Author Topic: Rogue Empire - new version released (now at v0.9.0)!  (Read 312 times)


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Rogue Empire - new version released (now at v0.9.0)!
« on: November 11, 2017, 04:25:39 AM »

About Rogue Empire

Rogue Empire is an RPG/Roguelike I am developing with a lot of passion and my own savings. The game is still not finished but already has dozens of hours of game-play!

You can get its early access here:

You can also see videos and get more info, follow the different social channels at my game page:

To be honest I am not sure why I never shared my game here. I remember at some point I thought its not good enough... silly me from the past I guess S:

Now lets see the things you can expect so far:

  • 7 races and 4 classes to choose from, including kittens ;)

  • A cool leveling system that borrows concepts of TCG's (Trading Card Games)!

  • Exciting boss fights with fun and cool mechanics!

  • A world map to explore. Moving in the world map make you explore locations, triggering events and encounters.

  • Many dungeons to crawl in!

  • Enjoy 6 environments: Dungeon, Grasslands, Lava, Jungle, Dessert, Ice.

  • Gather soul essence during your several adventures and unlock new content/perks.
  • A lot of cool and dynamic music!

So... what do you think guys?  ;D

Also I will follow this with the latest change log, in case anyone is interested in seeing what I have been doing this last weeks ;)

« Last Edit: March 11, 2018, 11:31:14 PM by getter77 »


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Re: Rogue Empire - new version released (now at v0.8.7)!
« Reply #1 on: December 05, 2017, 10:38:59 PM »
Full change log for version 0.8.7 here!

  • Added the game intro video.
  • Added new world map events.
  • Added a new dungeon to the main campaign.
  • Added partial storytelling to the main campaign.
  • Improved closed dungeon generation to make more interesting levels.
  • Added destructible barrels and boxes.
  • Added Loot Chests. Most are locked, but some can be open.
  • Added 4 new soul essence perks.
  • Old save games now might load and are flagged as (unsupported/old).
  • Added several more music tracks.
  • Town now protected by guards.
  • Added 6 new enemies and 1 new boss.
  • The world in the main campaign now slowly transforms into shadows!


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Re: Rogue Empire - new version released (now at v0.9.0)!
« Reply #2 on: March 11, 2018, 11:33:38 PM »
v0.9.0   8)

IMPORTANT: Current saves should work, but I can not guarantee it.

So, without further ado here are all the changes introduced into 0.9.0 from 0.8.9 ( I might have missed some, if so I apologize). In bold are the more important features added. I am sure there will be bugs but as allways I will try to solve them as fast as posible!

New Features

A new campaign (Bonus experimental Feature): The Challenge Dungeon!
Champions are here!:
Most levels have 1 Champion noted by small skull icon. They will be crated when a new level is generated (meaning old levels you already explored won't have them).
Any champions have a greater HP pool, give more xp and (on average) relatively better and more loot (unless it is not a loot giving monster, e.g. a wolf champion wont give loot) in contrast to its lesser brethren.
In addition, champions can have 1 of several base builds with different effects: more speed, tanky, more stats, avg, more damage, increased mana pool.
Champions also have 1, 2 or 3 (depending on difficulty) additional spells drawn from a pool that varies on the enemy type, e.g. an archer has a specific pool of possible extra abilities and in a similar way a fire oriented caster will have specific possible extra abilities.
Added resistance gear.
Upgraded food system and balanced game accordingly. More info Here.
Random dungeons are now created when loading the world map for the first time. This dungeons are different in length and style. Initial dungeon level/danger roughly depends on distance from the initial player spawning position. Random dungeon ends spawn 3 champions and have several guaranteed chest rewards as well as gold.
Added the "unending" dungeon to the game. Finished the current content with your character? Dive in!
Dungeons have now 2 additional skins: stone and shadow forming.
Added swap actions capabilities to the action bar.
Separated resistance into sub categories and re balanced it.
Added randomize race and class buttons when starting a new game.
Shape shifted druids now have unique attack animations.
'D'drop hot key has been added to the inventory.
Swap weapon key (default W) now also works on the inventory.
Added several new monsters.
Several enemies now have a disarm ability. Different weapon types have different chances of being disarmed when you have them (smaller weapons like daggers are harder to disarm for example).
Added wind shield spell (gives chance to make ranged physical attacks miss).
Added toggle to enable or disable battle texts on top of character.
Quests can now be tracked in the world map (if you have information about them) to make it easy to go where you need. Note: Because this adds information current main quests in the dawn of shadows campaign might not reflect the real progress of the quest.
Added option to limit game's frame rate.

Bug Fixes

Fixed mushroom warrior issue what growing from the magician's summon.
Encounters should now properly always have a path to an exit.
Worked on improving memory management. Hopefully this improves crashes some people seem to have.
Merchants restock properly.
Dragging items of the action bar now wont drag the screen.
Action bar should now properly reflect stacking items pickups and drops.
Demoralizing shout now shows its energy cost.
Assassin: Volley of knives now prioritizes enemies over objects. If no enemies are nearby objects are hit.
Triggering an event on the world map now stops any movement of the character.
Damage and to hit values for weapons now added to description if enchanted for easier comparison.
Armor tool tip now shows its weight.
Achievement achieved in one computer should now show on another computer inside the game if steam cloud is enabled.
Soul essence should correctly sync with cloud saves. Automatic migration mill save your current soul essence into the new system. If you have essence and perks in different computers log on each and open the essence window after a successful steam cloud synchronization. Underlined text is important!
Better tier ammo should now properly have better stats.
Ammo should properly weight.
Fixed bug where saving a game in bear form would lower hp to maximum amount of humanoid form hp when loading the game.
I think I fixed all issues with the action bar.
Improved inventory performance.
Fixed beta build bug where levels would regenerate under certain conditions.
Fixed bug where enemies would not attack the character if on an open chest.
Improved in game log sizes, memory management and cpu use.
Dropping items in the inventory now auto selects the nearest item next to the one dropped.
Fixed graphical bug where an interrupting event in the world map would not update graphical position of character.
Wind shield status effect now is properly shown and enables the removal of the spell.
Improved door placement.

Balance Changes

Starting staff for mages now has a base range of 2.
Balance: Druid's bear aspect effects where reduced (bonus hp is now 35% and shrugged improvements are now every 10 levels instead of 8).
Balance: Druid's
Balance: Druid's spell learning handicap got reduced from 50% to 75% handicap.
Balance: Warrior's
Balance: Warrior's

Balance: Warrior's
Balance: Warrior's
Balance: Warrior's
Balance: Warrior's
Balance: Hard difficulty is now a little harder!
Balance: Trying to learn high level spells from low lvl high handicapped learning items should be more difficult!
Balance: Spell dodging is now more difficult with the spell's level.
Balance: Mage Lightning Mastery shock bonus reduced to 40% and damage increase added of 30% for lightning spells.
Balance: Mage Freeze Mastery now also increases freeze spells damage by 30%.
Balance: Increased  boss damage slightly.
Balance: Increased boss hp slightly.
Balance: Naga's racial critical rating increase reduced from 60% to 40% and cold vulnerability also reduced from 50% to 40%.
Balance: General physical critical rating formula adjusted to have a little more diminishing returns from critical rating.
Balance: General magical critical rating formula reduced chance to do critical hits.
Balance: Daggers have a +100% additive critical damage bonus. Short Swords have a +50% additive critical damage bonus.
Balance: ammo's weight reduced by 60%.
Balance: With the new resistance gear, none physical resistance rating growth by attributes was reduced by 75%.
Balance: Warrior's
Balance: Enemies got theirs hit points increased by 20%-30% and their regeneration decreased by 50%
Balance: Item drop rate increased by ~15%.
Balance: Low tier enemies now upgrade their weapons (doing more damage) after certain amount of levels when they appear on later dungeons.
Balance: Assassin's stealth is now weight dependent instead of armor mitigation dependent. This is triggered after going over the 70% armor ratio. The idea is give the chance make a heavy armored assassin but with less consumables because of weight vs a less armored assassin with more consumables/situational tricks.
Crossbows and muskets have had their energy use reduced by 35%.
Some skills now are more strategically used by the AI. Also some other beneficial skills will be cast on friends too. I will extend this to more and more abilities as I have time.
Reduced food drops as they are to plentiful with the new healthiness system.
Energy used when learning a spell and not successful now is down from 5000 to 1000.
Troll's slowness was removed.
Troll's regeneration was reduced from +100% to +50%
Troll's gain a new starting passive where they have 30% more hp when compared to other races.

The time to start a continual action by holding down the same key has been multiplied by 4 to avoid issues when hitting a single key once.
Added new logo to main title screen.
Permanent effect potions are now called elixirs.
Replaced world map energy spend message and integrated the approximate time spend exploring the tile to have a more user friendly way of understanding the concept.
Renamed keys to reflect what they open.
Movement should be a little smother.
Inventory and merchant windows default behaviors on click where changed to double
click to avoid accidents.
Swapped the +to hit and + to damage in the item name to put it in the orders that games of the genre and d&d have.
Added better disarm and focus blow status effect icons.
Added new dungeon decorations.

Bug Fixes:
Druids no longer can equip ranged weapons by drag & drop.
Drag & Drop now works with ammo too.
Drag & Drop should be properly working with the main and offset weapon slots now.
Disabled auto explore on world map.
Improved auto explore to better stop at incoming enemies.
Barrels && crates can't be missed anymore!
Kicking a chest no longer changes its lock type.
Fixed lightning impact sounds.
Character information screen tool tips should now be sharper and bigger.
Improved tool tips of spell books, wands and scrolls to be much more readable.
Improved descriptions of spell books, wands and scrolls to fit better its description by removing unnecessary text.
Volume sliders should now correctly turn music/sounds of when all the way down.
Game should be more OBS friendlier.
Game input no longer freezes when weight is more than twice of the characters max weight he can carry.
Added text warning when really overburdened.
Fixed inconsistency between picking up using the pickup key would not count towards the prepared bonus.
Fixed bug where dropping several stacks items would not remove all of them in the inventory.
Doubled the time for the game to recognize the start of a screen drag (from 0.15s to 0.3 s) to avoid for the character to not move to a tile on slow clicks.
Fixed the dawn of shadows main quest text.
Added a tool tip when starting any campaign explaining it and its current content.
Summons should correctly loose cohesion (max hp) now.
Fixed problem with using mana stones from the inventory without drilling down into its subcategory.

Balance changes:
Balance: Staff enhancements mage abilities now recover mana, The amount is equal to the staff usage mana cost. Can stack with other staff enhancements.
Balance: Different staffs now have different mana usage costs.
Balance: Warrior's Str and Con per level dices reduced slightly.
Balance: Spike traps damage reduced slightly.
Balance: Increased mage initial hp dices and level up dices.
Balance: Reduced third Shadow Boss() regeneration a little more.
Balance: Increased third Shadow Boss() regular damage a little more to compensate.
Balance: Green goo starts now with a much lower damage absorption but improves it faster over levels. Mainly to easy Eghoss' entry to the main dungeon.
Balance: Dwarf sturdiness now improves ever 12 levels instead of every 20 levels.

New Features / Additions:
Quality of life: Right click now cancels a cast/targeting action.
Leader board entry now clarifies it's in game time.
Feature Request: In game cursor can now be toggled of from the Setting Configuration Menu. This probably need some additional testing.
Feature Request: Holding down a movement key, pickup key or wait key will repeatedly trigger the same action.
Labeled more complex classes during its selection to let new players know it should not be their first choice.
The small forgotten dungeon no longer has a dead end.

Bug Fixes:

Fixed issue with sound sliders on main menu not working.
Fixed issue where some enemies just wont die and where frozen in place.
Unlimited food on inventory exploit fixed.
Assassin dagger affinity would freeze game fixed.
Fixed graphical FX issue with third Shadow Boss() of the Dawn of Shadows Campaign.
Fixed action bar bug where it would shift and remove a slot.
Fixed achievements not showing on steam.
Fixed several typos.
Fixed tool tip for pickaxe.
Fixed missing information about the steel crossbow requiring Bolts.
Twitch integration now properly recognizes channels with uppercase
Comparing items while shopping now properly closes the window when interacting with other merchant actions.
Fixed tutorial window for kick message. Increased window size slightly for better legibility.
Removed inventory item tool tip.
Fixed bug where camera distance would reset to default when closing the settings menu for the first time in the session.
Fixed sound issue with lightning shock spell and iced effect.
Reduced the overall amount of souls in eghoss' campaign by half to try to ease the processing power it uses on older computers.

Third Shadow Boss() of the Dawn of Shadows Campaign has its regeneration reduced by 50%
Increased slightly the barrel and crates item drop chance.
Increased the amount of special rooms generated per level by 15%.
Within the special rooms probabilities trapped rooms where decreased and zoo/swarm rooms where increased.
Food consumption on standard difficulty is reduced by 20%. On easy its reduced by 40%. On Hard difficulty its increased by 5%. I will monitor this changes to see how it affects game play. Also this will be changed once I implement a new food system I have in mind (from some input from you guys).
Looking at targets to get more information now costs no energy and won't make you loose any turn.

Feature request: You can now zoom in much closer and zoom out much further away.
Feature Request: Added a toggle to disable shakiness on certain eventful levels.
New Feature: Merchants now restock items for modest price ;).
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training


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Re: Rogue Empire - new version released (now at v0.9.0)!
« Reply #3 on: March 14, 2018, 11:33:14 PM »
looks pretty cool. Does it run on xp by chance?