Patch 1.5 + The Gem Mines
Hey everyone.
We welcome you to our latest patch. Version 1.5 has addressed so many issues it's hard to know where to start. The team has been working non-stop since our launch in June. This patch is the fruits of our labour, it not only includes fixes for known issues, improvements on QoL, and directly implemented community feedback... buuuut also NEW FREE content too. The Gem Mines!
As always, your feedback is essential in streamlining the Roguebook experience for everyone. Please take your time to have a look at how we've improved the game for you, and if you like, leave a comment below. We're reading everything. Thank you.
NEW FEATURE: GEM MINES
Enter the mine, defeat the traps, loot the treasure. Gem Mines are a new unlockable area to explore.
Gem Mine features:
Traps
The gem mines are filled with traps. Each trap you defeat gives you access to more treasure.
New traps to encounter:
Swinging Guillotine
Crystal Door
Living Wall
Debilitator
Puzzling Wall
Orb of Resistance
The Three Flowers
Traps provide unique challenges to defeat them within a certain amount of turns. (Or in some cases… survive them).
New map and battle environment
Gem mines feature an entirely new underground map tileset and battle background.
Unlocking the Gem Mines
You’ll find Gem Mines available as a new Embellishment.
Once you have the Gem Mine embellishment, every new run will have a guaranteed Gem Mine. Gem Mines are always located in the Oversky.
The price for entering a Gem Mine is 2 brushes.
MORE NEW FEATURES
Linux !!!Linux !!! The long awaited Linux version is available now.
Configurable keyboard hotkeys have been added to the game. You can adjust these from the settings menu. (Note that this is the first implementation, and we have plans to add more hero related ones in the future.).
Note : this feature will be fully complete with the patch 1.6 with notably the movement of the heroes.
New unique animations have been added to the game, including Mortars, Hailstorm, Rain of fish, and Soul Eater eating allies.
The fluidity of playing cards has been improved.. You can now spam cards very quickly.
NEW CONTENT
New Narrative Events
Rain of Fish: A unique event that requires Aurora in the party. (We plan to implement unique events for each hero in the future)
Imperial Camp: Choose to train with the troops, or swear an oath to the emperor.
Wheel of Chaos: Take it with you, or spin it for good luck.
Soul Pact: Offer part of your soul for additional power.
New Sharra Cards
Lead
1 cost
Rare
Charge
Attack for 9.
Increase this damage by 3 for each Ally you control.
Windstorm Archer
2 cost
Rare
{ally}, {aggressive}
{activate} - Attack an enemy. Lose {aggressive} this turn.
Valkyrie
2 cost
Epic
Attack the leading enemy for {dynamic_number|power|5}, gain {faeria|1} and draw a card.
Repeat for each {courage} you have. Lose all your courage. ({dynamic_number|courageCounter|0})
New Sorocco Cards
Sentinel Strike
1 cost
Common
Attack for {dynamic_number|power|10}.
If this kills an enemy, gain {block|8}.
Wild Swing
2 cost
Rare
Discard your hand.
Attack for {dynamic_number|power|0}. (6 times the number of cards discarded.)
Ulani
0 cost
Epic
{ally}
At the start of your turn, add a random card to your hand for each point of {spirit} Ulani has.
New Seifer Cards
Kobold Tactics
1 cost
Common
Attack for {dynamic_number|power|10}.
If this kills an enemy. attack the leading enemy for {dynamic_number|power|8}.
Red Curtain
1 cost
Rare
"Gain {block|16}.
Seifer loses 4 life."
Call to Arms
2 cost
All <b>Allies</b> gain 2 spirit.
New Aurora Cards
Empower
1 cost
Rare
Choose an enemy, your other hero attacks them for {dynamic_number|otherHeroPower|12} and gains 2 {power} for the rest of the turn.
Reallocate
1 cost
Common
{combo}
Until the end of turn, reduce an enemy's {power} by 2 and your other hero gains 2 {power}.
Fist of the tortoise
2 cost
Rare
Attack for {dynamic_number|power|10}.
Gain {protection}.
{exhaust}
New Treasures
War Banner
Rare
Whenever you end a turn with 8 or less {blocknumberless}, the leading hero gains 1 {courage}.
Didjeridoo
Epic
Draw one extra card at the start of your turn.
Oradrim Censer
Common
Whenever you {exhaust} a card, gain {block|1}.
Magda's Tiara
Rare
Radiant Hearts heal 5 more life.
New Gems
Ruby of Valor
Rare
This card's attacks deal bonus damage equal to your {courage} + 3.
Sapphire of Valor
Rare
Gain 1 courage.
We have also added a new achievement for completing a gem mine.
Quality Of Life
Certain animations have been sped up to increase game pace. This is an area we plan on focusing more on in the future.
Hovering an ally or hero with activated ability now shows combat predictions.
It’s now possible to skip the animation at the start of a run by pressing any key (after your first run)
You can now click on cards in the shop to enlarge them before buying
Rune of Sights now prioritize finding more valuable events, and avoids smaller gold piles and Vaults.
The “end of run” sequence is now more polished.
Eye for an Eye and Burst Powder now stack with themselves.
A lot of text has been reworked to be more clear.
BALANCING
The game has been changed to try and make it harder at high epilogues but more ‘fair’ at all levels. Final bosses have been tweaked so they don’t hard counter certain strategies as much. On the other hand the scaling from epilogues has been increased. In conjunction with this various cards/gems/talents/treasures have been changed to make it harder for the heroes to get completely out of control. Most notably, many gems that give energy to the heroes have been toned down or reworked so that the game does not have to be balanced around 8 energy per turn.
On the other hand, despite the game being a little easier than we would like at higher epilogues, Sharra needs help as she has been consistently underperforming compared to the other heroes. This patch she gained small damage buffs to 15 cards in her kit to help her in her identity as the hero with the highest up front damage in the game.
Final Boss Changes
Avatar of Mist
Mist no longer automatically destroys the player’s deck every few turns.
Instead, he will dissolve cards from the player’s discard when he takes damage. In this way, players always get a chance to play any card before it is dissolved (Unless they fail to block)
He will still dissolve cards when he lands an attack. However, he dissolves less per hit while attacking multiple times at lower damage values. This lets you get 'partial success' where you block half an attack and only have half as many cards destroyed.
Avatar of Greed
All the cards in deck now cost +1 permanently, but cards created afterwards will not be increased. (For example, adding Daggers to your hand will cost 0)
Epilogue Changes
Epilogue difficulty scaling has been generally increased: Enemies at higher epilogues do more damage and have more life.
Enemy statuses now scale with Epilogues where appropriate.
Stealth has been replaced with: Guardian Spirits: At the start of each battle, give all enemies protection.
[/b]Rising Fervor now gives enemies +1 power each turn in all battles, instead of only normal.
Greed is Good damage increased from 2 -> 3. Gld auto pickup is now disabled during this epilogue. Damage no longer triggers when picking gold from loot bags.
Compulsive: Shop/Alchemist cost increased from 20% -> 40%.
Lantern Faeries: Reworked so that they are easier to kill initially, but scale in HP over a chapter. You now reveal spaces based on how much damage you deal, rather than if you killed them or not.
Battle Changes
XP for killing the first boss has been increased.
Enemies can now apply Aura of weakness on random positions instead of always at the front.
Rainbow Yak’s base stats have been toned down a bit
Apex Predator has received a significant buff. It is harder to stagger, has more life, and does more damage.
The Berserker and Rapala Elite battles in chapter 2 have been made a bit easier.
Legendary tiki palanquin has been tweaked. On the third turn he now attacks and gains power instead of attacking and giving weak
Events, stories
Adjust what chapters some narratives can appear in to make them less high rolly early game and better on average late game
Card, Gems, and Treasures
Buff 15 Sharra cards so she is more bursty
Move spinning blade to rare from common
Rework Recall: Now common, changed from “return all daggers from your dissolve pile to your hand” to 2e “combo, add 3 daggers to your hand. If this is discarded or exhausted, add a dagger to your hand.
Buff mania, decrease cost from 1 to 0. Decrease set rage from 6 to 5.
Dissolve cards can no longer be copied in combat
Primal skull changed from "+4 cost, gain 8 energy." to "gain 15 block. This costs 1 energy more."
"shield of the chosen" now increases your block to 20 even if you had some block already. Previously only worked if you had 0 block.
Increase the damage taken per card with Eye of Insanity from 3 to 4.
Nerf Kappa study. Now draw 2 cards instead of 3
Talent Changes
(PARTY) Quick Thinking: changed from “When you have no cards in hand, draw a card.” to “The first time each turn you have no cards in hand, draw a card.”
(PARTY) Rending Blow: now bleeds for 1/3 the damage instead of half.
(PARTY) Stoicism: now blocks for 4 each turn, down from 6.
(SOROCCO) Guardian: has been removed.(Whenever the heroes play a Defend, draw a card.) It has been replaced with Ogre Tempo: Every 3 times the heroes swap, add a Headbang to your hand.
(SEIFER) Adamant Blood: (Receive no wounds when Seifer dies) now also gives Seifer +10 max HP.
(SHARRA) Hidden Blades: now gives 3 Daggers, down from 4.
(AURORA)Cold Blood now draws a card at the start of the turn if Aurora has 7 life or less, down from 5 or less.
Shadowed Gem, Snipestone and Heroic Emerald have been reworked.
Shadowed Gem: is now Charged Ruby:: Rare. Charge. Hero attacks from this card deal +4 damage when played from the back.
Snipestone reworked to: Legendary. Each time the hero hits with this card, inflict a critical hit.
Heroic Emerald is now Warden’s Diamond: Common. Retain. At the end of your turn, if this is in your hand gain 1 Block.
[/list]
BUG FIXES
The cloud save on mac has been fixed
Sorocco’s Insatiable talent has been fixed.
Hammer Time’s text has been adjusted to clarify how it works with discounts and cost increases. “This always costs all your energy. “
Aurora’s Teapot achievement now works.
Several bugs involving deck reshuffling have been fixed.
The settings panel should no longer be ironically too big on large screens.
Fixed some crashes involving using a brush while a golden faerie is alive.
Majinata’s Blessing now blesses properly.
Tiki Palanquin will no longer incorrectly use his “Legendary Boss” moveset in all Epilogues. Whoops.
Volley’s dynamic number has been fixed.
You can now see the gems on Seifer's reference card when he is enraged.
Adamant Blood’s reference card now properly appears. (Wound)
Devil Cry now has the ability to socket damage modifier gems.
Enraged versions of cards in the shop now display gems sockets correctly.
Corrected some Narratives where the card highlight was missing on drafts.
Trance and Aurora's dream now draw the expected amount of cards, even if you have stackables in your hand
Take Cover no longer triggers when Sharra takes 0 damage
Defender of the Homeland has been fixed. He was blocking and gaining power more often than intended.
The Deck and Party buttons now properly translate when changing language
Garudan's Talon no longer fires infinitely after being triggered once, in some instances.
Fixed a bug with the “Complete With All Hero Pairs” achievement that prevented it from advancing when it thought heroes were not in the correct order.
Shaman behaviour has been further tweaked.
"On fire" now goes down to 0 stacks and disappears instead of staying at 2
Fix a crash when continuing a run with the magic carpet
Fix gate scene and shop scene for the resolution 21:9
Promote had different play behaviour on rage mode, now you play it by dragging it onto an ally
fix an issue with auras that could be on the wrong character
Ban Fugoro's hat from the shop to fix a bug where it would not reveal the map