In this update12
Full notes
Full Rogue Mansion update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Fixes
- Balance
- Maps
- Store
Rogue Mansion changes
How's it going, Survivors!
We’ve polished the halls, added a new coat of paint, and the demo is ready for another run - below are the full patch notes for the demo update:
Fixes
UI & Menus
Fixed some UI glitches when playing on ultra-wide resolutions.
Fixed a bug where the game UI would break after exiting certain menus using the Inventory button.
Several localization errors have been corrected.
Controls & Input
Dodges in the tutorial are now registered correctly.
The “Swap Shoulder With Triggers” option now works as intended.
Fixed an issue where PS4/PS5 controller buttons didn’t respond correctly.
Audio & Visuals
Fixed a bug where the game could remain permanently muted after skipping a cutscene.
Venalis now blinks correctly.
Others
Fixed a critical bug that caused animation events to duplicate, leading to excessive damage from certain attacks and other unintended behaviors.
The map now sets the destination correctly when marking the second floor of the Main Hall.
Changes
Inventory & Items
Charms no longer take up inventory space.
Charms are now slightly more expensive.
The effect percentage of Charms has been reduced.
Items can now be discarded directly from the “Inventory Full” window.
All grenades now have a maximum stack size of 2.
Grenades, melee, and disposable weapons now switch back to the previously used weapon instead of the infinite weapon.
Added an inventory expansion to the shop.
Tweaked item spawn rates for better balance.
Economy
The shop price multiplier has been decreased to 1.3x.
Antiseptic Sprays now heal a full heart but cost more in the shop.
Bandages now heal half a heart.
Gold Coins are now awarded automatically when defeating enemies.
The amount of Gold Coins you can hold is now capped.
You can now buy 4 different types of weapons in the shop every run.
Movement & Combat
Camera rotation is no longer restricted while dodging.
The gamepad button layout has been adjusted to allow dodging while rotating the camera.
Added an option to run by default.
Dodge stamina now recovers more quickly.
Player movement speed is now reduced when at low health.
When the player is burning, flames now extinguish automatically when entering or teleporting to a new room.
Fear Mechanics
- Fear mechanics have been reworkedfear is no longer reduced by enemies, but by solving puzzles instead. Maintaining 100% fear causes you to lose half a heart every few seconds.
The Fear Potion has been removed.
Changed the color scheme of the Possessed Armor to avoid confusion with fear-related mechanics.
Flying vases/barrels no longer increase your fear level.
Enemies no longer perform fear attacks.
Enemies & Encounters
Adjusted Hugger behavior to make encounters more fair.
Enemies now despawn once you leave a room.
Added better visual feedback to the Linked Spawn’s attack.
A stunned Kardo now has a random chance to expose its back.
Others
Added a tip clarifying that puzzle clues are always located in the same room as the puzzle.
The map info legend “Under Exploration” is now called “Unopened Containers” to avoid confusion.
Slight modifications were made to some puzzle rooms.
Smoothed out the difficulty curve between the early game and the Tree Key.
Adjusted the hitboxes and timing of traps.
Removed the bleeding mechanic.
Updated the tutorial to reflect recent changes.
All cinematics are now skipped by pressing the “Back” button instead of the “Pause” button.
That’s all for now - but keep checking in for more news & updates from Rogue Mansion!
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Source
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