In this update3
Full notes
Full Rogues of Europa update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Balance
- Fixes
- Performance
Rogues of Europa changes
Update 0.2.87a
Changes
Added "recover" quests.
Added "clear" quests.
Added new panel artwork for different art styles.
Added new display font "calligraphy". Font can now be changed on-the-fly in the pause/options menu.
Added peddler NPC, who sells tinkering items. The peddler can show up in cave features, like petras, woods, lakes, cauldrons, and domes.
Changed the formula for how monsters spawn. Harder monsters will now spawn earlier, and monsters that are too easy will spawn in "superpacks" of 4-7.
Game now starts on current date, 1880. Added seasonal display.
Reworked tinker items slightly to do more damage over a greater area.
Reworked item drops and pickups.
Added loading screen.
Bugfixes
Fixed signpost generation, signposts are now guaranteed to generate in all locations they are supposed to generate.
Patched behavior where you could wait a short time and eat food quicker.
Fixed crash when using thrown weapons.
Fixed glitched cauldron rendering where the northwest corner of it would look like a lake.
Fixed crash involving NPC pathing.
Known Issues
New quests only have one dialogue type. More will be on the way!
Devlog
Unfortunately I was very ill last week with a fever, so I couldn't take advantage of the off-days I had to work on Rogues of Europa. However, once the fever broke last Monday I focused on getting what I needed ready for the update, and managed to push it out this week.
The main thing I did this week was finish up the "clear" quest. As usual, I had to rework a few systems to make things work.
Steam post image If I had to build a blockade, I would definitely use a bunch of furniture and wood and stuff.
I liked how the blockades turned out. The only problem was soft-locking from where the barricade hole spawns. I am reasonably sure that it can't soft-lock, but please post evidence if you see something.
Anyway, the system I had to redesign was the item system. Previously, items were spawned and rendered relative to the grid, and now they're spawned and rendered relative to the tile. This isn't necessarily a problem, and I'm pretty sure I did a good job but there could be issues, so watch out for weird item behavior.Steam post image Explosion!
The new item system allowed a much nicer way of making mines, and so I made them a bit more powerful. Part of the quest involves destroying the blockade with explosives, and I wanted a nice big boom. The area of effect now scales with the amount of explosives used, and a few things other things can increase the range too.
Steam post image The quest book outlining the "clear" quest.
But that's about it for the week. Next week, a few more features will be added as I create the final oddjob quest: the "fetch" quest, which will mainly involve crossing between levels. The medium term will bring companions, companion quests, and penance quests as update 0.3 approaches! Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com, or just leave them in the comments below.
Source
Changelog.gg summarizes and formats this update. How we read updates.
