Rogue Legacy 2 – v0.2.2 - The Fall Cleanup Patch

It’s time to sweep up all the dust that settled after the launch of the Far Shores Update! Because we spent so much time creating content for the release, we didn’t give enough love and care to the balancing. Some challenges were a bit too frustrating, and a few bugs slipped through that made things too difficult. This patch focuses on smoothing out the experience by tweaking the numbers, fixing the bugs, and adding a bunch of Quality-of-Life features.


- The Cellar Door Dev Team


PATCH HIGHLIGHTS

Player Dash and Fixed Versatility: The player now has the ability to perform their spinning kick while dashing. This means players no longer have to time their dash duration and perform their spin kick afterward in order to pass some of the more challenge sequences in Heirlooms. We’ve also fixed a few issues that hindered player mobility. Certain abilities, such as cooking or aiming your bow, could be not cancelled with a spin kick. As well, players could not perform new abilities while in the exit stage of their current ability. This severely nerfed the Duelist in particular, however both issues have been fixed, bringing back all of the originally intended versatility.

Player HUD Clarity: For clarity, a new icon has been added to the top-right corner of the player HUD, explaining what cooldown type an ability currently has. This should help identify what needs to be done to reduce the cooldown timer (for ex. hitting enemies, picking up meat, or taking damage). As well, the text pop-up display system should now properly handle multiple pop-ups at once. The text display no longer bunches up, and killing multiple enemies at once now accumulates the values into a single pop-up.

Revamped Rooms:
We’ve gone through *hundreds of rooms and tweaked them to make them easier to traverse. This aims at lowering the frustration people were experiencing just by going from one end of the world to the other. We’ve also made certain heirloom sequences easier to pull off, which, coupled with the new spin kick dashing, should make for a more reasonable challenge. There was also a bug that made Heirlooms spawn enemies well above their intended level. So sorry for that. 

*There are almost 800 unique rooms in RL2, and we’ve only gone over around 200 of them.  This will be an ongoing process.

Tall Spike Revamp: We’ve also redesigned how tall spike hazards behave to be a lot more forgiving. Long story short, you no longer take damage if you are not touching the pointy end. This means you can press against or stand on the sides of spikes. Anything relating to collision can be tricky, so while we believe we’ve fixed all the outstanding issues, there could always be stragglers. Let us know in our comm channels if you run into any!

Relic Tweaks (TEMPORARY): Relics are being buffed temporarily while we work on Relics 2.0. Currently people either use them every time or they don’t at all, so we’re trying to make them more enticing without them becoming must-have items for all runs. For now, all relic costs are getting reduced.

Common Relics → 15% max health reduction to 10%
Rare Relics → 25% max health reduction to 17%
Epic Relics → 35% max health reduction to 25% 


ADDITIONAL BALANCE CHANGES

  • Community: Added new placards and journals to make the path progression clearer for players who sometimes did not know where to go next.

  • Minor tweaks to insights to make clues easier to follow.

  • Lily relics are now replaced with regular relics if you’ve already unlocked the boss door in the Kerguelen Plains.

  • Changed one of the hidden heirlooms to not be so hidden.

  • Fixed bug where Valkyrie’s starting stats were incorrect (was much stronger than intended).

  • Duelist HP increased.

  • Timebomb spell cost raised to 75 mana.

  • Community: Added Disable Hit Slowdown option in the Game Settings, which turns off all slowdown effects that trigger from getting hit or ricocheting projectiles.


BUG FIXES

  • Community: Fixed a few scenarios of floating props.

  • Community: Continued work on fixing incorrect spelling.

  • Fixed bug where Zombies would be standing there instead of hiding underground when entering a room.

  • Community: Fixed bug where corpses in the Castle would keep switching their draw order.

  • Community: Fixed bug where corpses in the Castle would occasionally spawn upside-down.

  • Community: Fixed bug where player could leech mana infinitely from non-killable enemies like bouncing spikes.

  • Community: Fixed bug where Barbarian would be stuck in a spinning attack pose all the way to the Lineage screen if he was defeated while spin attacking.

  • Hooked up a bunch of new audio.

  • Community: Fixed bug where player could actually gain health when blocking.

  • Community: Fixed bug where status bar would appear far above enemies.

  • The Heavy Stone Bargain relic now only increases weapon damage, instead of all damage.

  • Community: Fixed bug where rolling immediately out of a teleporter would keep your character invincible indefinitely.

  • Community: Fixed the Nature trait not displaying the correct description. Also added some extra functionality based on the character’s nature.

  • Glaucoma, Tetrochromat, Tunnel Vision, and Retro Enthusiast trait has been disabled.

  • Fixed bug where Lamech’s Magma spell could not be countered.

  • Armor now regenerates at the docks.

  • Community: Fixed bug where entering Castle would not regenerate the spent ‘ammunition’ for player abilities.

  • Fixed bug where only the first projectile from the Magma Mass spell could break hidden walls.

  • Community: Fixed bug where profile slots in the profile selection screen were invisible when running the game on a 4k display.

  • Community: Fixed bug where certain enemies would remain stuck in their far logic state if you constantly attacked them before their logic properly kicked in (was possible to perform against some bosses

  • Community: Fixed bug where Ice Elemental attacks were cancelling player attacks.


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Rogue Legacy 2 – v0.2.2a

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Rogue Legacy 2 – v0.2.1