0.2.4 Patch Notes

Tiny Rogues

Tiny Rogues is a challenging fantasy rogue-lite bullet-hell dungeon crawler with rpg elements. Build a new unique character each run and fight one monster-infested room after another! Discover unique weapons, collect magical items and level up to become more and more powerful!

[i]You might have to restart Steam completely to get the patch immediately.[/i] Hello fellow Tiny Rogues! [img]{STEAM_CLAN_IMAGE}/42901319/fdb81d604f4765953d847641ea22b60e1f3f458b.png[/img] It's me, RubyDev! I am back in full force! Over the last few weeks I cooked up this tiny but nifty update for you all. Expect a few more ones like these before I vanish to prepare the big fish that we all call [i]Tiny Rogues: Into The Abyss[/i]. While I won't announce anything concrete at this point, the rough plan is to get [i]Into The Abyss[/i] ready for release at the end of summer 2024. Watch out for a soon upcoming post about what the future of Tiny Rogues entails. [img]{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png[/img] [h1]0.2.4 Patch Highlights[/h1] [b]New Shrines[/b] Shrines now grant a permanent stat bonus! [img]{STEAM_CLAN_IMAGE}/42901319/0cba2619c83a18d0e8b003c569666c5af6ae738f.gif[/img] [b]New Doppelganger Ability[/b] Doppelganger is now super flexible and can change their passive ability in every spawn room. [img]{STEAM_CLAN_IMAGE}/42901319/c63218a1c7545d92330967187b7a2664f4d7feff.gif[/img] [b]Spellbook Changes[/b] All spellbook weapons now spawn totems [i](little turrets)[/i] which will do the targeting for you. [previewyoutube=1j54Vvtj_D8;full][/previewyoutube] [b]Cursed Rewards[/b] Cursed rewards are now always upgraded by a tier to entice you into risking the curse. Also, Red Dice now cleanse the door from curse. Neat! [img]{STEAM_CLAN_IMAGE}/42901319/99bd8ebbefd93d38abb3ed2f2ec29cf04d669bee.gif[/img] [b]Legendary Equipment[/b] A few legendary equipment items felt very bland and thus new unique effects were added to them. [img]{STEAM_CLAN_IMAGE}/42901319/769ef8680e47cd41a280181c41dab0c75ee84783.png[/img] [img]{STEAM_CLAN_IMAGE}/42901319/bcda6f14a3997cd6bd250f29cd8ba14815b43cd1.png[/img] [img]{STEAM_CLAN_IMAGE}/42901319/cc4a8d9ef92b3093fcbef92656e7f97a38d949d5.png[/img] [h1]Patch Notes[/h1] [h3]New Features[/h3] [list] [*] [b]NEW[/b] Added 3 achievements [i](and reworked one old achievement "Where is my Mind?")[/i] [*] Shrines have been reworked. They allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices. [*] Blood Altars have been reworked. For sacrificing 1 heart or soul heart, they allow you to get an equipment item. You get to pick the base type the item will be. [*] [b]NEW[/b] Cursed Shrines return from their slumber. For +1 Curse they allow you to pick a permanent stat upgrade. There is a total of 20 unique stats available and each shrine prompts you with 3 choices. [/list] [h3]New Options and QoL Features[/h3] [list] [*] Evade refresh cooldown is now displayed in the bottom right corner. [*] Added new option that allows more seamlessly toggling between mouse gameplay and gamepad gameplay. It removes the notification, it reduces the timespan it takes to switch and it makes the mouse cursor permanently visible. I only know very few people who play the game switching back and forth between mouse and gamepad, but for those of you who do, I hope this improves your experience. [*] You can now cancel out of Obsidian Dice and Trait Tomes. [*] You can now eat many consumables directly from the floor. [/list] [img]{STEAM_CLAN_IMAGE}/42901319/0ea647e383cdbac6a514ff731b9457e9fd0081fb.gif[/img] [h3]Major General Changes[/h3] [list] [*] World 1 Floor 1 ([i]Pit[/i]) and World 1 Floor 6 ([i]Reef[/i]) have new original music tracks made by the beloved and talented [url=https://twitter.com/Miguelangell960]MiguelAngell960[/url]. I also added new options to the audio settings in which you can go back to the classic tracks if you prefer those. [*] When a reward (door) is cursed, it now always upgrades the tier of the reward. [*] Red Dice now remove curse from cursed rewards (doors). [*] Cursed Hits and Lucky Hits aren't mutually exclusive anymore and can now happen both at the same time. [*] Cursed Hits: Now roll damage twice and take the lower roll, instead of requiring succeeding critical hit rolls twice for critical hit outcome. [*] Lucky Hits: Now roll damage twice and take the higher roll, instead of rolling twice for a successful critical hit outcome. [*] Minimum damage roll stats can now exceed 100%. If it exceeds 100%, that value becomes the new top end damage and the normal top end damage becomes the new low end damage. E.g.: At 130% minimum damage roll, your damage now rolls between "top end" and "top end extrapolated to 130%". [*] Fear debuff now grants 100% minimum damage taken roll, previously 50%. [*] Horror debuff now grants 200% minimum damage taken roll, previously 75%. [*] [b]NEW[/b] sound ailment: Echo. Similar to effects like Judgement, Doom and Frostbite, upon reaching 2 stacks, this ailment consumes the stacks to deal damage. The damage of Echo also counts as repeat damage. [/list] [h3]Minor General Changes[/h3] [list] [*] Base aura size increased by 0.5 units. [i](Now 6 units, previously 5.5 units, before first nerf 6.5 units.)[/i] [*] The tooltip which describes what impact gloves have on your unarmed attacks now only shows up when you are unarmed. [*] The diminishing returns of Power have been slightly lessened. [*] Effects that recover stamina now indicate that with a sound effect and a little text popup. [*] The event room that grants Excalibur now requires to succeed a minigame, instead of an alignment check. [/list] [h3]Class Changes[/h3] [list] [*] Doppelganger: Got a completely new ability. In each spawn room they can now pick a form to transform to. At the moment you can unlock up to 16 forms of the basic roster of classes. More might follow in the future. Doppelganger's base stats also have been buffed, now starting with 2 hearts like all the other classes and now also starting with 2 dexterity, 2 strength and 2 intelligence instead of 1, 1 and 1. [*] Monk: Now only consumes Ki-Charges if you hit an enemy with a primary attack shortly after dashing. Previously consumed them on dash. Now also recovers all your stamina points when consuming your Ki-Charges. [*] Deprived: Has a new ability: "Gain 10% increased stats from strength, dexterity and intelligence per curse on you.". Previously made it so cursed rewards (doors) upgrade whenever possible, but that feature has been faded into the main game. [*] Hero: Now gains +1 luck at level 2, 4 and 6. Previously gained +1 luck per good alignment point you had. [i][b]RUBYDEV NOTE[/b]: I came to the conclusion it is weird that the first class a new player plays throws the alignment mechanic at them. Especially because alignment really only gets relevant in maybe 10 hours from that point. New hero is a bit weaker but also more straight forward. But don't worry I have a plan for the future to give back some power to the Hero.[/i] [*] Warrior: Ability has been reverted to what it was before the 0.2.0 update. It now grants 10% increased attack speed per heart container you have. Previously it granted 10% more attack speed per weapon upgrade level. [i][b]RUBYDEV NOTE[/b]: When 0.2.0 came out, players didn't have a lot of ways to invest into heart containers, so the old ability was kind of useless. The 0.2.1 patch reintroduced a lot of ways to get hearts though. I reverted the ability because I think we all liked it better. It definitely makes warrior a lot stronger in the early game.[/i] [*] Soldier: The ability now works with all 2-handed weapons, instead of all melee weapons. [*] Bard: The old ability has been scrapped completely. New ability is that bard now scales repeat damage twice with the intelligence and dexterity scaling of their weapon. This synergizes with the new sound ailment Echo, which counts as repeat damage. Again: Bard will get back some of the fun and flexibility of the old ability in a future patch. [/list] [h3]Equipment Changes[/h3] [list] [*] NEW accessory: Lilith's Legacy [*] White Robe: Now doubles the effect of shrine blessings. Previously made shrine effects permanent. [*] Chance Ring: Attunement requirement increased from 4 to 5. [*] Elven Boots: Attunement increased from 2 to 3. Now grant 20% increased movement speed while not having taken damage for at least 5 rooms. Previously granted 20% increased movement speed while having a shrine effect. [*] Elven Gloves: Attunement increased from 2 to 3. Now grant 20% increased attack speed while not having taken damage for at least 5 rooms. Previously granted 20% increased attack speed while having a shrine effect. [*] Elven Set Bonus: Now makes Evades refresh after completing 1 combat encounter without taking damage or evading instead of 5. Previously made a guaranteed shrine appear on the start of each floor. [*] Hero Cape: Now grants 10% increased damage per point of luck you have, up to 30%. [*] Turtle Armor: Now +10 equip load heavier. [*] Hand of Blood: Has new effect: Now makes %-modifiers to attack speed also affect bleed tick rate. [*] Hand of Poison: (formerly Acid) Has new effect: Now makes %-modifiers to attack speed also affect poison tick rate. [*] Hidden Blades: DMG reduced by 15% and projectile speed reduced (and thus range) reduced slightly. [*] Cobalt Shield: Now 10 equip load lighter and rare, previously epic. [*] Dragonscale Shield: Effect fixed, didn't work before. Now grants melee damage, previously melee boss damage. [*] Flame Shield: Threshold for "nearby" increased, from 5 units to 10 units. Also 10 equip load lighter. [*] Gladiator Shield: Now only 1 block, but added -1 to global tally threshold. Also 10 equip load lighter. [*] Spiked Shield: DMG bonus reduced from 75 to 125 to 50 to 115. [*] Balrog Heart: Now only grants 3 hearts but now also grants 20% increased burn damage per heart container. [*] Demon Shell: Now +10 equip load heavier. Now only grants 2 armor but now also grants 5 to 50 dark damage per armor you have. [*] Illusionary Cloak: Added a new effect which makes it so Evades count towards total amount of Soul Hearts for the purpose of effects that scale with amount of Soul Hearts. [*] Mithril Coat: Now only grants 1 armor, but now has additional effect which refreshes your Death Defies every room. [/list] [img]{STEAM_CLAN_IMAGE}/42901319/a6ca368fcdfd39c2d462c95514f95ab3ab8d4e83.png[/img] [h3]Weapon Changes[/h3] [list] [*] Weapon damage scaling has been widened a bit. (Check screenshots below for a before and after.) All weapons with an E scaling as their highest scaling have been compensated with 5% to 10% more base weapon damage. All weapons with an A scaling as their highest scaling have had their base damage reduced by roughly 10%. All weapons with a S scaling as their highest scaling have had their base damage reduced by roughly 25%. It's now a bit more important to scale weapons correctly and weapon scaling tiers matter a bit more. [*] Additionally there is a new scaling soft cap. At [i]10 + Level * 5[/i] points of investment in one attribute, every point beyond that will only increase damage by half of what it did before the threshold. [*] Spellbooks: All Spellbook weapons now summon totems instead of attacking themselves. Similar to how the Volcanic Codex worked already. Base damage, scaling and attack speed values have been adjusted for this change. [list] [*] Arcane Torrent Tome: Now summons totems. [*] Banshee Tome: Now summons totems. [*] Bombardment Tome: Now summons totems. [*] Consecration Tome: Now summons totems. [*] Ex Mortis: Now summons totems. [*] Fiend Commander Codex: Now summons totems. [*] Firebomb Codex: Now summons totems. [*] Icicle Tome: Now summons totems. [*] Knife Summon Tome: [i](previously Blade Summon Tome)[/i] Now summons totems. [*] Shadow Grasp Tome: Now summons totems. [*] Spider Summon Tome: Now summons totems. [*] Volcanic Codex: Improved attack range. [/list] [*] All attacks from weapons that deal sound damage, primarily from instrument weapons, have been nerfed by roughly 40% damage. This might seem a lot but this compensates for the new Echo ailment damage. [*] Elven Bow: Now gains 10% more attack speed per Evade you have. Previously gained 50% more attack speed while having a shrine effect. Doesn't drain mana anymore. [*] Increased the maximum range of all bible and flail spinners by roughly 1 unit. This is usually more than 10% range increase. [*] Unholy Bible: Base damage has been reduced but now spins 3 bibles, up from 2. [*] Matrix Bible: Base damage of spinner has been increased by 15%. [*] Eldritch Bible: Base damage of spinner and tentacle attack has been increased by 15%. [*] Doomerang: Base damage has been increased by 25% and attack speed has been increased from 2 APS to 2.5 APS. [*] Death Sickles: Base damage increased by 10%. Now gain 2.5% critical hit chance per soul you have, up from 1%. [*] Nyan Cannon: Base damage increased by 15%. [*] Candy Scroll: Sugar Rush buff now only stacks up to 5 stacks. Now, instead of granting full stacks on picking up a mana star, gains 1 stack of sugar rush on attack. Base damage increased by 5%. [*] Crimson Staff: Base damage reduced by 20%. [*] Gold Chakrams: Base damage reduced by 10%. [*] SMGs: Base damage increased by 10%. [*] Railgun: Base damage of both primary and secondary attack reduced by 10%. [*] Fractal Glaive: Base damage from main projectile reduced by 30%. The beam width and duration has also been reduced to make it a bit easier on the eyes. [i](Check bug fixes for a hidden buff to this weapon.)[/i] [*] Twin Daggers: New effect: This weapon has double critical hit chance. Previously made lucky hits roll +1 additional time for critical hits. [*] Hunting Knife: Now gains +100% critical hit chance when triggering a mark. Doesn't inflict bleed anymore. [*] Imp Dagger: Critical hit damage per evil increased to 100%, up from 75%. [*] Mail Breaker: Now inflicts all stacks of Armor Break at once. [*] Ninja Dagger: Critical hit damage from dexterity doubled, from 2.5% per to 5% per. [*] Soul Thief Dagger: Now gains +10% critical hit damage per Soul, up from 5%. [*] Twin Karambits: Now grant Swiftness on critical hit, instead of on kill. [*] Cross Glaive: Base damage reduced by 30%. [*] Ivy Scroll: Base damage reduced by 30%. [*] Piranha Gun: Base damage reduced by 15%. [*] Boneforce: Base damage reduced by 15%. [*] Seraphim: Base damage reduced by 10%. [*] Phantasm: Base damage reduced by 10%. [*] Saxophone: New effect: This weapon has double lucky hit chance. Previously guaranteed lucky hits against targets affected by an emotion debuff. [i](And the effect didn't even work...)[/i] [/list] [b]OLD:[/b] [i](% damage bonus per point)[/i] [img]{STEAM_CLAN_IMAGE}/42901319/ee4fc56acaef9899a846920d6a2a3d353168fcd0.png[/img] [b]NEW:[/b] [i](% damage bonus per point)[/i] [img]{STEAM_CLAN_IMAGE}/42901319/300506e0c07e7a0d4f3f2dde64aa62fed3932a66.png[/img] [h3]Trait Changes[/h3] [list] [*] Pocket Magic: Now specifies that it doesn't work with weapons that summon totems. [*] Polarity Shift: [i](Cyborg Specific Trait)[/i] Now works works more similar to the Paw Gloves. Instead of reversing what is a lucky hit to a cursed hit and vice versa, it now makes it so that lucky hits are also cursed hits and vice versa. [*] Tempest Kick: Now happens on the tally of 10 primary melee attacks. Now recovers 1 stamina point instead of triggering your on dash effects. [*] Swagger: Now only triggers you on dash effects on the tally of 10 primary attacks. The guaranteed critical hit is still on the tally of 5 primary attacks. [*] Alacrity: Reworded the description slightly. [*] Hunter's Patience: Hunter's Mark now applies 20 stacks, up from 10. [*] Dominance: Now only grants 2% increased effect of buffs and aura radius per intelligence, down from 2.5%. [/list] [h3]Enemy Changes[/h3] [list] [*] Gorgon enemies now are fully grey. [*] Commander Walrus: Shoots a lot less projectiles in phase 1 and 2. Increased health and armor by 10%. [*] Vermin King: Trash bag mortars explode into less projectiles and the flames released from exploding farts have had their range reduced. Increased health and armor by 10%. [/list] [h3]Cinder Changes[/h3] [list] [*] Cascading Pain: Now makes curse 50% more likely to take effect. Previously increased chance for cursed rewards to appear. [/list] [h3]Meta Perk Changes[/h3] [list] [*] Left To Fate: Now makes curse 20% less likely to downgrade room rewards, previously 25%. [*] Personal Agency: Now makes curse 30% less likely to seal room rewards, previously 50%. [/list] [h3]Fixes[/h3] [list] [*] Fixed that King's Crown and Inspiring Presence trait would not work with each other. [*] Fixed that totems could target invincible, invulnerable and invisible enemies. [*] Fixed that the tooltip showing tipsiness stacks when buying booze in the tavern wasn't correctly updated. [*] Fixed that the "Reset Gamepad Bindings" button in the option menu didn't work. [*] Fixed that the meta perk "Drinking On The Dot" could prevent the other meta perk "Farewell Drink" from spawning the tavern in floor 10. [*] Fixed that tipsiness said "loose" instead of "lose". [*] Fixed that Gloom was bugged. It added +0.25 damage taken from cursed hits, instead of increasing damage taken from cursed hits by 25% per stack. This explains why it felt so lackluster and for that reason it also has been changed to instead grant 10% more damage taken from cursed hits per stack now. [*] Added some missing tooltips to the Star Lantern offhand. [*] Fixed that Inferno Potion had the wrong buff icon. [*] Fixed that effects like the one from Fractal Glaive would not scale correctly with modifiers to tick rate of periodical effects. [*] Fixed that the Fractal Glaive kept shooting for a short duration after having returned to the player. [*] Fixed that the reward description of Blood Altars and Blood Chests would show the incorrect heart icon. [*] Fixed that the Bat Wings helmet was giving +0.1 repeat damage, instead of correctly 100% increased repeat damage. [/list] [b]That's all folks![/b] [quote=RubyDev] And because people frequently reach out to me to ask how they can support me and the game even further, here's my friendly reminder that [b]leaving a positive review is the best way to support any game on Steam[/b]. Don't be shy, you don't have to be a lyrical genius! Steam reviews are really just like and dislike buttons but for games. [img]{STEAM_CLAN_IMAGE}/42901319/efc93712ad24b2e1587310d8ca644ebb5f22d2a1.png[/img] - RubyDev [/quote]