Patch Notes v1.1.0

Patch v1.1.0 has been released!  Because it’s such a large change (and in lieu of the launch of the Mac and Linux versions), the latest version is a full install, as opposed to our regular, smaller patch files.

Patch 1.1.0 Bug/Balance Fixes
———————————————————-

Major Changes:
– Mac and Linux versions have been added to this release!
– Added profile select functionality. You can now choose between three save game profiles.
– Added Mac/Linux team to credits.
– Jukebox is now persistent until you switch areas (or enter a boss room).
General fixes:
– Fixed bug where disabling fire shield displayed a mana cost.
– Game now properly handles special character crashes in the hero/heroine name lists.
– Fixed room that had empty block where a chest should be.
– Alexander no longer moves in places where if you kill him, the money is lost.
– Casting Mega Damage Shield now drains your mana faster than when casting the regular spell.
– Fixed bug where player would no longer catch his own chakram or conflux projectiles.
– Fixed bug where you could get the dragon fire spell for a class other than the dragon by locking the castle.
– Fixed a few spelling mistakes in the game.
– Fixed bug where game would function oddly when the system broke standard vsync and ran faster than 60.
– Fixed bug where dungeon shader was being applied to all areas, affecting performance.
– Tweaked the glowing fairies in the Garden to reduce confusion that players could interact with them.
– Fixed bug where the backup save system wasn’t kicking in properly if the map or map data got corrupted.
– Fixed bug where one of the last boss’s attacks had an incorrect hitbox.
– Fixed bug where you could take damage immediately after exiting a compass room.
– Removed the delete button from the options menu and put it into the profile selector.
– Fixed bug where the Randomize Children skill in the manor had incorrect text.
– Changed E.D.S to Flexible.
– Added a more comprehensive fix for player/boss dying at the same time.
– Player now makes a sound when landing after getting hit.
– Fixed bug where you could see a bit of background during a death defy.
– Fixed bug where quitting from heir selection with a character that has vertigo would result in him/her not having it on second load.
– Fixed bug where credits were running extremely slow.
– Fixed bug where lineage screen was running extremely slow.

Major Changes:

– Mac and Linux versions have been added to this release!
– Added profile select functionality. You can now choose between three save game profiles.
– Added Mac/Linux team to credits.
– Jukebox is now persistent until you switch areas (or enter a boss room).

General fixes:
– Fixed bug where disabling fire shield displayed a mana cost.
– Game now properly handles special character crashes in the hero/heroine name lists.
– Fixed room that had empty block where a chest should be.
– Alexander no longer moves in places where if you kill him, the money is lost.
– Casting Mega Damage Shield now drains your mana faster than when casting the regular spell.
– Fixed bug where player would no longer catch his own chakram or conflux projectiles.
– Fixed bug where you could get the dragon fire spell for a class other than the dragon by locking the castle.
– Fixed a few spelling mistakes in the game.
– Fixed bug where game would function oddly when the system broke standard vsync and ran faster than 60.
– Fixed bug where dungeon shader was being applied to all areas, affecting performance.
– Tweaked the glowing fairies in the Garden to reduce confusion that players could interact with them.
– Fixed bug where the backup save system wasn’t kicking in properly if the map or map data got corrupted.
– Fixed bug where one of the last boss’s attacks had an incorrect hitbox.
– Fixed bug where you could take damage immediately after exiting a compass room.
– Removed the delete button from the options menu and put it into the profile selector.
– Fixed bug where the Randomize Children skill in the manor had incorrect text.
– Changed E.D.S to Flexible.
– Added a more comprehensive fix for player/boss dying at the same time.
– Player now makes a sound when landing after getting hit.
– Fixed bug where you could see a bit of background during a death defy.
– Fixed bug where quitting from heir selection with a character that has vertigo would result in him/her not having it on second load.
– Fixed bug where credits were running extremely slow.
– Fixed bug where lineage screen was running extremely slow.

Rogue Legacy Podcast Interviews

Hey guys,

For those interested, we compiled all of our podcast interviews about Rogue Legacy here onto one page! We might have missed a few, but I think we got them all.

Big Sushi FM
http://bigsushi.fm/episode-79-cellar-door-games/

Guys with Pencils
http://guyswithpencils.tumblr.com/post/58068968045/guys-with-pencils-episode-123-behind-the-cellar

Core Elements
http://coreelementspodcast.blogspot.ca/2013/07/ce-47-teddy-lee.html

Steve & Matt
http://www.giantbomb.com/profile/epicsteve/blog/steve-kessler-and-pascual-podcast-with-rogue-legac/102709/

Indie Luchadore
http://spiderduck.net/indie-luchador/2013/5/13/indie-luchador-vs-teddy-lee-of-cellar-door-games-interview

Rogue Legacy Mac/Linux Update #2

We’re just dropping in with a short update on the Mac/Linux port of Rogue Legacy.  It’s been a while since anything has been mentioned on the ports, but we can say we are very close.  It’s currently in testing, with only a few minor bugs preventing us from making it public.  That said, we are considering delaying the ports so that they include the latest patch that we’re working on, which is a stability/content update that will be pretty big.  We know it sounds like a raw deal for a lot of people who have supported us and waiting so patiently.  This way though, we can ensure Mac and Linux users have the best possible experience with all the features and content available (or to be available) right from get-go.  If the patch takes too long to complete, we may release the ports sooner, but either way, keep an eye out in the upcoming weeks as we announce the release for those versions.

Rogue Legacy Nominated at IndieCade 2013

indiecadelogo_small

Hot off the heels of the PAX 10 at PAX Prime (which was awesome beyond words by the way), Rogue Legacy has been announced as a nominee for this year’s IndieCade 2013.  I know, we’re just as surprised/confused as you are!  A lot of questions must be brimming from this, like “How is Rogue Legacy a finalist?” and “Who did you pay off to get this?”  Unfortunately we don’t know the answers to those questions (or won’t say), but we do know that it is a huge honour to be part of this year’s awards.  The nominees this year look absolutely fantastic, with our hometown Toronto making a fairly sizeable contribution.  We’ll even be seeing some familiar faces from the PAX 10 (greetings folks at Gunpoint, Sokobond, and Towerfall).

Anyway,  if  you’re attending this year’s IndieCade, be sure to drop by and say hello.  The nominees look to be huge this year and our chances of winning anything are slim, so if you see us in tears just try to ignore us.

Rogue Legacy at PAX Prime!

We’ve got some great news to announce!
We will be at this year’s Penny Arcade Expo in Seattle.  So anyone attending the expo can now stop by our booth to see (some of) the gross creatures responsible for the development of Rogue Legacy.  We’ll be fenced behind plate glass where you can throw feed at us and watch how we function in our natural habitat (not really).
How did we score a last minute showing at PAX?  We’ll be a part of this year’s PAX 10, where a group of industry experts make a selection of some of the top indie games of the year in regards to gameplay and fun-factor.  I know! I don’t know what we’re doing there either!
We’re super flattered and honoured to be a part of this group, so be sure to check out some of the other amazing entries.
http://prime.paxsite.com/pax10

We’ve got some great news to announce!

We will be at this year’s Penny Arcade Expo in Seattle.  So anyone attending the expo can now stop by our booth to see (some of) the gross creatures responsible for the development of Rogue Legacy.  We’ll be fenced behind plate glass where you can throw feed at us and watch how we function in our natural habitat (not really).

How did we score a last minute showing at PAX?  We’ll be a part of this year’s PAX 10, where a group of industry experts make a selection of some of the top indie games of the year in regards to gameplay and fun-factor.  I know! I don’t know what we’re doing there either!

We’re super flattered and honoured to be a part of this group, so be sure to check out some of the other amazing entries.

http://prime.paxsite.com/pax10

® All Rights Reserved Cellar Door Games 2018

® All Rights Reserved Cellar Door Games 2018