Version 2.22

Date: Sat, 02 Sep 2023
Rogue's Tale Game Banner
Genre: Indie, RPG
Developer: Epixx.org
Release Date: Fri, 28 Mar 2014
Here's the full list of changes:

- Fixed a card game discard bug that led to the game getting stuck.
- Added a new event boss to unlock hard mode card game.
- Card game now shows tooltips on the status and intent icons.
- Added 12 new hideout levels and related heritages.
- Added a 256 item cap and food item decaying.
- Changed dungeon generation to always create 3 level dungeons.
- Scrap pouch transmutes schematics into gold coins when all are known.
- Known cards turn to dust when you pick them up.
- Bestial and Abyssal charms can no longer be identified accidentally.
- Fixed "need to unequip" bug when quick stashing stacked items such as coins.
- Fixed a drawing bug when a boulder was pushed over a summoning circle.
- Unfinished amulet can now take as many fangs as you want to collect.

The card game had a bug where the end of turn discard hand would lead to the game getting stuck if a card was also removed from the game (exhausted). Fear and Confusing Poison was the combination that did that. This is a game breaking bug so a new boss is needed.

The new boss is a one time event and it will always appear when the following requirements are met:

- Hideout DLC
- Player level 20.
- Bebe le Frog heritage is done.
- Gnomish Gadget heritage is not done.
- A dungeon is cleared and dice says yes.

The boss carries a gnomish gadget that can be used to reset the card game but there's a twist where a number of cards mentioned above will be added to your deck at the start of the game and enemies gain 1 resist (ignore the next crowd control or damage over time effect) after each application of CC or DoT effects.

The hard mode deck will always have one Confusing Poison card and at least one Fear card. The number of Fear cards depends on the number of player selected cards in the deck as follows: 10 to 11 = 4, 12 to 14 = 3, 15 to 17 = 2 and 18+ = 1.

Ask for it and a year later it might just happen. The card game now shows tooltips when you hover mouse over the status effect and/or NPC intent icons.

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Tinker can get back to tinkering and there's 12 new levels to unlock that will add a three level tavern with your master bedroom at the third level. Tortoises are slow builders and it will take a few more updates to fully decorate the hideout (levels 37-48 will come in the next update).

Apparently it was possible to catch so many fish that the server couldn't take it anymore. Now there's a 256 item cap per level and if you reach that then the existing food items will decay on a first in first out basis. Other items are not affected but if you decide to hoard all items from a dungeon next to town stairs then all food items you drop will decay instantly.

Related to the previous issue, random dungeon generation always creates dungeons with 3 levels now. It used to be 4 to 6 levels and apparently that could lead to a situation where there is too much data that could lead to disconnects.

Glacial level generation was also changed and those can now appear only as the third level in each dungeon after the player is level 10+. This means that there should never be stairs down from glacial levels and you don't have to reset a dungeon before clearing the first two levels.

(It's still possible that the dungeon is cleared on the first or second level before finding the stairs down if there's a hidden door. On these occasions you can reset the dungeon before it's fully explored or find the hidden door and continue deeper with the option to reset it at any point.)

Soulhunter's bag with scrap pouch transmutes blueprints and schematics into gold coins when all of them have been already learned. This is a small QoL thing when everything is unlocked but try to be careful if you still have a task where you have to return a schematic.

Known cards turn to dust when you pick them up using a single click if the resulting dust amount would not exceed the dust cap. This is another small QoL thing that will take us closer to a point where computers will do everything.

A few players have unfortunately self identified the charms that were meant to be identified by the Artisans' Guild (as a way to teach that you can identify charms there for free) thus ruining their heritage on that run. It is no longer possible to self identify those charms before those heritages are unlocked.

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