Hey Heroes,
We thought we'd let you know that tomorrow we'll be dropping the next patch for Rogue Heroes, aptly named "Patch 1.5".
The team have been working hard to squish bugs and take onboard your feedback, so much so that we have some of the fixes ready to go now. So, rather than wait to add more fixes in that we're still working on, we're releasing what we've already fixed tomorrow!
Please note that there is more to come on the bug fixing and quality of life front in upcoming Patches, including multiplayer desync fixes, the remaining class passive fixes and more.
For now though, here's what's coming in tomorrow's Patch 1.5:
[h1]Patch Notes Preview[/h1]
[b][u]Features[/u][/b]
[list]
[*]Added Abandon Run option to pause menu which will kill the player allowing them to leave a dungeon at will. Players will retain all loot as if you were killed by an enemy, trap or misplaced bomb.
[*]Added toggle for turning off screen shake in the options menu
[/list]
[b]New Reaper Bonus[/b]
Added a new ability to the Reaper allowing them to absorb monster essence upon slaying an enemy and unleash a guaranteed critical hit on collecting enough. The Reaper will glow orange when they've absorbed enough energy.
[b]New Mage Bonuses[/b]
[list]
[*]Added Mana on kill when using a sword (10% mana per kill)
[*]Added bonus damage to runes (100% -> 150%)
[*]Reduced mana cost of runes (100% - > 75%)
[/list]
[b]New Witch Potion Bonuses[/b]
[list]
[*]Potions used by Witch do 1/2 effect to all nearby players
[*]200% effect for health and magic potions
[*]150% effect from damage, armor, class ability cooldown buffs
[*]125% effect from speed potion buff
[/list]
[b][u]Balance[/u][/b]
[list]
[*]Added brief invincibility (1 second) to finishing a Knight or Bomber's leap ability
[*]Added chance for Zap Jelly spawns in several Dungeon 1 rooms
[*]Added chance for Zellenak to spawn in more Dungeon rooms
[*]Added some tall grass within croaker caverns to give players more of a chance to heal up in this area
[*]Made zombie not stun when taking damage while rising out of the ground
[*]Made zombie not cause collision damage briefly to players when first starting to leave the ground
[/list]
[b][u]Quest/Progression Bugs[/u][/b]
[list]
[*]Made warping to dungeon 4 when on Find Dungeon 4 advance the quest state
[*]Made the hermit NPC give the player a compass regardless of quest state if they're beyond this quest and don't own it
[*]Fixed players being able to use the Ranger, Mage, Knight, and Bomber abilities to move past ice slopes without the Ice Boots
[*]Fixed talking to swamp guard before the explore the swamp quest causing the next dialog/quest to not be available
[*]Fixed going to dungeon 4 and revealing it before completing dungeon 3 causing the quest state to not move forward when arriving there later for the Find Dungeon 4 quest
[*]Fixed not being able to turn in the farmer quest when the player has collected the Kezar Fist before starting it
[*]Fixed some issues with turning in 3 fish to Emily in the dock house. Added check in save updater to fix this if it occurs.
[/list]
[b][u]General Bugs[/u][/b]
[list]
[*]Fixed 'Connecting...' not resolving issue. Lobby data packet to joining player from host will now continue to attempt to send instead of sending once on the join callback which could fail due to dropped packets.
[*]Fixed resolutions greater than 1080p having issues with 'modern' control scheme when the mouse is on the far right or bottom of the window
[*]Fixed dialog getting stuck on when selecting Yes when client talks to Griff in first quest
[*]Made the farm lot build immediately on its lot instead of going to lot selection as only one lot is available and clicking on it wasn't functioning
[*]Made dead players not needed to move forward and ready up when in lobby house
[*]Fixed rain not watering crops when changing days or using the storm rune
[*]Fixed Mimic blocking the path forward in some cases, the chest will no disappear when opened
[*][Online] Fixed closing a popup for equipping a new class in the tailor shop can cause players to trigger the side effects of the last run popup
[*]Fixed pressure plates updating while dormant
[*]Fixed being able to buy tools from the tool shop instead of getting them from Niks research shop- [*]Fixed an issue where players could leap from Breezy Island on overworld_H6 and land on the water
[*]Fixed an issue where players could walk through collision on overworld_K16
[*]Fixed an issue where players could clip through a wall and skip a locked door in croaker caverns
[*]Fixed an issue where players could get stuck in a wall while transitioning, leading to softlock in croaker caverns
[*]Fixed an issue where a solo player could potentially get themselves stuck between two switch barriers in Dungeon 3 2x1e
[/list]
That wraps up our Patch 1.5 preview! We're 99% sure this will be what's in tomorrow's patch as we run through the last stages of our Patch QA. So, unless something falls into a pit trap we're all but good to go!
Thank you everyone for your patience, feedback and bug reports. They all really help and as you can see, they bear fruit!
If you do encounter a multiplayer desync please do let us know and provide as much information as possible, even if it seems really simple. Desyncs can be the trickiest bugs to fix, so the more we know the swifter we can act.
We'll see you all tomorrow for Patch 1.5!