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VERSION 3.0 September 30th

NEW IN THIS UPDATE
-Monster pathfinding is now multithreaded
-Smoothed out map zooming
-Overhauled floor generation
-Pits will appear on the level, jumping into one will take you to the next level down but deal a lot of damage
-Flying monsters will path over pits, eg kestrals, bats, griffins
-2 new trap types
-Hunger meter for standard mode and difficulties below ROGUE
-Wall/floor shaders can be turned off -menu option
-Status effects now show descriptions if you mouse hover over them
-Mouse sensitivity slider in the options under preferences
-Particle effect for polymorphing monsters

CHANGED IN THIS UPDATE
-Changed map zoom in/out keys to =/- instead of up and down. Mouse wheel still works.
-Changed how the players speed is calculated when moving diagonally
-Changed how the players and monsters reaches are calculated when facing diagonally
-Monsters now get a chance to wake up when the player enters their view rather then when the player enters the room they are in
-Moved status effect icons out of the stat bar to make room for the hunger meter
-Darkened the floor tiles of the first few floors.
-Darkened slime mold sprites
-Darkened all item sprites on the map
-Moved some settings around
-Changed the year on the grave (completely forgot about that)
-The fairy is now a flying monster, which means it moves at double speed but still attacks at the normal rate like the kestral
-Flying monsters will not set off traps anymore
-Gas spores can now be polymorphed
-Magic Missiles are buffed to the correct amount of damage: 1d4 + 1
-In classic mode monsters now have to fail a saving throw vs magic to be hit by a magic missile otherwise they take no damage
-Lowered the default values for MSAA and Inosotropic filtering
-Lowered shader cache size to 128MB which is more appropriate
-Improved bat and phantom movement in classic mode
-If you search and find a trap, the name of the trap is now displayed
-Rewrote the controls in the manual to be more concise

FIXED IN THIS VERSION
-Crash caused by pressing the Esc key right after clicking the Dig Dungeon button
-Bug where deaths between levels 10 and 15 were not counted on steam's stats
-Bug where if a fairy was killed by an arrow trap it would still try to polymorph one of your items
-Scroll of confusion not letting you confuse a monster
-Rare crash that could occur in classic mode if a hall generated in an odd way
-Divide by zero crash involving the venus fly trap -it can hold you forever and so the timer for the status effect is set to 0
-Crash that could be caused by throwing a weapon with the “returning" enchantment

UNDER THE HOOD:
-Changed tiles from nodes to objects -Should improve load times
-Changed the Steam API
-Bumped up steamworks version to 1.60 -Not sure if this and the change above would affect much on gog as opposed to other versions but it's up to date anyway along with gog's steam api wrapper

The main features in this update are the overhauled floor generation and multi-threaded pathfinding for monsters for standard mode.


VERSION 3.0.1 October 4th

NEW IN THIS UPDATE:
-Rebindable keys/buttons menu -accessable from main menu and pause menu

CHANGED IN THIS UPDATE:
-For October bonfires are now Jackolanterns
-Changed the confirm button on controller to Xbox A, was Nintendo A/Xbox B
-Changed the wand zap button on controller to Xbox B, was right bumper
-Changed default attack button on controller to right bumper, was Xbox A -this is so the player has to take their thumb off of the thumbstick less often
-Improved thumbstick feel
-Tweaked menu look to be a little more bold

FIXED IN THIS UPDATE:
-Tutorial text box buttons have focus when they appear
-Retry button has focus on the death screen
-Potion of Raise Level now gives the correct amount of xp for both modes
-Fixed potential crash involving certain wands

The main features of this update were the menu to rebind your keys and the festive change from bonfires to jack'o'lanterns.


VERSION 3.0.2 October 6th

FIXED IN THIS UPDATE:
-On start up the game was not properly reading your new input map if you had changed the controls

Those are the changes to ROGUE-FP since launch here on gog. I hope you guys are enjoying the game! If you are, a review is ALWAYS appreciated!
I will keep working hard to make ROGUE-FP even better. Thanks!
Post edited October 07, 2024 by JuraxGames