Patch Notes - Version 0.1.1
Rogue Masters Patch Notes — November 23, 2023
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello everyone.
We have our first patch (v0.1.1). It contains lots of bugfixes to some critical issues and a few balancing changes. Yes, we fixed the memory leak issue.
First of all, we'd like to thank everyone who tried the game before the release so far. A lot of people reported bugs and gave suggestions, which are always welcome. We read all feedback we receive - however, we can't promise any immediate changes, fixes or even if we'll address specific things at all. It's always important to remember we are a small team and have to focus on critical bugs first and foremost, but we will certainly discuss everything internally eventually.
It's also important to remember everyone who plays the game might have their own ideas on how to improve it depending on their perceived experience or projected expectations with the game we have made, and that is fine, as it means people care enough to actually voice their feedback so the game can improve. But it's always good to keep in mind the game we're presenting is the result of a small team with a limited budget, and that we had to scope the game in such a way so we knew what we could deliver and what would be too much for us to take on.
It's still early days, and this is only the initial early access launch - if we get enough support, we can indeed work on adding more content, polish and bugfixes. But it's also important to try engaging with the game on its own terms - while it is, of course, definitely inspired by the best games in the Soulslike genre, at the end of the day we also made Rogue Masters to be its own thing. This requires learning its systems and what it expects of you during gameplay, using the tools the game gives you to overcome the challenges it proposes, instead of projecting into or expecting the game to behave according to the rules and systems of another game.
That doesn't mean the feedback we receive is invalid, but it's always important for us to hold on making any massive changes and assumptions until we can actually observe the experience of a larger pool of players, aside from their feedback, coupled with the data to back it up. Even more so because we're a small team with no budget at the moment to actually go through with massive changes and additions. If things look up for us after release, we hope we can over time evolve the game in a satisfacting direction, but it's literally impossible to make a game that will please everyone equally. We really hope you can understand where we're coming from with this, given our current position.
Without further ado, here are the contents of this patch:
General Bugfixes
- Fixed a memory leak that started happening for hosts when a player left the room during Horde or Endless matches
- Fixed a moveset swap glitch that happened when falling while swapping weapons
- Fixed an issue where it was extremely hard to change targets while locked-on with a controller
- Added an extra failsafe to prevent players from falling from the map when reaching the boss fight arena
- Added an extra failsafe to prevent players from staying invincible in the boss fight arena
- Several bugfixes related to joining rooms and password-protected rooms in the server list
- Fixed a bug where setting any toggle filters in the server list would break the displayed rooms
- Fixed a bug where the brightness would reset when reaching the boss fight arena
- Fixed a bug where changing the camera axis setting would invert it every time you changed scenes
- Fixed a bug where spectators would not get kicked for inactivity
- Fixed some bugs where the enemy targeting logic would give errors sometimes if players left the room during Horde or Endless matches
- Fixed a bug where joining a room as a spectator would sometimes give an error related to the dead player skull pointer
- Fixed a bug where the attack type of the Straight Sword moveset backstab grab was set to Slash instead of Thrust
- Fixed a bug where the attack type of the Spear moveset rolling attack was set to Thrust instead of Slash
Balancing Changes
- Major changes to money progression (Cash. Money. Credits. Currency. Earnings. We haven't come up with a name for this, but you get the idea.)
- Players who start the game with a clean save now have 5000 money by default
- Greatly increased the reward received when winning Horde or Endless matches
- Increased to 100% the amount of money you take with you when being defeated in Horde matches
- Increased the amount of battle fund added when a kill occurs in the Deathmatch mode
- Decreased the price of all armors, gems and gestures
- Decreased the price of all transmog categories
- Players who start the game with a clean save now have 5000 money by default
- Slightly improved manual aiming and tracking of running attacks across all movesets (further improvements might still be made for this particular attack eventually)
- Slightly nerfed Spear blocking attacks (aka shield pokes)
- Shield Recoil changed from Standard Shields to Small Shields and two-handed weapon blocks
- Reduced PvP damage by 30% (PvE damage unaffected)
- Slightly reduced poise damage
- Slightly increased Stamina cost
- Shield Recoil changed from Standard Shields to Small Shields and two-handed weapon blocks
Lastly, a lot of players reported issues when trying to play the game using Playstation controllers. Rogue Master doesn't have native support to Playstation controllers (which means we don't adapt the buttons to show Playstation icons), but any Playstation controller should work just fine. It seems this problem is actually caused by a Steam setting that might be on by default, and which you have to turn off to play Rogue Masters (at least that's what we could gather). To fix this, go to Steam -> Settings -> Controller and set the "Playstation Controller Support" option to "Not Enabled".
And that's it for our first patch. The game launches into Early Access in 8 days - spreading the word about it really helps us.
Thanks for the support, and see you next time.