Hello everyone, David here!
I've been very busy listening to your feedback, and I've been working really hard to improve the game. I hope you like the changes; I think they make the game more interesting. ːwinter2019happybulbː
Take a look:
Nothing Locks Until You Leave
Your gear stays movable while you are standing on a node, so you can lay out a board, look at it, and take it apart again. It only seals when the next place is a fight.
Read the Next Tier Before You Pay For It
Middle click an item, or press Y on a controller, and the tooltip shows what it becomes at the next rarity: damage, crit, status stacks, the numbers inside its effect text, and the rarity itself.
Zones That Build Up
Enemies no longer arrive at full strength. They open a zone below their usual figures and climb past them by the last node, so a new zone gives you room to arm yourself and its elite is tougher than anything you met on the way.
Redraw the Table
Combat rewards can be rerolled for coins now, and so can the merchant's shelves. The price climbs with every reroll, and taking anything off the table ends it for that fight.
Events That Show Their Odds
Every gamble in the game lays its numbers out before you reach for it, and the Wishing Well has been reworked into an offer you can see: 1 of 3 supplies for a coin, or 1 of 3 relics for one of your items.
Added
- New curse, Lingering. Debuffs no longer wear off when the fight ends, but that hero gains 1 Strength per debuff carried at the start of each battle.
- New curse, Grave Pact. The item is destroyed if the hero holding it falls. Never lands on relics.
- Four built but unused curses can now appear: Marked, Cursed Hands, Sealed Growth and Single Strike.
- New item, the Lockpick. Opens the locked slot you pick. Found on the road and stocked on every shop shelf, with a 5% chance of surviving the job.
- New item, the Compass. Drop it in the middle while choosing your route and all four cards are drawn again, the first choice of a run included.
- New item, the Slab of Meat. Carry it to a campfire and Cook and Eat brings both heroes to full health.
- New tonic, the Ether Tonic. Five uses, one per battle, granting 5 Arcana and +5 Max Shield.
- New relic, Scholar's Lenses. Grants random Tomes every time you walk into an Event, scaling with its tier.
- Item tooltips now preview the next tier. Middle click, or Y on a controller, and every value that would grow shows what it becomes, rarity included. Press again to toggle it off.
- New option, Upgrade Preview: on the button, always on screen, or after hovering an item.
- Combat rewards can now be rerolled for coins. The price climbs with every reroll, and taking anything ends it for that fight.
- A target panel now names the next elite or boss in the biome, with the stats it will fight with on hover. Hovering its node on the bar lights it up, and the other way round.
- Menus now flag what you can afford to unlock, following the path down to the padlock and its price.
- Three new achievements: First Fall, One More Run and Kitted Out.
- The Acolyte's Staff has an effect now, Attunement. Every adjacent Rune that goes off grants it Magic Damage for the rest of the fight.
- Items that spend uses now pop a "-1 uses" over themselves.
- Effects that reach part of the board now show an icon for the shape they cover.
- Event options that end the event now carry the icon of the node they take you into.
- Hovering a hero at the Tomb now opens their full page, with unseen gear hidden as "???".
- The rewards screen now keeps your fallen heroes on show, and hovering one blinks every item their grave paid out.
- The shop now shows which of its four sections you are standing in.
- Picking up an item while your boards are sealed now turns the lights red.
- New option, Reset tutorial. Brings Iris back the next time you pick your heroes.
- The camp at the end of a biome has its own night ambience now, and the zone music fades out for it.
- The arrow makes a sound as it walks to the next node, and the Bomb goes off with a real blast instead of a sword swing.
Changed
- Placing an item no longer locks it instantly. Gear stays movable until you leave the node, starting gear included, and only seals when the next place is a fight.
- Potions are never locked in, and potions and vials only seal when a fight is what comes next.
- Relics and summons are still sealed the moment they are placed, and their tooltip warns you first.
- Dropping an unsealed item on another now swaps them instead of destroying one. From the bag it still goes back to the bag.
- Unfixed items sit slightly forward in their slot, sealed slots wear their own border, and only sealing kicks up the socket dust.
- A sealed board dims, sounds as it closes, and refuses consumables. Your bag, your heroes and the enemy still take them.
- The Skeleton Key only lights up slots holding a sealed item.
- The auto equip option is gone. Gear goes straight onto the boards now that it stays movable.
- The Anvil unseals your whole board while you are there, so you can rearrange and merge from slot to slot.
- The Anvil has a new option: 5 coins unlocks 1 random slot for each hero, once per visit, and it no longer ends your visit.
- The campfire's third option is now Sort Gear, always available. It unseals your board for rearranging, no merging.
- Coins no longer open locked slots. A coin is money now, and the Lockpick is what opens a slot.
- Enemies now grow into a zone: three quarters of their figures at the first node, their usual by the campfire, a quarter above at the last. The opening zone and Void damage are unchanged.
- The later zones hit harder. Attacks deal 4 more in the Keep and the Mountains, 6 in the Cave and 8 in the Ruins. Multi-hit attacks were tuned by hand instead.
- Forest and Lake View are less of a wall: 20% less health and half the shield across the zone. The Glimmershell is down to 160 health and 60 shield.
- The Aegis Staff shields for 8 instead of 10, climbing by 8 per rarity.
- The Goblin's Shifty Guard now gives a share of its max shield per attack instead of a flat 5.
- Charged enemies now scale their race passive as well as their stats, each passive with its own figure, and passives with no number to raise change what they do instead. Their page shows every number the charge moved.
- A charged enemy now reads "Normal, Enhanced" next to its type instead of carrying a separate tag.
- Statuses no longer follow you out of a fight, good or bad. Every battle starts both heroes clean. The Unleashed's earned Strength is the exception.
- Unleashed Wrath reworked: Strength only from hits taken, 1 stack each, and it carries between combats until the biome ends.
- Overburdened is gone. Bags simply stop taking items when they are full.
- The Wishing Well reworked. Toss a coin for 1 of 3 supplies, or throw in an item for 1 of 3 relics, both drawn fresh every visit. The offering is once per run, the coin is not.
- The Sealed Reliquary no longer gambles. Forcing it costs both heroes a quarter of their health and always opens, with a 50% chance of a relic in the loot.
- The roadside crate pays either way: pocket 2 silver from the mud, or pry it open for what it holds.
- Events that ask for an item now only take it from your bag, and the option wakes up the moment it lands there. The Anvil and the alchemist are unchanged.
- The odds in an event option now stand out from the sentence around them, in the same grey and bold that status numbers use.
- Taking what an event offers no longer walks you off the node. Everything waits for Continue now, unless auto continue is on.
- What an event option costs you is spent when you click it, not when you close the panel.
- The Spore-Choked Cache now curses every item in the pile with Corruption instead of one to three, and says so.
- The altar asks different prices: Bleed for Coin takes 30% Max HP instead of 25%, Pact of Stone shaves 20% instead of 25%.
- Reviving a hero at a Rest no longer marches you into the next node, so you can hand them their gear first.
- The buried relic at the camp ends with a Continue button like any other loot screen.
- Winning a duel now lets you reroll the loot, the same as any other fight.
- The rewards reroll is all or nothing: taking anything closes it, and the button says what it does and what it costs.
- Hovering the rewards reroll lifts every strip it would redraw.
- Rerolling keeps the shape of the offer. Gear swaps for gear, one use items among themselves, relics stay relics, and a coin only gets a chance to climb.
- Ancient Anvil reworked. It merges items straight from your bag, with a limited number of merges per biome tracked in its tooltip.
- Midas Touch reworked. It never executes now: killing with a Midas item has a chance to turn the rewards to gold equal to the coin value you carry.
- Twisted Roots reworked. Every Acolyte's Staff in its column comes back twice as fast, and it grants Arcana per Rune equipped at the start of each battle.
- Glacial Heart reworked. Receiving Shield now has a 20% chance of granting 2 Arcana, and the odds climb with rarity up to a certainty at Legendary.
- Red Maw reworked. Each Summon attack heals the wearer 1 HP with a 10% chance of leaving the target Vulnerable, both climbing with rarity.
- Rune of Sundering reworked. It deals physical damage equal to the Weak already on the target, multiplied by its rarity, and applies none of its own. An adjacent critical Charges it 1s.
- Shattered Arsenal reworked. It leaves the hero at 10 Max HP instead of 1 and pours 15 Magic Damage into your weapons, climbing by 15 per rarity.
- The five percentage-only curses were reworked so a cursed item changes how you build: Rusted hits neighbours, Warped pays in Corruption, Sluggish gets tired mid fight, Jinxed bites on crits, and Cursed Hands trades shield for healing.
- The Crystal Ball no longer doubles enchantments. Once per zone it leaves the hero at 1 HP instead of dead, one more per rarity, counted in its page.
- The Bloodied Stake now grants a flat 25% Physical Damage to anything that hits, and what grows with rarity is its reach.
- The Bloodletter Greatsword now banks Corruption instead of dripping it: each swing pours out everything stored and banks 1 more, or 2 against a Weak enemy.
- The Frostwing Wand's butterflies now fight with whatever the wand carries, enchantments and status included. Curses stay on the wand.
- Wolves hunt as a pack: each Wolf hits 5 harder per other Wolf on the board, up to 30, counted as it bites.
- The Gilded Touch only lends its enchant now, and it grants at the start of combat instead of reacting to every item you place. The Midas Dagger is untouched.
- The Guard Emblem now cuts both ways: every hit taken carries a 10% chance of Vulnerable, climbing with rarity.
- The Redfang Greatsword's healing bonus no longer applies on a Critical Hit.
- The Scroll of Bloodthirst pays 5% and falls off with each one after, flattening at 15%, the same curve Coin's Wrath uses.
- The Bomb no longer scales off enemy health. It hits for a flat 25 and every Bomb set off adds 50 to the next.
- The Coal Lantern's Corruption is now per Rune equipped, so a board of three runes lands three times as much.
- The Packbound Ring is now the Hunter's Ring: leaving an enemy Vulnerable grants a random adjacent weapon Physical Damage for the fight.
- The Haggler's Badge is now the Merchant's Seal: shop prices double and every purchase hands you 2 of what you bought, backpack upgrade included.
- The Gilded Fang only counts coins while it is on your board, at 0.5% CDR per point, capped at 15% Common and 30% Uncommon, rising per rarity.
- The Ring of Vitality and the Ravager Ring now have a ceiling on the Max HP they hand out over a run, 50 and 100 at Common, and upgrading a spent ring puts it back to work.
- Ring of Might no longer grants Physical Damage when placed, only at the end of each combat.
- Full Moon now turns your weapons into wolves at the start of combat instead of on equip.
- Iron Pact now doubles, triples and so on per tier, from 5 Thorns up to 25, instead of climbing by one.
- Coin Eater now grants 2 Strength per copper coin instead of 1.
- Raw Meat and Dragon Scale are now the Brute and Bristle Tonics, equipped like potions: 5 uses, one spent at the start of every battle.
- The Bye-Bye Cat can now banish equipped items and relics, destroying them for the rest of the run. What a relic granted stays, what it was lending goes. Summons still refuse it.
- Cooking at the campfire now heals both heroes to full and only eats a Slab of Meat, which grants 50 Max HP each and no longer hands out Strength.
- The Archmage now casts Arcane Lance, and its cry gathers Arcana instead of Strength.
- The Keep's Wizard has a new move, Arcane Focus, gathering 5 Arcana to feed its Nibbles.
- The Slugmancer's Blight Feed now feeds it Arcana instead of Strength. Arcana and Strength share one slot: gaining either clears the other.
- Charges are now called Multicast, and anything that pushes an item's cooldown forward is called Charge and says how much it was worth.
- Item pages no longer tag anything in square brackets, and warning text shares the red of its "" instead of sitting in grey.
- Items that pile a value up now all report it the same way, in grey brackets at the end of their own text.
- An item that belongs to a hero now shows that hero's portrait behind its page instead of a "Belongs to X" line.
- A curse an item was born with now says "(Permanent)" next to its name.
- Long pages no longer shrink their text to fit. They split into pages you turn with the wheel or the right stick, with a counter at the bottom.
- Hovering an enemy always opens its page on the right now, with its status notes on the same side.
- A status effect's page now shows the icon of any other status it names.
- An enemy intent that applies a status now shows that status' icon instead of a bare "x5".
- The Ascension selector now appears as soon as your first run ends, whichever way it ends, and hovering it says how to unlock the next one.
- The results screen is sorted into Progress, Combat and Loot, with thousands separated and anything past 100.000 shortened the way the leaderboard writes it.
- The end of a run no longer plays the music of the place you died in.
- The Main Menu option at the end of a run now says it picks new heroes.
- The red button that closes the rewards is called Continue now, and it warns that what you leave is lost.
- A reward that applies a status now says so in one line next to Debuff.
- The Tomb now has a hero's name on it, and the second Tomb of a demo run reads "Available in the full game!" instead of standing blank.
- The Fallen Heroes panel opens one gate at a time, one per buried hero, left to right.
- The node the map calls a Tomb is a tomb everywhere now. The bell means the death timer and nothing else.
- Every map node now says what it does when you hover it, instead of setting a mood.
- Opening the biome map drops the node bar with it, and the small button that used to pull it down is gone.
- On the map your marker stands on top of its zone circle, with the paths running behind.
- The tutorial now covers the boards right after you press Play, lights up empty slots while Iris explains them, and names weapons, runes and potions in the rewards.
- The merchant's sections say what they sell: Consumables is Supplies and Items is Trinkets. The Bomb moved to Weapons.
- The merchant's Supplies shelf stocks a Lockpick too, at 3 coins, while anyone still has a locked slot.
- Item tooltips name the category properly: Scroll, Tome, Tool and Accessory instead of Consumable and Accessories.
- Health Potion and Shield Potion are now the Health Flask and the Shield Flask, and their pages read "Health left" and "Shield left" instead of counting uses.
- The Deployment and Compendium menus cost 3000 and 8000 points instead of 25000 and 10000.
- The Wanderer and the Sorceress cost less to kit out: second passive 30000, extra weapons 10000 and 15000.
- The shop counts in coins with a coin icon instead of spelling the word.
- Flasks, vials and tonics now pulse and sound as they spend a use.
- The glow on highlighted slots no longer ripples in lockstep.
- The tutorial fairy's highlighted words are a touch darker against the parchment.
- Health and shield bars now write four-digit numbers with a thousands separator.
- The defeat screen now offers a third option, Wishlist on Steam, and hovering it lists what the full game holds. Demo only.
- On a fight node the X drops the moment the enemy dies, together with the rewards.
- The duel no longer calls the rival's heroes "ghosts".
- One word for one thing: what the map calls a Zone is a Zone everywhere.
Fixed
- Enemy pages now quote the numbers that enemy actually fights with, zone and Ascension scaling included, and the target panel reads its own node's stats.
- Fixed the magic damage in an enemy's intent being the raw number instead of what would land.
- Fixed a saved run bringing back the wrong enemy. Nodes remembered enemies by name, and names are shared across zones.
- Fixed Strength turning things that do not attack into weapons. It only adds to a hit that already lands, for heroes and enemies alike.
- Fixed damage that nobody dealt counting as a hit. Corruption ticks, curse backfires and Thorns no longer wake on hit effects. The Bloodprice Rune still does.
- Fixed items applying fewer status stacks than their tooltip promised, and merging into an item without that status dropping it to a single stack.
- Fixed relics that scale a weapon's damage doing nothing at all. The bonus was applied to a copy of the attack that was then ignored.
- Fixed cursed items getting worse every fight, since combat-start penalties were never cleared.
- Fixed the Slugmancer casting Mucus Shell and Mucus Ward for nothing. It now sits on a 500 max shield.
- Fixed the Keep's Wizard and the Ruins' Slugmancer never appearing.
- Fixed the Forest Arbalist's Brace Position drawing a sword icon while it raised a shield.
- Fixed an enemy intent drawing the same status icon twice, and reading "x1" where it should say "+1".
- Fixed the broken shield mark showing over heroes who cannot carry a shield.
- Fixed Midas Touch being twice as likely from the Gilded Touch as from the Midas Dagger.
- Fixed the Chaos Forge improving relics with no rarities to gain, contracts, and items already at the top rarity.
- Fixed a contract that upgrades nearby items breaking on a Legendary neighbour, which let it be claimed over and over. Saves with an item stuck past Legendary open again too.
- Fixed the alchemist's Mutate handing out enchantments no scroll sells. It now draws from the seven scroll enchantments and only picks an item that could have taken one.
- Fixed the alchemist's Mutate saying nothing about what it did.
- The broken mirror makes a real copy now, carrying tier, enchantments, curses, uses and contract progress. It holds 40% of the time instead of 60%, and a cracked one costs 8 Corruption on both heroes.
- Fixed the broken mirror promising Bleed, a status the game no longer has. It leaves Corruption.
- Fixed the Chaos Forge, the acid pool and the Collector's showcase hiding their odds. All three lay them out before you reach in.
- Fixed the Sealed Reliquary running its two outcomes together in one sentence instead of writing them out.
- Fixed the Spore-Choked Cache offering three items that no longer exist. It asks for a Skeleton Key.
- Fixed the Skeleton Key and the Shovel never being spent on the containers they open.
- Fixed events that remove, transform or trade an equipped item leaving the board slot broken.
- Fixed the way out of the Anvil reading as leaving with nothing. It reads "Leave" now.
- Fixed a run abandoned with a shop or event reward panel open breaking the next run's first reward screen.
- Fixed rerolling combat rewards bringing back grey strips you had already given up.
- Fixed restarting a run losing the extra Health Flasks that Ascension hands you.
- Fixed potion charges and Void damage resetting after loading a saved run.
- Fixed the merchant taking your coins for an item he could not hand over with a full bag.
- Fixed the merchant's reroll button borrowing the skip button's tooltip, and the skip button naming the section in English.
- Both reroll buttons now stay lit when you cannot afford them, answering with a shake, a red bulb and a flashing coin count. So does clicking a shop item you cannot afford.
- Fixed scrolls being consumed for nothing when dropped on an enemy.
- Fixed being able to equip items into your board in the middle of a fight.
- Fixed gear you started the run with still showing the unsealed look during the first fight of a biome.
- Fixed tomes that destroy an equipped item not refreshing nearby relic cooldowns or taking back Battle Etching charges.
- Fixed dropping a contract on a matching contract at the Anvil destroying the one you dragged.
- Fixed merging two items already at the top tier eating one of them, and potions and vials being mergeable at all.
- Fixed runes never being mergeable in your bag.
- Fixed items ending up permanently bigger or smaller after being moved around the board.
- Fixed letting go of an item while choosing your route counting as picking that route.
- Fixed being able to dismiss summons from a duel opponent's board with right click.
- Fixed the Shattered Arsenal arming the whole board when it only ever promised its own row. It now refuses a row with no weapon in it.
- Fixed the Acolyte's Staff never showing where its runes go. Its adjacent slots light up now.
- Fixed the next tier preview never appearing on Full Moon or the Ordinary Stone, which name a rarity where others name a number.
- Fixed the two Max HP rings saying their ceiling twice, and the running counters at the end of an item's text pulling as hard as the sentence.
- Fixed several item descriptions that promised more than they did: Holy Water, the Skeleton Key, the Purge and Forge contracts and the Supplies Box.
- Fixed a batch of effects saying "equipment" when they only touch weapons, among them the Warband Ring, the Ordinary Stone and the Tomes of Infusion, Sorcery and the Occult. The Ordinary Stone doubles damage on both heroes, not one.
- Fixed the Slab of Meat showing "+{1} Max HP" instead of a number, and descriptions naming only their second value can no longer slip through.
- Fixed the status block in an item's tooltip missing its icon on the title line.
- Fixed the tonics being the only potions the Wanderer's Alchemical Edge ignored.
- Fixed the scroll tooltip reading "On Equipment" instead of naming a weapon or accessory.
- The warning on potions, vials, tonics and contracts is one line again in every language.
- Fixed the big item page jumping from one side of the screen to the other along a strip of rewards.
- Fixed the small status pages in a tooltip freezing on their first character.
- Fixed the leaderboards refusing to open on the results screen.
- Fixed the hero panels staying up and empty in the main menu after a run ended.
- Fixed the menu heading following you into the run.
- Fixed the node bar staying on screen behind the Options and Changelog panels, sinking too far, and repeating its sound when sweeping over the target panel. It now waits for you to mean it.
- Charged enemies are no longer drawn a quarter larger. An outline and a spark every few seconds mark them for the whole fight.
- Fixed Corruption eating away at an enemy in silence.
- Spanish calls a thing by one name now. Maximum health was written seven different ways, and keyword highlighting missed every one of them. French, German and Portuguese had smaller doses of the same.
- Spanish no longer borrows the English word "tier". Every line that used it says "rareza".
- Fixed four lines that were never really translated, among them a Russian item name reading "raise tier aaaa".
- Fixed nine lines showing up in the wrong language for Russian players, one of them showing the Anvil's text at the campfire.
- The end of a run is translated at last, defeat screen and victory screen alike, and so is the Rest revive screen.
- Fixed the pause overlay, the shop section titles, the "Available in the full game!" sign, the second Tomb card and the map's party marker all showing up in English whatever language you played in.
- Fixed the Camp event text showing a stray Strength icon.
https://store.steampowered.com/app/4638060/Rogues__Fate/
Please consider adding Rogues & Fate to your wishlist to be notified when it's released!
Thanks for playing the game, have a nice day/night.
David ːwinter2019happyyulː
