In this update4
Full notes
Full VRogue update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
VRogue changes
- Roguehero
Fellow Rogues,
Today, Version 1.1.0 of VRogue is available!
Changelog:
VR:
Enemies now animate when they do something or when something happens to them. They’re very basic animations (just movement) but it makes fighting feel much more like a fight. Current animations are:
HitPlayer
MissedPlayer
WasHit
WasMissed
Died
You can now fight an enemy by hitting it with your sword. This will still bring up the hold-to-confirm dialogue to prevent accidental turn-ending violence.
Rogue:
Taking off and putting on armor now takes extra time
Your character’s name is now your steam name - this can still be overridden by setting the VROGUE_NAME environment variable.
Your savegame now uses your character name as its filename; if that file doesn’t exist yet, it’ll load up “rogue.save”
Steam leaderboards have now been implemented as a port of Rogue's "Top 10 Rogueists"
Entries on the leaderboard are per-player, not per character. This is both a Steam leaderboards restriction and Rogue's behavior if ALLSCORES was set to 'false'.
Your rank and score will always be displayed at the end of the game.
If you quit via self-destruction, the cause of death will say “killed by self-destruction” rather than “quit” (as the 'quit' button does the far more expected thing of just quitting the game)
Inventory:
Moved the ‘purpose’ label down slightly so it’s less likely to conflict with the buttons above the inventory
Moved the ‘version’ label above the buttons so it doesn’t conflict with the ‘purpose’ label.
Other:
The game no longer writes logs of every action taken; to re-enable this for debugging (or just curiosity) you can launch with the --log-everything flag.
Steam cloud saves are now enabled!
Source
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