l9Jc

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 03, 2018, 03:01:06 PM
New Beta Branch Update 0.9.0-e: Performance Stabilization
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/e1d1c294b4d9d9a920a70ee2bf5789751d9d3d3d.jpg)

•   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 04, 2018, 02:37:16 AM
Version 0.9.4 Released!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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:
  o   Added +16 new “regular” enemies.
  o   Added 4 type of shadow pylons to the game. These are destructible structures that buff nearby enemies.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/d5a8751b617bbfceb65dba3dbf4e0afc9fee6328.jpg)

  o   Added a new ability to the hunter’s deck: Dirty Shot
  o   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.
  o   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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/0744d585857f5000c48140d2fb5ba7d139017181.jpg)


Read on for full list (https://store.steampowered.com/news/?appids=650940)

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 06, 2018, 12:56:56 PM
HotFix Update 1 for v0.9.4
5 AUGUST - ROGUE EMPIRE

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.

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 29, 2018, 01:17:07 PM
Version 0.9.5 Released!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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:
o   Each difficulty and game type (Eghoss, Dawn of Shadows, Challenge dungeon) have their own category/Leaderboard.
o   Global Leaderboards are a thing! 30 spots for each category at the moment!
o   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).
o   If you stream in twitch, a small icon with a link to your channel will be show up.
o   If played in timed mode another icon will appear.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/f72d7cc2c79154846ed3eb5e366e4c232a5cbe2f.jpg)

•   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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/f8269487bb85e1ef3843ec4645ffe2275b617b27.gif)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/270ff9def53d3f2cc43117d5e93a4814655416ed.gif)

•   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on December 13, 2018, 10:54:35 PM
Version 0.9.8 Released!
13 December - Rogue Empire

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/218df1fc560dd422a09bcb679793de28ffeeb44e.gif)

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 

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:
1.   Bosses.
2.   Golden chests.
3.   Champions.
4.   Zoo rooms.
5.   Regular chests.
6.   Goo protected rooms.
7.   Regular Monsters
o   For more info on legendary weapons see:


Read on for full list (https://steamcommunity.com/app/650940/allnews/#scrollTop=204)
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on December 31, 2018, 12:18:44 AM
Version 0.9.8 Hot fix 1 + story mode!
30 December - Rogue Empire


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.

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on December 31, 2018, 12:21:25 AM
Spell book learnable description

(https://steamuserimages-a.akamaihd.net/ugc/947344886210010507/F5581BB578C666527B27723D8A85B47B29B36DA5/)
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on January 25, 2019, 02:04:01 PM
Version 1.0.0 Released!
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/f4bb05c741b5fe7dbf5cd52fb26dee1bb9569a11.gif)

•   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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/8eee401cd439d9d72857b576ff93994db3cca58a.gif)

•   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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/3869195b85c9b6b10f8fb55174e0878db364076c.jpg)

•   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!

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on February 01, 2019, 12:00:41 AM
New Version 1.0.3: Fixes Balance (Main Build)
Rogue Empire: Dungeon Crawler RPG - Rogue Empire

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 <Ancient tome> 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 <Arobase's Vampiric Broadsword> Healing more than the it should
•   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:
o   Insectoid special abilities effects reduced.
o   Reduced hp creep on enemies slightly.
o   Fendor underground tunnels are now never generated as open dungeons.
o   Pylon hp has been reduced significantly. Range has also been reduced slightly.
o   Pylon of beaming fire effect has its damage done reduced significantly.
o   First boss on the dawn of shadows campaign had its chance to trigger the jump back ability reduced.
o   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.
o   Increase the cool down on the infinity sword.
o   Lowered Potion weight in general.
o   Reduced the energy used by consuming a potion from 1000 to 350.
o   Most over world levels (not a tower or cave/dungeon) except volcano and dessert will have less of a chaotic level layout.
o   Item destroying in twitch votes removed.
o   Overall dodge chance reduced.
•   Warrior:
o   Leap attack jumps over enemies yet still needs a target.
o   Colossal strike was buffed to balance its energy usage.
o   Whirlwind Attack can now also be used from where your character is standing.
o   Whirlwind Attack range and damaged increased.
o   Weapon specializations talents have had their modifiers increased.
•   Assassin:
o   Dagger and Sword Specializations talents have had their modifiers increased.
•   Druid:
o   Tiger charge ability changed to be based on your character's speed.
o   Increased the effects of the cornered tiger talent.
o   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on April 06, 2019, 01:51:20 AM
Dev Blog #88: Development Update
25 Mar @ 9:49pm - NVYVE Studios   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/25175616/c1b361af493b6fdf16977ea758e171a20c98a0ee.jpg)

Happy Monday! It's been awhile since our last update so we wanted to share what we've been working on, and why we haven't been able to push any updates in the last little while.

We've been quite busy on a few fronts lately! First up is Optimization & Porting to Unity 2018.3.

Optimization and Unity Version Porting

We've been pushing for some time now to port the game forward to the latest version of Unity, which we've largely finished, but are unfortunately being held back by waiting for some custom engine features to be ported forward alongside PAMELA.

Long story short - the folks at Unity added some extra bells and whistles to help us bring PAMELA to life on the previous version we were using (2017.2) and now those changes need to be brought forward to 2018.3

What this means, sadly, as that we can't launch an update using a "standard" version of Unity, and are waiting on Unity for these fixes to be ported forward. We could have stayed on 2017.2, but we REALLY needed access to some new engine features and optimizations to address performance concerns;
we were stuck between a rock and a hard place, so to speak.

The good news is we've done most of the hard work and are just waiting an a stable release version from Unity.

On the optimization front, we've also worked on reducing the amount of memory item spawning took up, as well as some music memory optimizations. Along with texture streaming (a new feature of Unity 2018.3) you should see some pretty significant memory improvements on the GPU and CPU.

NPC Abilities

The Widow and Reaper have received some love, gaining some nasty new abilities and attribute tweaks. Widows will soon have very poor eyesight but excellent hearing, as well as a deadly lifesteal attack.

Reaper are gaining a Roar attack, which will drain stamina if caught in the blast. This ability makes them an even more fearsome melee combatant!

Balancing

We've done a wave of item spawn balancing, including readjusting the game's economy to encourage exploration of higher-level areas to find rare items.

Story Mode

Last but definitely not least is Story Mode (which will be the default option when we hit 1.0 release). We've been working on a ton of foundations behind the scenes, as well as designing new items and areas. We're moving full steam ahead on this and are aiming to be getting it out into the wild later this summer.

That's it for now! As soon as we're able to resolve the Unity engine blockers we mentioned above, you'll be getting a pretty meaty update. We can't wait for that to happen, and want to say thank you for the patience while this gets ironed out behind the scenes.
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on April 10, 2019, 01:55:38 PM
New Beta Branch Update 1.0.12: Custom Localization Support + Fixes & Balance
9 APR @ 8:08PM - ROGUE EMPIRE

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:
o   Player always goes first.
o   Bosses go second.
o   Regular enemies and champions go third.
o   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:
o   Under "\steamapps\common\Rogue Empire\Rogue Empire_Data" you will find a folder named "SmartLocalizationWorkspace".
o   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.
o   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.
o   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on April 18, 2019, 10:01:29 PM
New Beta Branch Update 1.0.13: Easter + Custom sprites/images + Fixes
17 Apr @ 8:01pm - Rogue Empire


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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/cf3439ee618f840f56e7d90e8921532043545792.jpg)

•   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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/3ce5312d94949be298ab14f5af6f7712e682a495.jpg)

•   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on April 18, 2019, 10:20:06 PM
New Version 1.0.13: Easter, Sprite Customization, Custom Localization Support + Fixes & Balance (Main Build)
18 Apr @ 8:39pm - Rogue Empire

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/cf3439ee618f840f56e7d90e8921532043545792.jpg)

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:
o   Player always goes first.
o   Bosses go second.
o   Regular enemies and champions go third.
o   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!
(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/3ce5312d94949be298ab14f5af6f7712e682a495.jpg)
•   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:
o   Under "\steamapps\common\Rogue Empire\Rogue Empire_Data" you will find a folder named "SmartLocalizationWorkspace".
o   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.
o   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.
o   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on May 17, 2019, 12:33:59 AM
Rogue Empire won a spot in the Best RPG category at the Dreamhack Dallas - Indie Playground contest!
16 May @ 3:55pm - Rogue Empire   

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/51d599e9f4461d4db373eb5858351d8ba2973ee1.jpg)

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! https://dreamhack.com/dallas/

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
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on June 13, 2019, 12:07:34 AM
New Beta Branch Update 1.0.14: Balance + Fixes + QoL
12 Jun @ 2:03pm - Rogue Empire

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 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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/65c1b54ce982fbe8f66d1c559459ffd0aad6ea04.jpg)
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on June 15, 2019, 08:25:36 PM
New Version 1.0.14: Small HQ Illustrations download DLC! Balance + Fixes + QoL (Main Build)
14 JUN @ 3:38PM - ROGUE EMPIRE

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  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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/c72c6c9696b4a73672357e231a5217db4b1ca07f.jpg)

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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on February 04, 2020, 03:12:57 PM
New work in progress!
Tue, 4 February 202


Showing the first of a series of features planned to expand the game: Runes!
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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/2aa4280d305fc8e7a351369f8c3a95626a923c0f.png)

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


(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/9b8a65285770bb6163458073469b7f3e6b7f5f99.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/f3f3cc69e6625fb789cc5f5d0535c74265921ab7.png)

I hope you liked this small preview. Please be thoughtful this might be subject to change 

Cheers and Happy dungeon crawling!
GW

   
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on May 11, 2020, 11:31:40 PM
Who is there?
Mon, 11 May 2020

Upcoming Dev diary for one of the first dlc's new classes

Someone is approaching...

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/7b0ff49f597c1b8b8f7dd924c9d21e231bb28bf7.png)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/ccbf8597df345e28b0c3b0ca22f5d7d980f6824a.png)


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:

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on May 22, 2020, 12:03:12 AM
The forbidden arts shall embark in Ethistos!
Thu, 21 May 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/c2becd32ce4ff3addf3cdc7baa482eee97ab244a.jpg)

I will discuss a new class coming to Rogue Empire!

Hi everyone,

as hinted last week, I am going to show you one of the new classes I have been working on:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/9cea68297111955fe963628015437873a64d0798.jpg)
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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/d8a1b3240d81f0545c624aa37e276cc354453b98.jpg)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/4ebee1d69c752345b34955efa817b17883f49e1a.jpg)

You might find your initial minions weak and dumb but experienced necromancers learn how to improve their creations in several ways!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/6a5e2e133f8f395b437fafa27bbfa5ed85e6b6c4.jpg)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/08c85737400b1fce95bbda6e41c9af4113f4d3af.jpg)

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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 07, 2020, 01:04:24 AM
New Beta Branch Update 1.0.15
Thu, 6 August 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/cdae0c02ba83eaa89a97b2073c701630e07ae80a.jpg)

This update for the BETA branch of the game includes: Challenge Dungeon, Balance, Bug Fixes and QoL updates!

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
 
https://youtu.be/viLNjiS3sdc


•   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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on August 21, 2020, 11:53:07 PM
Update 1.0.15 live
Fri, 21 August 2020

This update for the game includes: Challenge Dungeon, Balance, Bug Fixes and QoL updates!

Hi every one! It's time to merge the beta into the main build!

And here are the changes!

Changes:

Challenge Dungeon
 
https://youtu.be/viLNjiS3sdc


•   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


Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on October 18, 2020, 03:59:08 AM
New Beta Branch Update 1.0.16
Sun, 18 October 2020

(https://cdn.cloudflare.steamstatic.com/steam/apps/650940/ss_2aa4e32a19ba6931c232a31a6d29c439e3319cde.1920x1080.jpg?t=1572351548)

This update for the BETA branch of the game includes: Uncovered Abilities Screen, Balance, Bug Fixes and QoL updates!

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/7d18b4be51d2c01d2f0640b577b3579eba81d11c.jpg)

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):
•  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).


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.


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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on October 23, 2020, 03:56:33 AM
Update 1.0.16 live! Halloween is close!
Thu, 22 October 2020

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/b080b142ef27880092982907912efb7c7b2a79a9.png)

This update includes: Halloween, Uncovered Abilities Screen, Balance, Bug Fixes and QoL updates!

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/870e68044735c363aa487f2dfa9e45d1d16ef334.jpg)

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/7d18b4be51d2c01d2f0640b577b3579eba81d11c.jpg)

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):

Read on... (https://steamcommunity.com/games/650940/announcements/detail/2948128849683516748)

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on November 26, 2020, 01:53:49 AM
Upcoming Dark Heroes DLC new class reveal: The Soul Knight!
Wed, 25 November 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/9a61967beefe318dc62a770123456c3ff13fc374.png)

I will discuss a new class coming to Rogue Empire!

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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/d7e626ad94f3d77297a060800f8e5fb90876bee0.png)  (https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/f990bf41066c8d534226c489c30c985c70f204f2.png)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/68b9a1156d87e67394023fcaa4bd3e15fbfa7164.gif)

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:

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/557b99f24fe9bf07b059a0dce7b846029ba87340.gif)

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/8d24e107c05113a167e797d0b77df0a3b7c66aee.gif)

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.

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/d3b6970391315a5124f8fa292a93e8fade17b733.gif)

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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on December 08, 2020, 02:55:55 AM
Update 1.0.17 live! Christmas is upon us!
Tue, 8 December 2020

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/d2f75272d0d509ff3b8c587ccd6e92349a3725cf.png)

This update includes: Christmas, Balance, Bug Fixes and Other updates!

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!

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/30970675/d40dca5a5018d1839bb37f92cb70aa8ff234f0b6.jpg)

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:
   o   Hunter's initial Create Ammo ability cooldown reduced to values of their improved counterparts.
   o   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:
   o   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:
   o   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.

•  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



Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on February 12, 2021, 02:28:42 AM
Upcoming new game mode on Dark Heroes lunch: Escape The Barrier!
Thu, 11 February 2021

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30970675/8f4b5adaaaae21f99f4a7f4c2d0cb8ff0d08a2e0.jpg)

Showing a new game mode coming to Rogue Empire to be lunched with the coming dlc, free for owners of the base game!

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!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30970675/b023f4d5f70b4735edf9e2a70c352bb195924dcd.gif)

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!

(https://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/30970675/de95fc178ed3f20ad75a9bdf9c5d6174fc2c48c4.jpg)

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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on April 21, 2021, 01:06:40 AM
Wish list Dark Heroes on its newly released Steam Page!
Tue, 20 April 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/1440600/header.jpg?t=1618954119)

The upcoming Dark Heroes DLC has its own brand new Steam Store page! Don't miss its release by wish listing it!

Hi everyone!

I am really happy to announce that Dark Heroes has now its own Steam Store Page
!

Rogue Empire - Dark Heroes
https://store.steampowered.com/app/1440600/Rogue_Empire__Dark_Heroes/


To perceptive eyes you will also notice some extra content coming to the DLC that has not yet been disclosed: The Insectoid Race!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/88ef8996c005dd70a30a49b0bc7bdaedf0a3436d.png)

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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/b7cb11ae85a6fb7c218122e3f830b7a8267a128c.gi)f

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

Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on May 17, 2021, 11:36:18 PM
Dark Heroes DLC survey result and release plans!
Mon, 17 May 2021

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/16c5c388606ed65c3e53b821d4c9c986a82c78d5.png)

Commenting on the last post/survey and how I'll be going forward with the DLC.

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

 
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on October 18, 2021, 11:29:07 PM
Halloween is close in Ethistos!
Mon 18 Oct 2021

(https://cdn.cloudflare.steamstatic.com/steam/apps/650940/ss_2aa4e32a19ba6931c232a31a6d29c439e3319cde.1920x1080.jpg)

Trick or treat?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!

(https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/30970675/870e68044735c363aa487f2dfa9e45d1d16ef334.jpg)

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

Upcoming Event Starts Thu, 28 October 2021
Title: Re: Rogue Empire: Dungeon Crawler RPG
Post by: Asid on July 11, 2023, 01:04:34 AM
Underlaying Engine upgrade
Mon, 10 July 2023

(https://cdn.cloudflare.steamstatic.com/steam/apps/650940/ss_b3380b10ecac791003ccb6694d882764f5981436.jpg)

The game will have unity updated from unity 2018 to unity 2022

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:

1. Right-click on the game name in your library and select "Properties."
2. Go to the "Betas" tab.
3. Choose "engine-upgrade" from the options.



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