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Steam News13 April 20264mo ago

Devlog 95

It's Sunday, and I feel like I accomplished everything I wanted to this week. I did a lot of bugfixes earlier in the week, with many thanks to those who submitted reports.

Full notes

Full Rogues of Europa update

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What changed

1 fix2 additions1 change0 removals
  • Fixes
  • Gameplay
  • Maps
fixedI did a lot of bugfixes earlier in the week, with many thanks to those who submitted reports. I should have been better with some of the QC things, but it was what it was, and things should be a bit more fixed. There are a few outstanding bugs but they are low priority in my book.
addedThis week I converted the encounter system to be fully token driven. This means little to the player, but it means a lot to me because it means I can start adding things a bit more rapidly. The previous system involved a bunch of reused code and some sloppy if-elseif statements that went on for pages. Now it's a simplified system, actually a direct copy of the conversation system. This allows for rapid writing on my part as well as additional complexity. Rather than being a choice with a random consequence, now there can be branching contexts, much like a conversation. However they are still going to be primarily
addedYou may see the pink and black missingno square for some encounters, but that will be because they are being written far more rapidly than they were in the past. That said, I have been inspired to create a few new panels.
changedEncounters are now going to take place everywhere. I'm currently generating 1000 of them per level for testing purposes, but they will come at a relatively slow pace in the future. The goal is that something interesting will happen every 15-30 seconds, at the standard walking pace, so that will translate into maybe every 5-10 grids (one tile on the map).

Rogues of Europa changes

fixedI did a lot of bugfixes earlier in the week, with many thanks to those who submitted reports. I should have been better with some of the QC things, but it was what it was, and things should be a bit more fixed. There are a few outstanding bugs but they are low priority in my book.
addedThis week I converted the encounter system to be fully token driven. This means little to the player, but it means a lot to me because it means I can start adding things a bit more rapidly. The previous system involved a bunch of reused code and some sloppy if-elseif statements that went on for pages. Now it's a simplified system, actually a direct copy of the conversation system. This allows for rapid writing on my part as well as additional complexity. Rather than being a choice with a random consequence, now there can be branching contexts, much like a conversation. However they are still going to be primarily
addedYou may see the pink and black missingno square for some encounters, but that will be because they are being written far more rapidly than they were in the past. That said, I have been inspired to create a few new panels.
changedEncounters are now going to take place everywhere. I'm currently generating 1000 of them per level for testing purposes, but they will come at a relatively slow pace in the future. The goal is that something interesting will happen every 15-30 seconds, at the standard walking pace, so that will translate into maybe every 5-10 grids (one tile on the map).

It's Sunday, and I feel like I accomplished everything I wanted to this week.

I did a lot of bugfixes earlier in the week, with many thanks to those who submitted reports. I should have been better with some of the QC things, but it was what it was, and things should be a bit more fixed. There are a few outstanding bugs but they are low priority in my book.

This week I converted the encounter system to be fully token driven. This means little to the player, but it means a lot to me because it means I can start adding things a bit more rapidly. The previous system involved a bunch of reused code and some sloppy if-elseif statements that went on for pages. Now it's a simplified system, actually a direct copy of the conversation system. This allows for rapid writing on my part as well as additional complexity. Rather than being a choice with a random consequence, now there can be branching contexts, much like a conversation. However they are still going to be primarily

You may see the pink and black missingno square for some encounters, but that will be because they are being written far more rapidly than they were in the past. That said, I have been inspired to create a few new panels.

Steam post image For interactions with cultists.

Encounters are now going to take place everywhere. I'm currently generating 1000 of them per level for testing purposes, but they will come at a relatively slow pace in the future. The goal is that something interesting will happen every 15-30 seconds, at the standard walking pace, so that will translate into maybe every 5-10 grids (one tile on the map).

Steam post image Stalagmite interactions

So I will probably be working on writing some interactions in the coming week. I have about two dozen different interactions planned already. My goal is about 4 dozen, which is the rough equivalent of the board game Betrayal at the House on the Hill. I don't think that will be "more than enough", but that should be sufficient for good variability and replayability.

A side effect of the tokenized system is that things will be moddable, in the far future. Anyone with a text editor and an image editor will be able to make a fully functional encounter. However this won't be a near term thing unless it's very popularly demanded.

The text version of an encounter. What you see is what you get, minus the fact that you need an illustration to go with it.

So that will be the plan for this week, and I'll probably push another update by next Sunday. Remember to email any questions, comments, and prayer requests you have to roguesofeuropa@protonmail.com, or just leave them in the comments below.

Source

Steam News / 13 April 2026

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