Full notes
Full Rogues of Europa update
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What changed
- Maps
- Performance
- Gameplay
Rogues of Europa changes
I was in the field this week, but I was able to get some stuff done on the fetch quests, which I hope to finish soon.
The heart of the fetch quest is the abbey, a new terrain feature. Abbeys appear in little alcoves in the caverns, and a maximum of one will generate per level, and a maximum of four will generate on the whole map.
Steam post image I used the patron saint system from a very long time ago to name the abbeys!
The idea is that they will be relatively out of the way so it will require a lot of exploration to make it to one, making a simple fetch quest a bit more interesting, likely with several detours, pit stops, and so on. In addition, the only way to get down a level is to go through a lair or fall down a chasm, and the only way to go up a level is to go through a lair, at least until omnivator travel is unlocked between towns.
Steam post image An early render of an abbey, cut short by an attack by dog-men. I was on the sixth stratum, however.
I'll have to add some NPCs and behavior next week, and I hope it should be relatively simple matter, especially since all the abbey buildings are contained within one grid. That said, I'm anticipating the worst and may not get the fetch quest done this week. I will in addition have a lot of flat-pack furniture to assemble.
Steam post image I've always found programming much easier than assembling furniture, but there is a different sort of satisfaction than when things render properly.
The fetch quest will hopefully be done in the next couple of weeks. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com, or just leave them in the comments below.
Source
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