Full notes
Full Rogue Rollout update
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What changed
- Store
- Balance
- Gameplay
Rogue Rollout changes
General Changes
The base score of a Penta is now 55. (Was 50)
Charging Up & Charging Up Plus no longer appear in the shop until rounds 15 and onward.
Artifacts with a percent chance to roll a Baby Straight on the come out roll have a 33% chance to roll 5-4-3-2-X, X will never be 1 or 6 on the come out roll. This change is intended to synergize with the recently added Countdown artifact (Scoring a Large Straight with the sequence 5-4-3-2-1 grants 14% of the required points. Large Straight can be played one additional time.)
Artifacts with a percent chance to roll a Large Straight on the come out roll have a 25% chance to roll 5-4-3-2-1. This change is intended to synergize with the recently added Countdown artifact (Scoring a Large Straight with the sequence 5-4-3-2-1 grants 14% of the required points. Large Straight can be played one additional time.)
Artifacts
Chaotic Conundrum - All scores multiplied by 4. Artifacts are chosen at random. (Was 3)
Cutting Corners - All scores multiplied by 1.4. The number of pips required to unlock the bonus is decreased by 8. (Was 10)
Cutting Corners Plus - All scores multiplied by 1.7. The number of pips required to unlock the bonus is decreased by 15. (Was 20)
Dice Disorder - All scores multiplied by 2.2. Two dice lose the ability to lock their roll. (Was 2.0)
Enhanced Penta - 2.5% Chance to roll a Penta on come out roll. Penta can be played one additional time. (Was 2%)
Enhanced Penta Plus - 5% Chance to roll a Penta on come out roll. Penta can be played two additional times. (Was 4%)
Loaded Dice - All scores multiplied by 1.4. The face up value of the loaded die when the round begins is more likely to roll. (Was 1.5)
Out Of Control - All scores multiplied by 2.3. The number of choices in the shop are reduced to 2. They cannot be refreshed. (Was 2.0)
Penta Perfection - All scores multiplied by 1.5. 2% Chance to roll a Penta on come out roll. (Was 1.5%)
Penta Perfection Plus - All scores multiplied by 1.7. 4% Chance to roll a Penta on come out roll. (Was 3%)
Pete And Repeat Plus - 5% Chance to roll a Baby Straight on come out roll. Baby Straight can be played two additional times. (Was 4.5%)
Plenty Of Room Plus - 4% Chance to roll a Full House on come out roll. Full House can be played two additional times. (Was 3%)
Sacrificial Dice - All scores multiplied by 3.5. The amount of times you may reroll dice is reduced by 1. (Was 4)
Tannersville - 2% Chance to roll a Full House on come out roll. Full House has its multiplier cap increased by 70x, X is the difference in the pair and three of a kind. (Was 60)
Thrice Is Nice - Triple can be played one additional time and has its multiplier cap increased by 80. (Was 100)
Thrice Is Nice Plus - Triple can be played two additional times and has its multiplier cap increased by 160. (Was 175)
Trifecta Plus - After scoring a Triple, Quadra and Penta, gain 18% of the required points. Can only trigger once per round. (Was 16%)
Trips Everywhere - All scores multiplied by 1.4. Playing a hand that contains a three of a kind has its multiplier cap increased by 60. (Was 75)
Trips Everywhere Plus - All scores multiplied by 1.7. Playing a hand that contains a three of a kind has its multiplier cap increased by 110. (Was 125)
Window Shopping - Increased chance to roll rare artifacts decreased to 2%. (Was 3%)
Window Shopping Plus - Increased chance to roll rare artifacts decreased to 4%. (Was 6%)
Cursed Artifacts
Bonus Trip Up - The bonus score is multiplied by 0.8. The number of pips required to unlock the bonus increases by 5. (Was 0.75)
It's Probably Harmless - On every score submission, there is a 8% chance the submitted score is multiplied by 0.5. (Was 10%)
Problematic Pentas - Playing a Penta has a 25% chance for the score to be multiplied by 0. (Was 30%)
Questionable Quads - Playing a Quadra has a 25% chance for the score to be multiplied by 0. (Was 30%)
Rough Neighborhood - Playing a Full House has a 25% chance for the score to be multiplied by 0. (Was 30%)
The Dumpster - Playing Anything Goes has a 25% chance for the score to be multiplied by 0. (Was 30%)
Trippy Trips - Playing a Triple has a 25% chance for the score to be multiplied by 0. (Was 30%)
Unsturdy Lock - Locked dice have a 8% chance of rolling anyway. (Was 10%)
Winding Roads - Playing a Straight has a 15% chance for the score to be multiplied by 0. (Was 20%)
Window Shopping Math (Turn back, Faz)
The base chance of rolling a plus artifact in the retail game is 5% (0% in the demo), this is unchanged. What this means is there is an 18.5% chance that at least one plus artifact will roll in your shop of 4 options, if you refresh this increases to 33.7% that after seeing 8 options, at least one will be a plus artifact.
Taking Window Shopping will increase your chance to 7%. This means there is a 25.2% chance of seeing a plus artifact in your first 4 options, and if you refresh that's a 44% chance of seeing one.
Taking just Window Shopping Plus (Not both) will increase your chance to 9%. This means there is a 31.4% chance of seeing a plus artifact in your first 4 options, and if you refresh that's a 53% chance of seeing one.
And if you have both, that's an 11% chance, which means in your first 4 options you have a 37.3% chance of seeing a plus artifact, increasing to 60.6% if you refreshed.
Source
Changelog.gg summarizes and formats this update. How we read updates.
