Rogue Legacy 2 – v1.0.0
After nearly 2 years in Early Access we’re finally ready to launch v1.0 of Rogue Legacy 2! And while we say this with every content patch we release, this one is primed to be the biggest one yet. Along with a ton of new content like new bosses, new challenges, and *ahem* the ending, we’ve significantly rehauled many portions of the game. We wanted to make sure RL2 is the best experience possible before we send it on its way.
Like our previous patch notes, we’ll be leaving additional commentary to provide our reasoning for some of the changes. Strap in folks, because some of these explanations will take a while.
**SPECIAL THANKS **
Huuuuuge shout out to the Discord Vanguard Team once again for their help. They contributed over a thousand hours of feedback and test reports over these past few months, and we absolutely couldn’t have done it without them! Thank you!
**IMPORTANT**
Due to the sheer number of changes we made for v1.0, there may be some inconsistencies found in the patch notes. Since the Winter Gifts Update there has been an additional 10 internal versions along with a number hotfixes. We did our best to keep track of it all, but some things may have slipped through the cracks. Our apologies in advance for any confusion.
- The Cellar Door Games Team
PATCH HIGHLIGHTS
The Golden Doors Open – Players can now bring their story to a close, as the secrets behind the Golden Doors finally reveal themselves. For the triumphant heroes that complete their sacred task, remember that your journey has just begun. Only the most ardent adventurers will discover the true mysteries hidden with the walls of this treacherous kingdom.
Black Flags and Black Holes – Arrrrr! The final two classes make their mark with the addition of the Pirate and the Astromancer. This bring the total class count for Rogue Legacy 2 to a whopping 15. While we don’t want to give too much away, we can reveal that the Astromancer is our take on a “mobility Mage”, while the Pirate is just weird.
Localization – French, German, Spanish, Korean, Chinese Traditional + Simplified, Brazilian Portuguese, Turkish and Russian. Due to all of the allusions, allegories, and alliterations in Rogue Legacy 2, the game’s word count reached over 68000, and made the translation into 10 different languages a massive undertaking. We want to give huge thanks to Allcorrect Games for putting their heart into the localization. Nearly 500 questions were asked and answered during the translation process in order to keep the spirit of the story intact across all these languages.
NG+ Cycle Complete – Burdens have been rebalanced, and all remaining unique biome and boss Burdens have been added to the game. This caps off the NG+ experience, with every Estuary having a proper Prime variant, and every biome holding a few more tricks. We hope this variety of ever-increasing challenges keeps players enjoying the world of RL2 into NG+10 and beyond.
Songs and Achievements – More than 35 achievements await intrepid explorers seeking to unveil everything there is to discover in Rogue Legacy 2. But those who go the extra mile will be rewarded with more than just bragging rights. Completing achievements will also award players with the songs heard throughout their adventure, which can be played once the jukebox is obtained. Also, we added a jukebox.
Improved QoL at the Docks – One of the most requested quality-of-life features for RL2 has been a way to save various Gear and Rune loadouts. The Blacksmith and Enchantress have heard your pleas, and they now offer a way to toggle one saved set of equipped Gear and Runes per class. We’ve also added a scoreboard to Scar Challenges, to easily see which classes have successfully completed which challenge.
Effects Overhaul – We’ve combed over every enemy, player, prop, and ability effect in the game to see where we could make the visuals really pop. Things like the Boxer’s attacks have more impact, enemy projectiles are more easily seen, and everything is just more sparkly.
Early Access Syncing – If you’ve been with RL2 for most of Early Access and are already multiple NGs deep, we’ve made sure you don’t need to start from scratch for things to make sense. We’ve added a feature that allows you to fast-forward to the appropriate spot in the story based on how many times you’ve already beaten the game, as well as achievement checks every step of the way so that you don’t need to unlock things all over again to earn achievements.
Economy and Game Balance Rehaul – From what chests drop, to the gold gain algorithm, to even your starting Resolve, virtually no stone has been left unturned in our quest to make the economy and game balance in RL2 the best it can be. And while it may seem risky to rehaul everything right before the v1.0 launch, it actually involved months of constant back and forth. Make a change, get feedback from the Vanguard team, and do it all over again. The goal was to ease up the early game while still making gold matter in the late game (NG+10 and beyond). We discuss this more later on in the patch notes.
CLASS ADDITIONS/CHANGES
New Classes
Astromancer Class added. The new mobility-Mage arrives.
Pirate Class added. The new shooty mcboat scoundrel arrives.
Class Health (BUFF)
We’re boosting the HP of all “average” health classes to reduce the gap between “tanks” (Knights, Barbs, Dragon Lancers, etc.) and everyone else. We’re also raising the base HP for all classes to let players take a few more licks before falling in the early game.
All average HP scaling classes, (Rangers, Duelists and Bards) have an additional +5% HP scaling.
Raised Grace HP from 50 to 100 (All classes). Grace HP is special health that is not affected by modifiers of any kind, including Class Passives.
Bard (REDESIGN + BUFF)
The Bard is one of the strongest classes in the game, but their learning curve is pretty insane. We’re lowering the complexity of their kit by making them more reactionary and easier to power up.
Reduced the range of the notes by a lot. THIS IS A BUFF. Closer notes allow for more reactionary play, and less prep-time.
Dance Passive damage per stack raised from 10% to 15%. Max stacks lowered from 10 to 5. THIS IS ALSO A BUFF! No one was ever reaching 10 stacks.
Bards now give Spin Kick damage as their Mastery bonus.
Gunslinger (REDESIGN + BUFF)
Gunslingers were always meant to be the high speed mixed-stat range class. Reload durations and the complexity of the dynamite, however, made this character very difficult to master. We're revamping the Gunslinger to be more agile, more aggressive, and to get more benefit from INT/Magic builds.
(NEW) Pistol now has Dynamic Reload. Reload duration changes depending on how much ammo you have remaining (minimum reload time is 0.1s).
Ammo capacity increased from 20 to 22.
(NEW) Dynamite now generates 10 Mana.
Dynamite activation delay reduced from 1.0s to 0.5s.
Damage reduced from 250% INT scaling to 125% INT.
Vertical lift reduced significantly to allow for more horizontal movement.
Enemy knockback reduced. The shortened trigger time sometimes knocked enemies INTO the player, which necessitated this change.
Valkyrie (BUFF)
Valkyries were in an OK spot, but with all of the QoL buffs made previously to the Duelist, and the arrival of the Ronin, this character started falling behind. We’re raising their HP to let them make more mistakes when they’re deep in the fray.
Community: Valkyrie HP raised from Low scaling to Average scaling (+15% total).
Assassin (BUFF)
Cloak now applies VULNERABLE if you break the stealth early with an attack.
Barbarian (MINOR NERF + QoL)
The damage of the Barbarian has always been on the wild side, so we’re making a change to keep them more in line, although this is barely a nerf.
Axe ground strike base damage reduced from 260% Strength scaling to 250% Strength Scaling.
Barbarian Shout now plays the Bard Crescendo animation. This causes the shout to now cancel other abilities.
Ballistic Archer (BUFF)
Community: Ground Bow now pierces cursed projectiles.
Boxer (BUFF)
Community: Dash attacks and uppercuts are now Skill Crits.
Chef (BUFF)
Community: Frying Pan Mana generation raised from 10 to 15. Chef doesn’t really need the help, but having more Mana fits with their playstyle better.
Dragon Lancer (BUFF)
Talent cooldown reduced from 6 to 5.
Talent duration increased from 3 seconds to 3.25 seconds.
Mage (QoL)
Tweaked Mage's Wand aim indicator to better match where the explosion occurs.
BIOME/LEVEL CHANGES
Axis Mundi
Axis Mundi has been torn apart! The biome is now separated into five chunks. This was done to improve framerates, while also helping to give the biome more markers for players to check their progress.
Community: Removed the need to be “small” to enter the “room”.
Community: Added a secret way to bypass the Axis Mundi bridge boss. This shortcut allows players to keep progressing without feeling like they’re being “gated” by a boss encounter.
Added an extra light to the bridge boss Insight to help guide players who are running the game with “low” graphics settings.
Kerguelen Plateau
A new hazard has arrived. Nightmares have been replaced with Ice Crystals.
General Level Changes
Community: Changed layout of Golden Chest reward rooms to be less annoying.
Community: Cleaned up ~25 more rooms for illegal hazard/enemy spawns.
SPELLS
Poison Bomb Spell (NEW)
Lob a long lasting poison cloud.
Shockwave Spell (BUFF)
Shockwave explosion increased significantly.
Thunder Spell (BUFF)
Spell cost reduced from 75 to 50.
Flamethrower (QOL + BUFF)
Community: Now a toggle. This takes some getting used to but will help reduce finger cramps on controllers and prevent input-locking on keyboard.
Community: Can now be activated while dashing.
Move speed reduction while casting removed.
Freeze Strike (QoL)
Community: Can now be cast while dashing.
Now destroys Large Projectiles.
Fireball (QoL)
Community: Can now be cast while dashing.
Community: Now marked as “Seen” at the start of the game.
Magma Mass (QoL)
Community: Can now be cast while dashing.
White Star (QoL)
Community: Can now be cast while dashing.
Flame Barrier (QoL)
Community: Can now be cast while dashing.
BURDEN/NG+ CHANGES
The Citadel Agartha Biome Burden now has Flying Masks, Tier 2 Fire Elementals, and Tier 1 Crossbows added to the enemy list.
The Axis Mundi Biome Burden now has Tier 2 Blobfish and Tier2 Eyeballs added to the enemy list.
Added the Kerguelen Plateau Biome Burden.
Added the Stygian Study Biome Burden.
Added the Sun Tower Biome Burden.
Added the Pishon Dry Lake Biome Burden.
BOSS CHANGES
Estuary Tubal (REDESIGN)
Getting the balance to Tubal right has been an interesting challenge because he is a “mob” boss who relies on summoning minions to make the battle more difficult. If your class can one-shot his summons, then the boss becomes a walk in the park. Inversely, classes that require multiple hits to take down those same minions makes the encounter nearly impossible (we’re looking at you lvl-0 speed runners!). So we altered how his mob summoning logic and HP works to COMPLETELY standardize this fight amongst the various player levels. We also changed the cadence of the fight to make it more about him, and less about his summons.
Aggression increased.
All attacks tweaked.
Fixed a bug where Tubal's enemy summon limiter would stop working in his final phase.
Summons now have custom buffs and stat modifiers to make them equivalently dangerous to players at all levels.
Estuary Tubal Prime has been added to the game.
Void Beast Prime (REDESIGN + BUFF)
Redesigned the Skeleton Boss fight to make their difficulty more appropriate for a “Prime” encounter.
Prime bosses are the final challenge, and they should be difficult.
Fight changed. How it changed we’ll keep a secret.
Estuary Naamah Prime (BUFF)
Horizontal Lily attack has been changed.
An additional Nightmare has been added to Phase 2, to bring her up to a more appropriate “Prime Difficulty”.
Void Beast Murmur (QoL)
Reduced hitbox on Bounce orbs, and increased hitbox (for Spin Kicks).
Misc
Many other bosses have been added to the game. 😊
ENEMY CHANGES
Wall Knuts
Poison smoke attack now deals DoT damage, which doesn’t trigger immunity frames or knockback.
Lamps (NEW)
These are some of the oldest enemies in the game and it showed. They’ve needed an update for a long time.
Tier 1 attacks redesigned.
New attacks added for Tier 2 and Tier 3 variants.
Mushbooms (NEW)
Increased Tier 1 move speed while shooting flames.
New attacks added for Tier 2 and Tier 3 variants.
Commanders (NEW)
3 New Commander buffs have been added to add more variety to runs.
Vengeful.
Flamer.
Fury.
Weeds (NERF)
Community: Weeds and all variants no longer deal contact damage to players with elusive (or when the no contact damage House Rule is enabled).
Spear Maiden (BUFF)
Fixed issue where T1/T2/T3 spears were considered normal projectiles. Now correctly classified as large.
Flying Shields (NERF)
HP reduced slightly (all tiers).
Axe Knights (NERF)
Community: Aggro Attack Range reduced (all variants).
HP reduced (all tiers).
Damage reduced (all tiers).
Community: Axe projectiles can now be destroyed by Spin Kicks.
Eyeballs (NERF)
Tier 2/3 Eyeballs now have a longer CD time between chances of them shooting the bouncing homing shots.
Elementalists (NERF)
HP reduced slightly (All variants, all tiers).
PLAYER CONTROL CHANGES
Some major changes have been added to the player in order to improve their snappiness and game-feel.
Player Input
You can now cancel dashes at any point in time (as opposed to just the Void portion) by jumping.
Increased window of Ability Input Queuing.
Reduced CD time between successful Spin Kicks. This is a big boost to players when aerial combat begins to get hectic.
Fixed an insidious bug where attack lockout after a Spin Kick was lasting the duration of the animation, rather than the duration set in the code.
Controllers
Rumble support has been added. This is one sentence, but man was it a lot of work!
JUKEBOX, ACHIEVEMENTS AND STEAM FEATURES
Achievements have been added to the game. Complete achievements to earn songs which you can now play in your very own jukebox!
A jukebox has been added.
Steam Trading Cards, emoticons, profile pictures and icons have been added to the game.
ECONOMY UPDATE
The gold economy is in a pretty good spot right now, but it still highly favours skilled players over the average ones (it also falls apart at high NGs). Modifying how gold works is always a touchy subject, so we’re going to be extremely transparent about it. Lots of notes below explaining our reasons for the changes.
**NOTE: When we lower the base cost of a Skill, that's a massive change because it lowers the "scaling" cost as well. So something as small as a 50 gold decrease can have a cascading result which removes thousands of gold from the total net cost of all upgrades.
SKILL TREE
Massive Vault (BUFF)
This Skill has been in a weird spot for quite a while. It's one of the best in the game, so it had a HEFTY price tag attached to it. The problem is that good players could buy it right away, and average players had to really struggle in order to afford it. It also fell apart at high NGs because it made Trait bonuses meaningless since people were getting more gold than they could spend.
Our changes are to nerf the LATE game (NG+10 and on), while buffing the early game, AND making it more accessible for players of all levels.
Base gold cost reduced from 7000g to 3500g (super cheap!).
Gains reduced from +10% per level to +5% (max cap at level 100 reduced from 1000% to 500%). If you played deep NGs, then you were maxing out gold well before this got anywhere close to +1000%.
Repurposed Mining Shaft (BUFF)
Similar issue as Massive Vault. It was expensive and many people avoided it, not fully understanding how amazing this Skill truly was for gaining gold. We're lowering the price to make it easier to impulse purchase, and also increasing the maximum multiplier it can reach. This should help in the NG+2 and higher range while also filling in the hole that changing Massive Vault may have left behind.
Gains reduced from +15% per level to +10% (see below for max multiplier change).
Level required to purchase Skill lowered from 1500g to 900g (so cheap!).
Initial Max Level (before Cosmic Overload) raised from 5 to 10 (+75% to Trait multiplier now +100% to Trait multiplier before Overload).
Minimum level required to unlock lowered from 30 to 24 (available sooner!).
Maximum level (after Cosmic Overload) raised from 10 to 25 (all of the above changes means the final Trait multiplier has increased from +150% to +250%).
Gold/Ore/Aether Rune (MEGA BUFF)
Getting these economy boosting Runes should be awesome, but most people ended up avoiding them due to their massive weight cost. We lowered the weight of these Runes significantly to let players slot them in however they want, and to really boost their early game.
Rune Weight for all economy Runes reduced from 40 to 20.
Cost to purchase reduced from 1000g/Aether to 500g/Aether.
Rune Costs Retuned
For the longest time people were flush with Aether and we didn’t know why. Our calculations told us the balance should have been pretty good. Turns out our calculator had a bug in it. Whoops! :X
We’ve retuned the cost of all Runes to better scale with the game’s economy.
Rune costs rebalanced. Prices are similar until Rune+2 and beyond, in which cost scaling will begin to ramp up significantly.
Ore Drop Rate
Increased the rate that Ore drops scale with chest level.
Updating Chests
Removing the binary nature of silver/gold and fairy chests to buff the economy.
Silver Chests (BUFF)
Will always drop a blueprint if they can.
If they do not drop a blueprint they will have a % chance of dropping empathy.
They will now always drop Ore, even if you get a blueprint or empathy.
Gold Chests (BUFF)
Will always drop an empathy if they can (unchanged).
Will always drop Ore and Aether, even if they drop an empathy.
Fairy Chests (BUFF)
Will always drop a Rune if they can (unchanged).
Will always drop Aether, even if they drop a Rune.
EQUIPMENT & RUNE CHANGES
Weight & Resolve Overhaul
Weight is one of the biggest modifiers to how much Resolve your character has. In the early game, going light and equipping multiple Relics is more fun, but makes the game harder than just going Chunky and being Relic-less.
We want everyone to be able to enjoy Relics without breaking the game down the road, so we've rehauled the system to make weight classes harder to stay in, while buffing the amount of Resolve you get in every weight class. Our new design now positions "light-weight" as an extremely difficult class to reach, making the medium weight as the ideal goal for Relic-heavy runs.
Changes:
Light to Chunky Resolve Bonus buffed from:
100 -> 75 -> 50 -> 25 bonus Resolve.
To:
125 -> 100 -> 75 -> 50 bonus Resolve.
Weight change limits now occur EVERY 20% (from 25%).
0-20: Light
21 – 40: Medium
41 – 60: Heavy
61 – 100: Chunky
After maxing Equip Weight in the Skill Tree.
0-30: Light
31 – 60: Medium
61 – 90: Heavy
91 -100: Chunky
EQUIPMENT
Gilded Unity Set (TWEAK)
Community: Bonuses changed from TIER 1: Gold +20%, TIER 2: Gold +30%, TIER 3: Ore and Aether +20% to TIER 1: Ore and Aether +10%, TIER 2: Ore and Aether +20%, TIER 3: Gold +50%.
RUNES
Lifesteal & Soulsteal (NERF)
In the Hallow’s Eve update, we implemented a change where every Rune of this type equipped would give +1 to the minimum HP gain. Now that it’s in there we can reduce the scaling, because it has gotten out of hand. This number should probably be lower, but we’ll just leave it like this.
Lifesteal/Soulsteal gains reduced from +5% to +4%.
Gold/Ore/Aether Rune (MEGA BUFF)
Reposting here for clarity.
Rune Weight for all economy Runes reduced from 40 to 20.
Cost to purchase reduced from 1000g/Aether to 500g/Aether.
Retribution Rune (NERF)
Retribution got an accidental buff when we changed it from INT scaling to VIT scaling (VIT is much easier to get). This gave Retribution (an already overpowered Rune) an extremely unneeded bonus.
We've retuned the numbers to fix this.
Return Damage Scaling 100% VIT to 75% VIT.
RELIC CHANGES
The goal for Relics has always been to create a system where players are making hard choices. To accomplish this, we have to ensure there are no “bad Relics”. We’ve pored over tons of feedback, and tweaked as many of the Relics as we possibly could to get it closer to that goal. Thank you to the community for all your input (we’ve been watching from the shadows!).
Lotus Petal (BUFF)
Community: Now grants an additional 7.5% bonus Magic Damage on top of the bonus Mana gain.
Corrupting Reagent (BUFF + REDESIGN)
Too much mental math for too little return. New design increases reliability, while also adding a super simple way to proc poison while escaping, and allows for interesting maneuvers like stacking poison by corner dashing.
Now leaves a poison cloud after EVERY dash.
Poison cloud duration reduced from 2.0s -> 1.0s.
Additional duration stacks unchanged (1.0s).
Hitbox increased.
Marble Statue (BUFF)
Damage raised from 50% MAG to 75% MAG.
Incandescent Telescope (BUFF)
Range requirement reduced from 12 units away to 9 units away.
Community: Fixed bug where it was multiplicative instead of additive.
Icarus Wings (QoL)
Community: Now only triggers if you press JUMP in the air.
Diogenese Bargain (EXPLOIT FIX)
Gold is much easier to come by than XP, making this Relic far too valuable. Many players would stack as many gold multipliers as they could, hire an Architect, and run the same kingdom over and over until they maxed out a class with this Relic. This was definitely not the intended way to play RL2 and broke the game’s balance.
Now has a max XP multiplier of 300%.
Blessing of Strength (BUFF)
WPN. Damage increased from 6% to 7%.
Blessing of Wisdom (BUFF)
MAG. Damage increased from 6% to 7%.
SCAR CHALLENGES UPDATE
(Community) Scoreboard
A scoreboard has been added! You can now see how well you’ve done for each challenge with each class!
(New) Iron/Bronze/Silver/Gold borders have been added to the Scar icons so you can see at-a-glance which challenges you’ve completed.
Scar Challenge Rebalance
Scar Challenges are tough, and some players can’t beat them without the use of House Rules. We’re totally cool with people using House Rules, but we also think there should be a more natural way of lowering the difficulty curve for all players while still rewarding perfectionists.
Starting Resolve increased from 175% to 250%. Now you can really stack the Relics!
Raven’s Ring and Crow’s Ring have been removed from the Scar Challenge pool.
Point loss per hit taken has been increased.
Point loss per Resolve spent has been increased.
Letter grading curve tightened. Should be much more difficult to earn S ranks and higher.
Sisyphus Scar Challenge renamed to Mending Erebus.
Raised soul reward for all platform Scar Challenges from 150, 300, 600 for reaching bronze/silver/gold to 200/400/800 respectively (these souls will be retroactively awarded to players who’ve already scored trophies on these Challenges).
Removed loss of time if you get hit during platform Challenges.
Scar Challenges order rearranged to now be revealed by when they unlock.
New Scar Challenges
5(!) new Scar Challenges have been added to the Drift House. The trophy board can now be fully completed!
SOUL SHOP CHANGES
Contagious Charm has been removed from the shop. All souls spent will be automatically refunded.
Strange Transaction added to the Soul Shop. Allows you to purchase souls with your excess Ore and Aether.
Quintessential Resentment added to the Soul Shop.
Community: Cosmic Overload purchase requirement raised from 60 to 65.
SKILL TREE CHANGES
Art Update
Now that the Skills in the Skill Tree have been finalized, we’ve gone back and retooled the animations and Manor parts so it correctly grows with each newly purchased Skill. Yay!
New Skills
Added 2 new unique Skills.
Removed the temporary bridging Skills used as placeholders for the 2 new classes. Your hero level should be reduced by 2 with this change.
Gold Conversion to Living Safe (BUFF)
Cost to purchase Skill reduced from 850 to 700 (scaling prices reduced as well).
Living Safe Capacity (BUFF)
Max capacity raised from 950 per level to 1250 per level.
Cost to purchase skill reduced from 600 to 500 (scaling reduced as well).
Labour Costs (BUFF)
Now kicks in after 18 Skills purchased (from 15).
Reroll Relic (BUFF)
Community: Max level raised from 5 to 10.
HOUSE RULES & BURDEN UPDATE
Let’s talk about Contagious Charm. This Soul Shop upgrade allowed players to "buy themselves out" of picking Burdens as they entered deeper NGs. This was really meant as a choice for the more casual audience that wasn’t interested in raising the difficulty too much, but it ended up making the NG+ experience far less interesting for all players. Hardcore players would still pick it to min-max their run, as they optimized the fun out of the game.
So, we've scrapped Contagious Charm entirely and made it a House Rule instead! (Don't worry, you'll get all souls spent on that upgrade returned to you).
Now as a House Rule, not only can you bring down the number of Burdens needed to enter a new Thread, but you can crank it up for an extra challenge! This also means we don’t need to design NG+ around Contagious Charm, and can instead tweak it towards players entering higher NG+ runs to create a much more balanced experience.
Burdens Rebalanced
(Removed) Contagious Charm has been removed (spent souls will be refunded).
(New) Modify Burdens setting added to House Rules. Change Burden scaling anywhere from 200% down to 50%.
Community: (New) Burden scaling speeds changed. After NG+10, the speed at which Burden requirements are raised reduces from 2 to 1 per NG+.
Max Burdens now caps at +30 instead of +50. By reducing the rate in which Burden requirements are raised, this cap is reached at NG+20. House Rules will modify this cap, reducing this to a minimum of +15 Burdens, or raising it to a maximum of +60 Burdens.
Burden of Evolution reduced from 15% to 10%.
Burden of Damage reduced from 10% to 8%.
Burden of Health reduced from 10% to 8%.
Runes & Fairy Chests
Community: Algorithm for how Rune blueprints drop out of fairy chests modified to make for a healthier mid and late-game experience.
Community: Empathy bonuses now only have a chance of dropping if the player cannot collect any Runes from a fairy chest.
AUDIO/VISUAL CHANGES
Dozens upon dozens of new effects have been added to the game or updated.
Music tracks have been remastered.
5 new songs have been added to the game.
TRAIT CHANGES
Superfluid (BUFF)
Community: Health reduction reduced from 40% to 20%.
Bookish (BUFF)
Health reduction reduced from 50% to 30%.
Combative (BUFF)
Health reduction reduced from 50% to 30%.
MISC
Slightly increased the odds of getting a Trait.
MISCELLANEOUS CHANGES
A multitude of optimizations have been made to the game. This one minor bullet point represents dozens of hours of work.
Pacifists can now use the following Talents: Obscura, Comet Form, Deflect, Bastion, Super Fart.
Global Timer now pauses when dialogue window is open.
Community: Game Timer now pauses whenever a transition occurs, including in loading screens.
(New) Unique death cutscenes have been added.
Added “The Contract” heirloom.
Title Screen has been updated to track NG+ progress.
A journal has been placed in Curio Shoppes to better explain how the Blessing system works.
The Relic Room journal has been rewritten to better explain how the Resolve system works.
Summoned enemies are no longer affected by the Burden of Evolution.
Updated all ?????? Insight damage bonuses to now properly display their reward.
Community: Raised House Rules base score from 2500 to 5000.
Game Timer is no longer tracked in the Lineage select scene.
Changed diving bell logic to make it more consistently smooth.
Added special death text for when you die in an arena as a Pacifist.
Removed Plaque from the Docks.
Removed Submit-o-tron from the game. RIP.
BUG FIXES
**Due to how many versions we went through internally before v1.0, there will be a lot of bug fixes listed that do not make sense. We kept the patch notes here largely unedited as a little window into the game development process.
Fixed bug where players would very rarely run into enemies that were frozen and unhittable.
Fixed bug where AllFriends Achievement was not working.
Fixed bug where exiting a room during a burst effect would cause its trail renderer to appear in odd places when it gets re-enabled.
Fixed cut out issue with audio.
Fixed bug where audio would sometimes not play.
Fixed bug where entering NG+ would not randomize the first castle you entered.
Fixed Tubal Prime's letterboxing during his boss intro cutscene.
Fixed effects sometimes continuing to play.
Fixed bug where TutorialPurified challenge was not giving its entry in the shop the correct frame.
Fixed bug where SaveManager was marking all directories as properly generated if only some of them were generated.
Fixed bug where hard-closing the game would not track your in-game play time.
Fixed bug where switching abilities at a Curio Shoppe while another ability was on cooldown would mark that ability as useable.
Fixed bug where Challenge Complete sequence would say "Empathies Unlocked" when earning Erebus, even though it has no empathies.
Special ItemDrop window now plays a pause snapshot, and pauses all enemy and player SFX when it pops up.
All shops now play a pause snapshot, and pauses all enemy and player SFX when they pop up.
Fixed bug where Arrow geo would be visible during certain player death sequences if the arrow was never shot.
Fixed bug where the arrow buttons for entering a timeline in the Threads of Fate would sometimes highlight when they shouldn't.
Fixed bug where player would not perform certain abilities correctly if the ability was cast right after the player landed after taking a hit.
Fixed bug where hitting an enemy that had a projectile attached to them would result in the Soul Tether applying the tether effect to the projectile.
Fixed bug where Game Timer was not properly tracking play time for the player's first death.
Fixed bug where the Knockout explosion projectile would sometimes knock flying enemies towards the player instead of away from them.
Fixed bug where the sparkle effects from opening a chest would keep playing even if you paused the game.
Fixed bug where opening the game without existing save files would result in a black screen after the initial loading gear.
Fixed bug where using the Aerodynamic downstrike on Low quality settings would result in a strange blue aura.
Fixed bug where hitting a projectile with the Shockwave spell would not play an SFX, even if the explosion hit an enemy.
Fixed bug where certain text on the Quest tab was using a difficult-to-read red color.
Fixed bug where your healthbar would immediately show the health restored from Death Defy, before the actual death defy animation took place.
Fixed bug where Murmur would sometimes play sword knight attack grunt sfx.
Fixed bug where random floating sticks would appear in the background in the Forest biome
Fixed bug where entering NG+ after beating the game would result in the castle failing to save its state as you traversed through it.
Fixed bug where players were not being given access to a higher thread after beating a lower one.
Skeleton Boss now force summons its remaining minions if you kill it before it can summon them during its mode shift.
Fixed bug where the resource concatenation logic in the Player Info Card was not kicking in correctly.
Fixed bug where teleporting after hitting a cloud would glitch the animation.
Fixed bug where some attacks, like the Lancer's dash were stacking status effects twice.
Fixed RL2 logo in credits not stopping at the right spot.
Fixed bug where retired portraits in the manor were not displayed in their retired state.
Platform hitboxes are no longer disabled when culling due to causing issues with prop stacking.
Fixed Props with platform hitboxes no longer getting their rigidbodies culled. (Again, it caused issues with prop stacking.)
Fixed Props with corgi controllers only getting their rigidbodies culled based on their horizontal distance from the player.
Adjusted the selected BG and description box icon size for the Jukebox to look a little nicer.
Fixed Study Biome Burden Up Void projectile visuals.
Fixed Tubal Prime's Memory not rewarding the player with an Insight Damage Bonus.
Fixed some enemy preview case sensitive names.
Fixed some enemies missing from AssetPreviewManager.
Fixed crash bug if enemy is missing from preview manager.
Fixed Lamech picture appearing in Mehujael memory
Fixed bug where ability queuing was causing the pistol to fire multiple times when pressed only once.
Fixed bug where entering the golden doors would not trigger healing bonuses if you already used it on the Castle boss.
Fixed Enchantress MAX text not being localized.
Fixed bug where stopping an audio snapshot when exiting a biome would result in the snapshot turning back on if it was an override.
Fixed bug where the Library was not displaying journals correctly.
Fixed bug where beating the game twice in a single session would cause Elpis to immediately send you to the next NG after you speak to her.
Fixed bug where loadouts were sometimes not displayed correctly in the lineage scene.
Fixed bug where entering Lineage scene would play a swish SFX when entering.
Breakables in the ending rooms no longer drop gold.
Another attempt at fixing the bug where player would sometimes face in the wrong direction when talking to Charon.
Fixed bug where the Mushboom's charge effect was not following it if you knocked it back.
Fixed bug where Lamps charge effect was not following it if you knocked it back.
Fixed bug where you would gain XP if you killed Irad prime in one of its earlier phases.
Fixed bug where hitting some poles that were rotated would cause their particle effects to appear in an odd spot.
Fixed bug where Mimics would chase players that got too close to them even if they were in room teleporters.
Attempted fix of a null crash bug with Unity's Cinemachine system.
Fixed bug where the Early Access Traitor memory unlocker would not go away until you activated it.
Fixed bug where knocking the traitor boss into multiple modeshifts in a single attack could result in the game's timescale getting stuck at 0.
Fixed bug where fighting the final boss would cause any fullscreen shader effects (like Colour Blindness) to disable.
Contrarian is now disabled when entering a Scar Challenge.
Fixed Mehujael's face not appearing in the prime memories.
Fixed Insight text bug. All insights were displaying their hint/reward state.
Fixed Secret Cave dropping stuff
Removed the question mark portrait from cave supply room.
Fixed some text in the backup window not using a LocID.
Fixed scroll view in the Quest window not updating correctly, resulting in text overrunning its bounds.
Fixed regression bug where bouncy spikes were not bouncing on ground correctly.
Fixed regression bug where a previous timescale fix was resulting in extended durations when time was slowed down.
Fixed bug where drifthouse antlers were making no sound when hit.
Updated the Jousting Studies icon.
The Icarus achievement now triggers the moment you reach the door, rather than enter it, to fix issue where players could not get it if Irad was already beaten.
Fixed bug where if you dashed in the air while aiming an attack, your hero's feet would jitter.
Fixed bouncy spikes not having trait effects applied to them.
Fixed bug where the Jeweler was not showing up in the Skill Tree when starting a new save file.
Fixed bug where previous change to handle low FPS with Aerodynamic was causing it to bounce too high when hitting a bouncy platform at specific positions.
Fixed bug where +1 Soup text was not popping up when picking up mana drops for the Chef if you had the skill unlocked.
Fixed some audio for bosses.
Fixed bug where the land shockwave would play multiples time if the player was far enough away from (0,0) and the time scale was very low.
Attempted fix of bug where an enemy's Current HP could exceed their Max HP, resulting in hitting the enemy and them (effectively) not taking any damage.
Converted breakables HP from float to int in an attempt to fix rare scenario where hitting a prop would not break it (assuming it's a float precision issue).
Fixed bug where if two Zombies were in a room, only one of them would play their smoke effect.
Fixed bug where the player's flight speed would change if Vsync was on/off.
Fixed bug where NG+ scaling was not applying to hazards.
Fixed bug where Cave boss was summoning enemies more times than intended when in the last phase.
Fixed issue where Cave boss could be exploited by hitting him hard enough to enter a modeshift during a summon, resulting in him skipping a summon sequence.
Changed Blink teleport logic to track their next teleport based on their current health, rather than tracking it in tiers and teleporting after each tier is completed.
Fixed bug where offscreen projectile warning indicators were no longer appearing on screen.
Fixed bug where the Axis Mundi biome burden was duplicating cannonballs in certain rooms.
Fixed bug where various foreground props were appearing incorrectly.
Attempted fix for bug where hitting an enemy sometimes deals no damage but their healthbar still appears.
Fixed bug where the Makeshift Explosive ticking sounds were still playing during/after the explosion.
Fixed bug where Defentry explosion projectiles were not being spawned exactly where their warning indicator appeared.
Fixed bug where Blaze Bellows' ending particle effect always played to the right, even if you were aiming to the left.
Fixed bug where enemies were evolving with the Burden of Evolution in fairy rooms.
Fixed bug where returning to the Drift House from a Scar would result in your character flashing for a second.
Fixed bug where some enemy telegraph attack effects were never playing.
Fixed bug where teleporting between biomes did not save the state of breakable props in the teleporter room.
Fixed bug where certain Relic/Healing room sound effects would sometimes not play.
Fixed crash bug related to fast-forwarding in cutscenes.
Fixed bug where getting all bronze trophies was not awarded the achievement or the song on the jukebox if one of the trophies was silver or higher.
Fixed bug where completing Erebus Challenge was showing a weird LocID in the Challenge Complete screen.
Fixed game running in the background when the Death cutscenes play.
Fixed crash bug when calling destroypools on enemymanager when game is closing.
Fixed bug where sentries would appear behind forest terrain.
Hitting signs no longer pops up HP text.
Fixed issue with no SFX playing when navigating the jukebox.
Fixed bug where the player would not aim in the direction of the mouse when aiming upward or downward.
Fixed bug where interrupting Obscura in any way would queue up the Vulnerable status effect on the player's next attack.
Fixed bug where Knockout ability was not triggering its explosion on Murmur boss.
Open Drifthouse shack was accidentally active along with the inactive one for the Drifthouse dud shack.
Fixed text auto-fitting logic not working for single Relic room props.
Enabled player input if they get stuck in an infinite teleporting loop when hitting clouds.
Second attempt at fixing leaves floating behind Manor in surface area.
Fixed bug where Boxer gloves would not render if your character was too much off-screen.
Removed the confusing black tint applied to Empty Vessel Relic.
Fixed the flickering lights.
Fixed wrong input key being displayed to open challenge scoreboard.
Fixed bug where knocking out a large skeleton would have the knockout trail misplaced.
Fixed bug where pressing up and down at the same time when switching weapons in the lineage scene would cause the weapon to turn white.
Fixed bug where explosive barrels would sometimes not blink when triggered.