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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.
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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 November 17, 2024 by JuraxGames
Version 3.1.1

NEW IN THIS UPDATE
-Deadzones for the right thumbstick on controller -INPUT MAPS HAVE BEEN DEFAULTED AGAIN THIS SHOULD BE THE LAST TIME

CHANGED IN THIS UPDATE
-Different pallete for walls when hallucinating -slightly more neon looking colors

FIXED IN THIS UPDATE
-Typo on the death screen
-Monster spawn rate was a bit below what it should be


Small update to give players the option to set the deadzone on their right thumbstick and to correct the spawn rate of monsters. Sorry about defaulting the input maps again, this should be the last time since all inputs are now in.

Please let me know if you find any bugs or crashes. Thanks!
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JuraxGames:
Hi, I played v3.1.1 and the spinning bug finally stopped! Thanks for adding the deadzones!

Also, it looks like the gold bug is still there. I had collected over 3000 gold, but after the player dies it said: Gold Total Amount: 0. I checked the Gold Pile in the menu and the player stats are all zero for some reason.
Attachments:
Post edited November 22, 2024 by IronArcturus
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JuraxGames:
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IronArcturus: Hi, I played v3.1.1 and the spinning bug finally stopped! Thanks for adding the deadzones!

Also, it looks like the gold bug is still there. I had collected over 3000 gold, but after the player dies it said: Gold Total Amount: 0. I checked the Gold Pile in the menu and the player stats are all zero for some reason.
You're welcome!
The gold pile still only works if you're online right now. I'll see if I can get to work offline in a later update.
I too have 0 gold after playing, but in my case is most probably a Galaxy fault... in the last few versions some of the components are contantly crashing and functions like the cloud saves or achievements are not working at all.

Anyway every "offline" feature added to the game is a great plus for me.
Version 3.1.2 from Nov 25th

FIXED IN THIS UPDATE
-Gas spores can descend properly again
-Small path-finding edge-case bug

Version 3.1.3 from Dec 16th

FIXED IN THIS UPDATE
-Bug that made potions bottomless, scrolls endless, and individual rings able to be worn on 2 fingers at the same time.

Version 3.2 should be out within a week or two so look forward to it!

Please let me know if you find any bugs or crashes. Thanks!
HO HO HO! It is I, Saint Jurax, Patron Saint of Rogues! I have come bearing updates for all the good dungeon delvers of the world!

NEW IN THIS UPDATE
-Flying monsters can now fly not just over pits but over walls as well
-Offline stats file for people who play on Steam offline or on linux on gog
-New room: crypt -always has an item, item can be a monster bit
-Added a subtle ambient occlusion-like border around sprites
-Tile layers: gold/ice
-2 new traps: ice trap and gold trap
-Rooms can now have roofs
-Wall and roof tiles can be blown away by gas spore monster bits
-Vines hanging from the ceilings of rooms for dungeon dressing
-Throwing ice monster monster bits will freeze the floor
-Ice monsters freeze the floor as they walk
-Throwing troll monster bits will spawn grass
-New particle effect for stepping on a rust trap
-New, smaller, crosshairs that show how much closer a monster needs to be for you to hit it

CHANGED IN THIS UPDATE
-DEFAULT INVENTORY KEY IS NOW THE E KEY -if you have changed your controls before this then this won't affect you
-Reordered the options in the right-click menu for items to make it easier to throw/drop items
-The first few floors are now slightly smaller than later floors
-Some fonts and their sizes to make the UI a bit easier to read.
-Particles on stairs are now visible on the gles2 renderer
-Increased the amount of damage monsters take from being on fire
-Decreased the density of grass on a grassy tile -will add a slider in a future update
-Made some adjustments to falling speed
-Lowered the pitch of the xeroc noise
-Wand of Fire will now light monsters on fire for a few turns it they fail their save
-Wand of Cold can freeze floor tiles
-Tweaked attack range of player and monsters -shouldn't feel too different though
-Fixed some typos and altered some tutorial text
-Updated tombstone text to state the year as 2025
-Made it harder for monster bits on your armor to be damaged
-Made gas spores more likely to drop their bit after they explode
-Wandering monsters take slightly longer to spawn -this is to balance out later floors where very strong wandering monsters will spawn

FIXED IN THIS UPDATE
-Crash that would occur if you zapped a venus flytrap with a wand of teleport away
-Potential crash that could happen if a pit was put down but didn't actually remove any tiles
-Small bugs involving how halls are put down -shouldn't have cropped up before anyway
-Typo displayed when you jumped down a pit while having the levitation status effect
-Some errors with the pit highlighting shader on floor tiles
-Bug where the floor might not be lit if the player was standing on positions with either x = 0 or z = 0
-Bug where flying monsters were the only monsters that could set off traps rather than the only ones that don't
-Monsters in large rooms were overly aggressive
-Hunger increase was sometimes off by 1

This update brings many new features but the main ones I want to highlight are the offline stats file, the new crypt rooms, gas spores blowing away tiles, and the new crosshairs.
First, a decent amount people like to play offline so the offline stats file will allow them to use the gold pile added in the last update. If you have played online before then the file will sync to your online stats if you do one more run online. However any runs you do offline will not count toward your online stats. So that is to say, your online stats can overwrite your offline stats if they are larger, but your offline stats can never overwrite your online stats even if they are larger.
Second, the crypt rooms are nice little compact mazes that always have an item in them. Whether its a monster bit or a wand or potion or what have you. Frequently undead type monsters will spawn in these rooms.
Third, gas spores and gas spore float sacs that you throw can blast away tiles and the tiles that have been blasted can damage monsters. This is a feature that took a bit of time to implement but I didn't have a lot of time to take advantage of it. In the future, float sacs may spawn naturally around the floor to give players many more opportunities to use these and I'd like to a monster and some traps that revolve around this feature as well.
The same applies with the new tile layers. It took a bit of time to get them in but I wasn't able to use them as much as I wanted or get as many in as I wanted. In the future I plan on testing out having attacks push enemies if they are on ice and vice versa. I also want to add tile layers that add many new terrain effects. As a side note THE STAIRS TILE CAN BE FROZEN AS WELL SO IT CAN BE A BIT HARDER TO SEE. Though the particles that emit from it will still let you know it's there.
Lastly, the new crosshairs and a bit more subtle than the last one and I feel are more helpful as well. Some people mentioned to me that they were having trouble telling exactly how close they needed to be to hit a monster(which is fair since the distance actually changes depending on the angle between you and your target) so the new crosshairs fill up yellow as you approach a monster and then finally turn red when you're in range. It is a bit of a visual change but hopefully everyone gets used to the new ones quickly.

That about wraps it up. A lot of work went into putting in these new features so as always please let me know if you find any bugs or crashes in the bug report thread.

Also if you're enjoying the game consider writing a review! It always helps!.

Have a Merry Christmas!
Post edited 2 days ago by JuraxGames