Hazardous Islands
Our big push right now is to make the islands much more hazardous. With the eventual goal being that just moving across the islands carries with it a high risk of dying.
The first step towards that was the addition of thistles; an early introduction to the idea of a hostile environment. Now today we're adding Cave Spikes which spawn in overhangs. If you walk under them, they smash into the ground and blow apart doing massive damage. You can of course knock them off with a well placed shot. So keep your eyes open.
Lots more hazards are coming down the pipe. But please let us know in the comments if you have any ideas for cool hazards you'd like to see in the game!
Balancing Finally Decent!
Balancing is of course always on-going, but in our recent in-house playthroughs we are finding that the balance is really feeling pretty good now.
Finally, you can progress through the game in the manner that we intended! This is all due to the excellent feedback that our players have provided us. So a big shout out to everyone who told us how their playthroughs were progressing. I know it was frustrating for some of you to make it so far into the game only to find a critical balancing issue. So thank you for reporting it to us.
Rogue Islands is like a machine with literally 1000+ knobs and you need to tune them all in relation to each other. It would have been impossible for us to get it this well balanced without everyone's input. I truly believe Early Access is making this game 10x better than we could have done on our own.
- New! Cave Spikes hazard
- Fixed bug: Single attached or floating blocks filtered out from terrain
- Balance: Gem crafting upped from 15 shards to 20
- Balance: Bumped up mana deposit sizes (more per deposit)
- Fixed bug: inventory showed item edible when stomach full
- Change: Florid Vale has a lot more trees now
- Change: Gurgleweeds now glow with a faint green light underwater (higher visibility)
- Change: thistles are much more visible now, with black stems and glowing bulbs.
- Change: can view most inventory descriptions and recipes without possessing ingredients
- Change: crafting tells you name of ingredients, not just icons
- Fixed bug: Bats stop making flapping sounds after they die
- Change: If you eat a gurgleweed while underwater it resets your breathing meter.
- Change: Waspet scream volume reduced
- Change: Nightmare recipe uses Gurgleweed in Explorer mode
- Change: More gurgleweeds in Explorer mode
- Change: Briny Moss grows on all rock types now
- Change: Bolt Spell lights up much larger region. Useful for caves.
- Fixed bug: Bolt Spell light fades off after being destroyed
- Warden has resistance to energy attacks now
- Fixed bug: Silken mother sometimes disappearing during boss fight
- Fixed bug: Some main menu items cut-off on non 16:9 resolutions