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Steam News24 August 20178y ago

Version 1.0 Patch Notes

Guys, Version 1.0 is live with some major changes under the hood! Firstly, you will all notice a splash screen has been added to the game.

Full notes

Full Rogue Islands update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition0 changes0 removals
  • Performance
addedGuys, Version 1.0 is live with some major changes under the hood! Firstly, you will all notice a splash screen has been added to the game. A huge new feature has been included where the game tracks your playing ability and adjusts difficulty accordingly in real time. If you start to struggle with the game, it gives you a little help, if things get too easy, the game ramps up the difficulty level. This happens constantly in the background and will always try and balance to the best gameplay experience for you personally. Think of it like levelling up in an RPG. This feature works by balancing the difficulty of all in game monsters, their intelligence and fire rate and accuracy. Not only that, the island generation takes in to account this system too and helps a little with the topography of generated islands should you need it. The idea is that there is always a challenge around the corner and the game will grow with your experience, so you are always stretched but never frustrated by the game experience! Let us know what you think. Over 70 elements in game where tweaked to support this feature. There have been tweaks to the animation of all the characters in terms of performance with various code enhancements to speed up both fluidity and frame rate performance. There are now in excess of over 120 million physical permutations of islands that you can encounter. Please email us in 50 years to let us know when you have conquered them all ;) There has been frame rate increase in the core rendering engine, to continue to offer smooth performance even on quite low spec machines. We want everyone to enjoy Rogue Islands. Thanks as always for your support guys! Jane - Keystone Games

Rogue Islands changes

  • Roguehero
addedGuys, Version 1.0 is live with some major changes under the hood! Firstly, you will all notice a splash screen has been added to the game. A huge new feature has been included where the game tracks your playing ability and adjusts difficulty accordingly in real time. If you start to struggle with the game, it gives you a little help, if things get too easy, the game ramps up the difficulty level. This happens constantly in the background and will always try and balance to the best gameplay experience for you personally. Think of it like levelling up in an RPG. This feature works by balancing the difficulty of all in game monsters, their intelligence and fire rate and accuracy. Not only that, the island generation takes in to account this system too and helps a little with the topography of generated islands should you need it. The idea is that there is always a challenge around the corner and the game will grow with your experience, so you are always stretched but never frustrated by the game experience! Let us know what you think. Over 70 elements in game where tweaked to support this feature. There have been tweaks to the animation of all the characters in terms of performance with various code enhancements to speed up both fluidity and frame rate performance. There are now in excess of over 120 million physical permutations of islands that you can encounter. Please email us in 50 years to let us know when you have conquered them all ;) There has been frame rate increase in the core rendering engine, to continue to offer smooth performance even on quite low spec machines. We want everyone to enjoy Rogue Islands. Thanks as always for your support guys! Jane - Keystone Games

Guys, Version 1.0 is live with some major changes under the hood! Firstly, you will all notice a splash screen has been added to the game. A huge new feature has been included where the game tracks your playing ability and adjusts difficulty accordingly in real time. If you start to struggle with the game, it gives you a little help, if things get too easy, the game ramps up the difficulty level. This happens constantly in the background and will always try and balance to the best gameplay experience for you personally. Think of it like levelling up in an RPG. This feature works by balancing the difficulty of all in game monsters, their intelligence and fire rate and accuracy. Not only that, the island generation takes in to account this system too and helps a little with the topography of generated islands should you need it. The idea is that there is always a challenge around the corner and the game will grow with your experience, so you are always stretched but never frustrated by the game experience! Let us know what you think. Over 70 elements in game where tweaked to support this feature. There have been tweaks to the animation of all the characters in terms of performance with various code enhancements to speed up both fluidity and frame rate performance. There are now in excess of over 120 million physical permutations of islands that you can encounter. Please email us in 50 years to let us know when you have conquered them all ;) There has been frame rate increase in the core rendering engine, to continue to offer smooth performance even on quite low spec machines. We want everyone to enjoy Rogue Islands. Thanks as always for your support guys! Jane - Keystone Games

Source

Steam News / 24 August 2017

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