About the Game
Defeat all enemies in one room after another and choose the next reward you'll gain!
The game offers you over 20 unique floors with unique sets of enemies to discover.At the end of each floor, you have to face a difficult boss encounter!
There are over 40 boss fights in the game, including multiple final bosses.Unlock and play 34 different character classes!
Dive into your adventures with 34 different character classes, each with its own unique passive abilities.Equip yourself with unique and powerful items!
There are over 500 different equipment items in the game.Level up and build a powerful and unique character!
With over 100 unique traits, every run will offer you a different set of power ups.Level up outside of the game and gain helpful perks!
After each run you progress a little further and get to allocate new powerful perks.Key Features:
- Fight against rooms filled with enemies! Adventure through over 20 uniquely themed dungeon floors with a total of over 40 different boss encounters to defeat! Each run you have to overcome 10 floors, each with a random boss, guaranteeing maximum gameplay variety and replayability!
- Dodge incoming bullet-hell-like attacks!
- Level up and choose traits from a selection of over 100 different traits to power up your character!
- Specialize your build in one of 3 core build archetypes, melee, ranged and magic!
- Discover over 400 different weapons!
- Discover over 500 different equipment items!
- Unlock 34 different character classes with unique passive abilities!
- Progress deeper into the game following World Objective quests and levelling up your Mastery Level to unlock powerful and game-changing meta perks!
Screenshots
8 images
Version Information
Steam Patch Notes
Official update history
Updated the project's unity version and re-built the game because of Unity Security Vulnerability.
Alignment required to enter endgame floors is now 2 by default, down from 4. (Alignment is being removed in the next major update so might as well make this less annoying in the meantime.)
Removed the console log when the "Legacy Stamina" Game Rule is ON. (Not needed, it can be seen in the stamina bar.)
Removed lengthy console log which explained that game rules don't affect your ability to earn achievements or game progress. (Behavior is still the same.)
Added new splash line: "Now without massive Unity security exploit!".
Had to push out this hotfix because the Unity security issue, Tiny Rogues was not affected by half of them due to being built in IL2CPP.
More news and teasers on the big next update coming soon. Still working hard on it every day! Progress has been great!
- RubyDev
Fixes
- Fixed that the effects of Bombardment Tome and Knife Summon Tome didn't actually work. Bombardment Tome can now be upgraded with Illegal Gun Parts and the Knife Summon Tome with Blacksmith Whetstone.
- Samurai's Dashing Strike skill now aborts when the player is teleported. E.g.: when going through a door.
General Changes
- These camera shakes are not forced upon you anymore (they are now affected by the option): Centurion Hunter Indicator, Centurion Hunter Appearance, Super Flight Skill, Infestation Explosions
- Added 2 new Options to the Video Options tab. "Camera Update Method" and "Interpolate Player Rigidbody". I highly recommend that you turn on Player Rigidbody Interpolation in case you switch to Camera Late Update. Some players report choppy gameplay on highframerates and ask me to change the Camera Update from Fixed Update to Late Update. You can now accomplish this in the option menu. In my experience Fixed Update without Interpolation (so the default) looks smoother at low and mid FPS.
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- Added a new tab to the Options Menu: Game Rules. Currently there are 4 Game Rules in the game. You can toggle Equip Load Penalties. You can toggle the Enemy Health and Armor bonus from the 0.2.8.4 Update. You can unlock all classes (only on Beta) and you can go back to old Stamina Recovery.
To be more specific, the legacy Stamina Recovery Option halves your Stamina Recovery Time but instead makes it so you only generate 1 Stamina Point any time the bar fills.
When you spawn into a run with Game Rules enabled there will be a message in the Console displaying that those Game Rules are indeed enabled. The message is visible for 10 seconds. (This nuisance is the only downside of Game Rules.)
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Other Balance Changes
- Ethereal Dice are slightly more common.
- Forethought: Now recovers 2 Hearts upon entering a new Floor, previously 1.
- Lich Companion (Necromancer Skill): Damage reduced from 105-120 to 90-100.
- Skeleton Warrior Companion: Damage reduced from 30-70 to 40-55.
- Skeleton Archer Companion: Damage reduced from 35-75 to 45-60.
- Skeleton Mage Companion: Damage reduced from 60-70 to 60-65.
- Dashing Strike (Samurai Skill): Damage increased from 120-165 to 150-205.
- Viper Loop (Ring): Now grants +2% Poison Duration per 1% Critical Hit Chance, previously +1% per.
- Flare Mantle: Now grants +30% Burn Tick Speed, previously +25%.
- Hazmat Suit: Now grants +250% Damage Over Time, previously +100%. Now also makes you deal x0.50 Attack Damage.
- Inquisitor Robe: Now grants +100% Aura Damage, previously +35%.
- Dark Moon Hood: Now grants +45% Dark Damage, previously +30%.
- Demolition Helmet: Now grants +25% Explosion Damage, previously +20%.
- Inquisitor Mask: Now grants +35% Aura Radius, previously +30%.
- Shaman Mask: Now grants +25% Nature Damage, previously +20%.
- Thunder Mask: Now grants +25% Lightning Damage, previously +20%.
- Voodoo Mask: Now grants +35% Poison Damage, previously +25%.
- Warlock Hood: Now grants +45% Necrotic Damage, previously +30%.
- Bone Talisman: Now grants +75% Bleed Damage, previously +50%.
- Chem-Tech Lantern: Now grants +25% Critical Hit Chance to Damage Over Time effects, previously +20%.
- Mojo Talisman: Now grants +50% Poison Duration, previously +35%.
- Inquisitor Set Bonus: Now also grants x2.00 Aura Radius. Now also makes you deal x0.50 Attack Damage.
- Horseshoe Pendant: Now grants +30% Lucky Hit Chance, previously +20%.
- Baseball Cap: Now grants +30% Lucky Hit Chance with Melee Weapons, previously +20%.
- Circlet: Now grants +30% Lucky Hit Chance with Magic Weapons, previously +20%.
- Cowboy Hat: Now grants +30% Lucky Hit Chance with Ranged Weapons, previously +20%.
- Talisman: Now grants +20% Lucky Hit Chance, previously +10%.
I've had the idea for the Game Rules tab for a long time. Not every player cares about "my vision" and I don't like standing in their way of enjoying the game.
It's inspired by Game Rules in Minecraft and even I, a person who usually never mods games and fully immerses themselves in other developers visions, have played with e.g.: Fire Spreading Off before. So I am not exempt of this happening or wanting such a feature in a game.
I will always make changes that I think are the best. If you trust "my vision" then you won't mess with game rules but if you are convinced something was a big mistake and is detrimental to your enjoyment - you can now change it.
I hope to add more game rules in the future, especially when more "spicy" or "hot topic" changes come.
I made the Console show which Game Rules are toggled for the case of Challenge Run or Speedrun videos. Most likely those are the only players that care about an even playing field.
I hope it suffices as an indicator.
If you have any ideas for additional Game Rules, please let me know!
Cheerio,
RubyDev{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png
Fixes
- Fixed that Ice Dragon, Arcane Golem, Jousting Champion and Scholar Mages would still be wearing Santa hats sometimes.
- Fixed that Chaos would be able to roll Santa's loadout.
- Fixed the outdated information provided when you got Cursed for the first time.
- Fixed that Spinners from Flails and Bibles would not count towards Orbital Count for e.g.: Esper's "Mama's Stuff" trait.
- Fixed that the Puppeteer Set Bonus and Esper's "Mental Link" trait would not work at the same time. If both are active, Companion Damage now applies at 125% value to you.
- Fixed a game freeze that could happen when spawning into a run.
- Fixed a game freeze that could happen when somehow starting a run without having a class selected.
- Put in additional safeguards to prevent game freezes from happening when Boss Pedestals run out of rewards to give. (E.g.: because too many dice were used.) The game should now also show Error Messages if it happens so that this can be further improved in the future.
- Fixed that Flame Wall from Pyromancer could be placed significantly further away than the indicator would show.
General Changes
- Damage and Area increase gained from Power now falls off harder. (I don't understand my own formular so I can't tell you by how much.)
- The Kuo-Tao Merchant (both in the Reef and in Black Market) no longer sells the Jellyfish Companion anymore.
- The following Companions can now be acquired by fishing: Snail, Eel, Jellyfish and Pistol Shrimp.
Status Effect Changes
- Bleed: Damage reduced from 105-150 to 70-105.
- Burn: Damage reduced from 90-125 to 55-75.
- Disintegration: Damage reduced from 10-30 to 10-25.
- Echo: Damage reduced from 15-30 to 15-25.
- Frostburn: Damage reduced from 90-105 to 70-85.
- Necrosis: Damage reduced from 150-225 to 115-170.
- Poison: Damage reduced from 10-20 to 10-15.
- Shadow Fangs: Damage increased from 5-15 to 10-20.
- All scalings of: Bleed, Burn, Disintegration, Echo, Frostburn, Necrosis, Poison, Shadow Fangs, Glimmer and Nettles are now S/S/S, previously A/A/A.
- Secondary ailments, namely: Corruption, Diffusion, Frostbite, Judgement, Roots, Rupture, Scorch, Toxic and Zap now apply a x1.30 multiplier to their Damage Type, previously x1.25.
- Fragility: Now applies a x1.40 multiplier to Damage Over Time taken, previously x1.30.
Weapon Changes
- Ivy Scroll: Damage reduced from 110-135 to 80-100.
- Fireball Wand: Attack speed reduced from 1.5 to 1.25. Damage reduced from 115-170 to 80-120.
- Toad Plague Scroll & Spider Summon Tome: Fixed that multiplicative Companion Damage increases would not apply correctly to these Weapons. They still aren't calculated 100% correctly due to technical limitations in this quick fix. For the purpose of these Weapons, multiplicative bonuses will work but as additive bonuses.
- Ocarina of Time: Damage reduced from 350-425 to 315-385.
- Aurora Scroll: Damage reduced from 520-775 to 425-635. Aurora Damage reduced from 210-315 to 170-255. Scaling changed from C/C/S to -/S/S.
- Nimbus Scroll: Damage reduced from 65-195 to 60-180.
- Staff of Unlimited Power: Damage reduced from 35-105 to 35-95.
- Balrog Wand: Damage reduced from 205-310 to 190-280.
- Blight Wand: Damage reduced from 115-125 to 105-115.
- Obliteration Wand: Damage reduced from 90-135 to 85-125.
- Sun Vortex: Damage reduced from 425-575 to 385-520. Trigger Damage reduced from 605-905 to 545-820.
- Excalibur: Trigger Damage reduced from 60-125 to 75-100.
- True Excalibur: Trigger Damage reduced from 80-155 to 90-125.
- Death Sickles: Damage reduced from 100-130 to 90-120.
- Titan Sickle: Damage reduced from 85-110 to 75-105.
- Gungnir: Damage reduced from 240-320 to 215-290.
- Necrosword: Damage reduced from 190-285 to 175-260.
- Zenith: Damage reduced from 185-250 to 170-230.
- Boneforce: Damage reduced from 120-165 to 110-150.
- Kraken: Damage reduced from 100-130 to 90-120.
- Michelangebow: Damage reduced from 125-190 to 115-175.
- Phantasm: Damage reduced from 140-190 to 130-175.
- Seraphim: Damage reduced from 100-140 to 95-125. Trigger Damage reduced from 220-330 to 200-300.
- Farmageddon: Damage reduced from 125-155 to 115-140.
- V.B.F.G: Damage reduced from 215-360 to 165-270.
- Mega Machine Gun: Damage reduced from 100-130 to 90-120.
- Destructo Glaive: Damage increased from 25-45 to 40-55.
- Lightning Javelins: Damage reduced from 85-250 to 70-210.
Companion Changes
- Spirit Bear: Damage reduced from 125-250 to 135-180.
- Spirit Eagle: Damage reduced from 90-180 to 95-130.
- Spirit Wolf: Damage reduced from 55-95 to 55-75.
- Jellyfish: Now have an Attack Speed of 0.5, previously 1.0. (They were too good at applying Shock for you. I originally wanted to increase their weight so you can only have 1 Jellyfish but I decided against it last minute because it's an iconic staple companion at this point.)
Equipment Changes
- Vampire Cloak: Doesn't make you Hearts count as Soul Hearts anymore. Now grants +10% Damage per missing Heart Container. Now weights 20 Equip Load, previously 30. Now recovers 2 Hearts on defeating a Boss, previously 1.
- Cloak of Mystra: Now grants +25% Damage per Mana Container you have, previously x1.10 Magic Damage per Mana Container.
- Archwizard Hat: Now grants +100 Power when you have at least 30 Intelligence, previously would grant +100% Skill Effect.
- Pyromancy Gloves: Now grant +20% Burn Damage, previously +4 seconds to Burn Duration.
- Bishop Hat: Now inflicts Judgement to all Enemies in the Room, previously would make Weapons at Upgrade Level 4 and higher inflict Judgement.
- Kabuto: Now grants +125% Critical Hit Damage while wielding a Weapon at Upgrade Level 4 and higher. Previously it would grant +125% Critical Hit Damage TO Weapons at Upgrade Level 4 and higher. (This means the Critical Hit Damage bonus is now applied to you, instead of the Weapon and thus also works on other sources of Damage than your Weapon now.)
- Meteor Set: The Set Bonus now grants +20% Melee Damage per Mana Container you have and +20% Magic Damage per Armor Container you have. Previously, +20% Mana Recovery per Mana Container.
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Trait Changes
- Forethought: Has a completely new effect, instead of granting 10% Attack Speed per missing Mana it now grants "Your Hearts count as Soul Hearts." and "Recover 1 Heart upon entering a Floor.".
- Spellblade: Now grants Attack Speed based on missing Mana, previously based on Mana Containers.
- Pushing Through: Now grants +0.3% Damage, Stamina Recovery Speed and Movement Speed per Equip Load on you, previously +0.5% each.
- Grenadier: Damage increased from 295-365 to 365-445. Now triggers a Grenade every 4 seconds, previously every 3 seconds.
- Cull the Weak: Now also applies Fatigue, which is now purely a x0.80 Movement Speed Debuff, every 4 seconds to the Enemy with the lowest Health.
- Exit Strategy: This trait now, in addition to refreshing the Damage Over Time effects, now also ticks all Damage Over Time effects once per Stamina Container you have.
- Opportunistic: Has a completely new effect, instead of making Damage from Skills apply Fatigue Debuff, it now grants x1.20 Damage at Far Range while there are fewer than 4 Enemies in the Room and x1.30 Damage at Close Range while there are more than 2 Enemies in the Room.
- Bramble Growth: In addition to making Nature Damage inflict Bleed this trait now also grants x2.00 effect of Nettles.
- Fire and Blood: Now only applies a x0.35 Damage multiplier on Bleed and Burn, previously x0.25.
- Rage: The Rage Buff now stacks up to 40 times, granting 1% Attack Speed per stack. Previously 10 stacks with 4% each. Rage now decays one stack after another instead of at the same time. Melee Attacks now grant 5 Stacks of Rage, previously 2.
- Savage Wounds: Has a completely new effect, instead of making Bleed ticks apply Vulnerability it now makes it so that Attacks from you and your Companions tick Damage Over Time effects on the target.
- Unforgiving: This trait additionally makes Damage from your Skills apply Vulnerability now. The Vulnerability applied is also affected by the "+100% Effect of Ailments and Debuffs inflicted by Skills" that this trait grants. A lot of edge cases of this trait not actually working at all have been fixed. E.g.: Arrest from Soldier, Jinx from Deprived, Consecrate from Cleric and Holy Shield from Paladin.
- Steady Strikes: This trait halves all Attack Speed modifiers but makes them also apply to Damage at 200% value. Previously this would only affect "Attack Damage" but now it's all Damage. While being a huge buff to the trait, this makes the trait a lot more interesting to scale e.g.: Damage Over Time effects or Skills with it.
- Lightning Conductor: Damage increased from 130-380 to 145-425.
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Skill Changes
- Consecrate (Cleric): Damage increased from 125-185 to 140-205.
- Dark Arts (Ninja): Damage increased from 445-679 to 545-820.
- Dashing Strike (Samurai): Damage increased from 95-130 to 120-165.
- Flame Wall (Pyromancer): Damage increased from 30-45 to 35-50.
- Frost Nova (Sorcerer): Damage increased from 220-265 to 300-365.
- High Noon (Gunslinger): Damage increased from 225-305 to 280-375.
- Jump (Dragoon): Damage increased from 210-285 to 260-350.
- Missile Storm (Cyborg): Damage increased from 135-165 to 150-185.
- Parry (Mystic): Damage increased from 160-220 to 180-245.
- Piercing Volley (Ranger): Damage increased from 275-370 to 305-410.
- Rend (Warrior): Damage increased from 70-90 to 85-115.
- Shield Bash (Knight): Damage increased from 160-220 to 200-270.
- Smoke Grenade (Bandit): Damage increased from 270-330 to 300-365.
- Super Flight (Super Hero): Damage increased from 635-855 to 770-1045.
- Telekinetic Barrier (Esper): Damage increased from 50-70 to 60-80.
- Twirl (Dancer): Damage increased from 455-615 to 505-680.
- Vengeance (Demon Hunter): Damage increased from 95-125 to 105-140.
- Arrest (Soldier): Now also deals 105-140 Physical Damage.
- Holy Shield (Paladin): Now also ticks for 10-15 Radiant Damage 3 times per second.
- Flex (Barbarian): Now also deals 85-110 Physical Damage to all Enemies in the Room.
- Deceive (Jester): The decoy now also attacks Enemies, dealing 130-175 Slashing Damage. The decoy has the Attack Speed of your Weapon.
- Wild Shape (Druid): Bear Form now grants Attack Speed instead of Stamina Recovery Speed. Transforming into a Bear recovers all Hearts now. Transforming into a Monkey grants Stamina Surge (the buff that Green Blessings grant) now. Transforming into an Owl grants a Soul Heart if you don't already have one now. Mana Recovery reduced from 0.25 to 0.1 per Room.
Enemy Changes
- Enchanted Enemies now have a base health and armor multiplier of x1.25% on them, scaling up to a x3.00 multiplier at Floor 10. Previously this would start at x1.00 and scale to x2.50 at Floor 10.
- Each Cinder modifier now only increases Enemy Health and Armor by +0.25% per Floor, previously by +0.5% per Floor.
- All Enemies now gain +5% Health and Armor per Floor. This stacks additively with the bonus from Cinder. Basically this means, Enemies on Cinder 0 are significantly harder to kill (+50% Health and Armor at Floor 10). The more Cinder modifiers you play at or are used to, the less effect this change has on you. The base game without Cinder modifiers has been too easy for a long time. A lot of power creep has happened over the past year. Many players have been asking for a beefier base game as not everybody enjoys the mayhem that Cinder modifiers bring to the table. This was a well needed shift in difficulty distribution. Read my yapping below if you are interested in more of my thought process.
Mastery Tree Changes
- The nodes "Repercussions" and "Superstitions" swapped places as "Throne Quest", being gated behind "Superstitions" could be an unfavorable things when trying to go for specific class unlocks.
As you can see a lot of buffs happened but the base game also got a bit more resilient.
Some legendary weapons have been nerfed - which probably won't stop them from being an automatic win - but it's a nice balance attempt on my part.
All Damage Over Time effects have had their base damage reduced but the opportunity for scaling them has been increased by e.g.: buffing Fragility, some traits and their scalings.
This should limit their ability to completely annihilate Floor 1 and 2 Bosses within 3 seconds. Instead it will be 10 seconds now! {STEAM_CLAN_IMAGE}/42901319/fdb81d604f4765953d847641ea22b60e1f3f458b.png
I've played a few runs on Cinder 0 myself, trying to make as suboptimal and non-synergistic trait choices as I could and the pace of the game was still very quick. I definitely wasn't annihilating Bosses within 1 second anymore but they fights were still very quick. Some players were even directly asking me to include some way to make enemies a bit beefier as they didn't enjoy the added noise Cinder modifiers bring with them but still wanted enemies to put up a bit more of a fight. I agree, hence the changes in this patch.
I am also happy to announce:
For the first time in Tiny Rogues history I will make this version of the game available as a separated Beta version to preserve this game version for the future. This update is most likely one of the last patches of the "Between Heaven and Hell" era of the game. With the next big update a lot of changes will come and while it won't be quite as crazy as when we went from Pre-0.2.0 into "Between Heaven & Hell" there will still be a ton of changes. I believe this version of the game deserves to be preserved as it is quite fun and served us well!{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png
This patch was an attempt at polishing this state of the game so that it will be preserved in the best state possible. The next patch will probably bring the technical requirements for splitting save files between versions. (I still plan to make even older versions available too - eventually.)
I am still tinkering on the scope of the next big update (which obviously will include the Abyss!).
Let me know below if you'd be interested in a post where I talk about all the planned features and changes.
- RubyDev
- Removed ad for the Tiny Rogues Death Plushie.
- Fixed a bug that could freeze the game when toggling the inventory while a popup text, e.g.: explaining Poison would be on screen.
- Sleeping at the tavern doesn't reset fishing at the aquarium anymore. Instead you can now catch 2 fish, previously 1 per tavern.
V1 Patch Notes
- Super Hero trait Super Friendly: Now grants +3 Companion Capacity, previously 4. Now also grants +100% Companion Damage.
- Esper trait Spontaneous Combustion: Description has been shortened to fit the box.
- Esper trait Mastering Randomness: Fixed that the Lucky Hit Chance granted was a %-increase not a flat value.
- Jellyfish Companion: Average Damage reduced by 10%. Damage range updated to reflect modern Lightning Damage range.
- Zenith Weapon: Damage range increased from 150-205 to 185-250.
- Fixed that during Game Over a weird box would appear on character.
- Wit Meta Perk → Sleight: Now grants -0.5 seconds Bomb Explosion delay, previously +2.5% Critical Hit Chance.
- Speed Meta Perk: Now grants +0.5 Movement Speed, previously +1. (Forgot to change this one last patch, sorry it was meant to be lower.)
- Added an ingame notification when your Mastery Tree was reset.
V2 Patch Notes
- Super Hero trait Super Devoted: Fixed that the Curse protection didn't work.
- Fixed that when re-rolling the tavern by staying overnight it could lead to an error that froze the game when having the Dryad meta perk allocated.
- Fixed that Krampus and the Christkind could appear both at the same time.
- Base stamina recovery time is now 5 seconds, previously 6 seconds.
I am still having an eye on the recent stamina recovery changes. I will also have to play the game more myself before making more changes to the system.
Sorry for the tavern bug, it must have been very frustrating to lose some runs over the holidays.{STEAM_CLAN_IMAGE}/42901319/efc93712ad24b2e1587310d8ca644ebb5f22d2a1.png
Cheers,
RubyDev{STEAM_CLAN_IMAGE}/42901319/c32988e248fce633701850f3fbd669c42e4341ec.png
This patch I focused on cleaning up the clean update. Thus the fix-list at the bottom of the post is very long. Some other changes also snuck in. Enjoy!
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This is not the patch yet that focuses on the gamepad improvements. Some suggestions have already be implemented and some gamepad bugs have been fixed but major new features and revamps will happen next patch.
Patch Notes
Major Changes
- Added a new option that makes it so weapon enchantments are shown as a prefix in front of weapon names.
- Every active Cinder modifier now also adds +0.5% health and armor per floor to normal enemies, not just bosses. This does not apply to Automatons and Reapers.
- Removed status effect immunities from all enemies. (E.g.: Troll was Poison Immune)
- Poison on player now slows flask drink speed by x0.75 instead of applying x0.50 heart recovery rate.
- The Tavern NPC spread has changed. Less cosmetic NPCs (with no purpose) will appear. There is now 3 main clusters of NPCs, down from 4.
- The Tax Collector has been moved to the Black Market and shares a cluster with the Fair Lady NPC.
- Cigarettes have been reworked, they now refresh the duration of Potion, Infusion and Booze effects.
- The Tax Collector now sells Soul Hearts for Souls.
- These NPCs only sell once now: Tax Collector, Demolitionist and Dwarf Soldier
- The meta perk that made the Tax Collector appear now makes the Dryad appear instead.
- Potions from the Potion Seller NPC are cheaper, costing only 10 Gold, down from 20.
- Fairy Tale branches from the Princess are cheaper, costing 30 Gold now, down from 45.
- The deal for Illegal Gun Parts at the tavern favors being Evil a bit less but is also less punishing for being Good.
- Set item parts CANNOT be found more than once per run anymore. If you drop a set item you are super unlikely to find it again. (Basically, the game will only hand it to you if it runs out of choices.)
- Base aura radius increased to 6.5, previously 6.
- Added a new HUD element which displays Strength, Dexterity, Intelligence, Luck, Curse, Good, Evil, Lawful and Chaotic. (This HUD element currently auto-hides in combat but I might add an option in the future to make it always show.)
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Minor Changes
- Removed the tooltips that said e.g.: "Not Encumbered -> Slightly Encumbered" because they didn't really provide any useful information.
- Items that put you over equip load capacity now show which penalties you will face in a tooltip.
- Cast Time for Skills is now called Charge Time.
- Fragility, Vulnerability and Instability now last 8 seconds, previously 4 seconds.
- Added a new splash text.
- General tab in the character panel now shows total Skill Effect.
- Defense tab in the character panel now shows total Stamina Recovery Speed.
- Added new tooltips to Eden's Touch and Amon's Grasp items which show the current alignment value.
- Added new tooltips to the hoodie items which explain what the mentioned pickups do. E.g.: Explains that a Meat Shank grants +3 Strength.
- Added new tooltips explaining what boss crowns are to e.g.: Demon King Blade, Champion Armor, ...
- Added new tooltips to Bibles, Flails and Scepters explaining that these weapons cannot repeat attacks.
- Misc. tab in the character panel now shows total boss crowns.
- Reworked the Dragon Head event. Camera now moves so the dialogue can be read and it offers new powerful enchantments for your weapon. Can now also enchant rare weapons and only chars Common and Uncommon weapons.
- Infusion consumables now also show the ailment you will apply as a tooltip. (Doesn't solve the problem that you don't have access to this tooltip as soon as you consume the infusion, but it's a step into the right direction.)
- Added new tooltips to infusion consumables that explain basic game mechanics such as "All Cold Damage inflicts Chill."
- Damage type colors now apply to the full string of e.g.: "Fire Damage" instead of previously just coloring "Fire".
- The Status Effect and Revive display in HUD now have 0 height while empty.
- Added a small animation to dropping bombs.
- Fixed the order of choices of the Old Hag event which knits a hoodie for you.
- Floor 10 and the Rat shop can now sell Soul Hearts.
- Chance to repeat attacks is not affected by luck anymore.
- Added new option to Limit Bonfire Chatter. This option prevents random messages from the bonfire in the character selection.
- In many instances, the description of tally effects have been shortened even further.
- Added new visualization for close and far range thresholds that happens while a tooltip regarding close and far range is shown.
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Skill Changes
- Added new metrics for the game to recognize if effects associated with skills are useful to your skill. E.g.: If your skill doesn't scale with Skill Effect, these effects won't show up anymore. Overall skill related traits and items should now show a lot more when useful and a lot less often or even not at all, when not useful.
- Mana Recovery Per Room now actually happens when entering a room. Previously it used the legacy event trigger of On Combat Started which could lead to weird behavior. You also gain mana when entering a new floor.
- 📈Barbarian / Flex: Now 1 second duration, up from 0.5 seconds.
- 📉Soldier / Arrest: Now 0.05 mana per room, down from 0.1.
- 📈Ninja / Dark Arts: Now 0.5 mana per room, up from 0.25. Increased Strength and Intelligence scaling. Increased base damage by 25%.
- 📈Gunslinger / High Noon: Now 0.2 mana per enemy, up from 0.1.
- 📈Dragoon / Jump: Now 0.5 mana per enemy, up from 0.2. Increased base damage by 25%.
- 📉Mystic / Parry: Now 0.125 mana per enemy, down from 0.5. Increased base damage by 75%.
- 📉Thief / Pickpocket: Now 0.25 mana per room, previously 0.05 per enemy. Now gets 4 to 6 gold from stealing from normal enemies and NPCs, previously 10.
- 📉Ranger / Piercing Volley: Now 0.25 mana per enemy, down from 0.35. Increased base damage by 10%.
- 📈Warrior / Rend: Now 0.25 mana per enemy, up from 0.2. Increased base damage by 10%.
- 📉Monk / Serenity: Now 0.2 mana per room, down from 0.1 per enemy.
- 📈 Bandit / Smoke Grenade: Now 0.25 mana per enemy, up from 0.2. Increased base radius by 1. Increase duration to 8 seconds, up from 4. Increase damage by 65%.
- 📈 Super Hero / Super Flight: Now 0.1 mana per room, up from 0.05. Increased base damage by 65%.
- 📈Esper / Telekinetic Barrier: Now 0.25 mana per room, previously 0.1 per enemy. Increased base damage by 100%.
- 📈 Dancer / Twirl: Now 0.25 mana per enemy, up from 0.15. Increased Strength and Intelligence scaling. Increased base damage by 25%.
- 📉Demon Hunter / Vengeance: Now 0.1 mana per room, previously 0.05 per enemy.
- 📈Druid / Wild Shape: Now 0.5 mana per room, previously 0.05 per enemy. Increased scalings of all forms. Increased Bear base damage by 40%. Increased Monkey base damage by 25%. Increased Owl base damage by 25%.
- 📈Pirate / Rally Riffraff: Increased base damage by 20%.
- 📈Samurai / Dashing Strike: Increased base damage by 15%.
- 📈Cleric / Consecrate: Now 0.2 mana per room, up from 0.05. Doesn't deal true damage to undead and fiends anymore but now always deals radiant damage.
Enemy Changes
- Dragonfly enemies in the swamp now only shoot 3 projectiles but now shoot more frequently. They also move 25% faster.
- Reapers spawn less often.
- Both Reapers and Centurion Hunters have a larger spawn range to hopefully overlap less often.
Class Changes
- Ranger: Ability has been simplified. Now Ranger deals x1.30 damage at Far Range and faces no penalty for being at far range anymore.
- Sorcerer: Ability now scales of Soul Hearts, previously Mana Containers.
- Cyborg: Lucky Core trait has a new effect, it now grants +100% lucky hit chance for 8 seconds on using a skill.
- Druid: Druid shrines now appear in spawn rooms, previously they appeared as random rooms.
Companion Changes
- Gnome: Now grants +5 Luck, previously +1.
- Donkey: Now grants +25 Equip Load Capacity, previously +30.
- Spirit Bear: Now grants +10 Equip Load Capacity, previously +25.
Weapon Changes
- Colossus Machete: Increased base damage by 30%.
- Eldritch Bible: The tentacle now inflicts Grapple, previously Despair. It now also states to do so in the description.
- V.B.F.G: The projectile explosion deals x2.00 damage, previously x3.00. Additionally the base damage has been reduced by 50%.
- Plasma Cannon: Reduced base damage by 25%.
- Mjolnir: Reduced base damage by 25%.
- Ragnarok: Now has a tally requirement of 50, previously 100. Reduced base damage by 40%. Increased attack range to 6 tiles, previously 5. Now has an attack speed of 5, previously 4.
- Poison Sickles: Now mention that they inflict Poison and show the tooltip for Poison.
Equipment Changes
- Angelic and Devil Set bonuses: Now also grant +4 to maximum Good and Evil. Both sets don't have attunement anymore.
- Power Upgrade: Now grants +10 Power, previously +20 Power.
- Onyx Ring: Now grants +30 Equip Load Capacity, previously +50.
- Hercules Boots: Now grant +75 Equip Load Capacity, previously +125.
- Muscle Charm: Now grants +10 Equip Load Capacity, previously +25. All these items were an oversight and very overpowered after the Strength nerf in last patch.
- Sophisticated Headgear: Is now a legendary item and grants +30% damage per legendary equipment item you are wearing. Previously granted trigger damage per weapon upgrade level which was the same effect as the Trigger Maniac trait.
- All Lantern items now weigh 5 equip load and grant generic effects that are not related to Skills.
- Chem-Tech Lantern: Now grants +20% critical hit chance with damage over time, previously x1.10 damage over time per mana container.
- Cultist Lantern: Now +20% damage per missing heart, previously x1.10 skill damage per missing heart.
- Lantern: Now +10% critical hit chance, previously x1.20 skill damage.
- Papercraft Lantern: Now +10% damage per heart container, previously x1.10 skill damage per heart container.
- Soul Lantern: Now +10% damage per soul heart, previously x1.10 skill damage per soul heart.
- Star Lantern: Now +10% mana recovery per mana container, previously x1.10 skill damage per mana container.
- Wisp Lantern: Now +1% damage per soul you have, previously x1.01 skill damage per soul you have.
- Champion Armor: Now 10 points lighter.
- Rhythm Anklets and Rhythm Bracelets: Both now grant +20% skill damage, previously +10%.
- Kitsune Mask: Doesn't trigger of skills anymore.
- Top Hat: Now grants +10% damage at close range per weapon upgrade level, previously +10% close range threshold per weapon upgrade level.
- Wedding Veil: Now grants +10% damage at far range per weapon upgrade level, previously -10% far range threshold per weapon upgrade level.
- Tuxedo: Now only grants +20% damage at close range per weapon upgrade level, previously +25%.
- Wedding Dress: Now only grants +20% at far range per weapon upgrade level, previously +25%.
- Mega Bombs from the Bomber Set now have same explosion delay as normal bombs.
- Bomber Garb: Now grants +100% Bomb damage, previously -50% bomb explosion delay.
- Zealot Gloves: Now have tally threshold of 50, previously 100.
- War Belt: Now grants +25% damage at close range, previously +30%.
- War Boots: Now grant +25% close range threshold, previously +50%.
- Sniper Quiver: Now a rare item and grants +100% damage at far range. Previously was epic and granted x1.25 damage at far range but x0.75 damage at close range.
- Wolf Pelt Hood: Now grants +20% companion damage per aura you have, previously
x1.10 damage and companion damage per aura you have. Is now a rare item, previously epic. Now 5 points lighter. - Cerebro: Now rare, previously epic. Now 10 points lighter. Now grants +20% aura radius per intelligence trait you have, previously x1.10 companion damage per intelligence trait you have.
- Old Hunter Cap: Now grants +25% critical hit damage per dexterity trait you have, previously +20% damage over time per dexterity trait you have.
- Horn Helmet: Now 10 points lighter.
- Parsec Boots: Now 10 points lighter. Now grants +10% stamina recovery speed per intelligence trait you have, previously +5% movement speed.
- Magi-Tech Boots: Now uncommon, previously rare. Now 5 points lighter.
- Sprinting Shoes: Now rare, previously uncommon. Now 5 points lighter.
- Apprentice Boots: Now 5 points lighter.
- Leather Boots: Now 5 points lighter.
- Mage Treads: Now 5 points lighter.
- Peg Leg: Now 5 points lighter.
- Wildling Boots: Now 5 points lighter.
- Gunpowder Ring: Now has a limit of +50 power.
- Turban: Now 10 points lighter.
Trait Changes
- Lightning Conductor: Doesn't trigger of skills anymore. (Wasn't useful and shortens the description.) Now 25% chance, down from 35% chance.
- Ice Conjuration: Doesn't trigger of skills anymore. Description now mentions that it triggers 3 icicles.
- Spontaneous Combustion: (from Esper) Doesn't trigger of skills anymore.
- Blessed Hammer: Doesn't trigger of skills anymore.
- Explosive Force: Doesn't trigger of skills anymore. Now 40% chance, up from 25%.
- Opportunistic: The inflicted Fatigue debuff is now permanent but weaker, from x1.25 damage taken and x0.75 movement speed to x1.20 damage taken and x0.80 movement speed.
- Vision Quest: Now has tally threshold of 50, previously 100.
- Hearts in Hand: Now grants +15% lucky hit chance per heart container you have, previously +10%.
- Insight: Now grants +25% skill effect per intelligence trait you have, up from 20%.
- Forethought: Now grants +10% attack speed per missing mana, previously +30% while missing mana.
- Apocalypse: Description now mentions that it triggers 3 meteors.
- Ascetic's Discipline: Now +25% skill effect per stamina, up from 20%.
- Prodigy: Has a new effect because previous implementation was flawed.
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Controls
- Increase how far you can zoom out in the Mastery Tree.
- Increase how far you can pan the Mastery Tree.
- After selling an item at the Pawn Shop, the inventory now re-opens automatically.
- The button you have to hold to consume an item from the ground now is consistently the Show Details button. Binding now displays correctly on gamepad.
- The bumper and trigger actions have been swapped for the default gamepad controls.
- You can now hover your fists with gamepad.
- Target cursors such as e.g.: Jump skill use now reset their position to your character before using them next time.
- Trait selection now only confirms when using the Interact button. (other than Mouse Click)
- Sped up the virtual cursor in menus. Sometimes it's even instant now.
- The sidebar inventory now doesn't show numbers anymore when playing with gamepad.
- You can now use weapon swap while in inventory when playing with gamepad.
- When hovering an item in inventory interaction with the world is disabled and using the item takes priority. This fixes problems such as dropping items at Alchemy Stations.
- REMOVED aim reticule aiming for some weapons like Two-Handed Swords, Scythes and Scrolls. Now these weapons aim at the nearest enemy into the direction you are pointing.
{STEAM_CLAN_IMAGE}/42901319/c76786b9e39a6312de9367123970c8ec09154f80.gif
Controls Fixes
- Fixed that when the trait selection opened, no trait got default selected when playing without mouse.
- Fixed that interactables would always show keyboard binding instead of gamepad binding when playing with gamepad.
- Fixed that you could bomb a shrine and still interact with it, receiving both rewards. You now cannot interact with interactables while a bomb is on the ground.
- Fixed that when picking up a weapon from ground, it wouldn't be picked up into the weapon swap slot.
Fixes
- Fixed a bug that would lead to heavy game stutters when spamming the Show Details or Compare button, even when no text was on screen that could show details.
- Doppelganger's mirror is now moved aside 1 tile when the room only has 1 door.
- Fixed that the temporary boss crowns granted by Champion Armor would persist after unequipping it.
- Fixed that the Festive Dress would apply +0.3 Stamina Recovery Speed instead of +30%.
- Fixed that the Tent would spawn heart pickups outside of the room.
- Fixed that missing hearts were 1 pixel higher than other hearts in HUD.
- Fixed that the attacks of Poleaxe and Bardiche were classified as Skill instead of Attack.
- Fixed that Ice Scimitar had the wrong trigger configured.
- Fixed that trigger tooltips would show Added Damage Effectiveness even when the option was turned off.
- Fixed that Floor 11 and 12 shops would not show the tooltip that they influence your alignment.
- Fixed that the "Repair Armor" option at the bonfire wasn't highlighted correctly when selected.
- Added missing dialogue text to library fossil event room.
- Added missing dialogue text to the potion seller NPC at the tavern.
- Reworked the tooltips for Close Range and Far Range.
- Fixed outdated usage of the heart icon instead of the flask icon at flask charges sold at shops.
- Slightly changed description of Fists and added an explanation that they count as Two-Handed while not wearing an offhand.
- Fixed that the Two-Handed and One-Handed tags in weapon descriptions would not show up when the weapon was modified to be either by an outside effect.
- Fixed multiple instances of the word "Damage" missing in descriptions. E.g.: Quasar Pendant, Nun Robe, ...
- Fixed instances of wrong number formatting on the Mastery Tree. E.g.: The Glass Is Half Empty, ...
- Polished instances of the game using the word "Key", now capitalizing it and displaying the key icon next to it.
- Polished instances of the game using the word "Companion", now capitalizing it and displaying the companion icon next to it.
- Polished description of the Throne door before final boss room.
- Polished description of the Abyss Key.
- Polished description of Zenith weapon.
- Polished the tooltip for Suppression.
- Polished name colors of all companions.
- Capitalize instances of the word "Threshold" in e.g.: "Close Range Threshold".
- Fixed description of the Meteor Set bonus.
- Fixed description of the Conqueror's Will Cinder mod.
- Fixed that Mana Potion said Mana Regeneration instead of Mana Recovery.
- Fixed that the character panel said Critical Hit Multiplier instead of Critical Hit Damage.
- Fixed formatting issue with rich presence (Steam and Discord) using color tags even though these tags are obviously not supported by these platforms.
- Rich presence doesn't show version number anymore.
- Fixed that the Mana points in HUD were missing a pixel.
- Fixed that the Divine Axe effect would be based of "per 10 Strength" and not "per Strength Trait".
- Fixed spelling mistake in Mana Catalyst description.
- Fixed that cancelling the Soul Orb would now make the HUD reappear.
- Fixed that the Fortune Potion was called Treasure Potion.
- Fixed that looping sounds e.g.: Sphinx's laser would not stop.
- Fixed many instances of double-spaces in descriptions. E.g.: Aura descriptions
- Fixed that Hydra Tome's attacks were classified as Companion and not an Attack.
- Fixed that Ancestral Spirit companions didn't have an attack animation.
- Fixed that when multiple instances of invulnerability ran side by side, one could disable invincibility while another still was active.
- Fixed error that happened when immediately using skills in the spawn room.
Remember to leave a review if you like the changes and haven't done so already. {STEAM_CLAN_IMAGE}/42901319/efc93712ad24b2e1587310d8ca644ebb5f22d2a1.png
The next patch will focus on gamepad controls.
I hope you enjoy the patch and I wish you a nice week! {STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png
Huh, seems like it took 3 weeks after all.{STEAM_CLAN_IMAGE}/42901319/efc93712ad24b2e1587310d8ca644ebb5f22d2a1.png
I present the first Beta Version of the Clean Update.
Notes
- Skills are not implemented yet; you have access to 1 fixed skill with Right-Click. The skill is called Power Shot and requires you to use a Bow or Crossbow, so I recommend jumping in with Ranger.
{STEAM_CLAN_IMAGE}/42901319/d821e251d0b8a92c6d250b1a0fe5e5bfc6b6c149.gif - I have a lot of plans regarding skills and Power Shot is the most basic skill I could think of to implement first and try out the attack indicators that I made for skills.
{STEAM_CLAN_IMAGE}/42901319/ca2553bc3f86b0b037a132007ae84efdfb5328d6.gif - This is especially important when judging the magic archetype in it's current iteration. Lacking access to a lot of powerful magic skills makes the archetype considerably weaker than intended.
- I think Gamepad Controls are partially broken in this version. This will obviously be fixed in the coming weeks. In fact, I also have plans for HUGE Gamepad and Steam Deck improvements. Stay tuned!
{STEAM_CLAN_IMAGE}/42901319/f07b74b501a03d746ee1f3010e0b82f8d6dee84d.png
Beta Season?
If you don't know how these beta phases go, there aren't really any Patch Notes for Beta Updates.
I sometimes post some rough notes on the Tiny Rogues Discord.
Usually you can expect Beta Updates every 2 to 3 days.
{STEAM_CLAN_IMAGE}/42901319/f07b74b501a03d746ee1f3010e0b82f8d6dee84d.png
So what's in this?
- Updated item effects and descriptions.
- Updated trait effects and descriptions. (A few were also removed and new ones added.)
- Updated weapon effects and descriptions.
{STEAM_CLAN_IMAGE}/42901319/f07b74b501a03d746ee1f3010e0b82f8d6dee84d.png
How do I participate?
In Steam go into the game's properties, select "Betas" and in the dropdown menu select "Beta".
{STEAM_CLAN_IMAGE}/42901319/f07b74b501a03d746ee1f3010e0b82f8d6dee84d.png
I am on Beta and didn't get the patch!
The best way to get Steam to update your game is to restart Steam entirely.
{STEAM_CLAN_IMAGE}/42901319/f07b74b501a03d746ee1f3010e0b82f8d6dee84d.png
In Conclusion
This is a very early version of the 0.2.5 update. I recommend that if you aren't too keen to jump in, give it a few more weeks.
Also, the feedback forums on the Discord are still a bit in disarray since 0.2.0 released. I plan to clean up the forum a bit for the 0.2.5 update.
Cheers!{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png
TLDR:
- Beta can be played!
- Patch is not done yet!
- Patch will be done soon™️!
- The "Seamlessly toggle between mouse and gamepad" option now is OFF by default. (This was responsible for showing the mouse cursor for everybody.)
- Cursed Shrine reward text had a large width which could lead to an overlap of the reward texts. Added a line break to fix this.
0.2.3 Patch Notes
Hello fellow Tiny Rogues!{STEAM_CLAN_IMAGE}/42901319/fdb81d604f4765953d847641ea22b60e1f3f458b.png
Because it has been about 2 weeks since the last patch I decided to call this patch 0.2.3 even if it is relatively small compared to 0.2.1 and 0.2.2. It doesn't really qualify as a hotfix anymore, does it? {STEAM_CLAN_IMAGE}/42901319/efc93712ad24b2e1587310d8ca644ebb5f22d2a1.png
General Changes and New Stuff
- New option: Reset all options.
- New option: Reset keyboard bindings.
- New option: Reset gamepad bindings.
- You now gain +0.25 base mana regenerated per second per maximum mana above 2.
- Equipment items from shops and chests (and everywhere else) now spawn already attuned, so you can equip and use the item right away.
- Character Panel (while still fundamentally buggy in it's implementation) now gives more details on your damage breakdown, stats from mana and damage bonus from mana.
- Continued the quest to improve descriptions of effects. This time some missing keywords for some effects were added.
- You can and must now also sacrifice soul hearts.
- You can't go game over form sacrificing hearts anymore. You can only sacrifice hearts if you have a spare heart or soul heart.
- Suppression is now a shield icon and is the top-most defensive resource, even above block and evade.
Class Changes
- Soldier: Ability now works with all melee weapons, previously just 2-handed melee weapons.
Weapon Changes
- Arcane Shuriken: Now drains 0.1 mana, previously 0.25 mana.
- Muramasa: Now drains 0.1 mana, previously 0.2 mana.
Equipment Changes
- Jousting Armor: Now grants 100% increased effect of booze, previously 50%.
Companion Changes
- Companions that go and hunt targets don't have a leash range limit anymore. (Funnily enough, this might also improve performance. We'll see.)
Enemy Changes
- Maggot enemies don't have armor anymore.
- Maggot enemies now hatch automatically after some time.
- Reduced the health bonus infested enemies get by a lot.
- Increased health and armor scaling of Soul Automaton Hunters a bit.
- Missile attacks of Soul Automaton Hunters got the same visibility and audio cue treatment as the missiles of Missile Enchanted in last update.
Meta Perk Changes
- Spoiled for Choice and Thief in the Shadows now both check if you have taken damage instead of checking if you have been hit. This makes it so you can make use of Suppression, Evade and Block to successfully trigger these effects.
- Lazy Stroll (EZ Mode) has been nerfed, it now reduces health and armor of enemies on floor 1 by 20% and on floor 2 by 10%, previously it reduced health and armor of enemies on floor 1 by 30%, on floor 2 by 20% and floor 3 by 10%.
- Both the positive and negative effects of The Glass is Half Full and The Glass is Half Empty have been halved.
Minor Changes
- Reduced the volume of the "Cellar Locking", "Egg Squelching" and "Armor Break" sounds.
- You can now spawn Rainbow items with the cheat console.
- Slightly increased the chance for locked rewards to appear while having the ability to pick locks.
Fixes
- Fixed that having any amount of % mana refund prevented you from going into mana burnout.
- Fixed that the HUD showed you having 100 bombs if you got rid of an "infinite bombs" effect somehow.
- Fixed that Druid and Ninja companion descriptions didn't state the companion name above the description.
- Fixed that going beyond a scaling of 10 (S Max) returned the default value of +0% damage. Now scaling is correctly clamped between None and S Max.
- Fixed that the descriptions of status effects like Doom and Judgement assumed that increases and reductions to damage over time affected the damage they dealt.
- Fixed a major bug with booze effects just reducing the current stacks but not actually reducing the stats gained from booze.
- Fixed that many weapon enchantment effects were also displayed on weapons you didn't have equipped.
- Fixed that Tyler's Robe would spawn the rewards 2 units above you, sometimes spawning them even outside of the room.
- Fixed that Old Hunter Cap wasn't working.
- Fixed that Hero Sword Evolutions weren't affected by +1 to level charms like the Thunderbird Charm.
- Fixed a problem with teleporting enemies teleporting outside of the arena and or throwing an error message being "stuck".
- Fixed that a majority of defensive enchantments that weren't supposed to appear on bosses at all were able to appear on bosses. E.g.: Guardian, Healing, Health Regeneration, ...
- Fixed a bug where the restart button would not correctly reset some equipment effects. E.g.: Tabi Boots.
- Fixed a bug where companion projectiles could hit the player and instantly kill you.
- Fixed that alignment shops were able to spawn with "spiked doors".
- Fixed that Rabbit Ring only guaranteed 1 lucky hit, instead of 5.
- Fixed that on start the game only displayed 6 inventory slots in the side bar, even when the Cinder modifier wasn't on.
- Fixed more instances of effect descriptions talking about "mana star buff effects" instead of using the name "Mana Flux".
- Fixed that Hero Gauntlets specified the weapon tag making them not increase all body damage. E.g.: Tempest Kick was not affected.
- Fixed a massive bug with "increased stats granted by ..." sometimes being accounted for and calculated twice.
- Fixed a bug (technically) where you could never die from sacrificing hearts.
- Fixed that companions always started at 0% opacity when first entering a run.
- Fixed that Wooden Cross description stated to only protect once, which wasn't true.
- Fixed that the Mushroom Cap didn't work with the Poison Aura.
- Fixed that the Rosary Talisman stated that it doesn't affect cursed hits. (It does.)
- Fixed that Armor Break could be applied to enemies that don't have armor.
- Fixed that Automatons could repair themselves during cutscenes.
- Fixed some awkward line breaks in companion related descriptions.
- Fixed that the Siege Quiver only worked with bows, not crossbows.
- Fixed a lot of wrong- and/or missing side-tooltips on many items, weapons and companions.
- Fixed a performance issue with how the game handled checking if any set bonuses are active.
- Fixed a performance issue with how the game kept track of dynamic stats.
- Fixed a performance issue with how the game handled setting opacities for auras, companions and orbitals.
- Fixed a small performance issue with the game constantly updating the trait selection UI even when the trait selection was hidden.
- Fixed some additional minor performance issues with companions.
Thanks for playing Tiny Rogues{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png
If you like the game, if you are enjoying the direction it is taking and want to support even further, make sure to leave a positive review. It honestly helps a ton! {STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png
Cheers,
RubyDev{STEAM_CLAN_IMAGE}/42901319/c32988e248fce633701850f3fbd669c42e4341ec.png
Beta
{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png What's the beta?
The beta is another version of the game, a sort of test version for players who want to help test new features.
{STEAM_CLAN_IMAGE}/42901319/98ba67dc48b5ef5799f39e9f012fd8d7ef3b9653.png How do I join the Beta?
Right click Tiny Rogues in your Steam Library and select "Properties". Then select "Betas" and choose Beta in the drop-down menu.
Patch Notes
This is the first chunk of changes for the 0.2.2 update. Focus was small tweaks, quick wins, some new toys, and lots of bug fixing. Also addressing some "exploit" issues because while fun at first, some strategies got a bit stale to most players.
Fixes
- Fixed that the meta perk Magnum Opus applied a guaranteed negative modifier instead of the promised legendary modifier.
- Fixed the issue that Glass Cannon trait could be randomly rolled with Obsidian Dice.
- Fixed a bug where being judged as unworthy disabled interaction with the ichor bowl.
- Fixed a bug that the statues in the staircase rooms always talked to you even after you have progressed beyond floor 11 once already.
- Fixed a bug with aura infliction effectiveness, making traits like Unforgiving not scale them correctly.
- Fixed an issue where the verb forms of taunt, charm, fear, and intimidate were not highlighted as key tags. ("E.g.: fears, intimidates, charms, taunts)
- Fixed a bug where the green highlights caused by the [[]] brackets would not be resolved in dialogue messages.
- Fixed an issue where not all shops in the black market were correctly rerolled and restocked when staying overnight at the tavern.
- Fixed a bug with bending projectile, such as attacks from axes. This often lead to axes aiming into odd directions, especially while playing without mouse.
- Attempted to fix a bug where when a boss reward was guaranteed, there was a chance that both doors lead to that same boss reward. E.g.: guaranteed companion showing twice on floor 1 boss.
- Fixed a bug where if you had Mystical Belt or been playing as the Mystic, some non-charm items would sometimes randomly show double value of stats in description, but only once.
- Fixed a lot of random typos. (Not nearly enough though,...)
- Fixed a bug where Death could become invincible or get invisible lasers after transitioning to phase 2.
- Fixed a bug where you could get softlocked if you killed the left King's Guard boss too quickly before their dialogue would finish.
- Fixed that when using the double mimics perk, only one mimic would be active. Now both mimics will attack you.
- Fixed that mimics would always appear on the right door making them too predictable.
- Fixed that the Leviathan Axe would not spawn the room if worn in weapon swap slot.
- Fixed a bug where the cinder modifier Conqueror's Will would only subdue you but not your companions.
- Fixed that increased effect of stats, e.g.: from Mystic would double the mana drain gained from enchantments. Increased effect of mana drain now applies in inverse, reducing the mana drain instead.
- Fixed that Mystic was bugged, it only showed double the stat value on weapon enchantments but didn't actually double the stats you gained from it. (At least not always. Might still be a bit buggy...)
- Fixed an issue where Corruption would cap out at 51 stacks. It now caps out at 100 stacks.
General Changes
- Christmas is over.
- New reward: Golden Cherries: Grant 10% increased trigger damage. Appear on floor 11 and floor 12.
- New reward: Golden Croissant: Grants 10% increased companion damage. Appears on floor 11 and floor 12.
- Golden Steak has been buffed, from granting 5% increased damage with non crits, to 10%.
- New ailment: Nature damage now by default applies Nettles, which is an ailment that increases effect of debuffs.
- Nature damage is now considered elemental damage.
- Mana power has shifted. Each point now grants 10% more damage, previously 20% but intelligence now grants 2.5% increased stats granted by mana, previously mana regeneration. Base mana regeneration has been increased by 25%, from 1.5 mana per second, to 2 mana per second, to compensate. Mana grew a bit out of control after giving more and more access to mana, e.g.: the bonfire. There is a lot of new ways to get non magic weapons to drain mana in this patch, and so that it doesn't take overhand mana now takes an investment to get back to previous state. At 40 intelligence, mana is the same as before, but you have a little bit less mana regeneration. Mana regeneration items have been buffed. (See below.) If you get above 40 intelligence, or make use of traits like Keen Mind, mana is even better than before. Also it is worth to mention that intelligence now scales additional effects from mana, e.g: the trait Dreamer. Overall mana is a lot worse if you aren't invested into it but better than before if you go all-in. More changes (new trait, new items,...) are also coming to support mana even further.
- Confusion now increases effect of all debuffs, not just emotion debuffs.
- Soul Pickups are now slightly attracted to the player.
- Flasks now take 2 seconds to drink, up from 1.5 seconds. I think it was a bit too easy to flask mid-combat and I want to entice you to try out the drink speed meta perk.
- Companions now scale to up to x5 damage, previously x4 at max level.
- Companions can catch up to enemies about 30% faster. Probably still too slow to catch enemies that teleport or charge a lot, but it's a step in the right direction.
Item Changes
- New consumable: Maple Pine Resin: Grants a nature damage infusion.
- New consumable: Fairy Pine Resin: Grants a mana drain buff to your weapon.
- New consumable: Spore Pine Resin: Grants a poison damage infusion.
- New consumable: Fairy Tale Branch: Enchants weapon with the Arcane modifier.
- Storm in a Bottle: Damage scaling has been increased from +50% per level to +100% per level. Also now strikes 4 times per second, up from 3 times.
- Experimental: The Mana Catalyst, usually chosen as a gift, can now appear randomly in runs. (I might remove this item in the future and replace it with another gift.)
- Mana Orb: Now generates 1 mana on completing rotation, up from 0.5 mana.
- Mind Charm: Now grants 35% increased mana regeneration, up from 25%.
- Sorcerer Cloak: Now grants 45% increased mana regeneration, up from 35%.
- Magus Cap: Now grants 35% increased mana regeneration, up from 25%.
- Radio (Gift): Damage has been doubled.
- Replenishing Repair Powder (Gift): Replenishes slightly quicker.
- Soul Scarf (Gift): Only grants a Soul Heart when you recover a heart with it now.
- Poison Filled Jar (Gift): Instead of granting a poison infusion, now applies the Poisoned enchantment modifier to your weapon up to 3 times.
- Tent (Gift): Is now a charm and also recovers 2 hearts on entering a new floor, previously 1 heart.
- Mana Elixir (Gift): Now grants a special mana potion buff that grants 20% mana drain refund, previously 15%.
- Mystical Wrappings: Doesn't specify "infusion" keyword anymore. Now cycles periodically every 4 seconds instead of every room.
Other Gift Changes
- Coin Bag: Gold amount reduced from 35 to 30 gold.
- Bomb Pouch: Bomb amount reduced from 6 to 5 bombs.
Room Changes
- New Tavern NPC: The Princess. She sells Fairy Tale Branches. She has a preference for Good aligned characters but doesn't grant any alignment herself (for now).
- Storm in a Bottle cost in tavern reduced. Now 30G, previously 50G.
- Nurse in tavern can only heal and refill flasks once per tavern visit.
- The Black Market entrance in the tavern is now locked again, requiring another key, after you stay overnight. (The tavernkeep makes sure to keep that stuff under lock, sorry!)
- Leviathan Room: All options now cost 5 souls instead of 10 souls.
Meta Perk Changes
- New Perk: Pandoras Boxes: Opening any treasure chest permanently grants +2.5% magic find, up to a maximum of 25%. (Replaces "Giving Up" and made legendary weapons 15% rarer.)
- Bulk Seller: Now capped at +10 Gold. Also only grants +1 Gold per consecutive item, instead of +2.
- Mixed Bag: Now also reduces the price by 25% when swapping the currency.
- Odyssey: Epic weapons now are 25% more common, previously 30%.
- Worth of a Soul: Upgrading weapons now costs 5 souls at blacksmiths, instead of 10 souls.
Weapon Enchantment Changes
- Unstoppable modifier, which increases "not very effective multiplier" is now a normal enchant and not a legendary enchantment anymore. (This is kind of a buff because the modifier wasn't that great and now that Magnum Opus perk is fixed, you are more likely to roll an actually good legendary modifier.)
- New legendary enchantment: Sniper's: +20% critical hit chance
- New legendary enchantment: Merciless: +75% critical hit multiplier
Trait Changes
- Spellblade: Now works with ALL melee weapons, previously just swords.
Enemy Changes
- Possessed weapons health and armor has been roughly halved, especially in the early game.
- Increased health and armor of all mimics. For some more than 50% more health and armor.
I estimate this is about 50% of 0.2.2 scope. More coming soon, depending on how smooth
EDIT (11/01/2024): I just realized it was kinda stupid from me to say an update might drop on Friday when the next part of the beta comes on Friday. Doesn't really work out. The real update probably drops some time next week.
What's missing?
Not 100% sure. Kind of going with the flow for 0.2.2 and 0.2.3. After that, as promised, tackling bigger issues like visual clarity and presentation of complexity, e.g.: making descriptions better.
Here are some bullet points what's on my radar for 0.2.2:
- Add some more companions.
- Add some new set items.
- Add new traits and buff some bad traits.
- Buff non shield offhand items.
- Go over some items that are really underwhelming and buff them.
- Fix more bugs.
Enjoy!
- Fixed bug with the Hero Sword "Flex" materials not appearing correctly. (I hope it's finally fixed now.)
- In the previous hotfix a bug was fixed which caused a softlock when trying to upgrade a weapon at a blacksmith that cost souls while not having any souls.
Cheers,
RubyDev
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Uploaded Mar 04, 2024
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How to Install
Tiny Rogues.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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