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Rogue: Genesia 1.0 - Patchnote

Major Changes

A-rank World

Added A-rank world, requiring you to complete 20 challenges before accessing it Added Void Dimension zone Introduced Corrupted enemies, a rare and powerful variant of non-elite monsters. Swarm stage can now appear anywhere in A-rank

B-rank and A-rank Survivors mode

Reactive Card Weight based on player picks

Cards that are not picked multiple times in a row will see their drop weight reduced the more they get ignored by the players. This should lead to the game more properly giving out cards the player is looking for. The reduced weight starts after not picking a card more than 4 times. Picking a card resets its counter.

Run loops

After completing certain events in the manor, you'll unlock run looping. Event: Get more than 500 corruption in the Mirror event in the manor, and you'll have the possibility to break the mirror, which unlocks the loop. After finishing a run, you'll then have the possibility to loop. You start back at the first zone with much stronger enemies and higher XP rewards. Each loop increases equipment quality dropped by 4. You cannot loop again if an enemy has reached infinity health during a loop.

New Challenge

A-rank challenge "Rooted"

Final damage applied to enemies' exponent is rooted (scales with challenge level)

A-rank challenge "Vanilla"

Disable Equipment Disable Talents

A-rank challenge "Blood-Handed"

Each enemy killed increases base corruption by 1 Each elite killed increases corruption multiplier by 10% Each boss killed increases final corruption power by ^1.1 Corruption reduces your damage (Applied after Purification effect) Game over if the corruption exceeds 10^38

A-rank challenge "Soulless Champion"

Disable Soul-Shop

A-rank challenge "Pacifist"

You no longer have a weapon All stages are survival stages Bosses slowly take damage over time You gain experience over time based on the stage you are in.

A-rank Hardmode challenge "Rooted Cubed"

Final damage applied to enemies' exponent is rooted (scales with challenge level) Final damage applied to player exponent is cubed (scales with challenge level)

A-rank Hardmode challenge "Purist"

Disable Equipment Disable Talents No Shop No Card pick-up at the end of stage No Artifact No Events No Chest

New Soul-shop upgrade

F-rank, final damage based on enemy knowledge in bestiary

Each skull on a monster will also increase the damage it takes by 1/2/3/4/5% Unlocked by completing 1% of the bestiary

E-rank, reduced damage based on enemy knowledge in bestiary

Each skull on a monster will reduce the damage from them by 1/2/3/4/5% Unlocked by completing 10% of the bestiary

D-rank, exp drop on enemy knowledge in bestiary

Each skull on a monster will further increase experience dropped by them by 5/10/15/20/25% Unlocked by completing 20% of the bestiary

C-rank, Equipment quality per Bestiary completion

Increase Equipment quality by 0.001/0.002/0.003 per bestiary completion Unlocked by completing 30% of the bestiary

B-rank, power damage scaling based on bestiary completion

Increase Power damage scaling by 0.25%/0.5%/0.75%/1% per bestiary completion Unlocked by completing 50% of the bestiary

A-rank, Equipment quality per Bestiary completion

Increase Equipment quality by 0.0025/0.0050/0.0075/0.0100 per bestiary completion Unlocked by completing 75% of the bestiary

A-rank, Stat boost per challenge completed

Increase Max health, Power, and XP Gain by 1% per challenge completed per level Unlocked by Blood-Handed challenge

A-rank, Soul shop upgrade - Enemy health exponent

Reduce enemy health exponent Unlocked by completing "Rooted" challenge

A-rank, Rarity Reroll Count

Unlocked by completing Vanilla Challenge

A-rank, Soul Coin Multiplier

Unlocked by completing Soulless Champion Challenge

A-rank, Elite Artifact drop chance

S-rank, Area Size

S-rank, Power

S-rank, Defense

S-rank, Max Health

S-rank, Soul-coin Gain

S-rank, Projectile Count

S-rank, XP Gain

S-Rank Enemy count increase

S-rank final damage based on enemy knowledge in bestiary

Each skull on a monster will also increase the damage it takes by 4/8/12/16/20% Unlocked by completing 90% of the bestiary

New Talent

New Passive talent - Soul Expansion

For the first 60 sec (+6 per level) of a stage, gain 1% (+0.1 per level) of your experience requirement per second At level 10, experience gain scales with the log10 of the experience multiplier Unlocked by completing Pacifist

New Active talent - Protective Field

Damage is absorbed by your talent charge before being applied to your character. (After Defense) Each Talent Charge point can block 0.5 Damage blocked is increased by 0.8% per Card-Level. When active; reduce Talent charge rate by 50% Unlocked by killing 100 Protective spirits

New Artifact

Unstable Core

On Dashing, Gain Unstable charge. Unstable charge increases your Damage by 50% but also increases Dash Cooldown by 50% per stack. Unstable charges get reset if no charge is gained within 5 seconds Unlocked by killing Void Primordial

New Soul-cards

Wormhole - Ascended

Upon taking fatal damage, heal you by 25% of your health, and kill the damaging monster if it is a normal monster Cooldown: 60 seconds Exclusive to Void Plane

Gravity Field - Ascended

Greatly slow down enemies and projectiles as they get closer to you Exclusive to Void Plane

Void energy - Heroic

Each missing Talent charge increases your Damage Multiplier by 0.002%. Exclusive to Void Plane

Nullifier - Heroic

Nullify one instance of damage Cooldown: 15 seconds Exclusive to Void Plane

Thermodynamic - Heroic

Increase damage of projectiles based on their speed

Accelerator - Ascended

Every time a projectile hits an enemy, increase its speed by 15% Initial projectile speed reduced by 30%

Energy Conversion - Heroic

When your remaining dash charges are lower than 3, use 750 Talent charge to generate a new dash charge

Energy Production - Epic

Upon taking damage, increase your current Talent charge by 10.

Soul Capacity - Epic

Upon killing a monster, increase your Maximum talent charge by 5% for 60 seconds

Friction - Epic

Moving increases your Talent charge rate by 50%

Energizer - Rare

Increase your Talent charge rate by 10%

Capacity - Uncommon

Increase your maximum Talent charge by 10%

Efficiency - Uncommon

Decrease your talent charge cost by 5%

Goblin's eye - Tainted

Increase Critical Damage Multiplier by 0.25% Unlocked by killing A-rank goblin shaman

Worm scale - Tainted

Increase Defense Multiplier by 0.25% Unlocked by killing A-rank Giant Worm

Bone dust - Tainted

Increase XP Gain Multiplier by 0.25% Unlocked by killing A-rank Necromancer

Magma Drop - Tainted

Increase Damage by 0.40% Unlocked by killing A-rank Lava Titan

Vampire's Blood Drop - Tainted

Increase Max Health and Health Regen Multiplier by 0.20% Unlocked by Killing A-rank Vampire Queen

Primordial's Shard - Tainted

Increase Defense Piercing Multiplier by 0.25% Increase Defense Shredding Multiplier by 0.05% Unlocked by Killing A-rank Void Primordial

QoL

Reworked the Modifier Encyclopedia

Display more modifiers at once, allow searching, and display a bit more information than before, also more inline with the rest of the game.

Reworked the forge menu on how equipment modifiers are crafted.

You can directly choose which modifier to change in the forge menu without going through a separate menu that just added extra menuing. Should also make things clearer to craft modifiers (some players simply didn't understand how to do it)

Added a Tutorial logs entry in the Encyclopedia

  • Improved modifiers name/category displaying.

  • Knight amulet allows players to craft any variant of it without any RNG.

  • Bestiary now displays its completion (in both milestone and percentage)

  • Vampire queen now has her own music track

  • Reworked Bestiary description

  • Added additional tutorial text about Talents, Quickgame, and Equipments

  • Added tooltip to bindings

Other Changes

After completing A-rank, you unlock the possibility to start seeded runs

  • Player will no longer collide with enemies and crates during dash

  • Gargoyle in Manor now has much lower health and damage, but MUCH MUCH higher defense, especially in A-rank

  • Soul-coin gain from gold is soft-capped after 9999 (about 81 million gold coins)

  • Soul-coin gain from gold is hard-capped at 99999 (about 10^14 gold coins)

  • Enemies' levels now properly scale within the stage in a zone in Quick Mode Before, at stage 7 in quick mode, enemies were level 7, now they are level 11, since this is equivalent to stage 11 in normal mode)

Modding

  • Stage rewards refactorization to be moddable like many other systems.

  • Enemies can now cast multiple abilities at once, you can use the MultiCastAbility() function to cast an additional ability without altering the enemy's behavior

  • New command "listEnemies" List all enemies alive and their ID New command "dumpEnemyInfo ID" Get info about an enemy with their ID.

Optimization

  • Improved performance for Infinity end screen

Fixes

  • Some elites being marked as normal enemies, causing some stages to softlock

  • Bear Fang & Monster Hunter talent not properly applying their effect on stage start after a game load

  • Knight amulet displaying the wrong weapon in the modifier crafting menu

  • Challenge tracker having some challenges being displayed as completed (full bar) when it wasn't the case

  • Band of Valiance not properly checking if a monster was an elite and never giving bonus XP

  • Dynamic Difficulty not properly tagging elite enemies

  • Bear Fang not properly giving the bonus from boss killed

  • Singularity gland not properly applying its gravity on Elite monsters

  • Pharaoh fang passive not working on Elite Monsters

  • Challenge not being displayed in game history

  • Challenge leveling not displaying the right rank

  • Necromancer splitting projectiles becoming allied with players after splitting

  • Procedurally planned objects having double collisions (especially crates since you would get sort of ghost collision until it was destroyed)

  • Sage leaf cooldown buff duration being off due to corruption

  • Pause/game menu not opening in Zone Selection

  • Some enemies not appearing or appearing later than they should in a zone in quick mode

  • Salamander hide damage being counted as Fiery Dash

  • Creating new profile not properly resetting bestiary completion

  • Enemies' defense calculation being done twice for part of damages (that also meant double defense shredding application)

  • Sloth not working

  • Vine of Time sometimes stopping working in Rog's mode.

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