It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Until I can get change logs showing up properly in the galaxy client and on the site, they will go here. Starting with:

Version 3.0.3
FIXED IN THIS UPDATE
-Fixed some bugged options menu navigation
-Mice and flies appear correctly
-Arrows now drop properly instead of vanishing as often as they did
-VI keys setting could overwrite your new key binds if you made them

# REMOVED IN THIS UPDATE:
-VI keys -don't really need them any more if you can set them yourself, though they may come back as a preset in the keybind menu


Just some more fixes for you guys. Trying to get things as stable as possible. Let me know if you come across any bugs or crashes.

Thanks!
Hi, I have a recurrent crash when exiting the game, but it's not related to the last version, it was always there, when I quit, a window appears asking to terminate Godot... the game works anyway, it saves before the crash and I can continue on the next launch.

I'm on Win 8.1 if it makes difference.
avatar
powergod: Hi, I have a recurrent crash when exiting the game, but it's not related to the last version, it was always there, when I quit, a window appears asking to terminate Godot... the game works anyway, it saves before the crash and I can continue on the next launch.

I'm on Win 8.1 if it makes difference.
It might be an engine thing but I'll see if I can fix it.
If you can, get the game to crash that same way as before and then go to the game user folder and find the log file.
The folder should be %APPDATA%\Godot\app_userdata\ROGUE-FP and in a logs folder there should be a log.txt file.
It might be a decently sized file since I have the game spit out a bunch of data about monster pathfinding and stuff but at the end it should detail the crash.
If you email that file to me at juraxgames@gmail.com it will help a lot.

Thanks for letting me know!
Version 3.0.4

CHANGED IN THIS UPDATE:

-Tweaked the appearance of gasses and fire -should fade out more smoothly and blend together better
-Fire does slightly more damage to the player



FIXED IN THIS UPDATE:

-Crash that could occur if a room got completely removed by a pit
-Crash that could occur if you polymorphed a monster over a pit
-The fire effect not always showing up properly on monsters when they are on fire
-Monsters weren't visibly taking damage when on fire



Some more fixes for you guys.

Progress has also started on 3.1. Grass can burn and torches can fall off of the walls. They just need to be placed intelligently before they can be put into an update. Though I have a pretty long list of things I want to add in 3.1 so It may be a little while.

Please let me know if you find any bugs or crashes! Thanks!
Version 3.1

NEW IN THIS UPDATE
-Monsters now visibly show that they are confused
-Option to change the player @ symbol to ☺
-Flammable grass and manual page for it
-Torches as physical items that can fall off of walls and light grass on fire
-Trolls plant grass as they move
-Key rebind menu now supports changing deadzones -INPUT MAPS HAVE BEEN DEFAULTED, RESET YOUR CONTROLS IF YOU CHANGED THEM
-Run stats are shown on the death screen
-Total gold pile added on the main menu, GLOBAL AGGREGATED STATS DON'T SEEM TO BE SUPPORTED BY GOG UNFORTUNATELY SO ONLY YOUR OWN STATS CAN BE DISPLAYED
-Added some particles to the dungeon for atmosphere
-High Score menu fancied up a little
-New music track for the high score menu
-New sound effects for the manual/bestiary/main menu
-The player's character on the minimap rotates along with the player -looks a little silly but hopefully this helps people

CHANGED IN THIS UPDATE
-Thumbstick deadzones -was using an old ps3 controller for testing and they were quite a bit off, have since gotten a new controller
-Windows on the main menu and pause menu(manual, bestiary, etc) hide the other controls when visible -makes things much simpler to code
-Pumpkins are now back to being bonfires again
-Tweaked ASCII mode slash sprite
-The player is now a different color on the minimap
-Map brightness option now goes up to 5.0 -this is to counteract the GLES2 option making the game much darker than GLES3
-Altered some tutorial text

FIXED IN THIS UPDATE
-Bug where a failry wouldn't polymorph a dropped item correctly
-Bug where the player could attack while asleep from sleep gas
-Bug where sometimes turns wouldn't progress automatically when the player was asleep and the player would have to hold a movement key to wake up
-Stutter when opening up the Manual/Bestiary/High Scores
-Issue where the player might be placed on the same tile as a monster when a dungeon floor is generated
-Shader corruption on the highlights of floor gap-edge tiles
-Typo in Medusa Eye description
-Crash when unequipping a black unicorn horn, including if an equipped black unicorn horn was destroyed by a monster
-Rare bug where extra collision could be placed over a secret wall and block off part of level
-Flickering of ASCII mode monster “blood” on certain platforms

Version 3.1 is here. The main new feature of this version is the burnable grass that now grows all throughout the dungeons. The patches of grass can be lit on fire mainly with the torches that were around before but that can now be knocked loose from the walls. Almost every patch of grass should have at least 1 torch over it so this should give you plenty of opportunities to use it to your advantage. Torches can be dropped by pressing your attack key/button while aiming at the WALL TILE the torch is on. Not the actual torch itself. Torches can also be dropped by being hit with projectiles from a distance.

Also, you can now see how much gold you've accumulated throughout all of your runs by clicking the Gold Pile button on the main menu. You will be able to see all of your hard earned coinage fall from the heavens before you! You don't get anything if you amass any particular amount of gold but I think it's still fun to see visually how much you've played and in a way how much better you might have gotten at the game.NOTE THAT NOT EVERYTHING STARTED BEING KEPT TRACK OF AT THE SAME TIME. Here on gog everyone's gold totals should actually line up to their death counts pretty well except that give ups are only just starting to be counted with THIS update but if you don't give up often then your gold count should be pretty spot on but just in case, don't assume that all of the gold in your total gold count is exactly from the number of deaths and give ups you see there. The reason I didn't just reset all of the stat counters is that some players have put a decent number of hours into the game and so I figured they should be able to see their gold piles right as soon as the update goes live rather than have to accumulate it all over again.

One important thing to mention that was fixed is that some shaders on certain platforms was bugged. I got a test machine that had that issue on the shaders on the floor and managed to fix it. However, I believe some people have also had this issue with the shaders on the walls of the dungeon as well but I don't have any test machines that have that issue and so I can't really be certain that it's fixed yet.
If you turned off the shaders in the options menu because of this, try turning them back on to see if the issue is resolved.

Let me know if you find any bugs or crashes so I can fix them. Thanks for playing! See you next update!
Post edited 6 hours ago by JuraxGames