In this update3
Full notes
Full VRogue update
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Repeated intro
Hello Rogues,
What changed
- Gameplay
- UI and audio
- Fixes
VRogue changes
- Roguehero
Today I've released v1.3.0 of VRogue!
Changelog
VR:
You can now indicate a tile to target (for e.g. running) using the controllers instead of only the headset. The priority is offhand -> main hand -> head.
The dungeon now has a ceiling (was: a glimpse into the terrible endless void).
The title screen has had several of its text and logos moved or resized to accommodate this new feature.
The lighting has been re-done! Instead of a general directional light coming from the aforementioned void, there is an omnidirectional light a few meters above the player’s head.
When you use a Wand of Light, this main light briefly shines blue.
While hallucinating, the lighting color (and many other colors) also change
If you drink a potion of levitation, you’ll actually levitate!
Reading a scroll of confusion will turn your hands red, just as the message says.
Throwing items now only takes 1.5s of confirmation (was: 3 seconds).
Stairs now have their own hold-to-confirm boxes to prevent clipping issues
The pause screen now also has a status line.
Rogue:
The following Rogue options are now settable:
jump - Whether to jump to the end of a multi-tile movement (true) or move the camera for each tile (false, the default)
name - The rogue’s name. Note this only affects e.g. tombstone displays and does not affect leaderboards or save game filenames.
fruit - The player’s favorite fruit. This can occasionally spawn instead of regular rations.
file - The filename to save/load games to. This is only settable via ROGUEOPTS or the command line, it cannot be changed in-game.
Most rogue options can be set in one of three ways:
Via the ROGUEOPTS environment variable, e.g. ROGUEOPTS=name=Bort,jump,fruit=apple,file=c:/tmp/zorb.save
Via the –rogueopts command line argument, e.g. --rogueopts=name=Incognito,nojump,fruit=bat,file=c:/tmp/zorb.save
In game via the ‘options’ button on the pause screen.
Bugs:
Fixed issue where there was a gap between walls and the floor tiles.
Fixed issue where moving the player into a door could result in the player being shunted to the side by an errant collider.
Fixed Z-fighting issues in passageways with corners
Source
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